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  • Skin Object Tokens for DotNetNuke 5 - 8 Videos

    In this tutorial we demonstrate how to use Skin Object Tokens in DotNetNuke v5 and above. Skin Object tokens are a new skinning method introduced in DotNetNuke 5 for adding tokens into a DotNetNuke skin. A Skin Object Token is a web user control, it covers skin elements such as the logo, menu, search, login links, date, copyright, languages, links, banners, privacy, terms of use etc. This new Object token method has been introduced into DotNetNuke with the idea of making it simpler to add a skin object into a DotNetNuke skin. The videos contain: Video 1 - Introduction to HTML Object Token Skinning Video 2 - Basic Styling of a Skin and Creating Multiple Content Panes Video 3 - Styling, Control Panel, Login and Register Skin Object Tokens Video 4 - Packaging, Installing, Testing and Viewing the ASCX Version of the Skin Video 5 - Viewing the Attributes for Skin Object Tokens, Logo Token, Search Token Video 6 - Breadcrumb Token, Text Token and Localization, Links Token Video 7 - More Skin Tokens and Token Replacement Video 8 - Demonstration of the Object Tokens and Bug Fixing Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • What is the standard technique for shifting the frames of a sprite according to user input?

    - by virtual__
    From my own experience, I developed two techniques for changing the sprites of a character that's reacting to user input -- this in the context of a classic 2D platformer. The first one is to store all character's pixmaps in a list, putting the index of the currently used pixmap in an ordinary variable. This way, every time the player presses a key -- say the right arrow for moving the character forward -- the graphics engine sees what's the next pixmap to draw, draws it, and increments the index counter. That's a pretty common approach I believe, the problem is that in this case the animation's quality depends not only on the number of sprites available but also on how often your engine listens to user input. The second technique is to actually play an animation every key press event. For this you can use any sort of animation framework you want. It's only necessary to set the timer, the animation steps and to call the animation's play() method on your key press event handler. The problem with that approach is that is lacks responsiveness, since the character won't react to any input while the current animation is still being played. What I want to know is whether you are using one of these techniques -- or something similar -- in your games, or whether there's a standard method for animating sprites out there that's widely known by everybody but me.

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  • How to choose between Tell don't Ask and Command Query Separation?

    - by Dakotah North
    The principle Tell Don't Ask says: you should endeavor to tell objects what you want them to do; do not ask them questions about their state, make a decision, and then tell them what to do. The problem is that, as the caller, you should not be making decisions based on the state of the called object that result in you then changing the state of the object. The logic you are implementing is probably the called object’s responsibility, not yours. For you to make decisions outside the object violates its encapsulation. A simple example of "Tell, don't Ask" is Widget w = ...; if (w.getParent() != null) { Panel parent = w.getParent(); parent.remove(w); } and the tell version is ... Widget w = ...; w.removeFromParent(); But what if I need to know the result from the removeFromParent method? My first reaction was just to change the removeFromParent to return a boolean denoting if the parent was removed or not. But then I came across Command Query Separation Pattern which says NOT to do this. It states that every method should either be a command that performs an action, or a query that returns data to the caller, but not both. In other words, asking a question should not change the answer. More formally, methods should return a value only if they are referentially transparent and hence possess no side effects. Are these two really at odds with each other and how do I choose between the two? Do I go with the Pragmatic Programmer or Bertrand Meyer on this?

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  • XNA- Transforming children

    - by user1806687
    So, I have a Model stored in MyModel, that is made from three meshes. If you loop thrue MyModel.Meshes the first two are children of the third one. And was just wondering, if anyone could tell me where is the problem with my code. This method is called whenever I want to programmaticly change the position of a whole model: public void ChangePosition(Vector3 newPos) { Position = newPos; MyModel.Root.Transform = Matrix.CreateScale(VectorMathHelper.VectorMath(CurrentSize, DefaultSize, '/')) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Up, MathHelper.ToRadians(Rotation.Y)) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Right, MathHelper.ToRadians(Rotation.X)) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Forward, MathHelper.ToRadians(Rotation.Z)) * Matrix.CreateTranslation(Position); Matrix[] transforms = new Matrix[MyModel.Bones.Count]; MyModel.CopyAbsoluteBoneTransformsTo(transforms); int count = transforms.Length - 1; foreach (ModelMesh mesh in MyModel.Meshes) { mesh.ParentBone.Transform = transforms[count]; count--; } } This is the draw method: foreach (ModelMesh mesh in MyModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.View = camera.view; effect.Projection = camera.projection; effect.World = mesh.ParentBone.Transform; effect.EnableDefaultLighting(); } mesh.Draw(); } The thing is when I call ChangePosition() the first time everything works perfectlly, but as soon as I call it again and again. The first two meshes(children meshes) start to move away from the parent mesh. Another thing I wanted to ask, if I change the scale/rotation/position of a children mesh, and then do CopyAbsoluteBoneTransforms() will children meshes be positioned properlly(at the proper distance) or would achieving that require more math/methods? Thanks in advance

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  • Dynamic (C# 4.0) &amp; Var in a nutshell.

    - by mbcrump
    A Var is static typed - the compiler and runtime know the type. This can be used to save some keystrokes. The following are identical. Code Snippet var mike = "var demo"; Console.WriteLine(mike.GetType());  //Returns System.String   string mike2 = "string Demo"; Console.WriteLine(mike2.GetType()); //Returns System.String A dynamic behaves like an object, but with dynamic dispatch. The compiler doesn’t know anything about it at compile time. Code Snippet dynamic duo = "dynamic duo"; Console.WriteLine(duo.GetType()); //System.String //duo.BlowUp(); //A dynamic type does not know if this exist until run-time. Console.ReadLine(); To further illustrate this point, the dynamic type called “duo” calls a method that does not exist called BlowUp(). As you can see from the screenshot below, the compiler is reporting no errors even though BlowUp() does not exist. The program will compile fine. It will however throw a runtimebinder exception after it hits that line of code in runtime. Let’s try the same thing with a Var. This time, we get a compiler error that says BlowUp() does not exist. This program will not compile until we add a BlowUp() method.  I hope this helps with your understand of the two. If not, then drop me a line and I’ll be glad to answer it.

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  • Collision Detection Problems

    - by MrPlosion
    So I'm making a 2D tile based game but I can't quite get the collisions working properly. I've taken the code from the Platformer Sample and implemented it into my game as seen below. One problem I'm having is when I'm on the ground for some strange reason I can't move to the left. Now I'm pretty sure this problem is from the HandleCollisions() method because when I stop running it I can smoothly move around with no problems. Another problem I'm having is when I'm close to a tile the character jitters very strangely. I will try to post a video if necessary. Here is the HandleCollisions() method: Thanks. void HandleCollisions() { Rectangle bounds = BoundingRectangle; int topTile = (int)Math.Floor((float)bounds.Top / World.PixelTileSize); int bottomTile = (int)Math.Ceiling((float)bounds.Bottom / World.PixelTileSize) - 1; int leftTile = (int)Math.Floor((float)bounds.Left / World.PixelTileSize); int rightTile = (int)Math.Ceiling((float)bounds.Right / World.PixelTileSize) - 1; isOnGround = false; for(int x = leftTile; x <= rightTile; x++) { for(int y = topTile; y <= bottomTile; y++) { if(world.Map[y, x].Collidable == true) { Rectangle tileBounds = new Rectangle(x * World.PixelTileSize, y * World.PixelTileSize, World.PixelTileSize, World.PixelTileSize); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if(depth != Vector2.Zero) { if(Math.Abs(depth.Y) < Math.Abs(depth.X)) { isOnGround = true; position = new Vector2(position.X, position.Y + depth.Y); } else { position = new Vector2(position.X + depth.X, position.Y); } bounds = BoundingRectangle; } } } }

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  • Methods for getting static data from obj-c to Parse (database)

    - by Phil
    I'm starting out thinking out how best to code my latest game on iOS, and I want to use parse.com to store pretty much everything, so I can easily change things. What I'm not sure about is how to get static data into parse, or at least the best method. I've read about using NSMutableDictionary, pLists, JSON, XML files etc. Let's say for example in AS3 I could create a simple data object like so... static var playerData:Object = {position:{startX:200, startY:200}}; Stick it in a static class, and bingo I've got my static data to use how I see fit. Basically I'm looking for the best method to do the same thing in Obj-c, but the data is not to be stored directly in the iOS game, but to be sent to parse.com to be stored on their database there. The game (at least the distribution version) will only load data from the parse database, so however I'm getting the static data into parse I want to be able to remove it from being included in the eventual iOS file. So any ideas on the best methods to sort that? If I had longer on this project, it might be nice to use storyboards and create a simple game editor to send data to parse....actually maybe that's a good idea, it's just I'm new to obj-c and I'm looking for the most straightforward (see quickest) way to achieve things. Thanks for any advice.

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  • What is the most efficient way to add and remove Slick2D sprites?

    - by kirchhoff
    I'm making a game in Java with Slick2D and I want to create planes which shoots: int maxBullets = 40; static int bullet = 0; Missile missile[] = new Missile[maxBullets]; I want to create/move my missiles in the most efficient way, I would appreciate your advise: public void shoot() throws SlickException{ if(bullet<maxBullets){ if(missile[bullet] != null){ missile[bullet].resetLocation(plane.getCenterX(), plane.getCenterY(), plane.image.getRotation()); }else{ missile[bullet] = new Missile("resources/missile.png", plane.getCenterX(), plane.getCenterY(), plane.image.getRotation()); } }else{ bullet = 0; missile[bullet].resetLocation(plane.getCenterX(), plane.getCenterY(), plane.image.getRotation()); } bullet++; } I created the method resetLocation in my Missile class in order to avoid loading again the resource. Is it correct? In the update method I've got this to move all the missiles: if(bullet > 0 && bullet < maxBullets){ float hyp = 0.4f * delta; if(bullet == 1){ missile[0].move(hyp); }else{ for(int x = 0; x<bullet; x++){ missile[x].move(hyp); } } }

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  • MVVM Light V4 preview (BL0014) release notes

    - by Laurent Bugnion
    I just pushed to Codeplex an update to the MVVM Light source code. This is an early preview containing some of the features that I want to release later under the version 4. If you find these features useful for your project, please download the source code and build the assemblies. I will appreciate greatly any issue report. This version is labeled “V4.0.0.0/BL0014”. The “BL” string is an old habit that we used in my days at Siemens Building Technologies, called a “base level”. Somehow I like this way of incrementing the “base level” independently of any other consideration (such as alpha, beta, CTP, RTM etc) and continue to use it to tag my software versions. In Microsoft parlance, you could say that this is an early CTP of MVVM Light V4. Caveat The code is unit tested, but as we all know this does not mean that there are no bugs This code has not yet been used in production. Again, your help in testing this is greatly appreciated, so please report all bugs to me! What’s new? The following features have been implemented: Misc Various “maintenance work”. All WPF assemblies (that is .NET35 and .NET4) now allow partially trusted callers. It means that you can use them in am XBAP in partial trust mode. Testing Various test updates Added Windows Phone 7 unit tests Note: For Windows Phone 7, due to an issue in the unit test framework, not all tests can be executed. I had to isolate those tests for the moment. The error was reported to Microsoft. ViewModelBase The constructor is now public to allow serialization (especially useful on the phone to tombstone the state). ViewModelBase.MessengerInstance now returns Messenger.Default unless it is set explicitly. Previously, MessengerInstance was returning null, which was complicating the code. Two new ways to raise the PropertyChanged event have been added. See below for details. Messenger Updated the IMessenger interface with all public members from the Messenger class. Previously some members were missing. A new Unregister method is now available, allowing to unregister a recipient for a given token. RelayCommand RaiseCanExecuteChanged now acts the same in Windows Presentation Foundation than in Silverlight. In previous versions, I was relying on the CommandManager to raise the CanExecuteChanged event in WPF. However, it was found to be too unreliable, and a more direct way of raising the event was found preferable. See below for details. Raising the PropertyChanged event A very much requested update is now included: the ability to raise the PropertyChanged event in a viewmodel without using “magic strings”. Personally, I don’t see strings as a major issue, thanks to two features of the MVVM Light Toolkit: In the DEBUG configuration, every time that the RaisePropertyChanged method is called, the name of the property is checked against all existing properties of the viewmodel. Should the property name be misspelled (because of a typo or refactoring), an exception is thrown, notifying the developer that something is wrong. To avoid impacting the performance, this check is only made in DEBUG configuration, but that should be enough to warn the developers in case they miss a rename. The property name is defined as a public constant in the “mvvminpc” code snippet. This allows checking the property name from another class (for example if the PropertyChanged event is handled in the view). It also allows changing the property name in one place only. However, these two safeguards didn’t satisfy some of the users, who requested another way to raise the PropertyChanged event. In V4, you can now do the following: Using lambdas private int _myProperty; public int MyProperty { get { return _myProperty; } set { if (_myProperty == value) { return; } _myProperty = value; RaisePropertyChanged(() => MyProperty); } } This raises the property changed event using a lambda expression instead of the property name. Light reflection is used to get the name. This supports Intellisense and can easily be refactored. You can also broadcast a PropertyChangedMessage using the Messenger.Default instance with: private int _myProperty; public int MyProperty { get { return _myProperty; } set { if (_myProperty == value) { return; } var oldValue = _myProperty; _myProperty = value; RaisePropertyChanged(() => MyProperty, oldValue, value, true); } } Using no arguments When the RaisePropertyChanged method is called within a setter, you can also omit the property name altogether. This will fail if executed outside of the setter however. Also, to avoid confusion, there is no way to broadcast the PropertyChangedMessage using this syntax. private int _myProperty; public int MyProperty { get { return _myProperty; } set { if (_myProperty == value) { return; } _myProperty = value; RaisePropertyChanged(); } } The old way Of course the “old” way is still supported, without broadcast: public const string MyPropertyName = "MyProperty"; private int _myProperty; public int MyProperty { get { return _myProperty; } set { if (_myProperty == value) { return; } _myProperty = value; RaisePropertyChanged(MyPropertyName); } } And with broadcast: public const string MyPropertyName = "MyProperty"; private int _myProperty; public int MyProperty { get { return _myProperty; } set { if (_myProperty == value) { return; } var oldValue = _myProperty; _myProperty = value; RaisePropertyChanged(MyPropertyName, oldValue, value, true); } } Performance considerations It is notorious that using reflection takes more time than using a string constant to get the property name. However, after measuring for all platforms, I found the differences to be very small. I will measure more and submit the results to the community for evaluation, because some of the results are actually surprising (for example, using the Messenger to broadcast a PropertyChangedMessage does not significantly increase the time taken to raise the PropertyChanged event and update the bindings). For now, I submit this code to you, and would be delighted to hear about your own results. Raising the CanExecuteChanged event manually In WPF, until now, the CanExecuteChanged event for a RelayCommand was raised automatically. Or rather, it was attempted to be raised, using a feature that is only available in WPF called the CommandManager. This class monitors the UI and when something occurs, it queries the state of the CanExecute delegate for all the commands. However, this proved unreliable for the purpose of MVVM: Since very often the value of the CanExecute delegate changes according to non-UI events (for example something changing in the viewmodel or in the model), raising the CanExecuteChanged event manually is necessary. In Silverlight, the CommandManager does not exist, so we had to raise the event manually from the start. This proved more reliable, and I now changed the WPF implementation of the RaiseCanExecuteChanged method to be the exact same in WPF than in Silverlight. For instance, if a command must be enabled when a string property is set to a value other than null or empty string, you can do: public MainViewModel() { MyTestCommand = new RelayCommand( () => DoSomething(), () => !string.IsNullOrEmpty(MyProperty)); } public const string MyPropertyName = "MyProperty"; private string _myProperty = string.Empty; public string MyProperty { get { return _myProperty; } set { if (_myProperty == value) { return; } _myProperty = value; RaisePropertyChanged(MyPropertyName); MyTestCommand.RaiseCanExecuteChanged(); } } Logo update I made a minor change to the logo: Some people found the lack of the word “light” (as in MVVM Light Toolkit) confusing. I thought it was cool, because the feather suggests the idea of lightness, however I can see the point. So I added the word “light” to the logo. Things should be quite clear now. What’s next? This is only the first of a series of releases that will bring MVVM Light to V4. In the next weeks, I will continue to add some very requested features and correct some issues in the code. I will probably continue this fashion of releasing the changes to the public as source code through Codeplex. I would be very interested to hear what you think of that, and to get feedback about the changes. Cheers, Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • Fun programming or something else?

    - by gion_13
    I've recently heard about android's isUserAGoat method and I didn't know what to think. At first I laughed my brains out, than I was embarrassed for my lack of professionalism and tried to look into it and see if it makes any normal sense. As it turns out it is a joke (as stated here) and it appears that other languages/apis have these sort of easter eggs implemented in their core. While I personally like them and feel they can be a fresh breath sometimes, I think that they also can be both frustrating and confusing (and you begin to ask yourself : "can users be goats?" or "I get it! "goat" is slang for.... wait.."). My question is are there any other examples of these kind of programming jokes and what are their intends? Should they be considered harmless or not (how do programmers feel about it) ? Do they reach their goal (if any other than to laugh) ? Where do you draw a line between a good joke and a disaster? (what if the method was called isUserStupid?)

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  • Encapsulating code in F# (Part 2)

    - by MarkPearl
    In part one of this series I showed an example of encapsulation within a local definition. This is useful to know so that you are aware of the scope of value holders etc. but what I am more interested in is encapsulation with regards to generating useful F# code libraries in .Net, this is done by using Namespaces and Modules. Lets have a look at some C# code first… using System; namespace EncapsulationNS { public class EncapsulationCLS { public static void TestMethod() { Console.WriteLine("Hello"); } } } Pretty simple stuff… now the F# equivalent…. namespace EncapsulationNS module EncapsulationMDL = let TestFunction = System.Console.WriteLine("Hello") ()   Even easier… lets look at some specifics about F# namespaces… Namespaces are open. meaning you can have multiple source files and assemblies can contribute to the same namespace. So, Namespaces are a great way to group modules together, so the question needs to be asked, what role do modules play. For me, the F# module is in many ways similar to the vb6 days of modules. In vb6 modules were separate files and simply allowed us to group certain methods together. I find it easier to visualize F# modules this way than to compare them to the C# classes. However that being said one is not restricted to one module per file – there is flexibility to have multiple modules in one code file however with my limited F# experience I would still recommend using the file as the standard level of separating modules as it is very easy to then find your way around a solution. An important note about interop with F# and other .Net languages. I wrote a blog post a while back about a very basic F# to C# interop. If I were to reference an F# library in a C# project (for instance ‘TestFunction’), in C# it would show this method as a static method call, meaning I would not have to instantiate an instance of the module.

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  • Understanding interfaces [closed]

    - by user985482
    Possible Duplicate: When to use abstract classes instead of interfaces and extension methods in C#? Why are interfaces useful? What is the point of an interface? What other reasons are there to write interfaces rather than abstract classes? What is the point of having every service class have an interface? Is it bad habit not using interfaces? I am reading Microsoft Visual C# 2010 Step by Step which I feel it is a very good book on introducing you to the C# language. I have just finished reading a chapter on interfaces and although I understood the syntax of creating and using interfaces I have trouble of understanding the point on why should I use them? Correct me If I am wrong but in an interface you can only declare methods names and parameters.The body of the method should be declared in the class that inherits the interface. So in this case why should I declare an interface if I am going to declare the entire method in the class that inherits that interface? What is the point? Does this have something to do with the fact that a class can inherit multiple interfaces?

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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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  • How to input data into user defined variables into MySql query

    - by user292791
    Simple Shell script echo "Enter 1 for month of March" echo "Enter 2 for month of April" echo "Enter 3 for month of May" read Month case "$Month" in 1) echo "enter establishment name" read a; mysql -u root -p $a < "March.sql";; 2) echo "enter establishment name" read b; mysql -u root -p $b < "April.sql";; 3) echo "enter establishment name" read c; mysql -u root -p $c < "May.sql";; esac done In this i have three other query files March.sql, April.sql, May.sql. i'm linking this in shell script . Example of .sql file: SELECT DISTINCT substr( a.case_no, 3, 2 ), b.case_type, b.type_name, a.case_no into outfile '/tmp/April.csv' FIELDS TERMINATED BY ',' ENCLOSED BY '"' LINES TERMINATED BY '\r\n' FROM Civil_t AS a, Case_type_t AS b, disposal_proc AS c WHERE substr( a.case_no, 3, 2 ) = b.case_type AND a.date_of_decision BETWEEN '2014-04-01' AND '2014-04-30' AND a.case_no = c.case_no AND a.court_no =1; I have to alter the .sql script every time. Is there any method to read the variables from shell script and use it in mysql. For example:- echo "enter date" read a #input date Now i have read a "date" and i want to use it in March.sql query in where clause. Is there is any method of using this variable in .sql query.

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  • Updating entities in response to collisions - should this be in the collision-detection class or in the entity-updater class?

    - by Prog
    In a game I'm working on, there's a class responsible for collision detection. It's method detectCollisions(List<Entity> entities) is called from the main gameloop. The code to update the entities (i.e. where the entities 'act': update their positions, invoke AI, etc) is in a different class, in the method updateEntities(List<Entity> entities). Also called from the gameloop, after the collision detection. When there's a collision between two entities, usually something needs to be done. For example, zero the velocity of both entities in the collision, or kill one of the entities. It would be easy to have this code in the CollisionDetector class. E.g. in psuedocode: for(Entity entityA in entities){ for(Entity entityB in entities){ if(collision(entityA, entityB)){ if(entityA instanceof Robot && entityB instanceof Robot){ entityA.setVelocity(0,0); entityB.setVelocity(0,0); } if(entityA instanceof Missile || entityB instanceof Missile){ entityA.die(); entityB.die(); } } } } However, I'm not sure if updating the state of entities in response to collision should be the job of CollisionDetector. Maybe it should be the job of EntityUpdater, which runs after the collision detection in the gameloop. Is it okay to have the code responding to collisions in the collision detection system? Or should the collision detection class only detect collisions, report them to some other class and have that class affect the state of the entities?

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  • Crash when trying to detect touch

    - by iQue
    I've got a character in a 2D game using surfaceView that I want to be able to move using a button (eventually a joystick), but my game crashes as soon as I try to move my sprite. This is my onTouch-method for my steering button: public void handleActionDown(int eventX, int eventY) { if (eventX >= (x - bitmap.getWidth() / 2) && (eventX <= (x + bitmap.getWidth()/2))) { if (eventY >= (y - bitmap.getHeight() / 2) && (y <= (y + bitmap.getHeight() / 2))) { setTouched(true); } else { setTouched(false); } } else { setTouched(false); } And if I try to put this in my update-method: public void update() { x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } The sprite moves on its own just fine, but as soon as I add: public void update() { if(steering.isTouched()){ x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } the game crashes. Does anyone know why this is or how to fix it? I cannot figure it out. I'm using MotionEvent.ACTION_DOWN to check if the user if pressing the screen.

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  • Choosing the correct network protocol for my type of game (its Wc3 Warlock style)

    - by Moritz
    I need to code a little game for a school project. The type of the game is like the Warcraft 3 map "Warlock", if anyone doesnt know it, here is a short description: up to ten players spawn into an arena filled with lava, the goal of each player is to push the other players into the lava with spells (basically variations of missiles, aoe nukes, moba spells etc) http://www.youtube.com/watch?v=c3PoO-gcJik&feature=related we need to provide multiplayer-support over the internet, for that reason I am looking for the best network protocol for this type of game (udp, tcp, lock step, client-server...) what the requirements are: - same/stable simulation on all clients - up to ten players - up to ~100 missiles on the field - very low latency since its reaction based (i dont know the method wc3 used, but it was playable with the old servers) what would be nice (if even possible, since the traffic might be too big): - support for soft bodies over the network (with bullet physics), but this is no real requirement I read several articles about the lock step method used for RTS games, this seems to be great, but does it fit for real-time action games too (ping-related)? If anyone has run into the same problems/questions like me, I would be very happy about any help

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  • Command Query Separation

    - by Liam McLennan
    Command query separation is a strategy, proposed by Bertrand Meyer, that each of an object’s methods should be either a command or a query. A command is an operation that changes the state of a system, and a query is an operation that returns a value. This is not the same thing as CQRS, hence why I think that CQRS is poorly named. An Example of Command Query Separation Consider a system that models books and shelves. There is a rule that a shelf may not be removed if it holds any books. One way to implement the removal is to write a method Shelf.Remove() that internally checks to make sure that the shelf is empty before removing it. If the shelf is not empty then it is not removed and an error is returned. To implement this feature following the principle of command query separation would require two methods, one to query the shelf and determine if it is empty and a second method to remove the shelf. Separating the query from the command makes the shelf class simpler to use because the state change is clear and explicit.

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  • How to handle circle penetration

    - by Kaertserif
    I've been working on cirlce to circle collision and have gotten the intersection method working correctly, but I'm having problems using the returned values to actually seperate the circles from one another. This is the method which calculates the depth of the circle collision public static Vector2 GetIntersectionDepth(Circle a, Circle b) { float xValue = a.Center.X - b.Center.X; float yValue = a.Center.Y - b.Center.Y; Vector2 depth = Vector2.Zero; float distance = Vector2.Distance(a.Center, b.Center); if (a.Radius + b.Radius > distance) { float result = (a.Radius + b.Radius) - distance; depth.X = (float)Math.Cos(result); depth.Y = (float)Math.Sin(result); } return depth; } This is where I'm trying to apply the values to actually seperate the circles. Vector2 depth = Vector2.Zero; for (int i = 0; i < circlePositions.Count; i++) { for (int j = 0; j < circlePositions.Count; j++) { Circle bounds1 = new Circle(circlePositions[i], circle.Width / 2); Circle bounds2 = new Circle(circlePositions[j], circle.Width / 2); if(i != j) depth = CircleToCircleIntersection.GetIntersectionDepth(bounds1, bounds2); if (depth != Vector2.Zero) { circlePositions[i] = new Vector2(circlePositions[i].X + depth.X, circlePositions[i].Y + depth.Y); } } } If you can offer any help in this I would really appreciate it.

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  • What is the steps to make a frame work for a company? [on hold]

    - by bbb
    we want to make a frame work for our company. Our company mission is developing web applications and CMS and websites. Till now we had a lot of problems with the various types of codding. we didnt have a frame work and every programmer codes as he wants and it was too hard for the others to edit them. Now we want to make a frame work for the company. We want to make an archive of dll files that are written by our self our other and make the programmers to use just from them and we want to make a frame work for the type of codding. WE NEED A STRUCTURE FOR THE COMPANY. I dont know how to do this and what is the first and second and third step to do this. I need some guidance about it. For example I say that the frame work should contains the followings: The base should be SOLID The method should be Code-First The standards should be Naming Convention The type should be 3 layer programming The method should be MVC We should use from our dll archive The UI should be with HTML and CSS And using from Bootstrap Am I right or not or is it complete or...???

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  • Is there an alternative to the term "calling object"?

    - by ybakos
    Let's suppose you've got a class defined (in pseudocode): class Puppy { // ... string sound = "Rawr!"; void bark() { print(sound); } } And say, given a Puppy instance, you call it's bark() method: Puppy p; p.bark(); Notice how bark() uses the member variable sound. In many contexts, I've seen folks describe sound as the member variable of the "calling object." My question is, what's a better term to use than "calling object?" To me, the object is not doing any calling. We know that member functions are in a way just functions with an implicit this or self parameter. I've come up with "receiving object," or "message recipient," which makes sense if you're down with the "messaging" paradigm. Do any of you happy hackers have a term that you like to use? I feel it should mean "the object upon which a method is called" and TOUWAMIC just doesn't cut it.

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  • How to leverage the internal HTTP endpoint available on Azure web roles?

    - by adelsors
    Imagine you have a Web application using an in-memory collection that changes occasionally, loading it from storage on the Application_Start global.asax event and updating it whenever it changes. If you want to deploy this application on Azure you need to keep in mind that more than one instance of the application can be running at any time and therefore you need to provide some mechanism to keep all instances informed with the latest changes. Because that the communication through internal endpoints between Azure role instances is at no cost, a good solution can be maintaining the information on Azure Storage Tables, reading its contents on the Application_Start event and populating its changes to all instances using the internal HTTP port available on Azure Web Roles. You need to follow these steps to leverage the internal HTTP endpoint available on Azure web roles: 1.   Define an internal HTTP endpoint in the Web Role properties, for example InternalHttpEndpoint   2.   Add a new WCF service to the Web Role, for example NotificationServices.svc 3.   Add a method on the new service to receive notifications from other role instances. 4.   Declare a class that inherits from System.ServiceModel.Activation.ServiceHostFactory and override the method CreateServiceHost to host the internal endpoint.   Note that you can use SecurityMode.None because the internal endpoint is private to the instances of the service, this is provided by the platform. 5.   Edit the markup of the service right clicking the svc file and selecting "View markup" to add the new factory as the factory to be used to create the service    6. Now you can notify changes to other instances using this code:

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  • New Solaris 11.2 beta features: SMF stencils

    - by user13366125
    As much as there is often a lot discussion about configuration items inside the SMF repository (like the hostname), it brings an important advantage: It introduces the concept of dependencies to configuration changes. What services have be restarted when i change a configuration item. Do you remember all the services that are dependent on the hostname and need a restart after changing it? SMF solves this by putting the information about dependencies into it configuration. You define it with the manifests. However, as much configuration you may put into SMF, most applications still insists to get it's configuration inside the traditional configuration files, like the resolv.conf for the resolver or the puppet.conf for Puppet. So you need a way to take the information out of the SMF repository and generate a config file with it. In the past the way to do so, was some scripting inside the start method that generated the config file before the service started. Solaris 11.2 offers a new feature in this area. It introduces a generic method to enable you to create config files from SMF properties. It's called SMF stencils. (read more)

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  • How to reset a List c# and XNA [on hold]

    - by P3erfect
    I need to do a "retry" option when the player finishes the game.For doing this I thought to reset the lists of Monsters and other objects that moved at the first playing or which have been "killed".for example I have a list like that: //the enemy1 class is already done // in Game1 I declare it List<enemy1> enem1 = new List<enemy1>(); //Initialize method List<enemy1> enem1 = new List<enemy1>(); //LoadContent foreach (enemy1 enemy in enem1) { enemy.Load(Content); } enem1.Add(new enemy1(Content.Load<Texture2D>("enemy"), new Vector2(5900, 12600))); //Update foreach (enemy1 enemy in enem1) { enemy.Update(gameTime); } //after being shoted the enemies disappear and i remove them //if the monsters are shoted the bool "visible" goes from false to true for (int i = enem1.Count - 1; i >= 0; --i) { if (enem1[i].visible == true) enem1.RemoveAt(i); } //Draw foreach (enemy1 enemy in enem1) { if(enemy.visble==false) { enemy.Draw(spriteBatch, gameTime); } } //So my problem is to restart the game. I did this in Update method if(lost==false) { //update all the things... } if(lost==true)//this is if I die { //here I have to put the code that restore the list //I tried: foreach (enemy1 enemy in enem1) { enemy.visible=false; } player.life=3;//initializing the player,points,time player.position=initialPosition; points=0; time=0; }//the player works.. } } they should be drawn again but if I removed them they won't be drawn anymore.If I don't remove them ,instead, the enemies are in different places (because they follow me). Any suggestions to restore or reinitialize the list??

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  • Rectangular Raycasting?

    - by igrad
    If you've ever played The Swapper, you'll have a good idea of what I'm asking about. I need to check for, and isolate, areas of a rectangle that may intersect with either a circle or another rectangle. These selected areas will receive special properties, and the areas will be non-static, since the intersecting shapes themselves will also be dynamic. My first thought was to use raycasting detection, though I've only seen that in use with circles, or even ellipses. I'm curious if there's a method of using raycasting with a more rectangular approach, or if there's a totally different method already in use to accomplish this task. I would like something more exact than checking in large chunks, and since I'm using SDL2 with a logical renderer size of 1920x1080, checking if each pixel is intersecting is out of the question, as it would slow things down past a playable speed. I already have a multi-shape collision function-template in place, and I could use that, though it only checks if sides or corners are intersecting; it does not compute the overlapping area, or even find the circle's secant line, though I can't imagine it would be overly complex to implement. TL;DR: I need to find and isolate areas of a rectangle that may intersect with a circle or another rectangle without checking every single pixel on-screen.

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