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  • Les spécifications de Java EE 7 approuvées à l'unanimité par le JCP, IBM émet des réserves sur la modularité de la plate-forme

    Les spécifications de Java EE 7 approuvées à l'unanimité par le Java Community Process Mais IBM émet des réserves sur l'extensibilité et la modularité de la plateforme Mise à jour du 17/03/2011 par Idelways Les spécifications de la prochaine version de Java Entreprise Edition viennent d'être approuvées à l'unanimité par le Java Community Process. Douze des treize organisations impliquées dans les Java Specification Request (JSR), dont Google, la fondation Eclipse, Intel et SAP ont voté « oui sans commentaire » à la proposition d'Oracle. Seul IBM a joint des remarques à son vote positif. IBM ...

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  • Ad-hoc reporting similar to Microstrategy/Pentaho - is OLAP really the only choice (is OLAP even sufficient)?

    - by TheBeefMightBeTough
    So I'm getting ready to develop an API in Java that will provide all dimensions, metrics, hierarchies, etc to a user such that they can pick and choose what they want (say, e.g., dimensions of Location (a store) and Weekly, and the metric Product Sales $), provide their choices to the api, and have it spit out an object that contains the answer to their question (the object would probably be a set of cells). I don't even believe there will be much drill up/down. The data warehouse the APIwill interface with is in a standard form (FACT tables, dimensions, star schema format). My question is, is an OLAP framework such as Mondrian the only way to achieve something akin to ad-hoc reporting? I can envisage a really large Cube (or VirtualCube) that contains most of the dimensions and metrics the user could ever want, which would give the illusion of ad-hoc reporting. The problem is that there is a ton of setup to do (so much XML) to get the framework to work with the data. Further it requires specific knowledge, such as MDX, and even moreso learning the framework peculiars (Mondrian API). Finally, I am not positive it will scale much better than simply making queries against a SQL database. OLAP to me feels like very old technology. Is performance really an issue anymore? The alternative I can think of would be dynamic SQL. If the existing tables in the data warehouse conform to a naming scheme (FACT_, DIM_, etc), or if a very simple config file/ database table containing config information existed that stored which tables are fact tables, which are dimensions, and what metrics are available, then couldn't the api read from that and assembly the appropriate sql query? Would this necessarily be harder than learning MDX, Mondrian (or another OLAP framework), and creating all the cubes? In general, I feel that OLAP is at the same time too powerful (supports drill up/down, complex functions) and outdated and am reluctant to base my architecture on it. However, I am unsure if the alternative(s), such as rolling my own ad-hoc reporting framework using dynamic SQL would remove any complexity while still fulfilling requirements, both functional and non-functional (e.g., scalability; some FACT tables have many millions of rows). I also wonder about other techniques (e.g., hive). Has anyone here tried to do ad-hoc reporting? Any advice? I expect this project to take a pretty long time (3 months min, but probably longer), so I just do not want to commit to an architecture without being absolutely sure of its pros and cons. Thanks so much.

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  • (Android) How are OpenGL ES 1 framebuffers and textures sized?

    - by jens
    I am trying to draw to a texture using a framebuffer using OpenGL ES 1.1 on Android, Java. Afterwords I want to overlay this texture full-screen over my game. In theory, this works like a charm, but somehow the coordinates are off. For testing I drew something at (0,0) with width and height 200, and it partly is off-screen. This is how I create the framebuffer: fb = new int[1]; depthRb = new int[1]; renderTex = new int[1]; gl11ep.glGenFramebuffersOES(1, fb, 0); gl11ep.glGenRenderbuffersOES(1, depthRb, 0); // the depth buffer gl.glGenTextures(1, renderTex, 0);// generate texture gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); texBuffer = ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer(); gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_LUMINANCE, texW, texH, 0, GL10.GL_LUMINANCE, GL10.GL_UNSIGNED_BYTE, texBuffer); gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, GL11ExtensionPack.GL_DEPTH_COMPONENT16, texW, texH); Before I draw, I do this: gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, fb[0]); gl.glClearColor(0f, 0f, 0f, 0f); // specify texture as color attachment gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, renderTex[0], 0); // attach render buffer as depth buffer gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES, GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); I set texW = 1024 and texH = 512. When rendering this texture fullscreen, with a lightmask (size 200x200) placed at (0, 0) and (texW/2, texH/2). You can see that it seems like the coordinate system doesnt start at (0,0) as that light overlaps the screen and the images are not drawn as squares (my lightcone-texture is a circle, not an ellipse). So, how is the coordinate system of this offscreen-drawn texture defined? Thanks

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  • Series On Embedded Development (Part 2) - Build-Time Optionality

    - by user12612705
    In this entry on embedded development, I'm going to discuss build-time optionality (BTO). BTO is the ability to subset your software at build-time so you only use what is needed. BTO typically pertains more to software providers rather then developers of final products. For example, software providers ship source products, frameworks or platforms which are used by developers to build other products. If you provide a source product, you probably don't have to do anything to support BTO as the developers using your source will only use the source they need to build their product. If you provide a framework, then there are some things you can do to support BTO. Say you provide a Java framework which supports audio and video. If you provide this framework in a single JAR, then developers who only want audio are forced to ship their product with the video portion of your framework even though they aren't using it. In this case, support providing the framework in separate JARs...break the framework into an audio JAR and a video JAR and let the users of your framework decide which JARs to include in their product. Sometimes this is as simple as packaging, but if, for example, the video functionality is dependent on the audio functionality, it may require coding work to cleanly separate the two. BTO can also work at install-time, and this is sometimes overlooked. Let's say your building a phone application which can use Near Field Communications (NFC) if it's available on the phone, but it doesn't require NFC to work. Typically you'd write one app for all phones (saving you time)...both those that have NFC and those that don't, and just use NFC if it's there. However, for better efficiency, you can detect at install-time if the phone supports NFC and not install the NFC portion of your app if the phone doesn't support NFC. This requires that you write the app so it can run without the optional NFC code and that you write your install app so it can detect NFC and do the right thing at install-time. Supporting install-time optionality will save persistent footprint on the phone, something your customers will appreciate, your app "neighbors" will appreciate, and that you'll appreciate when they save static footprint for you. In the next article, I'll talk about runtime optionality.

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  • Should the 12-String be in it's own class and why?

    - by MayNotBe
    This question is regarding a homework project in my first Java programming class (online program). The assignment is to create a "stringed instrument" class using (among other things) an array of String names representing instrument string names ("A", "E", etc). The idea for the 12-string is beyond the scope of the assignment (it doesn't have to be included at all) but now that I've thought of it, I want to figure out how to make it work. Part of me feels like the 12-String should have it's own class, but another part of me feels that it should be in the guitar class because it's a guitar. I suppose this will become clear as I progress but I thought I would see what kind of response I get here. Also, why would they ask for a String[] for the instrument string names? Seems like a char[] makes more sense. Thank you for any insight. Here's my code so far (it's a work in progress): public class Guitar { private int numberOfStrings = 6; private static int numberOfGuitars = 0; private String[] stringNotes = {"E", "A", "D", "G", "B", "A"}; private boolean tuned = false; private boolean playing = false; public Guitar(){ numberOfGuitars++; } public Guitar(boolean twelveString){ if(twelveString){ stringNotes[0] = "E, E"; stringNotes[1] = "A, A"; stringNotes[2] = "D, D"; stringNotes[3] = "G, G"; stringNotes[4] = "B, B"; stringNotes[5] = "E, E"; numberOfStrings = 12; } } public int getNumberOfStrings() { return numberOfStrings; } public void setNumberOfStrings(int strings) { if(strings == 12 || strings == 6) { if(strings == 12){ stringNotes[0] = "E, E"; stringNotes[1] = "A, A"; stringNotes[2] = "D, D"; stringNotes[3] = "G, G"; stringNotes[4] = "B, B"; stringNotes[5] = "E, E"; numberOfStrings = strings; } if(strings == 6) numberOfStrings = strings; }//if else System.out.println("***ERROR***Guitar can only have 6 or 12 strings***ERROR***"); } public void getStringNotes() { for(int i = 0; i < stringNotes.length; i++){ if(i == stringNotes.length - 1) System.out.println(stringNotes[i]); else System.out.print(stringNotes[i] + ", "); }//for }

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  • Getting problem in accessing web cam.

    - by Chetan
    Hi... I have written code in Java to access web cam,and to save image... I am getting following exceptions : Exception in thread "main" java.lang.NullPointerException at SwingCapture.(SwingCapture.java:40) at SwingCapture.main(SwingCapture.java:66) how to remove this exceptions. here is the code: import javax.swing.*; import javax.swing.event.; import java.io.; import javax.media.; import javax.media.format.; import javax.media.util.; import javax.media.control.; import javax.media.protocol.; import java.util.; import java.awt.; import java.awt.image.; import java.awt.event.; import com.sun.image.codec.jpeg.; public class SwingCapture extends Panel implements ActionListener { public static Player player = null; public CaptureDeviceInfo di = null; public MediaLocator ml = null; public JButton capture = null; public Buffer buf = null; public Image img = null; public VideoFormat vf = null; public BufferToImage btoi = null; public ImagePanel imgpanel = null; public SwingCapture() { setLayout(new BorderLayout()); setSize(320,550); imgpanel = new ImagePanel(); capture = new JButton("Capture"); capture.addActionListener(this); String str1 = "vfw:iNTEX IT-308 WC:0"; String str2 = "vfw:Microsoft WDM Image Capture (Win32):0"; di = CaptureDeviceManager.getDevice(str2); ml = di.getLocator(); try { player = Manager.createRealizedPlayer(ml); player.start(); Component comp; if ((comp = player.getVisualComponent()) != null) { add(comp,BorderLayout.NORTH); } add(capture,BorderLayout.CENTER); add(imgpanel,BorderLayout.SOUTH); } catch (Exception e) { e.printStackTrace(); } } public static void main(String[] args) { Frame f = new Frame("SwingCapture"); SwingCapture cf = new SwingCapture(); f.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { playerclose(); System.exit(0);}}); f.add("Center",cf); f.pack(); f.setSize(new Dimension(320,550)); f.setVisible(true); } public static void playerclose() { player.close(); player.deallocate(); } public void actionPerformed(ActionEvent e) { JComponent c = (JComponent) e.getSource(); if (c == capture) { // Grab a frame FrameGrabbingControl fgc = (FrameGrabbingControl) player.getControl("javax.media.control.FrameGrabbingControl"); buf = fgc.grabFrame(); // Convert it to an image btoi = new BufferToImage((VideoFormat)buf.getFormat()); img = btoi.createImage(buf); // show the image imgpanel.setImage(img); // save image saveJPG(img,"\test.jpg"); } } class ImagePanel extends Panel { public Image myimg = null; public ImagePanel() { setLayout(null); setSize(320,240); } public void setImage(Image img) { this.myimg = img; repaint(); } public void paint(Graphics g) { if (myimg != null) { g.drawImage(myimg, 0, 0, this); } } } public static void saveJPG(Image img, String s) { BufferedImage bi = new BufferedImage(img.getWidth(null), img.getHeight(null), BufferedImage.TYPE_INT_RGB); Graphics2D g2 = bi.createGraphics(); g2.drawImage(img, null, null); FileOutputStream out = null; try { out = new FileOutputStream(s); } catch (java.io.FileNotFoundException io) { System.out.println("File Not Found"); } JPEGImageEncoder encoder = JPEGCodec.createJPEGEncoder(out); JPEGEncodeParam param = encoder.getDefaultJPEGEncodeParam(bi); param.setQuality(0.5f,false); encoder.setJPEGEncodeParam(param); try { encoder.encode(bi); out.close(); } catch (java.io.IOException io) { System.out.println("IOException"); } } }

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  • Getting parameter sent via html form and saving in my db

    - by Wesley
    I have error in my code i don't know to solve it please help me: My Servlet: package br.com.cad.servlet; import java.io.IOException; import java.io.PrintWriter; import java.util.Date; import java.text.ParseException; import java.text.SimpleDateFormat; import java.util.Calendar; import javax.servlet.ServletException; import javax.servlet.http.HttpServlet; import javax.servlet.http.HttpServletRequest; import javax.servlet.http.HttpServletResponse; import br.com.cad.dao.Cadastro; import br.com.cad.basica.Contato; public class AddDados extends HttpServlet{ protected void service(HttpServletRequest request, HttpServletResponse response) throws IOException, ServletException { PrintWriter out = response.getWriter(); String nome = request.getParameter("nome"); String sobrenome = request.getParameter("sobrenome"); String rg = request.getParameter("rg"); String cpf = request.getParameter("cpf"); String sexo = request.getParameter("sexo"); StringBuilder finalDate = new StringBuilder("DataNascimento1") .append("/"+request.getParameter("DataNascimento??2")) .append("/"+request.getParameter("DataNascimento3")); try { SimpleDateFormat sdf = new SimpleDateFormat("dd/MM/yyyy"); finalDate.toString(); } catch(ParseException e) { out.println("Erro de conversão da data"); return; } Contato contato = new Contato(); contato.setNome(nome); contato.setSobrenome(sobrenome); contato.setRg(rg); contato.setCpf(cpf); contato.setSexo(sexo); if ("Masculino".equals(contato.getSexo())) { contato.setSexo("M"); } else { contato.setSexo("F"); } contato.setDataNascimento1(dataNascimento1); //error here ????? contato.setDataNascimento2(dataNascimento2); //error here ????? contato.setDataNascimento3(dataNascimento3); //error here ????? Cadastro dao = new Cadastro(); dao.adiciona(contato); out.println("<html>"); out.println("<body>"); out.println("Contato " + contato.getNome() + " adicionado com sucesso"); out.println("</body>"); out.println("</html>"); } } My object dao package br.com.cad.dao; import java.sql.Connection; import java.sql.PreparedStatement; import java.sql.SQLException; import java.sql.Date; import br.com.cad.dao.ConnectDb; import br.com.cad.basica.Contato; public class Cadastro { private Connection connection; public Cadastro() { this.connection = new ConnectDb().getConnection(); } public void adiciona(Contato contato) { String sql = "INSERT INTO dados_cadastro(pf_nome, pf_ultimonome, pf_rg, pf_cpf, pf_sexo,pf_dt_nasc) VALUES(?,?,?,?,?,?,?,?)"; try { PreparedStatement stmt = connection.prepareStatement(sql); stmt.setString(1, contato.getNome()); stmt.setString(2, contato.getSobrenome()); stmt.setString(3, contato.getRg()); stmt.setString(4, contato.getCpf()); stmt.setString(5, contato.getSexo()); stmt.setDate(6, new Date( contato.getDataNascimento1().getTimeInMillis()) ); // i think there are error here i don't know to solve it ????? stmt.execute(); stmt.close(); System.out.println("Cadastro realizado com sucesso!."); } catch(SQLException sqlException) { throw new RuntimeException(sqlException); } } } My class cadastro package br.com.cad.basica; import java.util.Calendar; public class Contato { private Long id; private String nome; private String sobrenome; private String email; private String endereco; private Calendar dataNascimento1; private Calendar dataNascimento2; private Calendar dataNascimento3; private String rg; private String cpf; private String sexo; public Long getId() { return id; } public void setId(Long id) { this.id = id; } public String getNome() { return nome; } public void setNome(String nome) { this.nome = nome; } ...getters and setters I need to saving data in my mysql db, but i have some doubt about this code main how to get parameter send form html combobox( 1 for day, 2 for month, 3 for year of birth) i concatened with StringBuilder finalDate ... so i have some problem in my code please help me!!!

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  • Parsing XHTML results from Bing

    - by Nir
    Hello, i am trying to parse received search queries from bing search engines which are received in xhtml in java. I am using sax XmlReader to read the results but i keep on getting errors. here is my code-this one is for the hadler of the reader: import org.xml.sax.Attributes; import org.xml.sax.SAXException; import org.xml.sax.helpers.DefaultHandler; public class XHTMLHandler extends DefaultHandler{ public XHTMLHandler() { super(); } public void startDocument () { System.out.println("Start document"); } public void endDocument () { System.out.println("End document"); } public void startElement (String uri, String name,String qName, Attributes atts) { if ("".equals (uri)) System.out.println("Start element: " + qName); else System.out.println("Start element: {" + uri + "}" + name); } public void endElement (String uri, String name, String qName) { if ("".equals (uri)) System.out.println("End element: " + qName); else System.out.println("End element: {" + uri + "}" + name); } public void startPrefixMapping (String prefix, String uri) throws SAXException { } public void endPrefixMapping (String prefix) throws SAXException { } public void characters (char ch[], int start, int length) { System.out.print("Characters: \""); for (int i = start; i < start + length; i++) { switch (ch[i]) { case '\\': System.out.print("\\\\"); break; case '"': System.out.print("\\\""); break; case '\n': System.out.print("\\n"); break; case '\r': System.out.print("\\r"); break; case '\t': System.out.print("\\t"); break; default: System.out.print(ch[i]); break; } } System.out.print("\"\n"); } } and this is the program itself: import java.io.BufferedReader; import java.io.IOException; import java.io.InputStreamReader; import java.io.OutputStreamWriter; import java.net.HttpRetryException; import java.net.HttpURLConnection; import java.net.URL; import org.xml.sax.InputSource; import org.xml.sax.SAXException; import org.xml.sax.XMLReader; import org.xml.sax.helpers.XMLReaderFactory; public class Searching { private String m_urlBingSearch = "http://www.bing.com/search?q="; private HttpURLConnection m_httpCon; private OutputStreamWriter m_streamWriter; //private BufferedReader m_bufferReader; private URL m_serverAdress; private StringBuilder sb; private String m_line; private InputSource m_inputSrc; public Searching() { m_httpCon = null; m_streamWriter = null; //m_bufferReader = null; m_serverAdress = null; sb = null; m_line = new String(); } public void SearchBing(String searchPrms) throws SAXException,IOException { //set up connection sb = new StringBuilder(); sb.append(m_urlBingSearch); sb.append(searchPrms); m_serverAdress = new URL(sb.toString()); m_httpCon = (HttpURLConnection)m_serverAdress.openConnection(); m_httpCon.setRequestMethod("GET"); m_httpCon.setDoOutput(true); m_httpCon.setConnectTimeout(10000); m_httpCon.connect(); //m_streamWriter = new OutputStreamWriter(m_httpCon.getOutputStream()); //m_bufferReader = new BufferedReader(new InputStreamReader(m_httpCon.getInputStream())); XMLReader reader = XMLReaderFactory.createXMLReader(); XHTMLHandler handle = new XHTMLHandler(); reader.setContentHandler(handle); reader.setErrorHandler(handle); //reader.startPrefixMapping("html", "http://www.w3.org/1999/xhtml"); handle.startPrefixMapping("html", "http://www.w3.org/1999/xhtml"); m_inputSrc = new InputSource(m_httpCon.getInputStream()); reader.parse(m_inputSrc); m_httpCon.disconnect(); } public static void main(String [] args) throws SAXException,IOException { Searching s = new Searching(); s.SearchBing("beatles"); } } this is my error message: Exception in thread "main" java.io.IOException: Server returned HTTP response code: 503 for URL: http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd at sun.net.www.protocol.http.HttpURLConnection.getInputStream(Unknown Source) at com.sun.org.apache.xerces.internal.impl.XMLEntityManager.setupCurrentEntity(Unknown Source) at com.sun.org.apache.xerces.internal.impl.XMLEntityManager.startEntity(Unknown Source) at com.sun.org.apache.xerces.internal.impl.XMLEntityManager.startDTDEntity(Unknown Source) at com.sun.org.apache.xerces.internal.impl.XMLDTDScannerImpl.setInputSource(Unknown Source) at com.sun.org.apache.xerces.internal.impl.XMLDocumentScannerImpl$DTDDriver.dispatch(Unknown Source) at com.sun.org.apache.xerces.internal.impl.XMLDocumentScannerImpl$DTDDriver.next(Unknown Source) at com.sun.org.apache.xerces.internal.impl.XMLDocumentScannerImpl$PrologDriver.next(Unknown Source) at com.sun.org.apache.xerces.internal.impl.XMLDocumentScannerImpl.next(Unknown Source) at com.sun.org.apache.xerces.internal.impl.XMLNSDocumentScannerImpl.next(Unknown Source) at com.sun.org.apache.xerces.internal.impl.XMLDocumentFragmentScannerImpl.scanDocument(Unknown Source) at com.sun.org.apache.xerces.internal.parsers.XML11Configuration.parse(Unknown Source) at com.sun.org.apache.xerces.internal.parsers.XML11Configuration.parse(Unknown Source) at com.sun.org.apache.xerces.internal.parsers.XMLParser.parse(Unknown Source) at com.sun.org.apache.xerces.internal.parsers.AbstractSAXParser.parse(Unknown Source) at Searching.SearchBing(Searching.java:57) at Searching.main(Searching.java:65) can someone please help? i think it has something to do with dtd but i don't know hot to fix it

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  • Coding error at open URL

    - by Lobo
    Hi, I have the following method to open a URL API String c=""; URL direccionURL; try { direccionURL = new URL("http://api.stackoverflow.com/1.0/users/523725"); BufferedReader in = new BufferedReader(new InputStreamReader( direccionURL.openStream())); String inputLine; while ((inputLine = in.readLine()) != null) c+=inputLine; in.close(); } catch (MalformedURLException e) { // TODO Auto-generated catch block e.printStackTrace(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } return c; In the end, the "c" variable contains a set of characters that are not the same I get if I open the same URL with a browser. Why?, What am I doing wrong? Thank's for help. Regards!

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  • Ray picking - get direction from pitch and yaw

    - by Isaac Waller
    I am attempting to cast a ray from the center of the screen and check for collisions with objects. When rendering, I use these calls to set up the camera: GL11.glRotated(mPitch, 1, 0, 0); GL11.glRotated(mYaw, 0, 1, 0); GL11.glTranslated(mPositionX, mPositionY, mPositionZ); I am having trouble creating the ray, however. This is the code I have so far: ray.origin = new Vector(mPositionX, mPositionY, mPositionZ); ray.direction = new Vector(?, ?, ?); My question is: what should I put in the question mark spots? I.e. how can I create the ray direction from the pitch and roll? Any help would be much appreciated!

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  • Multi-module web project with Spring and Maven

    - by Johan Sjöberg
    Assume we have a few projects, each containing some web resources (e.g., html pages). parent.pom +- web (war) +- web-plugin-1 (jar) +- web-plugin-2 (jar) ... Let's say web is the deployable war project which depends on the known, but selectable, set of plugins. What is a good way to setup this using Spring and maven? Let the plugins be war projects and use mavens poor support for importing other war projects Put all web-resource for all plugins in the web project Add all web-resources to the classpath of all jar web-plugin-* dependencie and let spring read files from respective classpath? Other? I've previously come from using #1, but the copy-paste semantics of war dependencies in maven is horrible.

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  • Pair Programming: Pros and Cons

    - by O.D
    Hi I need some experience reporting from the ones who have done pair programming,i notice that lots of people recommend that but my experience was that at one point its more efficient to set alone, think and then write code than to talk with the other programmer (which can be very annoying to other programmers in the same office), do you agree to this? and if yes can you mention situations where pair programing is less efficient than traditional programing? Actually im more interested in Cons than in Pros, but if its your own experience i would like to read both, the Cons and the Pros. I would like to read what you think about the Programmer who does'nt have the keyboard, what can he do in the meanwhile other than talking about the concept? or checking the code on the screen? Thank you

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  • Opposite Force to Apply to a Collided Rigid Body?

    - by Milo
    I'm working on the physics for my GTA2-like game so I can learn more about game physics. The collision detection and resolution are working great. I'm now just unsure how to compute the force to apply to a body after it collides with a wall. My rigid body looks like this: /our simulation object class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private float mass; private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); private static Vector2D acceleration = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position.x,position.y, getWidth(), getHeight(), angle); rectChanged(); } public Vector2D getPosition() { return getRect().getCenter(); } @Override public void update(float timeStep) { doUpdate(timeStep); } public void doUpdate(float timeStep) { //integrate physics //linear acceleration.x = forces.x / mass; acceleration.y = forces.y / mass; velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; //angular float angAcc = torque / inertia; angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return relWorldVec; } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); worldRelVec.x = Vector2Ds[0]; worldRelVec.y = Vector2Ds[1]; return worldRelVec; } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; pointVelVec.x = (tangent.x * angularVelocity) + velocity.x; pointVelVec.y = (tangent.y * angularVelocity) + velocity.y; return pointVelVec; } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } } The way it is given force is by the applyForce method, this method considers angular torque. I'm just not sure how to come up with the vectors in the case where: RigidBody hits static entity RigidBody hits other RigidBody that may or may not be in motion. Would anyone know a way (without too complex math) that I could figure out the opposite force I need to apply to the car? I know the normal it is colliding with and how deep it collided. My main goal is so that say I hit a building from the side, well the car should not just stay there, it should slowly rotate out of it if I'm more than 45 degrees. Right now when I hit a wall I only change the velocity directly which does not consider angular force. Thanks!

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  • J2ME character animation with multiple sprite sheets

    - by Alex
    I'm working on a J2ME game and I want to have walking animations. Each direction of walking has a separate sprite sheet (i.e. one for walking up, one for walking right etc), I also have a static idle image for each direction held together in a single file. I've tried to hold an array of sprites in my player class and then just drawing the sprite corresponding to the current direction, but this doesn't seem to work. I'm aware that if I combine all the animations into one sprite sheet I could set up different animation sequences, but I want to be able to do it with separate images for each animation. Is there a way that anyone knows of to achieve this? And ideally without too much extra code (as opposed to combining the sprites into one sheet)

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  • How to avoid or minimise use of check/conditional statement in my scenario?

    - by Muneeb Nasir
    I have scenario, where I got stream and I need to check for some value. If I got any new value I have to store it in any of data structure. It seems very easy, I can place conditional statement if-else or can use contain method of set/map to check either received is new or not. But the problem is checking will effect my application performance, in stream I will receive hundreds for value in second, if I start checking each and every value I received then for sure it effect performance. Anybody can suggest me any mechanism or algorithm to solve my issue, either by bypassing checks or at least minimize them?

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  • Regex to String generation

    - by Mifmif
    Let's say that we have a regex and an index i , if we suppose that the set of string that match our regex are sorted in a lexicographical order, how could we get the i element of this list ? Edit : I added this simple example for more explanation : input : regex="[a-c]{1,2}"; index=4; in this case the ordered list of string that matches this regex contains those elements : a aa ab ac b ba bb bc c ca cb cc output : the 4th element which is ac ps: it's known that the string list that match the regex have infinite element, this doesn't have an impact on the proccess of extracting the element in the given index.

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  • Multiple enemy array in LibGDX

    - by johnny-b
    I am trying to make a multiple enemy array, where every 30 secods a new bullet comes from a random point. And if the bullet is clicked it should disapear and a pop like an explosion should appear. And if the bullet hits the ball then the ball pops. so the bullet should change to a different sprite or texture. same with the ball pop. But all that happens is the bullet if touched pops and nothing else happens. And if modified then the bullet keeps flashing as the update is way too much. I have added COMMENTS in the code to explain more on the issues. below is the code. if more code is needed i will provide. Thank you public class GameRenderer { private GameWorld myWorld; private OrthographicCamera cam; private ShapeRenderer shapeRenderer; private SpriteBatch batcher; // Game Objects private Ball ball; private ScrollHandler scroller; private Background background; private Bullet bullet1; private BulletPop bPop; private Array<Bullet> bullets; // This is for the delay of the bullet coming one by one every 30 seconds. /** The time of the last shot fired, we set it to the current time in nano when the object is first created */ double lastShot = TimeUtils.nanoTime(); /** Convert 30 seconds into nano seconds, so 30,000 milli = 30 seconds */ double shotFreq = TimeUtils.millisToNanos(30000); // Game Assets private TextureRegion bg, bPop; private Animation bulletAnimation, ballAnimation; private Animation ballPopAnimation; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // This is suppose to produce 10 bullets at random places on the background. bullets = new Array<Bullet>(); Bullet bullet = null; float bulletX = 00.0f; float bulletY = 00.0f; for (int i = 0; i < 10; i++) { bulletX = MathUtils.random(-10, 10); bulletY = MathUtils.random(-10, 10); bullet = new Bullet(bulletX, bulletY); AssetLoader.bullet1.flip(true, false); AssetLoader.bullet2.flip(true, false); bullets.add(bullet); } // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet1 = myWorld.getBullet1(); bPop = myWorld.getBulletPop(); scroller = myWorld.getScroller(); } private void initAssets() { bg = AssetLoader.bg; ballAnimation = AssetLoader.ballAnimation; bullet1Animation = AssetLoader.bullet1Animation; ballPopAnimation = AssetLoader.ballPopAnimation; } // This is to take the bullet away when clicked or touched. public void onClick() { for (int i = 0; i < bullets.size; i++) { if (bullets.get(i).getBounds().contains(0, 0)) bullets.removeIndex(i); } } private void drawBackground() { batcher.draw(bg1, background.getX(), background.getY(), background.getWidth(), backgroundMove.getHeight()); } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); drawBackground(); batcher.enableBlending(); // when the bullet hits the ball, it should be disposed or taken away and a ball pop sprite/texture should be put in its place if (bullet1.collides(ball)) { // draws the bPop texture but the bullet does not go just keeps going around, and the bPop texture goes. batcher.draw(AssetLoader.bPop, 195, 273); } batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); // this is where i am trying to make the bullets come one by one, and if removed via the onClick() then bPop animation // should play but does not??? if(TimeUtils.nanoTime() - lastShot > shotFreq){ // Create your stuff for (int i = 0; i < bullets.size; i++) { bullets.get(i); batcher.draw(AssetLoader.bullet1Animation.getKeyFrame(runTime), bullet1.getX(), bullet1.getY(), bullet1.getOriginX(), bullet1.getOriginY(), bullet1.getWidth(), bullet1.getHeight(), 1.0f, 1.0f, bullet1.getRotation()); if (bullets.removeValue(bullet1, false)) { batcher.draw(AssetLoader.ballPopAnimation.getKeyFrame(runTime), bPop1.getX(), bPop1.getY(), bPop1.getWidth(), bPop1.getHeight()); } } /* Very important to set the last shot to now, or it will mess up and go full auto */ lastShot = TimeUtils.nanoTime(); } // End SpriteBatch batcher.end(); } } Thank you

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  • Web App vs Portal Platform - convincing the customer

    - by shinynewbike
    We're evaluating a set of requirements for a customer who wants Liferay which mainly has AAA and Web CMS requirements, and allowing user to upload their own content. Also all inetgration is via web services. However there is no need for other features such as actual "portlets", i18n, mashups, skins, themes, tagging, social presence, no collaboration etc So we feel we can do this as a standard JEE web app and not use Liferay (or any other portal product) since these are overheads we dont need. The customer feels the Web CMS requirements + user upload justify the "portal" product. Can anyone help me with some points to convince the customer? Assuming our point of view is right.

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  • GestureListener's fling method doesn't get called

    - by nosferat
    I'm using SimpleGestureDetector from the libgdx-users Wiki as my InputProcessor. I set it in the created() method: Gdx.input.setInputProcess(new SimpleDirectionGestureDetector(charController)); charController is my class which implements the DirectionListener interface defined in the SimpleDirectionGestureDetector class and it is responsible for moving the player character. However the character doesn't change direction when I'm performing a fling action in any direction. I've checked and the fling() method in the SimpleDirectionGesture class doesn't get called and I have no idea why, since everything seems good. What am I doing wrong?

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  • JavaOne 2012: Nashorn Edition

    - by $utils.escapeXML($entry.author)
    As with my JavaOne 2012: OpenJDK Edition post a while back (now updated to reflect the schedule of the talks), I find it convenient to have my JavaOne schedule ordered by subjects of interest. Beside OpenJDK in all its flavors, another subject I find very exciting is Nashorn. I blogged about the various material on Nashorn in the past, and we interviewed Jim Laskey, the Project Lead on Project Nashorn in the Java Spotlight podcast. So without further ado, here are the JavaOne 2012 talks and BOFs with Nashorn in their title, or abstract:CON5390 - Nashorn: Optimizing JavaScript and Dynamic Language Execution on the JVM - Monday, Oct 1, 8:30 AM - 9:30 AMThere are many implementations of JavaScript, meant to run either on the JVM or standalone as native code. Both approaches have their respective pros and cons. The Oracle Nashorn JavaScript project is based on the former approach. This presentation goes through the performance work that has gone on in Oracle’s Nashorn JavaScript project to date in order to make JavaScript-to-bytecode generation for execution on the JVM feasible. It shows that the new invoke dynamic bytecode gets us part of the way there but may not quite be enough. What other tricks did the Nashorn project use? The presentation also discusses future directions for increased performance for dynamic languages on the JVM, covering proposed enhancements to both the JVM itself and to the bytecode compiler.CON4082 - Nashorn: JavaScript on the JVM - Monday, Oct 1, 3:00 PM - 4:00 PMThe JavaScript programming language has been experiencing a renaissance of late, driven by the interest in HTML5. Nashorn is a JavaScript engine implemented fully in Java on the JVM. It is based on the Da Vinci Machine (JSR 292) and will be available with JDK 8. This session describes the goals of Project Nashorn, gives a top-level view of how it all works, provides the current status, and demonstrates examples of JavaScript and Java working together.BOF4763 - Meet the Nashorn JavaScript Team - Tuesday, Oct 2, 4:30 PM - 5:15 PMCome to this session to meet the Oracle JavaScript (Project Nashorn) language teamBOF6661 - Nashorn, Node, and Java Persistence - Tuesday, Oct 2, 5:30 PM - 6:15 PMWith Project Nashorn, developers will have a full and modern JavaScript engine available on the JVM. In addition, they will have support for running Node applications with Node.jar. This unique combination of capabilities opens the door for best-of-breed applications combining Node with Java SE and Java EE. In this session, you’ll learn about Node.jar and how it can be combined with Java EE components such as EclipseLink JPA for rich Java persistence. You’ll also hear about all of Node.jar’s mapping, caching, querying, performance, and scaling features.CON10657 - The Polyglot Java VM and Java Middleware - Thursday, Oct 4, 12:30 PM - 1:30 PMIn this session, Red Hat and Oracle discuss the impact of polyglot programming from their own unique perspectives, examining non-Java languages that utilize Oracle’s Java HotSpot VM. You’ll hear a discussion of topics relating to Ruby, Lisp, and Clojure and the intersection of other languages where they may touch upon individual frameworks and projects, and you’ll get perspectives on JavaScript via the Nashorn Project, an upcoming JavaScript engine, developed fully in Java.CON5251 - Putting the Metaobject Protocol to Work: Nashorn’s Java Bindings - Thursday, Oct 4, 2:00 PM - 3:00 PMProject Nashorn is Oracle’s new JavaScript runtime in Java 8. Being a JavaScript runtime running on the JVM, it provides integration with the underlying runtime by enabling JavaScript objects to manipulate Java objects, implement Java interfaces, and extend Java classes. Nashorn is invokedynamic-based, and for its Java integration, it does away with the concept of wrapper objects in favor of direct virtual machine linking to Java objects’ methods provided by a metaobject protocol, providing much higher performance than what could be expected from a scripting runtime. This session looks at the details of the integration, a topic of interest to other language implementers on the JVM and a wider audience of developers who want to understand how Nashorn works.That's 6 sessions tooting the Nashorn this year at JavaOne, up from 2 last year.

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  • Circle physics and collision using vectors

    - by Joe Hearty
    This is a problem I've been having, When making a set number of filled circles at random locations on a JPanel and applying a gravity (a negative change in the y), each of the circles collide. I want them to have collision detection and push in the opposite direction using vectors but I don't know how to apply that to my scenario could someone help? public void drawballs(Graphics g){ g.setColor (Color.white); //displays circles for(int i = 0; i<xlocationofcircles.length-1; i++){ g.fillOval( (int) xlocationofcircles[i], (int) (ylocationofcircles[i]) ,16 ,16 ); ylocationofcircles[i]+=.2; //gravity if(ylocationofcircles[i] > 550) //stops gravity at bottom of screen ylocationofcircles[i]-=.2; //Check distance between circles(i think..) float distance =(xlocationofcircles[i+1]-xlocationofcircles[i]) + (ylocationofcircles[i+1]-xlocationofcircles[i]); if( Math.sqrt(distance) <16) ...

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  • Is it feasible and useful to auto-generate some code of unit tests?

    - by skiwi
    Earlier today I have come up with an idea, based upon a particular real use case, which I would want to have checked for feasability and usefulness. This question will feature a fair chunk of Java code, but can be applied to all languages running inside a VM, and maybe even outside. While there is real code, it uses nothing language-specific, so please read it mostly as pseudo code. The idea Make unit testing less cumbersome by adding in some ways to autogenerate code based on human interaction with the codebase. I understand this goes against the principle of TDD, but I don't think anyone ever proved that doing TDD is better over first creating code and then immediatly therafter the tests. This may even be adapted to be fit into TDD, but that is not my current goal. To show how it is intended to be used, I'll copy one of my classes here, for which I need to make unit tests. public class PutMonsterOnFieldAction implements PlayerAction { private final int handCardIndex; private final int fieldMonsterIndex; public PutMonsterOnFieldAction(final int handCardIndex, final int fieldMonsterIndex) { this.handCardIndex = Arguments.requirePositiveOrZero(handCardIndex, "handCardIndex"); this.fieldMonsterIndex = Arguments.requirePositiveOrZero(fieldMonsterIndex, "fieldCardIndex"); } @Override public boolean isActionAllowed(final Player player) { Objects.requireNonNull(player, "player"); Hand hand = player.getHand(); Field field = player.getField(); if (handCardIndex >= hand.getCapacity()) { return false; } if (fieldMonsterIndex >= field.getMonsterCapacity()) { return false; } if (field.hasMonster(fieldMonsterIndex)) { return false; } if (!(hand.get(handCardIndex) instanceof MonsterCard)) { return false; } return true; } @Override public void performAction(final Player player) { Objects.requireNonNull(player); if (!isActionAllowed(player)) { throw new PlayerActionNotAllowedException(); } Hand hand = player.getHand(); Field field = player.getField(); field.setMonster(fieldMonsterIndex, (MonsterCard)hand.play(handCardIndex)); } } We can observe the need for the following tests: Constructor test with valid input Constructor test with invalid inputs isActionAllowed test with valid input isActionAllowed test with invalid inputs performAction test with valid input performAction test with invalid inputs My idea mainly focuses on the isActionAllowed test with invalid inputs. Writing these tests is not fun, you need to ensure a number of conditions and you check whether it really returns false, this can be extended to performAction, where an exception needs to be thrown in that case. The goal of my idea is to generate those tests, by indicating (through GUI of IDE hopefully) that you want to generate tests based on a specific branch. The implementation by example User clicks on "Generate code for branch if (handCardIndex >= hand.getCapacity())". Now the tool needs to find a case where that holds. (I haven't added the relevant code as that may clutter the post ultimately) To invalidate the branch, the tool needs to find a handCardIndex and hand.getCapacity() such that the condition >= holds. It needs to construct a Player with a Hand that has a capacity of at least 1. It notices that the capacity private int of Hand needs to be at least 1. It searches for ways to set it to 1. Fortunately it finds a constructor that takes the capacity as an argument. It uses 1 for this. Some more work needs to be done to succesfully construct a Player instance, involving the creation of objects that have constraints that can be seen by inspecting the source code. It has found the hand with the least capacity possible and is able to construct it. Now to invalidate the test it will need to set handCardIndex = 1. It constructs the test and asserts it to be false (the returned value of the branch) What does the tool need to work? In order to function properly, it will need the ability to scan through all source code (including JDK code) to figure out all constraints. Optionally this could be done through the javadoc, but that is not always used to indicate all constraints. It could also do some trial and error, but it pretty much stops if you cannot attach source code to compiled classes. Then it needs some basic knowledge of what the primitive types are, including arrays. And it needs to be able to construct some form of "modification trees". The tool knows that it needs to change a certain variable to a different value in order to get the correct testcase. Hence it will need to list all possible ways to change it, without using reflection obviously. What this tool will not replace is the need to create tailored unit tests that tests all kinds of conditions when a certain method actually works. It is purely to be used to test methods when they invalidate constraints. My questions: Is creating such a tool feasible? Would it ever work, or are there some obvious problems? Would such a tool be useful? Is it even useful to automatically generate these testcases at all? Could it be extended to do even more useful things? Does, by chance, such a project already exist and would I be reinventing the wheel? If not proven useful, but still possible to make such thing, I will still consider it for fun. If it's considered useful, then I might make an open source project for it depending on the time. For people searching more background information about the used Player and Hand classes in my example, please refer to this repository. At the time of writing the PutMonsterOnFieldAction has not been uploaded to the repo yet, but this will be done once I'm done with the unit tests.

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  • how to avoid or minimise use of check/conditional statement?

    - by Muneeb Nasir
    I have scenario, where i got stream and i need to check for some value. if i got my any new value i have to store it in any of data structure. well it seems very easy, i can place conditional statement if-else or can use contain method of set/map to check either received is new or not. but the problem is checking will effect my application performance, in stream i'll receive hundreds for value in second, if i start checking each and every value i received than for sure it effect performance. Any body can suggest me any mechanism or algorithm that solve my issue. either by bypassing checks or atleast minimize them?

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  • Player position triggering teleports

    - by jSherz
    I'm developing a Minecraft plugin (bukkit) in which a server admin can create 'portals' - a small region that will teleport any players who enter it. I have the teleportation sorted and I know how I could define areas that the player's position could be tested against. This would involve an ArrayList containing the zones and then hooking the PlayerMoveEvent so that the ArrayList is searched each time for a matching portal region. Although this method would work, I doubt that it would be very efficient when 100+ players are all moving around at the same time. Is there a better way of checking a player position against a set of 'zones' / regions?

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  • Greenfoot project is read-only

    - by AzharHafiz.com
    I received this message when starting greenfoot on ubuntu 11.10 I'm a newbie and not sure where does the file located (greenfoot) The project is read-only.How and where do I change the permission? You will not be able to create objects or execute methods. Either the access rights of the project directory are set as 'read only' for you, or the whole file system is not writable (is it a CD?). To fully use this project, you must ensure that it is on a writable file system (usually your hard disk), and that you have write permission in the project directory and each file within it. This can often be accomplished by choosing "save as" from the Project menu after closing this dialog.

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