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  • Is "PHP and MySQL Web Development, 4th ed." an outdated book to learn from?

    - by ForeverLearnNeverMaster
    I want to get into web stuff, and thought of going with PHP+MySQL. I have experience in C#, C++, desktop graphics, but no web stuff besides HTML, CSS which I started learning 2 months ago. On SO PHP-book question, the highest rated book is "PHP Objects, Patterns and Practice". However, I'm not sure if it's a book to start PHP with... or is it? Most of the books mentioned in that SO question seem to be for those who already know PHP. I considered "PHP & MySQL Web Development, 4th Ed.", but someone mentioned that "it uses the mysql_* functions which are almost deprecated." Help?

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  • Breaking up a large PHP object used to abstract the database. Best practices?

    - by John Kershaw
    Two years ago it was thought a single object with functions such as $database->get_user_from_id($ID) would be a good idea. The functions return objects (not arrays), and the front-end code never worries about the database. This was great, until we started growing the database. There's now 30+ tables, and around 150 functions in the database object. It's getting impractical and unmanageable and I'm going to be breaking it up. What is a good solution to this problem? The project is large, so there's a limit to the extent I can change things. My current plan is to extend the current object for each table, then have the database object contain these. So, the above example would turn into (assume "user" is a table) $database->user->get_user_from_id($ID). Instead of one large file, we would have a file for every table.

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  • Recordings Available - Features & Functions Forms Module

    - by MHundal
    ETPM provides robust Forms functionality that allows implementations to configure Registration & Tax Forms, configure Form Rules and process the Forms.  The Forms Definition allows for defining the Form Sections and Form Lines.  The Forms Generator uses the Forms Definition details to create the necessary Business Objects, Application Security and User Interfaces to allow interaction with the Forms.  Form Rules are used for validation of the Form Line details and creating entities in the system (creating taxpayers, accounts, financial transactions, etc...). The following recordings provide an overview of the Forms Definition Process, Form Rules and other important concepts part of the Forms Module. Forms Module Overview:  https://oracletalk.webex.com/oracletalk/ldr.php?AT=pb&SP=MC&rID=66851417&rKey=7de22df4978e7974 Forms Configuration Overview:  https://oracletalk.webex.com/oracletalk/ldr.php?AT=pb&SP=MC&rID=66964342&rKey=ea564cfd701bb32d Form Rules Overview:  https://oracletalk.webex.com/oracletalk/ldr.php?AT=pb&SP=MC&rID=66966652&rKey=2e02c1e28e058d70  

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  • How to install SpatiaLite 3 on 12.04

    - by Terra
    1) sudo apt-get install libsqlite3-dev libgeos-dev 2) libspatialite-3.0.0-stable$ ./configure Result: configure: error: cannot find proj_api.h, bailing out checking for a BSD-compatible install... /usr/bin/install -c checking whether build environment is sane... yes checking for a thread-safe mkdir -p... /bin/mkdir -p checking for gawk... no checking for mawk... mawk checking whether make sets $(MAKE)... yes checking whether to enable maintainer-specific portions of Makefiles... no checking for style of include used by make... GNU checking for gcc... gcc checking whether the C compiler works... yes checking for C compiler default output file name... a.out checking for suffix of executables... checking whether we are cross compiling... no checking for suffix of object files... o checking whether we are using the GNU C compiler... yes checking whether gcc accepts -g... yes checking for gcc option to accept ISO C89... none needed checking dependency style of gcc... gcc3 checking how to run the C preprocessor... gcc -E checking for grep that handles long lines and -e... /bin/grep checking for egrep... /bin/grep -E checking for ANSI C header files... yes checking for sys/types.h... yes checking for sys/stat.h... yes checking for stdlib.h... yes checking for string.h... yes checking for memory.h... yes checking for strings.h... yes checking for inttypes.h... yes checking for stdint.h... yes checking for unistd.h... yes checking for stdlib.h... (cached) yes checking stdio.h usability... yes checking stdio.h presence... yes checking for stdio.h... yes checking for string.h... (cached) yes checking for memory.h... (cached) yes checking math.h usability... yes checking math.h presence... yes checking for math.h... yes checking float.h usability... yes checking float.h presence... yes checking for float.h... yes checking fcntl.h usability... yes checking fcntl.h presence... yes checking for fcntl.h... yes checking for inttypes.h... (cached) yes checking stddef.h usability... yes checking stddef.h presence... yes checking for stddef.h... yes checking for stdint.h... (cached) yes checking sys/time.h usability... yes checking sys/time.h presence... yes checking for sys/time.h... yes checking for unistd.h... (cached) yes checking sqlite3.h usability... yes checking sqlite3.h presence... yes checking for sqlite3.h... yes checking sqlite3ext.h usability... yes checking sqlite3ext.h presence... yes checking for sqlite3ext.h... yes checking for g++... no checking for c++... no checking for gpp... no checking for aCC... no checking for CC... no checking for cxx... no checking for cc++... no checking for cl.exe... no checking for FCC... no checking for KCC... no checking for RCC... no checking for xlC_r... no checking for xlC... no checking whether we are using the GNU C++ compiler... no checking whether g++ accepts -g... no checking dependency style of g++... none checking for gcc... (cached) gcc checking whether we are using the GNU C compiler... (cached) yes checking whether gcc accepts -g... (cached) yes checking for gcc option to accept ISO C89... (cached) none needed checking dependency style of gcc... (cached) gcc3 checking how to run the C preprocessor... gcc -E checking whether ln -s works... yes checking whether make sets $(MAKE)... (cached) yes checking build system type... i686-pc-linux-gnu checking host system type... i686-pc-linux-gnu checking how to print strings... printf checking for a sed that does not truncate output... /bin/sed checking for fgrep... /bin/grep -F checking for ld used by gcc... /usr/bin/ld checking if the linker (/usr/bin/ld) is GNU ld... yes checking for BSD- or MS-compatible name lister (nm)... /usr/bin/nm -B checking the name lister (/usr/bin/nm -B) interface... BSD nm checking the maximum length of command line arguments... 1572864 checking whether the shell understands some XSI constructs... yes checking whether the shell understands "+="... yes checking how to convert i686-pc-linux-gnu file names to i686-pc-linux-gnu format... func_convert_file_noop checking how to convert i686-pc-linux-gnu file names to toolchain format... func_convert_file_noop checking for /usr/bin/ld option to reload object files... -r checking for objdump... objdump checking how to recognize dependent libraries... pass_all checking for dlltool... dlltool checking how to associate runtime and link libraries... printf %s\n checking for ar... ar checking for archiver @FILE support... @ checking for strip... strip checking for ranlib... ranlib checking command to parse /usr/bin/nm -B output from gcc object... ok checking for sysroot... no checking for mt... mt checking if mt is a manifest tool... no checking for dlfcn.h... yes checking for objdir... .libs checking if gcc supports -fno-rtti -fno-exceptions... no checking for gcc option to produce PIC... -fPIC -DPIC checking if gcc PIC flag -fPIC -DPIC works... yes checking if gcc static flag -static works... yes checking if gcc supports -c -o file.o... yes checking if gcc supports -c -o file.o... (cached) yes checking whether the gcc linker (/usr/bin/ld) supports shared libraries... yes checking whether -lc should be explicitly linked in... no checking dynamic linker characteristics... GNU/Linux ld.so checking how to hardcode library paths into programs... immediate checking whether stripping libraries is possible... yes checking if libtool supports shared libraries... yes checking whether to build shared libraries... yes checking whether to build static libraries... yes checking for an ANSI C-conforming const... yes checking for off_t... yes checking for size_t... yes checking whether time.h and sys/time.h may both be included... yes checking whether struct tm is in sys/time.h or time.h... time.h checking for working volatile... yes checking whether lstat correctly handles trailing slash... yes checking whether lstat accepts an empty string... no checking whether lstat correctly handles trailing slash... (cached) yes checking for working memcmp... yes checking whether stat accepts an empty string... no checking for strftime... yes checking for memset... yes checking for sqrt... no checking for strcasecmp... yes checking for strerror... yes checking for strncasecmp... yes checking for strstr... yes checking for fdatasync... yes checking for ftruncate... yes checking for getcwd... yes checking for gettimeofday... yes checking for localtime_r... yes checking for memmove... yes checking for strerror... (cached) yes checking for sqlite3_prepare_v2 in -lsqlite3... yes checking for sqlite3_rtree_geometry_callback in -lsqlite3... yes checking proj_api.h usability... no checking proj_api.h presence... no checking for proj_api.h... no configure: error: cannot find proj_api.h, bailing out

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  • Making an efficient collision detection system

    - by Sri Harsha Chilakapati
    I'm very new to game development (just started 3 months ago) and I'm learning through creating a game engine. It's located here. In terms of collision, I know only brute-force detection, in which case, the game slows down if there are a number of objects. So my question is How should I program the collisions? I want them to happen automatically for every object and call the object's collision(GObject other) method on each collision. Are there any new algorithms which can make this fast? If so, can anybody shed some light on this topic?

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  • What are the basic skills a BEGINNING JavaScript programmer should have?

    - by Sanford
    In NYC, we are working on creating a collaborative community programming environment and trying to segment out software engineers into differing buckets. At present, we are trying to define: Beginners Intermediates Advanced Experts (and/or Masters) Similar to an apprenticeship, you would need to demonstrate specific skills to achieve different levels. Right now, we have identified Beginner programming skills as: Object - method, attributes, inheritance Variable - math, string, array, boolean - all are objects Basic arithmetic functions - precedence of functions String manipulation Looping - flow control Conditionals - boolean algebra This is a first attempt, and it is a challenge since we know the natural tension between programming and software engineering. How would you create such a skills-based ranking for JavaScript in this manner? For example, what would be the Beginner Javascript skills that you would need to have to advance to the Intermediate Training? And so on.

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  • Which game logic should run when doing prediction for PNP state updates

    - by spaceOwl
    We are writing a multiplayer game, where each game client (player) is responsible for sending state updates regarding its "owned" objects to other players. Each message that arrives to other (remote) clients is processed as such: Figure out when the message was sent. Create a diff between NOW and that time. Run game specific logic to bring the received state to "current" time. I am wondering which sort of logic should execute as part of step #3 ? Our game is composed of a physical update (position, speed, acceleration, etc) and many other components that can update an object's state and occur regularly (locally). There's a trade off here - Getting the new state quickly or remaining "faithful" to the true state representation and executing the whole thing to predict the "true" state when receiving state updates from remote clients. Which one is recommended to be used? and why?

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  • Changes to the LINQ-to-StreamInsight Dialect

    - by Roman Schindlauer
    In previous versions of StreamInsight (1.0 through 2.0), CepStream<> represents temporal streams of many varieties: Streams with ‘open’ inputs (e.g., those defined and composed over CepStream<T>.Create(string streamName) Streams with ‘partially bound’ inputs (e.g., those defined and composed over CepStream<T>.Create(Type adapterFactory, …)) Streams with fully bound inputs (e.g., those defined and composed over To*Stream – sequences or DQC) The stream may be embedded (where Server.Create is used) The stream may be remote (where Server.Connect is used) When adding support for new programming primitives in StreamInsight 2.1, we faced a choice: Add a fourth variety (use CepStream<> to represent streams that are bound the new programming model constructs), or introduce a separate type that represents temporal streams in the new user model. We opted for the latter. Introducing a new type has the effect of reducing the number of (confusing) runtime failures due to inappropriate uses of CepStream<> instances in the incorrect context. The new types are: IStreamable<>, which logically represents a temporal stream. IQStreamable<> : IStreamable<>, which represents a queryable temporal stream. Its relationship to IStreamable<> is analogous to the relationship of IQueryable<> to IEnumerable<>. The developer can compose temporal queries over remote stream sources using this type. The syntax of temporal queries composed over IQStreamable<> is mostly consistent with the syntax of our existing CepStream<>-based LINQ provider. However, we have taken the opportunity to refine certain aspects of the language surface. Differences are outlined below. Because 2.1 introduces new types to represent temporal queries, the changes outlined in this post do no impact existing StreamInsight applications using the existing types! SelectMany StreamInsight does not support the SelectMany operator in its usual form (which is analogous to SQL’s “CROSS APPLY” operator): static IEnumerable<R> SelectMany<T, R>(this IEnumerable<T> source, Func<T, IEnumerable<R>> collectionSelector) It instead uses SelectMany as a convenient syntactic representation of an inner join. The parameter to the selector function is thus unavailable. Because the parameter isn’t supported, its type in StreamInsight 1.0 – 2.0 wasn’t carefully scrutinized. Unfortunately, the type chosen for the parameter is nonsensical to LINQ programmers: static CepStream<R> SelectMany<T, R>(this CepStream<T> source, Expression<Func<CepStream<T>, CepStream<R>>> streamSelector) Using Unit as the type for the parameter accurately reflects the StreamInsight’s capabilities: static IQStreamable<R> SelectMany<T, R>(this IQStreamable<T> source, Expression<Func<Unit, IQStreamable<R>>> streamSelector) For queries that succeed – that is, queries that do not reference the stream selector parameter – there is no difference between the code written for the two overloads: from x in xs from y in ys select f(x, y) Top-K The Take operator used in StreamInsight causes confusion for LINQ programmers because it is applied to the (unbounded) stream rather than the (bounded) window, suggesting that the query as a whole will return k rows: (from win in xs.SnapshotWindow() from x in win orderby x.A select x.B).Take(k) The use of SelectMany is also unfortunate in this context because it implies the availability of the window parameter within the remainder of the comprehension. The following compiles but fails at runtime: (from win in xs.SnapshotWindow() from x in win orderby x.A select win).Take(k) The Take operator in 2.1 is applied to the window rather than the stream: Before After (from win in xs.SnapshotWindow() from x in win orderby x.A select x.B).Take(k) from win in xs.SnapshotWindow() from b in     (from x in win     orderby x.A     select x.B).Take(k) select b Multicast We are introducing an explicit multicast operator in order to preserve expression identity, which is important given the semantics about moving code to and from StreamInsight. This also better matches existing LINQ dialects, such as Reactive. This pattern enables expressing multicasting in two ways: Implicit Explicit var ys = from x in xs          where x.A > 1          select x; var zs = from y1 in ys          from y2 in ys.ShiftEventTime(_ => TimeSpan.FromSeconds(1))          select y1 + y2; var ys = from x in xs          where x.A > 1          select x; var zs = ys.Multicast(ys1 =>     from y1 in ys1     from y2 in ys1.ShiftEventTime(_ => TimeSpan.FromSeconds(1))     select y1 + y2; Notice the product translates an expression using implicit multicast into an expression using the explicit multicast operator. The user does not see this translation. Default window policies Only default window policies are supported in the new surface. Other policies can be simulated by using AlterEventLifetime. Before After xs.SnapshotWindow(     WindowInputPolicy.ClipToWindow,     SnapshotWindowInputPolicy.Clip) xs.SnapshotWindow() xs.TumblingWindow(     TimeSpan.FromSeconds(1),     HoppingWindowOutputPolicy.PointAlignToWindowEnd) xs.TumblingWindow(     TimeSpan.FromSeconds(1)) xs.TumblingWindow(     TimeSpan.FromSeconds(1),     HoppingWindowOutputPolicy.ClipToWindowEnd) Not supported … LeftAntiJoin Representation of LASJ as a correlated sub-query in the LINQ surface is problematic as the StreamInsight engine does not support correlated sub-queries (see discussion of SelectMany). The current syntax requires the introduction of an otherwise unsupported ‘IsEmpty()’ operator. As a result, the pattern is not discoverable and implies capabilities not present in the server. The direct representation of LASJ is used instead: Before After from x in xs where     (from y in ys     where x.A > y.B     select y).IsEmpty() select x xs.LeftAntiJoin(ys, (x, y) => x.A > y.B) from x in xs where     (from y in ys     where x.A == y.B     select y).IsEmpty() select x xs.LeftAntiJoin(ys, x => x.A, y => y.B) ApplyWithUnion The ApplyWithUnion methods have been deprecated since their signatures are redundant given the standard SelectMany overloads: Before After xs.GroupBy(x => x.A).ApplyWithUnion(gs => from win in gs.SnapshotWindow() select win.Count()) xs.GroupBy(x => x.A).SelectMany(     gs =>     from win in gs.SnapshotWindow()     select win.Count()) xs.GroupBy(x => x.A).ApplyWithUnion(gs => from win in gs.SnapshotWindow() select win.Count(), r => new { r.Key, Count = r.Payload }) from x in xs group x by x.A into gs from win in gs.SnapshotWindow() select new { gs.Key, Count = win.Count() } Alternate UDO syntax The representation of UDOs in the StreamInsight LINQ dialect confuses cardinalities. Based on the semantics of user-defined operators in StreamInsight, one would expect to construct queries in the following form: from win in xs.SnapshotWindow() from y in MyUdo(win) select y Instead, the UDO proxy method is referenced within a projection, and the (many) results returned by the user code are automatically flattened into a stream: from win in xs.SnapshotWindow() select MyUdo(win) The “many-or-one” confusion is exemplified by the following example that compiles but fails at runtime: from win in xs.SnapshotWindow() select MyUdo(win) + win.Count() The above query must fail because the UDO is in fact returning many values per window while the count aggregate is returning one. Original syntax New alternate syntax from win in xs.SnapshotWindow() select win.UdoProxy(1) from win in xs.SnapshotWindow() from y in win.UserDefinedOperator(() => new Udo(1)) select y -or- from win in xs.SnapshotWindow() from y in win.UdoMacro(1) select y Notice that this formulation also sidesteps the dynamic type pitfalls of the existing “proxy method” approach to UDOs, in which the type of the UDO implementation (TInput, TOuput) and the type of its constructor arguments (TConfig) need to align in a precise and non-obvious way with the argument and return types for the corresponding proxy method. UDSO syntax UDSO currently leverages the DataContractSerializer to clone initial state for logical instances of the user operator. Initial state will instead be described by an expression in the new LINQ surface. Before After xs.Scan(new Udso()) xs.Scan(() => new Udso()) Name changes ShiftEventTime => AlterEventStartTime: The alter event lifetime overload taking a new start time value has been renamed. CountByStartTimeWindow => CountWindow

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  • Dependency Injection Confusion

    - by James
    I think I have a decent grasp of what Dependency Inversion principle (DIP) is, my confusion is more around dependency injection. My understanding is the whole point of DI is to decouple parts of an application, to allow changes in one part without effecting another, assuming the interface does not change. For examples sake, we have this public class MyClass(IMyInterface interface) { public MyClass { interface.DoSomething(); } } public interface IMyInterface { void DoSomething(); } How is this var iocContainer = new UnityContainer(); iocContainer.Resolve<MyClass>(); better practice than doing this //if multiple implementations are possible, could use a factory here. IMyInterface interface = new InterfaceImplementation(); var myClass = new MyClass(interface); It may be I am missing a very important point, but I am failing to see what is gained. I am aware that using an IOC container I can easily handle an objects life cycle, which is a +1 but I don't think that is core to what IOC is about.

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  • Getting isometric grid coordinates from standard X,Y coordinates

    - by RoryHarvey
    I'm currently trying to add sprites to an isometric Tiled TMX map using Objects in cocos2d. The problem is the X and Y metadata from TMX object are in standard 2d format (pixels x, pixels y), instead of isometric grid X and Y format. Usually you would just divide them by the tile size, but isometric needs some sort of transform. For example on a 64x32 isometric tilemap of size 40 tiles by 40 tiles an object at (20,21)'s coordinates come out as (640,584) So the question really is what formula gets (20,21) from (640,584)?

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  • Ask the Readers: The Two-Step Login Verification Process – Security Boost or Just Another Hassle?

    - by Asian Angel
    Google recently introduced a new optional two-step login verification process for Google accounts to help increase account security. What we would like to know this week is if you think this will really help improve account security, should be implemented by others in addition to Google, or would simply add a new layer of hassle to using your accounts Latest Features How-To Geek ETC How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The Legend of Zelda – 1980s High School Style [Video] Suspended Sentence is a Free Cross-Platform Point and Click Game Build a Batman-Style Hidden Bust Switch Make Your Clock Creates a Custom Clock for your Android Homescreen Download the Anime Angels Theme for Windows 7 CyanogenMod Updates; Rolls out Android 2.3 to the Less Fortunate

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  • Parallel.For Inconsistency results

    - by ni Gue ???
    I am using VB.net to write a parallel based code. I use Parallel.For to generate pairs of 500 objects or in combination C(500,2) such as the following code; but I found that it didn't always generate all combinations which should be 124750 (shown from variable Counter). No other thread was runing when this code was run. I am using a Win-7 32 Bit desktop with Intel Core i5 CPU [email protected], 3.33 GHz and RAM 2GB. What's wrong with the code and how to solve this problem? Thank You. Dim Counter As Integer = 0 Parallel.For(0, 499, Sub(i) For j As Integer = i + 1 To 499 Counter += 1 Console.Write(i & ":" & j) Next End Sub) Console.Writeline("Iteration number: " & Counter)

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  • Oracle Communications Calendar Server: Upgrading to Version 7 Update 3

    - by joesciallo
    It's been some time since I have posted an entry. Now, with the release of Oracle Communications Calendar Server 7 Update 3, it seems high time to jump start this blog again. To begin with, check out what's new in this release: Authenticating Against an External Directory Booking Window for Calendars Changes to the davadmin Command Enable and Disable Account Autocreation LDAP Pools New Configuration Parameters New Languages New populate-davuniqueid Utility New Schema Objects Non-active Calendar Accounts Are No Longer Searched or Fetched Remote Document Store Authentication The upgrade is a bit more complicated than normal, as you must first apply some new schema elements to your Directory Server(s). To do so, you need to get the comm_dssetup 6.4 patch, patch the comm_dssetup script, and then run the patched comm_dssetup against your Directory Server(s) instances. In addition, if you are using the nsUniqueId attribute as your deployment's unique identifier, you'll want to change that to the new davUniqueId attribute. Consult the Upgrade Procedure for details, as well as DaBrain's blog, before forging ahead with this upgrade. Additional quick links: Problems Fixed in This Release Known Issues Calendar Server Unique Identifier Changes to the davadmin command Get the Calendar Server patch Get the comm_dssetup patch

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  • Plan variable and call dependencies

    - by Gerenuk
    I'd like to write down the design of my program to understand the dependencies and calls better. I know there are class diagrams which show inheritance and attribute variables. However I'd also like to document the input parameters to method functions and in particular which calls the methods function executes inside (e.g. on the input parameters). Also sometimes it might be useful to show how actual objects are connected (if there is a standard structure). This way I can have a better understanding of the modules and design before starting to program. Can you suggest a method to do this software design? It should be one-to-one to programming code structure so that I really notice all quirks beforehand (instead of high-level design where thing are hard to implement without further work). Maybe some special diagram or tool or a combination? It is static dependency and call design rather than time dependent execution monitoring. (I use Python if you have any specialized recommendations).

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  • What do you do when your naming convention clashes with your language?

    - by Jon Purdy
    Okay, this is one of those little things that always bugged me. I typically don't abbreviate identifiers, and the only time I use a short identifier (e.g., i) is for a tight loop. So it irritates me when I'm working in C++ and I have a variable that needs to be named operator or class and I have to work around it or use an abbreviation, because it ends up sticking out. Caveat: this may happen to me disproportionately often because I work a lot in programming language design, where domain objects may mirror concepts in the host language and inadvertently cause clashes. How would you deal with this? Abbreviate? (op) Misspell? (klass) Something else? (operator_)

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  • Making a collision detection system

    - by Sri Harsha Chilakapati
    I'm very new to game development (just started 3 months ago) and I've learning through creating a game engine. It's located here. In terms of collision, I know only brutefoce detection, in which case, the game slows down if there are a number of objects. So my question is How should I program the collisions? I want them to happen automatically for every object and call the object's collision(GObject other) method on each collision. Are there any new algorithms which can make this fast? If so, can anybody6 sh6ed some light on this topic? And I think of making it like the game maker Thanks

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  • Scrolling Box2D DebugDraw

    - by onedayitwillmake
    I'm developing a game using Box2D (javascript implementation - Box2DWeb), and I would like to know how I can pan the debug draw. I know the usual answer is - don't use debug draw, it's just for debugging. I'm not, however not all my objects are on the same screen, and i'd like to see where they are in the physics representation. How can I pan the debug drawing? As you can see the debug draw stuff, is show on the top left, but it only shows a small part of the world. Here is an example of what I mean: http://onedayitwillmake.com/ChuClone/ The game is open source, If you'd like to poke through and note something that perhaps i'm doing something that is obviously wrong: https://github.com/onedayitwillmake/ChuClone

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  • How does a collision engine work?

    - by JXPheonix
    Original question: Click me How exactly does a collision engine work? This is an extremely broad question. What code keeps things bouncing against each other, what code makes the player walk into a wall instead of walk through the wall? How does the code constantly refresh the players position and objects position to keep gravity and collision working as it should? If you don't know what a collision engine is, basically it's generally used in platform games to make the player acutally hit walls and the like. There's the 2D type and the 3D type, but they all accomplish the same thing: collision. So, what keeps a collision engine ticking?

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  • Diagramming software with API allowing high customisation of shapes and actions

    - by jenson-button-event
    I am after something like Visio or Lucid. A relatively simple charting/diagramming tool, to build tree-like structures from (my) pre-defined nodes (squares), but with a powerful API. Requirements: limit the type of objects allowed to be dropped on the diagram validate a model (e.g. node of type A must precede node of type B; must enter node Title) export a model import a model Our domain is very specific, and its a tool we'd want to offer to some of our power users. The $500 Visio licence isn't really within the business model. I'll put no constraints on framework or deployment (web or desktop) - is there anything out there?

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  • How to make a player stay within bounds of world with 2D Camera

    - by Craig
    Im creating a simple top down survival game. At the moment, i have the sprite which is a ship and moves by rotating left or right then going forward in that direction. I have implemented a 2D camera, its always centered on the player. However, when i move towards the bounds of the world that the sprite is in it just keeps on going :( How to i sort it that it stops at the edge of the world and cant go beyond it? Cheers :) Below is the main game class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; //tried world bounds here if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } } my 2d camera class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace GamesCoursework_1 { public class Camera2d { protected float _zoom; // Camera Zoom public Matrix _transform; // Matrix Transform public Vector2 _pos; // Camera Position protected float _rotation; // Camera Rotation public int _viewportWidth, _viewportHeight; // viewport size public Camera2d(int ViewportWidth, int ViewportHeight) { _zoom = 1.0f; _rotation = 0.0f; _pos = Vector2.Zero; _viewportWidth = ViewportWidth; _viewportHeight = ViewportHeight; } // Sets and gets zoom public float Zoom { get { return _zoom; } set { _zoom = value; 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