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  • Create a kind of Interface c++ [migrated]

    - by Liuka
    I'm writing a little 2d rendering framework with managers for input and resources like textures and meshes (for 2d geometry models, like quads) and they are all contained in a class "engine" that interacts with them and with a directX class. So each class have some public methods like init or update. They are called by the engine class to render the resources, create them, but a lot of them should not be called by the user: //in pseudo c++ //the textures manager class class TManager { private: vector textures; .... public: init(); update(); renderTexture(); //called by the "engine class" loadtexture(); gettexture(); //called by the user } class Engine { private: Tmanager texManager; public: Init() { //initialize all the managers } Render(){...} Update(){...} Tmanager* GetTManager(){return &texManager;} //to get a pointer to the manager //if i want to create or get textures } In this way the user, calling Engine::GetTmanager will have access to all the public methods of Tmanager, including init update and rendertexture, that must be called only by Engine inside its init, render and update functions. So, is it a good idea to implement a user interface in the following way? //in pseudo c++ //the textures manager class class TManager { private: vector textures; .... public: init(); update(); renderTexture(); //called by the "engine class" friend class Tmanager_UserInterface; operator Tmanager_UserInterface*(){return reinterpret_cast<Tmanager_UserInterface*>(this)} } class Tmanager_UserInterface : private Tmanager { //delete constructor //in this class there will be only methods like: loadtexture(); gettexture(); } class Engine { private: Tmanager texManager; public: Init() Render() Update() Tmanager_UserInterface* GetTManager(){return texManager;} } //in main function //i need to load a texture //i always have access to Engine class engine-GetTmanger()-LoadTexture(...) //i can just access load and get texture; In this way i can implement several interface for each object, keeping visible only the functions i (and the user) will need. There are better ways to do the same?? Or is it just useless(i dont hide the "framework private functions" and the user will learn to dont call them)? Before i have used this method: class manager { public: //engine functions userfunction(); } class engine { private: manager m; public: init(){//call manager init function} manageruserfunciton() { //call manager::userfunction() } } in this way i have no access to the manager class but it's a bad way because if i add a new feature to the manager i need to add a new method in the engine class and it takes a lot of time. sorry for the bad english.

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  • C++ Windows Forms application unhandled exception error when textbox empty

    - by cmorris1441
    I'm building a temperature conversion application in Visual Studio for a C++ course. It's a Windows Forms application and the code that I've written is below. There's other code to of course, but I'm not sure you need it to help me. My problem is, when I run the application if I don't have anything entered into either the txtFahrenheit or txtCelsius2 textboxes I get the following error: "An unhandled exception of type 'System.FormatException' occurred in mscorlib.dll" The application only works right now when a number is entered into both of the textboxes. I was told to try and use this: Double::TryParse() but I'm brand new to C++ and can't figure out how to use it, even after checking the MSDN library. Here's my code: private: System::Void btnFtoC_Click(System::Object^ sender, System::EventArgs^ e) { // Convert the input in the Fahrenheit textbox to a double datatype named fahrenheit for manipulation double fahrenheit = Convert::ToDouble(txtFahrenheit->Text); // Set the result string to F * (5/9) -32 double result = fahrenheit * .5556 - 32; // Set the Celsius text box to display the result string txtCelsius->Text = result.ToString(); } private: System::Void btnCtoF_Click(System::Object^ sender, System::EventArgs^ e) { // Convert the input in the Celsius textbox to a double datatype name celsius for manipulation double celsius = Convert::ToDouble(txtCelsius2->Text); // Set the result2 string to C * (9/5) + 32 double result2 = celsius * 1.8 + 32; // Set the Fahrenheit text box to display the result2 string txtFahrenheit2->Text = result2.ToString(); }

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  • Create a thread in xna Update method to find path?

    - by Dan
    I am trying to create a separate thread for my enemy's A* pathfinder which will give me a list of points to get to the player. I have placed the thread in the update method of my enemy. However this seems to cause jittering in the game every-time the thread is called. I have tried calling just the method and this works fine. Is there any way I can sort this out so that I can have the pathfinder on its own thread? Do I need to remove the thread start from the update and start it in the constructor? Is there any way this can work. Here is the code at the moment: bool running = false; bool threadstarted; System.Threading.Thread thread; public void update() { if (running == false && threadstarted == false) { thread = new System.Threading.Thread(PathThread); //thread.Priority = System.Threading.ThreadPriority.Lowest; thread.IsBackground = true; thread.Start(startandendobj); //PathThread(startandendobj); threadstarted = true; } } public void PathThread(object Startandend) { object[] Startandendarray = (object[])Startandend; Point startpoint = (Point)Startandendarray[0]; Point endpoint = (Point)Startandendarray[1]; bool runnable = true; // Path find from 255, 255 to 0,0 on the map foreach(Tile tile in Map) { if(tile.Color == Color.Red) { if (tile.Position.Contains(endpoint)) { runnable = false; } } } if(runnable == true) { running = true; Pathfinder p = new Pathfinder(Map); pathway = p.FindPath(startpoint, endpoint); running = false; threadstarted = false; } }

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  • Behaviour Trees with irregular updates

    - by Robominister
    I'm interested in behaviour trees that aren't iterated every game tick, but every so often. (Edit: the tree could specify how many frames within the main game loop to wait before running its tick function again). Every theoretical implementation I have seen of behaviour trees talks of the tree search being carried out every game update - which seems necessary, because a leaf node (eg a behaviour, like 'return to base') needs to be constantly checked to see if is still running, failed or completed. Can anyone suggest how I might start implementing a tree that isnt run every tick, or point me in the direction of good material specific to this case (I am struggling to find anything)? My thoughts so far: action leaf nodes (when they start) must only push some kind of action object onto a list for an entity, rather than directly calling any code that makes the entity do something. The list of actions for the entity would be run every frame (update any that need to run, pop any that have completed from the list). the return state from a given action must be fed back into the tree, so that when we run the tree iteration again (and reach the same action leaf node - so the tree has so far determined that we ought to still be trying this action) - that the action has completed, or is still running etc. If my actual action code is running from an action list on an entity, then I possibly need to cancel previously running actions in the list - i am thinking that I can just delete the entire stack of queued up actions. I've seen the idea of ActionLists which block lower priority actions when a higher priority one is added, but this seems like very close logic to behaviour trees, and I dont want to be duplicating behaviour. This leaves me with some questions 1) How would I feed the action return state back into the tree? Its obvious I need to store some information relating to 'currently executing actions' on the entity, and check that in the tree tick, but I can't imagine how. 2) Does having a seperate behaviour tree (for deciding behaviour) and action list (for carrying out actual queued up actions) sound like a reasonable approach? 3) Is the approach of updating a behaviour tree irregularly actually used by anyone? It seems like a nice idea for budgeting ai search time when you have a lot of ai entities to process. (Edit) - I am also thinking about storing a single instance of a given behaviour tree in memory, and providing it by reference to any entity that uses it. So any information about what action was last selected for execution on an entity must be stored in a data context relative to the entity (which the tree can check). (I am probably answering my own questions as i go!) I hope I have expressed my questions adequately! Thanks in advance for any help :)

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  • curl can't verify cert using capath, but can with cacert option

    - by phylae
    I am trying to use curl to connect to a site using HTTPS. But curl is failing to verify the SSL cert. $ curl --verbose --capath ./certs/ --head https://example.com/ * About to connect() to example.com port 443 (#0) * Trying 1.1.1.1... connected * Connected to example.com (1.1.1.1) port 443 (#0) * successfully set certificate verify locations: * CAfile: none CApath: ./certs/ * SSLv3, TLS handshake, Client hello (1): * SSLv3, TLS handshake, Server hello (2): * SSLv3, TLS handshake, CERT (11): * SSLv3, TLS alert, Server hello (2): * SSL certificate problem, verify that the CA cert is OK. Details: error:14090086:SSL routines:SSL3_GET_SERVER_CERTIFICATE:certificate verify failed * Closing connection #0 curl: (60) SSL certificate problem, verify that the CA cert is OK. Details: error:14090086:SSL routines:SSL3_GET_SERVER_CERTIFICATE:certificate verify failed More details here: http://curl.haxx.se/docs/sslcerts.html curl performs SSL certificate verification by default, using a "bundle" of Certificate Authority (CA) public keys (CA certs). If the default bundle file isn't adequate, you can specify an alternate file using the --cacert option. If this HTTPS server uses a certificate signed by a CA represented in the bundle, the certificate verification probably failed due to a problem with the certificate (it might be expired, or the name might not match the domain name in the URL). If you'd like to turn off curl's verification of the certificate, use the -k (or --insecure) option. I know about the -k option. But I do actually want to verify the cert. The certs directory has been properly hashed with c_rehash . and it contains: A Verisign intermediate cert Two self-signed certs The above site should be verified with the Verisign intermediate cert. When I use the --cacert option instead (and point directly to the Verisign cert) curl is able to verify the SSL cert. $ curl --verbose --cacert ./certs/verisign-intermediate-ca.crt --head https://example.com/ * About to connect() to example.com port 443 (#0) * Trying 1.1.1.1... connected * Connected to example.com (1.1.1.1) port 443 (#0) * successfully set certificate verify locations: * CAfile: ./certs/verisign-intermediate-ca.crt CApath: /etc/ssl/certs * SSLv3, TLS handshake, Client hello (1): * SSLv3, TLS handshake, Server hello (2): * SSLv3, TLS handshake, CERT (11): * SSLv3, TLS handshake, Server finished (14): * SSLv3, TLS handshake, Client key exchange (16): * SSLv3, TLS change cipher, Client hello (1): * SSLv3, TLS handshake, Finished (20): * SSLv3, TLS change cipher, Client hello (1): * SSLv3, TLS handshake, Finished (20): * SSL connection using RC4-SHA * Server certificate: * subject: C=US; ST=State; L=City; O=Company; OU=ou1; CN=example.com * start date: 2011-04-17 00:00:00 GMT * expire date: 2012-04-15 23:59:59 GMT * common name: example.com (matched) * issuer: C=US; O=VeriSign, Inc.; OU=VeriSign Trust Network; OU=Terms of use at https://www.verisign.com/rpa (c)10; CN=VeriSign Class 3 Secure Server CA - G3 * SSL certificate verify ok. > HEAD / HTTP/1.1 > User-Agent: curl/7.19.7 (x86_64-pc-linux-gnu) libcurl/7.19.7 OpenSSL/0.9.8k zlib/1.2.3.3 libidn/1.15 > Host: example.com > Accept: */* > < HTTP/1.1 404 Not Found HTTP/1.1 404 Not Found < Cache-Control: must-revalidate,no-cache,no-store Cache-Control: must-revalidate,no-cache,no-store < Content-Type: text/html;charset=ISO-8859-1 Content-Type: text/html;charset=ISO-8859-1 < Content-Length: 1267 Content-Length: 1267 < Server: Jetty(7.2.2.v20101205) Server: Jetty(7.2.2.v20101205) < * Connection #0 to host example.com left intact * Closing connection #0 * SSLv3, TLS alert, Client hello (1): In addition, if I try hitting one of the sites using a self signed cert and the --capath option, it also works. (Let me know if I should post an example of that.) This implies that curl is finding the cert directory, and it is properly hash. Finally, I am able to verify the SSL cert with openssl, using its -CApath option. $ openssl s_client -CApath ./certs/ -connect example.com:443 CONNECTED(00000003) depth=3 /C=US/O=VeriSign, Inc./OU=Class 3 Public Primary Certification Authority verify return:1 depth=2 /C=US/O=VeriSign, Inc./OU=VeriSign Trust Network/OU=(c) 2006 VeriSign, Inc. - For authorized use only/CN=VeriSign Class 3 Public Primary Certification Authority - G5 verify return:1 depth=1 /C=US/O=VeriSign, Inc./OU=VeriSign Trust Network/OU=Terms of use at https://www.verisign.com/rpa (c)10/CN=VeriSign Class 3 Secure Server CA - G3 verify return:1 depth=0 /C=US/ST=State/L=City/O=Company/OU=ou1/CN=example.com verify return:1 --- Certificate chain 0 s:/C=US/ST=State/L=City/O=Company/OU=ou1/CN=example.com i:/C=US/O=VeriSign, Inc./OU=VeriSign Trust Network/OU=Terms of use at https://www.verisign.com/rpa (c)10/CN=VeriSign Class 3 Secure Server CA - G3 --- Server certificate -----BEGIN CERTIFICATE----- <cert removed> -----END CERTIFICATE----- subject=/C=US/ST=State/L=City/O=Company/OU=ou1/CN=example.com issuer=/C=US/O=VeriSign, Inc./OU=VeriSign Trust Network/OU=Terms of use at https://www.verisign.com/rpa (c)10/CN=VeriSign Class 3 Secure Server CA - G3 --- No client certificate CA names sent --- SSL handshake has read 1563 bytes and written 435 bytes --- New, TLSv1/SSLv3, Cipher is RC4-SHA Server public key is 2048 bit Secure Renegotiation IS NOT supported Compression: NONE Expansion: NONE SSL-Session: Protocol : TLSv1 Cipher : RC4-SHA Session-ID: D65C4C6D52E183BF1E7543DA6D6A74EDD7D6E98EB7BD4D48450885188B127717 Session-ID-ctx: Master-Key: 253D4A3477FDED5FD1353D16C1F65CFCBFD78276B6DA1A078F19A51E9F79F7DAB4C7C98E5B8F308FC89C777519C887E2 Key-Arg : None Start Time: 1303258052 Timeout : 300 (sec) Verify return code: 0 (ok) --- QUIT DONE How can I get curl to verify this cert using the --capath option?

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  • Why I LOVE Dell

    - by Robert May
    We recently ordered a laptop for an employee.  It was delivered yesterday and we realized it had no web cam and wasn’t the 1080p resolution.  He wasn’t happy. So, this morning, I sent an e-mail to our rep and asked him what we could do.  Within an hour or two, he called me, arranged a replacement laptop with the corrected specs, set up a return and had everything arranged and charged us only for the difference.  No pain, no silly questions.  We won’t loose use of the laptop either.  The return and the new laptop will overlap so that we can just pack up the old laptop in the box of the new one, slap some labels on and away we go. This has been my experience with Dell over the past 10 years.  Their corporate service has always been fantastic, and it’s made me a huge fan.  Keep up the good work, Dell! Technorati Tags: Dell

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  • Make a flowchart to demonstrate closure behavior

    - by thomas
    I saw below test question the other day in which the author's used a flow chart to represent the logic of loops. And I got to thinking it would be interesting to do this with some more complex logic. For example, the closure in this IIFE sort of boggles me. while (i <= qty_of_gets) { // needs an IIFE (function(i) promise = promise.then(function(){ return $.get("queries/html/" + product_id + i + ".php"); }); }(i++)); } I wonder if seeing a flowchart representation of what happens in it could be more elucidating. Could such a thing be done? Would it be helpful? Or just messy? I haven't the foggiest clue where to start, but thought maybe someone would like to take a stab. Probably all the ajax could go and it could just be a simple return within the IIFE.

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  • How to show the right country domain in Google Places?

    - by Baumr
    Background A site has multiple ccTLDs: example.com for the US, example.co.uk for UK users, example.de for Germans, etc. Googling for certain city keywords will return rich snippets with a list of Google Places: Problem When searching on Google Germany, the domain for US users (example.com) appears instead of the corresponding ccTLD (example.de). This is not good user experience, as users would most likely like to book on a site localized for them (e.g. language and currency). Question What solutions are there? Is it possible to return different ccTLDs in rich snippets for Google searches in Germany/UK? Ideas Would implementing the hreflang annotation resolve this? What about entering multiple corresponding URLs in the structured data markup?

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  • Rotating a NetBeans Visual Library Widget

    - by Geertjan
    Trying to create a widget which, when clicked, rotates slightly further on each subsequent click: Above, the bird where the mouse is visible has been clicked a few times and so has rotated a bit further on each click. The code isn't quite right yet and I'm hoping someone will take this code, try it out, and help with a nice solution! public class BirdScene extends Scene {     public BirdScene() {         addChild(new LayerWidget(this));         getActions().addAction(ActionFactory.createAcceptAction(new AcceptProvider() {             public ConnectorState isAcceptable(Widget widget, Point point, Transferable transferable) {                 Image dragImage = getImageFromTransferable(transferable);                 if (dragImage != null) {                     JComponent view = getView();                     Graphics2D g2 = (Graphics2D) view.getGraphics();                     Rectangle visRect = view.getVisibleRect();                     view.paintImmediately(visRect.x, visRect.y, visRect.width, visRect.height);                     g2.drawImage(dragImage,                             AffineTransform.getTranslateInstance(point.getLocation().getX(),                             point.getLocation().getY()),                             null);                     return ConnectorState.ACCEPT;                 } else {                     return ConnectorState.REJECT;                 }             }             public void accept(Widget widget, final Point point, Transferable transferable) {                 addChild(new BirdWidget(getScene(), getImageFromTransferable(transferable), point));             }         }));     }     private Image getImageFromTransferable(Transferable transferable) {         Object o = null;         try {             o = transferable.getTransferData(DataFlavor.imageFlavor);         } catch (IOException ex) {         } catch (UnsupportedFlavorException ex) {         }         return o instanceof Image ? (Image) o : null;     }     private class BirdWidget extends IconNodeWidget {         private int theta = 0;         public BirdWidget(Scene scene, Image imageFromTransferable, Point point) {             super(scene);             setImage(imageFromTransferable);             setPreferredLocation(point);             setCheckClipping(true);             getActions().addAction(ActionFactory.createMoveAction());             getActions().addAction(ActionFactory.createSelectAction(new SelectProvider() {                 public boolean isAimingAllowed(Widget widget, Point localLocation, boolean invertSelection) {                     return true;                 }                 public boolean isSelectionAllowed(Widget widget, Point localLocation, boolean invertSelection) {                     return true;                 }                 public void select(final Widget widget, Point localLocation, boolean invertSelection) {                     theta = (theta + 100) % 360;                     repaint();                     getScene().validate();                 }             }));         }         @Override         public void paintWidget() {             final Image image = getImageWidget().getImage();             Graphics2D g = getGraphics();             g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);             Rectangle bounds = getClientArea();             AffineTransform newXform = g.getTransform();             int xRot = image.getWidth(null) / 2;             int yRot = image.getWidth(null) / 2;             newXform.rotate(theta * Math.PI / 180, xRot, yRot);             g.setTransform(newXform);             g.drawImage(image, bounds.x, bounds.y, null);         }     } } The problem relates to refreshing the scene after the rotation. But it would help if someone would just take the code above, add it to their own application, try it out, see the problem for yourself, and develop it a bit further!

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  • How can I pass an external instance to the constructor of an object that's being created using the default XNA XML content loader?

    - by Michael
    I'm trying to understand how to use the XNA XML content importer to instantiate non-trivial objects that are more than a collection of basic properties (e.g., a class that inherits from DrawableGameObject or GameObject and requires other things to be passed into its constructor). Is it possible to pass existing external instances (e.g., an instance of the current Game) to the constructor of an object that's being created using the default XNA XML content loader? For example, imagine that I have the following class, inheriting from DrawableGameComponent: public class Character : DrawableGameComponent { public string Name { get; set; } public Character(Game game) : base(game) { } public override void Update(GameTime gameTime) { } public override void Draw(GameTime gameTime) { } } If I had a simple class that did not need other parameters in its constructor (i.e., the Game instance), then I could simply use this XML: <XnaContent> <Asset Type="MyNamespace.Character"> <Name>John Doe</Name> </Asset> </XnaContent> ...and then create an instance of Character using this code: var character = Content.Load<Character>("MyXmlAssetName"); But that won't work because I need to pass the need to pass the Game into the constructor. What's the best way to handle this situation? Is there a way to pass in things like the current Game using the default XNA XML content loader? Do I need to write my own XML loader? (If so, how?) Is there a better object-oriented design that I should be using for my classes? Note: Although I used Game in this example, I'm really just asking how to pass any type of existing instance to my constructors. (For example, I'm using the Farseer Physics Engine, and some of my classes also need a reference to the Farseer World object too.) Thanks in advance.

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  • What is the proper jargon to refer to a variable wrapped inside a function closure?

    - by Rice Flour Cookies
    In JavaScript, there is no such thing as a "private" variable. In order to achieve encapsulation and information hiding in JavaScript, I can wrap a variable inside a function closure, like so: var counter = (function() { var i = 0; var fn = {}; fn.increment = function() { i++; }; fn.get = function() { return i; }; return fn; {)(); counter.increment(); counter.increment(); alert(counter.get()); // alerts '2' Since I don't call i a private variable in JavaScript, what do I call it?

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  • Why can't I compare two Texture2D's?

    - by Fiona
    I am trying to use an accessor, as it seems to me that that is the only way to accomplish what I want to do. Here is my code: Game1.cs public class GroundTexture { private Texture2D dirt; public Texture2D Dirt { get { return dirt; } set { dirt = value; } } } public class Main : Game { public static Texture2D texture = tile.Texture; GroundTexture groundTexture = new GroundTexture(); public static Texture2D dirt; protected override void LoadContent() { Tile tile = (Tile)currentLevel.GetTile(20, 20); dirt = Content.Load<Texture2D>("Dirt"); groundTexture.Dirt = dirt; Texture2D texture = tile.Texture; } protected override void Update(GameTime gameTime) { if (texture == groundTexture.Dirt) { player.TileCollision(groundBounds); } base.Update(gameTime); } } I removed irrelevant information from the LoadContent and Update functions. On the following line: if (texture == groundTexture.Dirt) I am getting the error Operator '==' cannot be applied to operands of type 'Microsoft.Xna.Framework.Graphics.Texture2D' and 'Game1.GroundTexture' Am I using the accessor correctly? And why do I get this error? "Dirt" is Texture2D, so they should be comparable. This using a few functions from a program called Realm Factory, which is a tile editor. The numbers "20, 20" are just a sample of the level I made below: tile.Texture returns the sprite, which here is the content item Dirt.png Thank you very much! (I posted this on the main Stackoverflow site, but after several days didn't get a response. Since it has to do mainly with Texture2D, I figured I'd ask here.)

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  • Why is my model's scale changing after rotating it?

    - by justnS
    I have just started a simple flight simulator and have implemented Roll and pitch. In the beginning, testing went very well; however, after about 15-20 seconds of constantly moving the thumbsticks in a random or circular motion, my model's scale begins to grow. At first I thought the model was moving closer to the camera, but i set break points when it was happening and can confirm the translation of my orientation matrix remains 0,0,0. Is this a result of Gimbal Lock? Does anyone see an obvious error in my code below? public override void Draw( Matrix view, Matrix projection ) { Matrix[] transforms = new Matrix[Model.Bones.Count]; Model.CopyAbsoluteBoneTransformsTo( transforms ); Matrix translateMatrix = Matrix.Identity * Matrix.CreateFromAxisAngle( _orientation.Right, MathHelper.ToRadians( pitch ) ) * Matrix.CreateFromAxisAngle( _orientation.Down, MathHelper.ToRadians( roll ) ); _orientation *= translateMatrix; foreach ( ModelMesh mesh in Model.Meshes ) { foreach ( BasicEffect effect in mesh.Effects ) { effect.World = _orientation * transforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } } public void Update( GamePadState gpState ) { roll = 5 * gpState.ThumbSticks.Left.X; pitch = 5 * gpState.ThumbSticks.Left.Y; }

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  • Java keyboard input [on hold]

    - by dØd
    I'm trying to implement a input system that can detect whether a certain key was held or was only pressed briefly. So far I have this: KEY_INTERACTION_TRESHOLD = 400ms //inside a constructor shouldMeasure = true; @Override public void keyPressed(KeyEvent e) { if (shouldMeasure) { startTime = System.currentTimeMillis(); shouldMeasure = false; return; } System.out.println("Button is held down"); e.consume(); } @Override public void keyReleased(KeyEvent e) { if (System.currentTimeMillis() - startTime < KEY_INTERACTION_TRESHOLD) { System.out.println("Button was only pressed briefly"); } startTime = 0; shouldMeasure = true; e.consume(); } Now this works, but the problem is that there is this delay between when I press a key to hold and when the message 'Button is held down' gets displayed. I understand why this delay occurs (for example when you press and hold a letter there will be a similar delay between the first and the second letter printed out), but I would like to somehow avoid it. I'm using only the Java API.

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  • How to structure my AdWords campaign for testing and different groups of keywords?

    - by Romain Dorange
    I am starting an AdWords campaigns and I will measure conversion rates using the AdWords conversion tracking pixel. Conversion might be account creation or a concrete sale. As it will be a test campaign to have some insights on CTR, CR, etc... on the future, I am likely to try several configurations: Two different ads with different landing URL and messages: one with a focus on the product / the other will contains a discount embedded in the URL. 4 different groups or themes of keywords. I guess I have to build 4 ads groups based on the keywords 2 ads with the different messages assign the two ads to each ads groups follow the campaign precisely in the ads tabs where I can see the effectiveness of each Ads per Ads Groups (for a total of 8 lines of reporting) Also, what are the key performance indicators that I can have from an AdWords campaign to measure global effectiveness? measure of return on investment from concrete sales (tracking pixel with e-commerce tag on confirmation page) measure o return on investment from leads acquisition (tracking pixel on account creation) measure of traffic increase with the campaign

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  • how to solve ArrayList outOfBoundsExeption?

    - by iQue
    Im getting: 09-02 17:15:39.140: E/AndroidRuntime(533): java.lang.IndexOutOfBoundsException: Invalid index 1, size is 1 09-02 17:15:39.140: E/AndroidRuntime(533): at java.util.ArrayList.throwIndexOutOfBoundsException(ArrayList.java:251) when Im killing enemies using this method: private void checkCollision() { Rect h1 = happy.getBounds(); for (int i = 0; i < enemies.size(); i++) { for (int j = 0; j < bullets.size(); j++) { Rect b1 = bullets.get(j).getBounds(); Rect e1 = enemies.get(i).getBounds(); if (b1.intersect(e1)) { enemies.get(i).damageHP(5); bullets.remove(j); Log.d("TAG", "HERE: LOLTHEYTOUCHED"); } if (h1.intersect(e1)){ happy.damageHP(5); } if(enemies.get(i).getHP() <= 0){ enemies.remove(i); } if(happy.getHP() <= 0){ //end-screen !!!!!!! } } } } using this ArrayList: private ArrayList<Enemy> enemies = new ArrayList<Enemy>(); and adding to array like this: public void createEnemies() { Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.female); if (enemyCounter < 24) { enemies.add(new Enemy(bmp, this, controls)); } enemyCounter++; } I dont really understand what the problem is, Ive been looking around for a while but cant really find anything that helps me. If you know or if you can link me someplace where they have a solution for a similar problem Ill be a very happy camper! Thanks for ur time.

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  • Making a class pseudo-immutable by setting a flag

    - by scott_fakename
    I have a java project that involves building some pretty complex objects. There are quite a lot (dozens) of different ones and some of them have a HUGE number of parameters. They also need to be immutable. So I was thinking the builder pattern would work, but it ends up require a lot of boilerplate. Another potential solution I thought of was to make a mutable class, but give it a "frozen" flag, a-la ruby. Here is a simple example: public class EqualRule extends Rule { private boolean frozen; private int target; public EqualRule() { frozen = false; } public void setTarget(int i) { if (frozen) throw new IllegalStateException( "Can't change frozen rule."); target = i; } public int getTarget() { return target; } public void freeze() { frozen = true; } @Override public boolean checkRule(int i) { return (target == i); } } and "Rule" is just an abstract class that has an abstract "checkRule" method. This cuts way down on the number of objects I need to write, while also giving me an object that becomes immutable for all intents and purposes. This kind of act like the object was its own Builder... But not quite. I'm not too excited, however, about having an immutable being disguised as a bean however. So I had two questions: 1. Before I go too far down this path, are there any huge problems that anyone sees right off the bat? For what it's worth, it is planned that this behavior will be well documented... 2. If so, is there a better solution? Thanks

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  • Whether to separate out methods or not

    - by Skippy
    I am new to java and want to learn best coding practices and understand why one method is better than another, in terms of efficiency and as the coding becomes more complicated. This is just an example, but I can take the principles from here to apply elsewhere. I have need an option to display stuff, and have put the method stuff separately from the method to ask if the user wants to display the stuff, as stuff has a lot of lines of code. For readability I have done this: public static void displayStuff () { String input = getInput ("Display stuff? Y/N \n"); if (input..equalsIgnoreCase ("Y")) { stuff (); } else if (input.equalsIgnoreCase ("N")) { //quit program } else { //throw error System.out.print("Error! Enter Y or N: \n"); } } private static String stuff () { //to lots of things here return stuff (); } Or public static void displayStuff () { String input = getInput ("Display stuff? Y/N \n"); if (input..equalsIgnoreCase ("Y")) { //to lots of things here stuff; } else if (input.equalsIgnoreCase ("N")) { //quit program } else { //throw error System.out.print("Error! Enter Y or N: \n"); } } Is it better to keep them together and why? Also, should the second method be private or public, if I am asking for data within the class? I am not sure if this is on topic for here. please advise.

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  • Must all AI states be able to react to any event?

    - by Prog
    FSMs implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it. How is this used in games to design AI agents? Consider a simplified class Monster, representing an AI agent: class Monster { State state; // other fields omitted public void update(){ // called every game-loop cycle state.execute(this); } public void setState(State state){ this.state = state; } // irrelevant stuff omitted } There are several State subclasses implementing execute() differently. So far, classic State pattern. AI agents are subject to environmental effects and other objects communicating with them. For example, an AI agent might tell another AI agent to attack (i.e. agent.attack()). Or a fireball might tell an AI agent to fall down. This means that the agent must have methods such as attack() and fallDown(), or commonly some message receiving mechanism to understand such messages. With an FSM, the current State of the agent should be the one taking care of such method calls - i.e. the agent delegates to the current state upon every event. Is this correct? If correct, how is this done? Are all states obligated by their superclass to implement methods such as attack(), fallDown() etc., so the agent can always delegate to them on almost every event? Or is it done in some other way?

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  • Create a fast algorithm for a "weighted" median

    - by Hameer Abbasi
    Suppose we have a set S with k elements of 2-dimensional vectors, (x, n). What would be the most efficient algorithm to calculate the median of the weighted set? By "weighted set", I mean that the number x has a weight n. Here is an example (inefficient due to sorting) algorithm, where Sx is the x-part, and Sn is the n-part. Assume that all co-ordinate pairs are already arranged in Sx, with the respective changes also being done in Sn, and the sum of n is sumN: sum <= 0; i<= 0 while(sum < sumN) sum <= sum + Sn(i) ++i if(sum > sumN/2) return Sx(i) else return (Sx(i)*Sn(i) + Sx(i+1)*Sn(i+1))/(Sn(i) + Sn(i+1)) EDIT: Would this hold in two or more dimensions, if we were to calculate the median first in one dimension, then in another, with n being the sum along that dimension in the second pass?

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  • 15 Puzzle Shuffle Method Issues

    - by Codemiester
    I am making a 15 puzzle game in C# that allows the user to enter a custom row and column value up to a maximum of a 10 x 10 puzzle. Because of this I am having problems with the shuffle method. I want to make it so the puzzle is always solvable. By first creating a winning puzzle then shuffling the empty space. The problem is it is too inefficient to call every click event each time. I need a way to invoke the click event of a button adjacent to the empty space but not diagonal. I also use an invisible static button for the empty spot. The PuzzlePiece class inherits from Button. I am not too sure how to do this. I would appreciate any help. Thanks here is what I have: private void shuffleBoard() { //5 is just for test purposes for (int i = 0; i < 5; i++) { foreach (Control item in this.Controls) { if (item is PuzzlePiece) { ((PuzzlePiece)item).PerformClick(); } } } } void PuzzlePiece_Click(object sender, EventArgs e) { PuzzlePiece piece = (PuzzlePiece)sender; if (piece.Right == puzzleForm.emptyPiece.Left && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Left == puzzleForm.emptyPiece.Right && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Top == puzzleForm.emptyPiece.Bottom && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } else if (piece.Bottom == puzzleForm.emptyPiece.Top && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } }

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  • Whats a good way to do Collision with 2D Rectangles? can someone give me a tip?

    - by Javier
    using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace BreakOut { class Field { public static Field generateField() { List<Block> blocks = new List<Block>(); for (int j = 0; j < BlockType.BLOCK_TYPES.Length; j++) for (int i = 0; i < (Game1.WIDTH / Block.WIDTH); i++) { Block b = new Block(BlockType.BLOCK_TYPES[j], new Vector2(i * Block.WIDTH, (Block.HEIGHT + 2) * j + 5)); blocks.Add(b); } return new Field(blocks); } List<Block> blocks; public Field(List<Block> blocks) { this.blocks = blocks; } public void Update(GameTime gameTime, Ball b) { List<Block> removals = new List<Block>(); foreach (Block o in blocks) { if (o.BoundingBox.Intersects(new Rectangle((int)b.pos.X, (int)b.pos.Y, Ball.WIDTH, Ball.HEIGHT))) //collision with blocks { removals.Add(o); } } foreach(Block o in removals) blocks.Remove(o); //removes the blocks, but i need help hitting one at a time } public void Draw(GameTime gameTime) { foreach (Block b in blocks) b.Draw(gameTime); } } } My problem is that My collision in this sucks. I'm trying to add collision with a ball and hitting against a block and then one of the blocks dissapear. The problem i'm having is: When the ball hits the block, it removes it all in one instance. Please people don't be mean and say mean answers to me, im just in highschool, still a nooby and trying to learn more c#/XNA..

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  • Calculating distance from viewer to object in a shader

    - by Jay
    Good morning, I'm working through creating the spherical billboards technique outlined in this paper. I'm trying to create a shader that calculates the distance from the camera to all objects in the scene and stores the results in a texture. I keep getting either a completely black or white texture. Here are my questions: I assume the position that's automatically sent to the vertex shader from ogre is in object space? The gpu interpolates the output position from the vertex shader when it sends it to the fragment shader. Does it do the same for my depth calculation or do I need to move that calculation to the fragment shader? Is there a way to debug shaders? I have no errors but I'm not sure I'm getting my parameters passed into the shaders correctly. Here's my shader code: void DepthVertexShader( float4 position : POSITION, uniform float4x4 worldViewProjMatrix, uniform float3 eyePosition, out float4 outPosition : POSITION, out float Depth ) { // position is in object space // outPosition is in camera space outPosition = mul( worldViewProjMatrix, position ); // calculate distance from camera to vertex Depth = length( eyePosition - position ); } void DepthFragmentShader( float Depth : TEXCOORD0, uniform float fNear, uniform float fFar, out float4 outColor : COLOR ) { // clamp output using clip planes float fColor = 1.0 - smoothstep( fNear, fFar, Depth ); outColor = float4( fColor, fColor, fColor, 1.0 ); } fNear is the near clip plane for the scene fFar is the far clip plane for the scene

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  • How to handle sorting of complex objects?

    - by AedonEtLIRA
    How would one sort a list of objects that have more than one sortable element? Suppose you have a simple object Car and car is a defined as such: class Car { public String make; public String model; public int year; public String color; // ... No methods, just a structure / container } I designed a simple framework that would allow for multiple SortOptions to be provided to a Sorter that would then sort the list. interface ISorter<T> { List<T> sort(List<T> items); void addSortOption(ISortOption<T> option); ISortOption<T>[] getSortOptions(); void setSortOption(ISortOption<T> option); } interface ISortOption<T> { String getLabel(); int compare(T t1, T t2); } Example use class SimpleStringSorter extends MergeSorter<String> { { addSorter(new AlphaSorter()); } private static final class AlphaSorter implements ISortOption<String> { // ... implementation of alpha compare and get label } } The issue with this solution is that it is not easily expandable. If car was to ever receive a new field, say, currentOwner. I would need to add the field, then track down the sorter class file, implement a new sort option class then recompile the application for redistribution. Is there an easier more expandable/practical way to sort data like this?

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  • Android 2D terrain scrolling

    - by Nikola Ninkovic
    I want to make infinite 2D terrain based on my algorithm.Then I want to move it along Y axis (to the left) This is how I did it : public class Terrain { Queue<Integer> _bottom; Paint _paint; Bitmap _texture; Point _screen; int _numberOfColumns = 100; int _columnWidth = 20; public Terrain(int screenWidth, int screenHeight, Bitmap texture) { _bottom = new LinkedList<Integer>(); _screen = new Point(screenWidth, screenHeight); _numberOfColumns = screenWidth / 6; _columnWidth = screenWidth / _numberOfColumns; for(int i=0;i<=_numberOfColumns;i++) { // Generate terrain point and put it into _bottom queue } _paint = new Paint(); _paint.setStyle(Paint.Style.FILL); _paint.setShader(new BitmapShader(texture, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT)); } public void update() { _bottom.remove(); // Algorithm calculates next point _bottom.add(nextPoint); } public void draw(Canvas canvas) { Iterator<Integer> i = _bottom.iterator(); int counter = 0; Path path = new Path(); path.moveTo(0, _screen.y); while (i.hasNext()) { path.lineTo(counter, _screen.y-i.next()); counter += _columnWidth; } path.lineTo(_screen.x, _screen.y); path.lineTo(0, _screen.y); canvas.drawPath(path2, _paint); } } The problem is that the game is too 'fast', so I tried with pausing thread with Thread.sleep(50); in run() method of my game thread but then it looks too torn. Well, is there any way to slow down drawing of my terrain ?

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