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  • ComboBox Data Binding

    - by Geertjan
    Let's create a databound combobox, levering MVC in a desktop application. The result will be a combobox, provided by the NetBeans ChoiceView, that displays data retrieved from a database: What follows is not much different from the NetBeans Platform CRUD Application Tutorial and you're advised to consult that document if anything that follows isn't clear enough. One kind of interesting thing about the instructions that follow is that it shows that you're able to create an application where each element of the MVC architecture can be located within a separate module: Start by creating a new NetBeans Platform application named "MyApplication". Model We're going to start by generating JPA entity classes from a database connection. In the New Project wizard, choose "Java Class Library". Click Next. Name the Java Class Library "MyEntities". Click Finish. Right-click the MyEntities project, choose New, and then select "Entity Classes from Database". Work through the wizard, selecting the tables of interest from your database, and naming the package "entities". Click Finish. Now a JPA entity is created for each of the selected tables. In the Project Properties dialog of the project, choose "Copy Dependent Libraries" in the Packaging panel. Build the project. In your project's "dist" folder (visible in the Files window), you'll now see a JAR, together with a "lib" folder that contains the JARs you'll need. In your NetBeans Platform application, create a module named "MyModel", with code name base "org.my.model". Right-click the project, choose Properties, and in the "Libraries" panel, click Add Dependency button in the Wrapped JARs subtab to add all the JARs from the previous step to the module. Also include "derby-client.jar" or the equivalent driver for your database connection to the module. Controler In your NetBeans Platform application, create a module named "MyControler", with code name base "org.my.controler". Right-click the module's Libraries node, in the Projects window, and add a dependency on "Explorer & Property Sheet API". In the MyControler module, create a class with this content: package org.my.controler; import org.openide.explorer.ExplorerManager; public class MyUtils { static ExplorerManager controler; public static ExplorerManager getControler() { if (controler == null) { controler = new ExplorerManager(); } return controler; } } View In your NetBeans Platform application, create a module named "MyView", with code name base "org.my.view".  Create a new Window Component, in "explorer" view, for example, let it open on startup, with class name prefix "MyView". Add dependencies on the Nodes API and on the Explorer & Property Sheet API. Also add dependencies on the "MyModel" module and the "MyControler" module. Before doing so, in the "MyModel" module, make the "entities" package and the "javax.persistence" packages public (in the Libraries panel of the Project Properties dialog) and make the one package that you have in the "MyControler" package public too. Define the top part of the MyViewTopComponent as follows: public final class MyViewTopComponent extends TopComponent implements ExplorerManager.Provider { ExplorerManager controler = MyUtils.getControler(); public MyViewTopComponent() { initComponents(); setName(Bundle.CTL_MyViewTopComponent()); setToolTipText(Bundle.HINT_MyViewTopComponent()); setLayout(new BoxLayout(this, BoxLayout.PAGE_AXIS)); controler.setRootContext(new AbstractNode(Children.create(new ChildFactory<Customer>() { @Override protected boolean createKeys(List list) { EntityManager entityManager = Persistence. createEntityManagerFactory("MyEntitiesPU").createEntityManager(); Query query = entityManager.createNamedQuery("Customer.findAll"); list.addAll(query.getResultList()); return true; } @Override protected Node createNodeForKey(Customer key) { Node customerNode = new AbstractNode(Children.LEAF, Lookups.singleton(key)); customerNode.setDisplayName(key.getName()); return customerNode; } }, true))); controler.addPropertyChangeListener(new PropertyChangeListener() { @Override public void propertyChange(PropertyChangeEvent evt) { Customer selectedCustomer = controler.getSelectedNodes()[0].getLookup().lookup(Customer.class); StatusDisplayer.getDefault().setStatusText(selectedCustomer.getName()); } }); JPanel row1 = new JPanel(new FlowLayout(FlowLayout.LEADING)); row1.add(new JLabel("Customers: ")); row1.add(new ChoiceView()); add(row1); } @Override public ExplorerManager getExplorerManager() { return controler; } ... ... ... Now run the application and you'll see the same as the image with which this blog entry started.

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  • Get to No as fast as possible

    - by Tim Hibbard
    There is a sales technique where the strategy is to get the customer to say “No deal” as soon as possible.  The idea being that by establishing terms that your customer is not comfortable with with, the sooner you can figure out what they will be willing to agree to.  The same principal can be applied to code design.  Instead of nested if…then statements, a code block should quickly eliminate the cases it is not equipped to handle and just focus on what it is meant to handle. This is code that will quickly become maintainable as requirements change: private void SaveClient(Client c) { if (c != null) { if (c.BirthDate != DateTime.MinValue) { foreach (Sale s in c.Sales) { if (s.IsProcessed) { SaveSaleToDatabase(s); } } SaveClientToDatabase(c); } } }   If an additional requirement comes along that requires the Client to have Manager approval or for a Sale to be under $20K, this code will get messy and unreadable. A better way to meet the same requirements would be: private void SaveClient(Client c) { if (c == null) { return; } if (c.BirthDate == DateTime.MinValue) { return; }   foreach (Sale s in c.Save) { if (!s.IsProcessed) { continue; } SaveSaleToDatabase(s); } SaveClientToDatabase(c); } This technique moves on quickly when it finds something it doesn’t like.  This makes it much easier to add a Manager approval constraint.  We would just insert the new requirement before the action takes place.

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  • HTML5 platformer collision detection problem

    - by fnx
    I'm working on a 2D platformer game, and I'm having a lot of trouble with collision detection. I've looked trough some tutorials, questions asked here and Stackoverflow, but I guess I'm just too dumb to understand what's wrong with my code. I've wanted to make simple bounding box style collisions and ability to determine on which side of the box the collision happens, but no matter what I do, I always get some weird glitches, like the player gets stuck on the wall or the jumping is jittery. You can test the game here: Platform engine test. Arrow keys move and z = run, x = jump, c = shoot. Try to jump into the first pit and slide on the wall. Here's the collision detection code: function checkCollisions(a, b) { if ((a.x > b.x + b.width) || (a.x + a.width < b.x) || (a.y > b.y + b.height) || (a.y + a.height < b.y)) { return false; } else { handleCollisions(a, b); return true; } } function handleCollisions(a, b) { var a_top = a.y, a_bottom = a.y + a.height, a_left = a.x, a_right = a.x + a.width, b_top = b.y, b_bottom = b.y + b.height, b_left = b.x, b_right = b.x + b.width; if (a_bottom + a.vy > b_top && distanceBetween(a_bottom, b_top) + a.vy < distanceBetween(a_bottom, b_bottom)) { a.topCollision = true; a.y = b.y - a.height + 2; a.vy = 0; a.canJump = true; } else if (a_top + a.vy < b_bottom && distanceBetween(a_top, b_bottom) + a.vy < distanceBetween(a_top, b_top)) { a.bottomCollision = true; a.y = b.y + b.height; a.vy = 0; } else if (a_right + a.vx > b_left && distanceBetween(a_right, b_left) < distanceBetween(a_right, b_right)) { a.rightCollision = true; a.x = b.x - a.width - 3; //a.vx = 0; } else if (a_left + a.vx < b_right && distanceBetween(a_left, b_right) < distanceBetween(a_left, b_left)) { a.leftCollision = true; a.x = b.x + b.width + 3; //a.vx = 0; } } function distanceBetween(a, b) { return Math.abs(b-a); }

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  • Recursion in F#

    - by MarkPearl
    Things are slowly coming together – I was able to look at a bit of F# code and intuitively know what it was going to do (yay)… So today I saw a blog post by Bob Palmer on Fibonacci numbers in F# which inspired me to look at bit into recursion. First the C# example… class Program { public static void CountDown(int n) { switch (n) { case 0: Console.WriteLine("End of Count"); break; default: Console.WriteLine(n); CountDown(n-1); break; } } static void Main(string[] args) { CountDown(10); Console.ReadLine(); } }   In F#, the equivalent would look something like this… open System let rec CountDown n = match n with | 0 -> Console.WriteLine("End of Count"); | n -> Console.WriteLine(n); CountDown (n-1); CountDown 10 Console.ReadLine()   Pretty simple stuff. With F# you when making recursive calls you need to explicitly declare that the function is recursive with the “rec” keyword. Otherwise the code is pretty easy to read and self explanatory.

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  • I don't understand why one of my vbo is overwritten by another

    - by Alays
    to create a vbo I use this function: public void loadVBO(){ vboID = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buf, GL15.GL_STATIC_DRAW); // Put the position coordinates in attribute list 0 GL20.glVertexAttribPointer(0, 4, GL11.GL_FLOAT, false,4*4+4*4+4*4+2*4 , 0); // Put the color components in attribute list 1 GL20.glVertexAttribPointer(1, 4, GL11.GL_FLOAT, false,4*4+4*4+4*4+2*4 , 4*4); GL20.glVertexAttribPointer(2, 4, GL11.GL_FLOAT, false,4*4+4*4+4*4+2*4 , 4*4+4*4); // Put the texture coordinates in attribute list 2 GL20.glVertexAttribPointer(3, 4, GL11.GL_FLOAT, false,4*4+4*4+4*4+2*4 , 4*4+4*4+4*4); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); } to display a vbo I use this function: public void displayVBO(){ GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboID); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); GL20.glEnableVertexAttribArray(3); GL11.glDrawArrays(GL_TRIANGLES, 0, buf.capacity()); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); GL20.glDisableVertexAttribArray(3); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); } So when I call map.loadVBO() and then ocean.loadVBO(), I think the second call overwrite the first vbo I don't know how ... When I call map.display() and ocean.display(), I have the ocean draw 2 times .... Thanks.

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  • Facing a character towards the mouse

    - by ratata
    I'm trying to port a simple 2d top down shooter game from C++(Allegro) to Java and i'm having problems with rotating my character. Here's the code i used in c++ if (keys[A]) RotateRight(player, degree); if (keys[D]) RotateLeft(player, degree); void RotateLeft(Player& player, float& degree) { degree += player.rotatingSpeed; if ( degree >= 360 ) degree = 0; } void RotateRight(Player& player, float& degree) { degree -= player.rotatingSpeed; if ( degree <= 0) degree = 360; } And this is what i have in render section: al_draw_rotated_bitmap(player.image, player.frameWidth / 2, player.frameHeight / 2, player.x, player.y, degree * 3.14159 / 180, 0); Instead of using A-D keys i want to use mouse this time. I've been searching since last night and came up to few sample codes however noone of them worked. For example this just made my character to circle around the map: int centerX = width / 2; int centerY = height / 2; double angle = Math.atan2(centerY - mouseY, centerX - mouseX) - Math.PI / 2; ((Graphics2D)g).rotate(angle, centerX, centerY); g.fillRect(...); // draw your rectangle Any help is much appreciated.

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  • If there's no problem treating a statement as an expression, why was there a distinction in the first place in some programming languages?

    - by cdmckay
    Why do we have the distinction between statements and expressions in most programming languages? For example, in Java, assuming f and g return ints, this still won't compile because it's a statement and statements don't return values. // won't compile int i = if (pred) { f(x); } else { g(x); } but in Scala, it's very happy with treating if as an expression. // compiles fine val i: Int = if (pred) f(x) else g(x) So if there's no problem treating an if statement as an expression, why was there a distinction in the first place?

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  • Making WatiN Wait for JQuery document.Ready() Functions to Complete

    - by Steve Wilkes
    WatiN's DomContainer.WaitForComplete() method pauses test execution until the DOM has finished loading, but if your page has functions registered with JQuery's ready() function, you'll probably want to wait for those to finish executing before testing it. Here's a WatiN extension method which pauses test execution until that happens. JQuery (as far as I can see) doesn't provide an event or other way of being notified of when it's finished running your ready() functions, so you have to get around it another way. Luckily, because ready() executes the functions it's given in the order they're registered, you can simply register another one to add a 'marker' div to the page, and tell WatiN to wait for that div to exist. Here's the code; I added the extension method to Browser rather than DomContainer (Browser derives from DomContainer) because it's the sort of thing you only execute once for each of the pages your test loads, so Browser seemed like a good place to put it. public static void WaitForJQueryDocumentReadyFunctionsToComplete(this Browser browser) { // Don't try this is JQuery isn't defined on the page: if (bool.Parse(browser.Eval("typeof $ == 'function'"))) { const string jqueryCompleteId = "jquery-document-ready-functions-complete"; // Register a ready() function which adds a marker div to the body: browser.Eval( @"$(document).ready(function() { " + "$('body').append('<div id=""" + jqueryCompleteId + @""" />'); " + "});"); // Wait for the marker div to exist or make the test fail: browser.Div(Find.ById(jqueryCompleteId)) .WaitUntilExistsOrFail(10, "JQuery document ready functions did not complete."); } } The code uses the Eval() method to send JavaScript to the browser to be executed; first to check that JQuery actually exists on the page, then to add the new ready() method. WaitUntilExistsOrFail() is another WatiN extension method I've written (I've ended up writing really quite a lot of them) which waits for the element on which it is invoked to exist, and uses Assert.Fail() to fail the test with the given message if it doesn't exist within the specified number of seconds. Here it is: public static void WaitUntilExistsOrFail(this Element element, int timeoutInSeconds, string failureMessage) { try { element.WaitUntilExists(timeoutInSeconds); } catch (WatinTimeoutException) { Assert.Fail(failureMessage); } }

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  • Client-server application design issue

    - by user2547823
    I have a collection of clients on server's side. And there are some objects that need to work with that collection - adding and removing clients, sending message to them, updating connection settings and so on. They should perform these actions simultaneously, so mutex or another synchronization primitive is required. I want to share one instance of collection between these objects, but all of them require access to private fields of collection. I hope that code sample makes it more clear[C++]: class Collection { std::vector< Client* > clients; Mutex mLock; ... } class ClientNotifier { void sendMessage() { mLock.lock(); // loop over clients and send message to each of them } } class ConnectionSettingsUpdater { void changeSettings( const std::string& name ) { mLock.lock(); // if client with this name is inside collection, change its settings } } As you can see, all these classes require direct access to Collection's private fields. Can you give me an advice about how to implement such behaviour correctly, i.e. keeping Collection's interface simple without it knowing about its users?

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  • Use Extension Methods to find first and last day of the month

    - by Tim Hibbard
    A lot of reports work on data from last month.  It is a nice touch to have these dates pre-populated for your users.  Using extension methods, the code can look cleaner too. Extension Methods: public static class DateHelper { public static DateTime FirstOfTheMonth(this DateTime dt) { return new DateTime(dt.Year, dt.Month, 1); }   public static DateTime LastOfTheMonth(this DateTime dt) { return dt.FirstOfTheMonth().AddMonths(1).AddDays(-1); } } Consuming Code: void Prepopulate() { startDateBox.CurrentlySelectedDate = DateTime.Now.AddMonths(-1).FirstOfTheMonth(); endDateBox.CurrentlySelectedDate = DateTime.Now.AddMonths(-1).LastOfTheMonth(); }

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  • How to CURL and avoid timeout death (Twitter Down) [migrated]

    - by David
    Twitter is down right now, and one of my site's home pages relies on getting data from Twitter (relies is the problem - it should be more of an accessory feature, as it just shows follow count from its feed). Here's the code in question: function socials_Twitter_GetFollowerCount($username) { $method = function () use ($username) { return file_get_contents('https://api.twitter.com/1/users/show.json?screen_name='.$username.'&include_entities=true'); }; $json = cache('bmdtwitter', 3600, $method, false); $json = json_decode($json, true); return intval($json['followers_count']); } What is a good way to make it so if Twitter is down (or not responsive for some reasonable amount of time), our site doesn't appear to be down (I think the timeout maybe defaulting to 30-60 seconds or more).

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  • Advanced Experiments with JavaScript, CSS, HTML, JavaFX, and Java

    - by Geertjan
    Once you're embedding JavaScript, CSS, and HTML into your Java desktop application, via the JavaFX browser, a whole range of new possibilities open up to you. For example, here's an impressive page on-line, notice that you can drag items and drop them in new places: http://nettuts.s3.amazonaws.com/127_iNETTUTS/demo/index.html The source code of the above is provided too, so you can drop the various files directly into your NetBeans module and use the JavaFX WebEngine to load the HTML page into the JavaFX browser. Once the JavaFX browser is in a NetBeans TopComponent, you'll have the start of an off-line news composer, something like this: WebView view = new WebView(); view.setMinSize(widthDouble, heightDouble); view.setPrefSize(widthDouble, heightDouble); webengine = view.getEngine(); URL url = getClass().getResource("index.html"); webengine.load(url.toExternalForm()); webengine.getLoadWorker().stateProperty().addListener( new ChangeListener() { @Override public void changed(ObservableValue ov, State oldState, State newState) { if (newState == State.SUCCEEDED) { Document document = (Document) webengine.executeScript("document"); NodeList list = document.getElementById("columns").getChildNodes(); for (int i = 0; i < list.getLength(); i++) { EventTarget et = (EventTarget) list.item(i); et.addEventListener("click", new EventListener() { @Override public void handleEvent(Event evt) { instanceContent.add(new Date()); } }, true); } } } }); The above is the code showing how, whenever a news item is clicked, the current date can be published into the Lookup. As you can see, I have a viewer component listening to the Lookup for dates.

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  • two guitexture that do not work together

    - by London2423
    I have two GUITexture that move left and right a cube. Is pretty strange but together they don't work. If I activate only one it works. To be more specific: If I have the left GUItexture alone in the game the cube move left. If I have the right GUITexture activated alone the cube move right. Seems all fine I thought but If I have both of them the cube move only right and not left. Where is the mistake? Here is the code inside the GameObject cube for Right move void OnMousedown () { transform.position += Vector3.right * Time.deltaTime; } For Left move void OnMousedown () { transform.position += Vector3.left * Time.deltaTime; } And this is the left GUITexture code //move the cube left Cube.GetComponent<Left> ().enabled = true; left.transform.position += Vector3.left * Time.deltaTime; This is the right GUITexture //move the cube right Cube.GetComponent<Left> ().enabled = true; right.transform.position += Vector3.right * Time.deltaTime; What is the reason for this? I hope someone can help me.

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  • Handy Javascript array Extensions &ndash; contains(&hellip;)

    - by Liam McLennan
    This javascript adds a method to javascript arrays that returns a boolean indicating if the supplied object is an element of the array Array.prototype.contains = function(item) { for (var i = 0; i < this.length; i += 1) { if (this[i] === item) { return true; } } return false; }; To test alert([1,1,1,2,2,22,3,4,5,6,7,5,4].contains(2)); // true alert([1,1,1,2,2,22,3,4,5,6,7,5,4].contains(99)); // false

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  • PHP Fingerprinting CMS Versions by their meta tags [migrated]

    - by Mud
    Hey guys I'm having some issues with the speed of my script. I'm a novice I know so getting past that - what suggestions would you have to speed up my script? I was originally just reading in the index.php and then searching the <head> of the page for an array of strings. Then I read about the get_meta_tags and went that way. Then I had issues with some sites having 300 redirects in place so I used curl to check the URL existed and to speed up things but it's still taking 5 minutes or so to execute. <?php function url_exist($url){ $c=curl_init(); curl_setopt($c,CURLOPT_URL,$url); curl_setopt($c,CURLOPT_HEADER,1); curl_setopt($c,CURLOPT_NOBODY,1); curl_setopt($c,CURLOPT_RETURNTRANSFER,1); curl_setopt($c,CURLOPT_FRESH_CONNECT,1); if(!curl_exec($c)){ return false; }else{ return true; } curl_close($c); } function checkVersion($url){ $tags = get_meta_tags($url); if (is_array($tags) && array_key_exists('generator', $tags)) { $v = "<span style='background-color:#7BF55D;color:#A3A0A0'>".$tags['generator']."</span"; }else{ $v="<span style='background-color:#F55D67;color:#A3A0A0'>Metatag not found!</span>"; } return $v; } $row = 1; echo "<table>"; if (($handle = fopen("url.csv", "r")) !== FALSE) { while (($data = fgetcsv($handle, 1000, ",")) !== FALSE) { $num = count($data); $row++; for ($c=0; $c < $num; $c++) { if(url_exist($data[$c])){ echo "<tr><td>".$data[$c]."</td><td>".checkVersion($data[$c])."</td></tr>"; sleep(2); }else{ echo "<tr><td>".$data[$c]."</td><td><td><span style='background-color:#F55D5D;color:#A3A0A0'>URL not valid!<span></td></tr>"; } } } fclose($handle); } echo "</table>"; ?>

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  • How to setup my texture cordinates correctly in GLSL 150 and OpenGL 3.3?

    - by RubyKing
    I'm trying to do texture mapping in GLSL 150 and OpenGL 3.3 Here are my shaders I've tried my best to get this correct as possible hopefully this is :) I'm guessing you want to know what the problem is well my texture shows but not in its fullest form just one section of it not the full texture on the quad. All I can think of is its the texture cordinates in the main.cpp which is at the bottom of this post. FRAGMENT SHADER #version 150 in vec2 Texcoord_VSPS; out vec4 color; // Values that stay constant for the whole mesh. uniform sampler2D myTextureSampler; //Main Entry Point void main() { // Output color = color of the texture at the specified UV color = texture2D( myTextureSampler, Texcoord_VSPS ); } VERTEX SHADER #version 150 //Position Container in vec3 position; //Container for TexCoords attribute vec2 Texcoord0; out vec2 Texcoord_VSPS; //out vec2 ex_texcoord; //TO USE A DIFFERENT COORDINATE SYSTEM JUST MULTIPLY THE MATRIX YOU WANT //Main Entry Point void main() { //Translations and w Cordinates stuff gl_Position = vec4(position.xyz, 1.0); Texcoord_VSPS = Texcoord0; } LINK TO MAIN.CPP http://pastebin.com/t7Vg9L0k

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  • Object Oriented Design of a Small Java Game

    - by user2733436
    This is the problem i am dealing with. I have to make a simple game of NIM. I am learning java using a book so far i have only coded programs that deal with 2 classes. This program would have about 4 classes i guess including the main class. My problem is i am having a difficult time designing classes how they will interact with each other. I really want to think and use a object oriented approach. So the first thing i did was design the Pile CLASS as it seemed the easiest and made the most sense to me in terms of what methods go in it. Here is what i have got down for the Pile Class so far. package Nim; import java.util.Random; public class Pile { private int initialSize; public Pile(){ } Random rand = new Random(); public void setPile(){ initialSize = (rand.nextInt(100-10)+10); } public void reducePile(int x){ initialSize = initialSize - x; } public int getPile(){ return initialSize; } public boolean hasStick(){ if(initialSize>0){ return true; } else { return false; } } } Now i need help in designing the Player Class. By that i mean i am not asking for anyone to write code for me as that defeats the purpose of learning i was just wondering how would i design the player class and what would go on it. My guess is that the player class would contain method for choosing move for computer and also receiving the move human user makes. Lastly i am guessing in the Game class i am guessing the turns would be handeled. I am really lost right now so i was wondering if someone can help me think through this problem it would be great. Starting with the player class would be appreciated. I know there are some solutions for this problem online but i refuse to look at because i want to develop my own approach to such problems and i am confident if i can get through this problem i can solve other problems. I apologize if this question is a bit poor but in specific i need help in designing the Player class.

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  • Unit testing multiple conditions in an IF statement

    - by bwalk2895
    I have a chunk of code that looks something like this: function bool PassesBusinessRules() { bool meetsBusinessRules = false; if (PassesBusinessRule1 && PassesBusinessRule2 && PassesBusinessRule3) { meetsBusinessRules= true; } return meetsBusinessRules; } I believe there should be four unit tests for this particular function. Three to test each of the conditions in the if statement and ensure it returns false. And another test that makes sure the function returns true. Question: Should there actually be ten unit tests instead? Nine that checks each of the possible failure paths. IE: False False False False False True False True False And so on for each possible combination. I think that is overkill, but some of the other members on my team do not. The way I look at it is if BusinessRule1 fails then it should always return false, it doesn't matter if it was checked first or last.

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  • How do I retain previously drawn graphics?

    - by Cromanium
    I've created a simple program that draws lines from a fixed point to a random point each frame. I wanted to keep each line on the screen. However, it always seems to be cleared each time it draws on the spriteBatch even without GraphicsDevice.Clear(color) being called. What seems to be the problem? protected override void Draw(GameTime gameTime) { spriteBatch.Begin(); DrawLine(spriteBatch); spriteBatch.End(); base.Draw(gameTime); } private void DrawLine(SpriteBatch spriteBatch) { Random r = new Random(); Vector2 a = new Vector2(50, 100); Vector2 b = new Vector2(r.Next(0, 640), r.Next(0,480)); Texture2D filler= new Texture2D(GraphicsDevice, 1, 1, false, SurfaceFormat.Color); filler.SetData(new[] { Color.Black }); float length = Vector2.Distance(a, b); float angle = (float)Math.Atan2(b.Y - a.Y, b.X - a.X); spriteBatch.Draw(filler, a, null, Color.Black, angle, Vector2.Zero, new Vector2(length,10.0f), SpriteEffects.None, 0f); } What am I doing wrong?

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  • Informing GUI objects about screen size - Designing

    - by Mosquito
    I have a problem with designing classes for my game which I create. In my app, there is: class CGame which contains all the information about game itself, e.g. screen width, screen height, etc. In the main() function I create a pointer to CGame instance. class CGUIObject which includes fields specifying it's position and draw() method, which should know how to draw an object according to screen size. class CGUIManager which is a singleton and it includes a list of CGUIObject's. For each object in a list it just calls draw() method. For clarity's sake, I'll put some simple code: class CGame { int screenWidth; int screenHeight; }; class CGUIObject { CPoint position; void draw(); // this one needs to know what is a screen's width and height }; class CGUIManager // it's a singleton { vector<CGUIObject*> guiObjects; void drawObjects(); }; And the main.cpp: CGame* g; int main() { g = new CGame(); while(1) { CGUIManager::Instance().drawObjects(); } return 0; } Now the problem is, that each CGUIObject needs to know the screen size which is held by CGame, but I find it very dumb to include pointer to CGame instance in every object. Could anyone, please, tell me what would be the best approach to achieve this?

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  • Improving python code

    - by cobie
    I just answered the question on project euler about finding circular primes below 1 million using python. My solution is below. I was able to reduce the running time of the solution from 9 seconds to about 3 seconds. I would like to see what else can be done to the code to reduce its running time further. This is strictly for educational purposes and for fun. import math import time def getPrimes(n): """returns set of all primes below n""" non_primes = [j for j in range(4, n, 2)] # 2 covers all even numbers for i in range(3, n, 2): non_primes.extend([j for j in range(i*2, n, i)]) return set([i for i in range(2, n)]) - set(non_primes) def getCircularPrimes(n): primes = getPrimes(n) is_circ = [] for prime in primes: prime_str = str(prime) iter_count = len(prime_str) - 1 rotated_num = [] while iter_count > 0: prime_str = prime_str[1:] + prime_str[:1] rotated_num.append(int(prime_str)) iter_count -= 1 if primes >= set(rotated_num): is_circ.append(prime) return len(is_circ)

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  • IXRepository and test problems

    - by Ridermansb
    Recently had a doubt about how and where to test repository methods. Let the following situation: I have an interface IRepository like this: public interface IRepository<T> where T: class, IEntity { IQueryable<T> Query(Expression<Func<T, bool>> expression); // ... Omitted } And a generic implementation of IRepository public class Repository<T> : IRepository<T> where T : class, IEntity { public IQueryable<T> Query(Expression<Func<T, bool>> expression) { return All().Where(expression).AsQueryable(); } } This is an implementation base that can be used by any repository. It contains the basic implementation of my ORM. Some repositories have specific filters, in which case we will IEmployeeRepository with a specific filter: public interface IEmployeeRepository : IRepository<Employee> { IQueryable<Employee> GetInactiveEmployees(); } And the implementation of IEmployeeRepository: public class EmployeeRepository : Repository<Employee>, IEmployeeRepository // TODO: I have a dependency with ORM at this point in Repository<Employee>. How to solve? How to test the GetInactiveEmployees method { public IQueryable<Employee> GetInactiveEmployees() { return Query(p => p.Status != StatusEmployeeEnum.Active || p.StartDate < DateTime.Now); } } Questions Is right to inherit Repository<Employee>? The goal is to reuse code once all implementing IRepository already been made. If EmployeeRepository inherit only IEmployeeRepository, I have to literally copy and paste the code of Repository<T>. In our example, in EmployeeRepository : Repository<Employee> our Repository lies in our ORM layer. We have a dependency here with our ORM impossible to perform some unit test. How to create a unit test to ensure that the filter GetInactiveEmployees return all Employees in which the Status != Active and StartDate < DateTime.Now. I can not create a Fake/Mock of IEmployeeRepository because I would be testing? Need to test the actual implementation of GetInactiveEmployees. The complete code can be found on Github

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  • Problem serialising TextBuffer

    - by njallam
    The following is supposed to serialise a TextArea's content to a string. The first two line complete fine, however I have problems from then onwards. page_content = subject_content.get_nth_page(pn) page_name = subject_content.get_tab_label(page_content).get_text() c_buffer = page_content.get_buffer() c_format = c_buffer.register_serialize_tagset() serial = c_buffer.serialize(c_format, c_buffer.get_start_iter(), c_buffer.get_end_iter()) The first error I get is: Traceback (most recent call last): File "/home/nja/notetaker/notetaker/NotetakerWindow.py", line 251, in on_btn_save_clicked self.save() File "/home/nja/notetaker/notetaker/NotetakerWindow.py", line 160, in save c_format = c_buffer.register_serialize_tagset() File "/usr/lib/python2.7/dist-packages/gi/types.py", line 43, in function return info.invoke(*args, **kwargs) TypeError: register_serialize_tagset() takes exactly 2 arguments (1 given) When inserting None as a parameter to c_format = c_buffer.register_serialize_tagset() I get the following as well: Traceback (most recent call last): File "/home/nja/notetaker/notetaker/NotetakerWindow.py", line 251, in on_btn_save_clicked self.save() File "/home/nja/notetaker/notetaker/NotetakerWindow.py", line 161, in save serial = c_buffer.serialize(c_format, c_buffer.get_start_iter(), c_buffer.get_end_iter()) File "/usr/lib/python2.7/dist-packages/gi/types.py", line 43, in function return info.invoke(*args, **kwargs) TypeError: serialize() takes exactly 5 arguments (4 given) I have no idea of a workaround for that, however I shouldn't have to fill None in that other function in the first place. What is happening here?

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  • How to write this kind of java source in clojure. [closed]

    - by tikky
    I want to know how to write a clojure code by looking at a java code like this. import xxxxxx import com.vaadin.terminal.gwt.server.AbstractApplicationServlet; public class Clojure4Vaadin extends AbstractApplicationServlet { @Override protected Class <? extends Application > getApplicationClass() throws ClassNotFoundException { return Application.class; } @Override protected Application getNewApplication(HttpServletRequest request) throws ServletException { try { RT.load(getServletConfig().getInitParameter("script-name"), true); //run Lisp function return (Application)RT.var(getServletConfig().getInitParameter("package-name"),getServletConfig().getInitParameter("function-name")).invoke(new String[0]); } catch (Exception e) { throw new ServletException(e); } } } I need to write a code clojure code which can do the sane thing that this java code can do.

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  • is a factory pattern to prevent multuple instances for same object (instance that is Equal) good design?

    - by dsollen
    I have a number of objects storing state. There are essentially two types of fields. The ones that uniquly define what the object is (what node, what edge etc), and the oens that store state describing how these things are connected (this node is connected to these edges, this edge is part of these paths) etc. My model is updating the state variables using package methdos, so these objects all act as immutable to anyone not in Model scope. All Objects extend one base type. I've toyed with the idea of a Factory approch which accepts a Builder object and construct the applicable object. However, if an instance of the object already exists (ie would return true if I created the object defined by the builder and passed it to the equal method for the existing instance) the factory returns the current object instead of creating a new instance. Because the Equal method would only compare what uniquly defines the type of object (this is node A nto node B) but won't check the dynamic state stuff (node A is currently connected to nodes C and E) this would be a way of ensuring anyone that wants my Node A automatically knows it's state connections. More importantly it would prevent aliasing nightmares of someone trying to pass an instance of node A with different state then the node A in my model has. I've never heard of this pattern before, and it's a bit odd. I would have to do some overiding of serlization methods to make it work (ensure when I read in a serilized object I add it to my facotry list of known instances, and/or return an existing factory in it's place), as well as using a weakHashMap as if it was a weakHashSet to know rather an instance exists without worrying about a quasi-memory leak occuring. I don't know if this is too confusing or prone to it's own obscure bugs. One thing I know is that plugins interface with lowest level hardware. The plugins have to be able to return state taht is different then my memory; to tell my memory when it's own state is inconsistent. I believe this is possible despit their fetching objects that exist in my memory; we allow building of objects without checking their consistency with the model until the addToModel is called anyways; and the existing plugins design was written before all this extra state existed and worked fine without ever being aware of it. Should I just be using some other design to avoid this crazyness? (I have another question to that affect I'm posting).

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