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  • Good Software Architecture book or material?

    - by Inder Kumar Rathore
    I am a programmer and there is always a word going around about the architecture of the application/software. I want to gain some knowledge about how to develop good architecture. I know it is something that comes with the experience but I need some start so that I can practice it and get some good experience. So Please refer a good book for architecture. I know "Head first design patterns" is there, should I go for it or is there some good books also. Thanks

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  • How to Implement Complex Form Data?

    - by SoulBeaver
    I'm supposed to implement a relatively complex form that looks like follows, but has at least four more pages requiring the user to fill in all necessary information for the tracks: This data will need to be sent to the server, which is implemented using Dropwizard. I'm looking for best practices on how to upload and send such a complex form with potentially dozens of songs to the server. The simplest available solution I have seen is a simple multipart/form-data request with the following form schema (Source): Client <html> <body> <h1>File Upload with Jersey</h1> <form action="rest/file/upload" method="post" enctype="multipart/form-data"> <p> Select a file : <input type="file" name="file" size="45" /> </p> <input type="submit" value="Upload It" /> </form> </body> </html> Server @POST @Path("/upload") @Consumes(MediaType.MULTIPART_FORM_DATA) public Response uploadTrack(final FormDataMultiPart multiPart) { List<FormDataBodyPart> artists = multiPart.getFields("artist"); StringBuffer output = new StringBuffer(); for (FormDataBodyPart artist : artists) output.append(artist.getValueAs(String.class)); List<FormDataBodyPart> tracks = multiPart.getFields("track"); for (FormDataBodyPart track : tracks) writeToFile(track.getValueAs(InputStream.class), "Foo"); return Response.status(200).entity(output.toString()).build(); } Then I have also read about file uploads via Ajax or Formdata (Mozilla HttpRequest) which allows for Posts in the formats application/x-www-form-urlencoded, multipart/form-data, or text/plain. I don't know which approach, if any, is best. An ideal solution would be to utilize Jackson to convert a json string into my data objects, but I don't get the impression that this is possible with binary data.

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  • Sprites as Actors

    - by Scán
    Hello, I'm not experienced in GameDev questions, but as a programmer. In the language Scala, you can have scalable multi-tasking with Actors, very stable, as I hear. You can even habe hundreds of thousands of them running at once without a problem. So I thought, maybe you can use these as a base class for 2D-Sprites, to break out of the game-loop thing that requires to go through all the sprites and move them. They'd basically move themselves, event-driven. Would that make sense for a game? Having it multitasked like that? After all, it will run on the JVM, though that should not be much of a problem nowadays.

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  • Client side latency when using prediction

    - by Tips48
    I've implemented Client-Side prediction into my game, where when input is received by the client, it first sends it to the server and then acts upon it just as the server will, to reduce the appearance of lag. The problem is, the server is authoritative, so when the server sends back the position of the Entity to the client, it undo's the effect of the interpolation and creates a rubber-banding effect. For example: Client sends input to server - Client reacts on input - Server receives and reacts on input - Server sends back response - Client reaction is undone due to latency between server and client To solve this, I've decided to store the game state and input every tick in the client, and then when I receive a packet from the server, get the game state from when the packet was sent and simulate the game up to the current point. My questions: Won't this cause lag? If I'm receiving 20/30 EntityPositionPackets a second, that means I have to run 20-30 simulations of the game state. How do I sync the client and server tick? Currently, I'm sending the milli-second the packet was sent by the server, but I think it's adding too much complexity instead of just sending the tick. The problem with converting it to sending the tick is that I have no guarantee that the client and server are ticking at the same rate, for example if the client is an old-end PC.

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  • How to implement a score database in Android

    - by Michael Seun Araromi
    I making a 2d game for android using opengl-es technology. It is a space shooting game where the player shoots enemy ships. I want to keep a track of score for the amount of enemy ships destroyed and a record of a local highscore, I want the score to be incremented whenever an enemy is destroyed. I also want a way of displaying both score and highscore on the game screen. I am not farmiliar with databases at all and I will appreciate a clear answer or a link to a good tutorial for my cause. Thanks

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  • LWJGL glRotatef() without rotating axes?

    - by Brandon oubiub
    Okay so, I noticed when you rotate around an axis, say you do this: glRotatef(90.0f, 1.0f, 0.0f, 0.0f); That will rotate things 90 degrees around the x-axis. However, it also sort of rotates the y and z axes as well. So now the y-axis is pointing in and out of the screen, instead of up and down. So when I try to do stuff like this: glRotatef(90.0f, 1.0f, 0.0f, 0.0f); glRotatef(whatever, 0.0f, 1.0f, 0.0f); glRotatef(whatever2, 0.0f, 0.0f, 1.0f); The rotations around the y and z-axes end up not how I want them. I was wondering if there is any way I can sort of rotate just the axes back to their initial position after using glRotatef(), without rotating the object back. Or something like that, just so that when I rotate around the y-axis, it rotates around a vertical axis.

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  • game performance

    - by iQue
    I'm making a game for android, and earlier today I was trying to add some cool stuff to my game. The problem is this thing needs like 5 timers. I build my timers like this: timer += deltaTime; if(timer >= 2.0f){ doStuff; timer -= 2.0f; } // this timers gets stuff done every 2 secs Will having to many timers like this, getting checked every frame, screw up my games performance? The effect I wanted to add was a crosshair every 2 sec, then remove it after 2 sec and do a timed animation. So an array of crosshairs dependent on a bunch of timers to be exact. This caused my game to shut down when used, so thats why Im wondering if using that many timers causes my game to flip out.

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  • LibGdx efficient data saving/loading?

    - by grimrader22
    Currently, my LibGDX game consists of a 512 x 512 map of Tiles and entities such as players and monsters. I am wondering how to efficiently save and load the data of my levels. At the moment I am using JSON serialization for each class I want to save. I implement the Json.Serializable interface for all of these classes and write only the variables that are necessary. So my map consists of 512 x 512 tiles, that's 260,000 tiles. Each tile on the map consists of a Tile object, which points to some final Tile object like a GRASS_TILE or a STONE_TILE. When I serialize each level tile, the final Tile that it points to is re-serialized over and over again, so if I have 100 Tiles all pointing to GRASS_TILE, the data of GRASS_TILE is written 100 times over. When I go to load/deserialize my objects, 100 GrassTile objects are created, but they are each their own object. They no longer point to the final tile object. I feel like this reading/writing files very slow. If I were to abandon JSON serialization, to my knowledge my next best option would be saving the level data to a sql database. Unless there is a way to speed up serializing/deserializing 260,000 tiles I may have to do this. Is this a good idea? Could I really write that many tiles to the database efficiently? To sum all this up, I am trying to save my levels using JSON serialization, but it is VERY slow. What other options do I have for saving the data of so many tiles. I also must note that the JSON serialization is not slow on a PC, it is only VERY slow on a mobile device. Since file writing/reading is so slow on mobile devices, what can I do?

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  • How do I implement a score database in Android?

    - by Michael Seun Araromi
    I making a 2D game for Android using OpenGL-ES technology. It is a space shooting game where the player shoots enemy ships. I want to keep a track of score for the amount of enemy ships destroyed and a record of a local highscore. The score should be incremented whenever an enemy is destroyed. I also want a way of displaying both the current score and highscore on the game screen. I am not familiar with databases at all and I will appreciate a clear answer or a link to a good tutorial for my cause. Thanks.

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  • Difference between "Data Binding'","Data Hiding","Data Wraping" and "Encapsulation"?

    - by krishna Chandra
    I have been studying the conpects of Object oriented programming. Still I am not able to distinguish between the following concepts of object oriented programming.. a) Data Binding b) Data Hiding c) Data Wrapping d) encapsulation e) Data Abstraction I have gone through a lot of books ,and I also search the difference in google. but still I am not able to make the difference between these? Could anyone please help me ?

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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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  • How to use the zoom gesture in libgdx?

    - by user3452725
    I found the example code for the GestureListener class, but I don't understand the zoom method: private float initialScale = 1; public boolean zoom (float originalDistance, float currentDistance) { float ratio = originalDistance / currentDistance; //I get this camera.zoom = initialScale * ratio; //This doesn't make sense to me because it seems like every time you pinch to zoom, it resets to the original zoom which is 1. So basically it wouldn't 'save' the zoom right? System.out.println(camera.zoom); //Prints the camera zoom return false; } Am I not interpreting this right?

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  • Trying to implement fling events on an object

    - by Adam Short
    I have a game object, well a bitmap, which I'd like to "fling". I'm struggling to get it to fling ontouchlistener due to it being a bitmap and not sure how to proceed and I'm struggling to find the resources to help. Here's my code so far: https://github.com/addrum/Shapes GameActivity class: package com.main.shapes; import android.app.Activity; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.os.Bundle; import android.view.GestureDetector; import android.view.MotionEvent; import android.view.SurfaceHolder; import android.view.SurfaceView; import android.view.View.OnTouchListener; import android.view.Window; public class GameActivity extends Activity { private GestureDetector gestureDetector; View view; Bitmap ball; float x, y; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); //Remove title bar this.requestWindowFeature(Window.FEATURE_NO_TITLE); view = new View(this); ball = BitmapFactory.decodeResource(getResources(), R.drawable.ball); gestureDetector = new GestureDetector(this, new GestureListener()); x = 0; y = 0; setContentView(view); ball.setOnTouchListener(new OnTouchListener() { @Override public boolean onTouch(android.view.View v, MotionEvent event) { // TODO Auto-generated method stub return false; } }); } @Override protected void onPause() { super.onPause(); view.pause(); } @Override protected void onResume() { super.onResume(); view.resume(); } public class View extends SurfaceView implements Runnable { Thread thread = null; SurfaceHolder holder; boolean canRun = false; public View(Context context) { super(context); holder = getHolder(); } public void run() { while (canRun) { if (!holder.getSurface().isValid()) { continue; } Canvas c = holder.lockCanvas(); c.drawARGB(255, 255, 255, 255); c.drawBitmap(ball, x - (ball.getWidth() / 2), y - (ball.getHeight() / 2), null); holder.unlockCanvasAndPost(c); } } public void pause() { canRun = false; while (true) { try { thread.join(); } catch (InterruptedException e) { e.printStackTrace(); } break; } thread = null; } public void resume() { canRun = true; thread = new Thread(this); thread.start(); } } } GestureListener class: package com.main.shapes; import android.view.GestureDetector.SimpleOnGestureListener; import android.view.MotionEvent; public class GestureListener extends SimpleOnGestureListener { private static final int SWIPE_MIN_DISTANCE = 120; private static final int SWIPE_THRESHOLD_VELOCITY = 200; @Override public boolean onFling(MotionEvent e1, MotionEvent e2, float velocityX, float velocityY) { if (e1.getX() - e2.getX() > SWIPE_MIN_DISTANCE && Math.abs(velocityX) > SWIPE_THRESHOLD_VELOCITY) { //From Right to Left return true; } else if (e2.getX() - e1.getX() > SWIPE_MIN_DISTANCE && Math.abs(velocityX) > SWIPE_THRESHOLD_VELOCITY) { //From Left to Right return true; } if (e1.getY() - e2.getY() > SWIPE_MIN_DISTANCE && Math.abs(velocityY) > SWIPE_THRESHOLD_VELOCITY) { //From Bottom to Top return true; } else if (e2.getY() - e1.getY() > SWIPE_MIN_DISTANCE && Math.abs(velocityY) > SWIPE_THRESHOLD_VELOCITY) { //From Top to Bottom return true; } return false; } @Override public boolean onDown(MotionEvent e) { //always return true since all gestures always begin with onDown and<br> //if this returns false, the framework won't try to pick up onFling for example. return true; } }

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  • Pair Programming: Pros and Cons

    - by O.D
    I need some experience reporting from the ones who have done pair programming, I noticed that lots of people recommend it but my experience was that at one point it's more efficient to sit 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 programming is less efficient than traditional programming? Actually, I'm more interested in Cons than in Pros, but if it's 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 doesn't have the keyboard, what can he do in the meanwhile other than talking about the concept? or checking the code on the screen?

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  • Hadoop and Object Reuse, Why?

    - by Andrew White
    In Hadoop, objects passed to reducers are reused. This is extremely surprising and hard to track down if you're not expecting it. Furthermore, the original tracker for this "feature" doesn't offer any evidence that this change actually improved performance (unless I missed it). It would speed up the system substantially if we reused the keys and values [...] but I think it is worth doing. This seems completely counter to this very popular answer. Is there some credence to the Hadoop developer's claim? Is there something "special" about Hadoop that would invalidate the notion of object creation being cheap?

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  • Including slick2d or slick-util in maven build?

    - by BotskoNet
    I'm converting a project to lwjgl and trying to use slick-util as well. There's no slick-util maven repo anywhere (nor slick2d itself anymore). I've included local dependancies before using <dependency> <groupId>org.newdawn</groupId> <artifactId>slick</artifactId> <version>237</version> <scope>system</scope> <systemPath>${project.basedir}/lib/slick-util.jar</systemPath> </dependency> The maven package process runs without issue, but when I try to run the jar, it errors out with a ClassNotFoundException. There's no mention of slick-util in the manifest and I can't find out how to make my game load that jar properly. Side question: how do I ensure when I distribute my applications, the game properly installs these libraries?

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  • How to allocate more ram to minecraft?

    - by harikrishnan
    Minecraft lags badly in my linux than windows! in windows i dont find trouble playing it! My system specs : processor : AMD Athlon x2 260 3.2ghz dual core Graphic card : Ati radeon 3000 series ram : 4gb (3.25 usable) I have ubuntu 12.04 and I want allocate more ram to minecraft! I have 4gb physical ram (ONLY 3.25 USABLE) I have openjdk 7 ALSO TELL ME OTHER WAYS TO RUN MINECRAFT SMOOTHLY! PLEASE HELP!!!!!!!!!!!!

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  • Optimize strategies for xml parsing?

    - by Future2020
    I am looking for general optimization tips and guidelines for xml parsing. One of the optimization strategies is of course selecting the "right" parser. A detailed comparison between the available parsers for ios can be found here http://www.raywenderlich.com/553/how-to-chose-the-best-xml-parser-for-your-iphone-project. However, I am currently trying to investigate general guidelines and tips on how to optimize by payloads to increase the performance as possible. This question is similar to (a question I have posted in the context of ios) but I have not got a sufficient answer. So this question is not in the context of any particular programming language.

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  • Decoupling software components via naming convention

    - by csteinmueller
    I'm currently evaluating alternatives to refactor a drivermanagement. In my multitier architecture I have Baseclass DAL.Device //my entity Interfaces BL.IDriver //handles the dataprocessing between application and device BL.IDriverCreator //creates an IDriver from a Device BL.IDriverFactory //handles the driver creation requests Every specialization of Device has a corresponding IDriver implementation and a corresponding IDriverCreator implementation. At the moment the mapping is fix via a type check within the business layer / DriverFactory. That means every new driver needs a) changing code within the DriverFactory and b) referencing the new IDriver implementation / assembly. On a customers point of view that means, every new driver, used or not, needs a complex revalidation of their hardware environment, because it's a critical process. My first inspiration was to use a caliburn micro like nameconvention see Caliburn.Micro: Xaml Made Easy BL.RestDriver BL.RestDriverCreator DAL.RestDevice After receiving the RestDevicewithin the IDriverFactory I can load all driver dlls via reflection and do a namesplitting/comparing (extracting the xx from xxDriverCreator and xxDevice) Another idea would be a custom attribute (which also leads to comparing strings). My question: is that a good approach above layer borders? If not, what would be a good approach?

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  • Threads are facing deadlock in socket program [migrated]

    - by ankur.trapasiya
    I am developing one program in which a user can download a number of files. Now first I am sending the list of files to the user. So from the list user selects one file at a time and provides path where to store that file. In turn it also gives the server the path of file where does it exist. I am following this approach because I want to give stream like experience without file size limitation. Here is my code.. 1) This is server which gets started each time I start my application public class FileServer extends Thread { private ServerSocket socket = null; public FileServer() { try { socket = new ServerSocket(Utils.tcp_port); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } } @Override public void run() { try { System.out.println("request received"); new FileThread(socket.accept()).start(); } catch (IOException ex) { ex.printStackTrace(); } } } 2) This thread runs for each client separately and sends the requested file to the user 8kb data at a time. public class FileThread extends Thread { private Socket socket; private String filePath; public String getFilePath() { return filePath; } public void setFilePath(String filePath) { this.filePath = filePath; } public FileThread(Socket socket) { this.socket = socket; System.out.println("server thread" + this.socket.isConnected()); //this.filePath = filePath; } @Override public void run() { // TODO Auto-generated method stub try { ObjectInputStream ois=new ObjectInputStream(socket.getInputStream()); try { //************NOTE filePath=(String) ois.readObject(); } catch (ClassNotFoundException e) { // TODO Auto-generated catch block e.printStackTrace(); } File f = new File(this.filePath); byte[] buf = new byte[8192]; InputStream is = new FileInputStream(f); BufferedInputStream bis = new BufferedInputStream(is); ObjectOutputStream oos = new ObjectOutputStream( socket.getOutputStream()); int c = 0; while ((c = bis.read(buf, 0, buf.length)) > 0) { oos.write(buf, 0, c); oos.flush(); // buf=new byte[8192]; } oos.close(); //socket.shutdownOutput(); // client.shutdownOutput(); System.out.println("stop"); // client.shutdownOutput(); ois.close(); // Thread.sleep(500); is.close(); bis.close(); socket.close(); } catch (IOException ex) { ex.printStackTrace(); } } } NOTE: here filePath represents the path of the file where it exists on the server. The client who is connecting to the server provides this path. I am managing this through sockets and I am successfully receiving this path. 3) FileReceiverThread is responsible for receiving the data from the server and constructing file from this buffer data. public class FileReceiveThread extends Thread { private String fileStorePath; private String sourceFile; private Socket socket = null; public FileReceiveThread(String ip, int port, String fileStorePath, String sourceFile) { this.fileStorePath = fileStorePath; this.sourceFile = sourceFile; try { socket = new Socket(ip, port); System.out.println("receive file thread " + socket.isConnected()); } catch (IOException ex) { ex.printStackTrace(); } } @Override public void run() { try { ObjectOutputStream oos = new ObjectOutputStream( socket.getOutputStream()); oos.writeObject(sourceFile); oos.flush(); // oos.close(); File f = new File(fileStorePath); OutputStream os = new FileOutputStream(f); BufferedOutputStream bos = new BufferedOutputStream(os); byte[] buf = new byte[8192]; int c = 0; //************ NOTE ObjectInputStream ois = new ObjectInputStream( socket.getInputStream()); while ((c = ois.read(buf, 0, buf.length)) > 0) { // ois.read(buf); bos.write(buf, 0, c); bos.flush(); // buf = new byte[8192]; } ois.close(); oos.close(); // os.close(); bos.close(); socket.close(); //Thread.sleep(500); } catch (IOException ex) { ex.printStackTrace(); } } } NOTE : Now the problem that I am facing is at the first time when the file is requested the outcome of the program is same as my expectation. I am able to transmit any size of file at first time. Now when the second file is requested (e.g. I have sent file a,b,c,d to the user and user has received file a successfully and now he is requesting file b) the program faces deadlock at this situation. It is waiting for socket's input stream. I put breakpoint and tried to debug it but it is not going in FileThread's run method second time. I could not find out the mistake here. Basically I am making a LAN Messenger which works on LAN. I am using SWT as UI framework.

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  • Pathfinding results in false path costs that are too high

    - by user2144536
    I'm trying to implement pathfinding in a game I'm programming using this method. I'm implementing it with recursion but some of the values after the immediate circle of tiles around the player are way off. For some reason I cannot find the problem with it. This is a screen cap of the problem: The pathfinding values are displayed in the center of every tile. Clipped blocks are displayed with the value of 'c' because the values were too high and were covering up the next value. The red circle is the first value that is incorrect. The code below is the recursive method. //tileX is the coordinates of the current tile, val is the current pathfinding value, used[][] is a boolean //array to keep track of which tiles' values have already been assigned public void pathFind(int tileX, int tileY, int val, boolean[][] used) { //increment pathfinding value int curVal = val + 1; //set current tile to true if it hasn't been already used[tileX][tileY] = true; //booleans to know which tiles the recursive call needs to be used on boolean topLeftUsed = false, topUsed = false, topRightUsed = false, leftUsed = false, rightUsed = false, botomLeftUsed = false, botomUsed = false, botomRightUsed = false; //set value of top left tile if necessary if(tileX - 1 >= 0 && tileY - 1 >= 0) { //isClipped(int x, int y) returns true if the coordinates givin are in a tile that can't be walked through (IE walls) //occupied[][] is an array that keeps track of which tiles have an enemy in them // //if the tile is not clipped and not occupied set the pathfinding value if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX - 1][tileY - 1] == false && !(used[tileX - 1][tileY - 1])) { pathFindingValues[tileX - 1][tileY - 1] = curVal; topLeftUsed = true; used[tileX - 1][tileY - 1] = true; } //if it is occupied set it to an arbitrary high number so enemies find alternate routes if the best is clogged if(occupied[tileX - 1][tileY - 1] == true) pathFindingValues[tileX - 1][tileY - 1] = 1000000000; //if it is clipped set it to an arbitrary higher number so enemies don't travel through walls if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY - 1] = 2000000000; } //top middle if(tileY - 1 >= 0 ) { if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX][tileY - 1] == false && !(used[tileX][tileY - 1])) { pathFindingValues[tileX][tileY - 1] = curVal; topUsed = true; used[tileX][tileY - 1] = true; } if(occupied[tileX][tileY - 1] == true) pathFindingValues[tileX][tileY - 1] = 1000000000; if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX][tileY - 1] = 2000000000; } //top right if(tileX + 1 <= used.length && tileY - 1 >= 0) { if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX + 1][tileY - 1] == false && !(used[tileX + 1][tileY - 1])) { pathFindingValues[tileX + 1][tileY - 1] = curVal; topRightUsed = true; used[tileX + 1][tileY - 1] = true; } if(occupied[tileX + 1][tileY - 1] == true) pathFindingValues[tileX + 1][tileY - 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY - 1] = 2000000000; } //left if(tileX - 1 >= 0) { if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX - 1][tileY] == false && !(used[tileX - 1][tileY])) { pathFindingValues[tileX - 1][tileY] = curVal; leftUsed = true; used[tileX - 1][tileY] = true; } if(occupied[tileX - 1][tileY] == true) pathFindingValues[tileX - 1][tileY] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY] = 2000000000; } //right if(tileX + 1 <= used.length) { if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX + 1][tileY] == false && !(used[tileX + 1][tileY])) { pathFindingValues[tileX + 1][tileY] = curVal; rightUsed = true; used[tileX + 1][tileY] = true; } if(occupied[tileX + 1][tileY] == true) pathFindingValues[tileX + 1][tileY] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY] = 2000000000; } //botom left if(tileX - 1 >= 0 && tileY + 1 <= used[0].length) { if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX - 1][tileY + 1] == false && !(used[tileX - 1][tileY + 1])) { pathFindingValues[tileX - 1][tileY + 1] = curVal; botomLeftUsed = true; used[tileX - 1][tileY + 1] = true; } if(occupied[tileX - 1][tileY + 1] == true) pathFindingValues[tileX - 1][tileY + 1] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY + 1] = 2000000000; } //botom middle if(tileY + 1 <= used[0].length) { if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX][tileY + 1] == false && !(used[tileX][tileY + 1])) { pathFindingValues[tileX][tileY + 1] = curVal; botomUsed = true; used[tileX][tileY + 1] = true; } if(occupied[tileX][tileY + 1] == true) pathFindingValues[tileX][tileY + 1] = 1000000000; if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX][tileY + 1] = 2000000000; } //botom right if(tileX + 1 <= used.length && tileY + 1 <= used[0].length) { if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX + 1][tileY + 1] == false && !(used[tileX + 1][tileY + 1])) { pathFindingValues[tileX + 1][tileY + 1] = curVal; botomRightUsed = true; used[tileX + 1][tileY + 1] = true; } if(occupied[tileX + 1][tileY + 1] == true) pathFindingValues[tileX + 1][tileY + 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY + 1] = 2000000000; } //call the method on the tiles that need it if(tileX - 1 >= 0 && tileY - 1 >= 0 && topLeftUsed) pathFind(tileX - 1, tileY - 1, curVal, used); if(tileY - 1 >= 0 && topUsed) pathFind(tileX , tileY - 1, curVal, used); if(tileX + 1 <= used.length && tileY - 1 >= 0 && topRightUsed) pathFind(tileX + 1, tileY - 1, curVal, used); if(tileX - 1 >= 0 && leftUsed) pathFind(tileX - 1, tileY, curVal, used); if(tileX + 1 <= used.length && rightUsed) pathFind(tileX + 1, tileY, curVal, used); if(tileX - 1 >= 0 && tileY + 1 <= used[0].length && botomLeftUsed) pathFind(tileX - 1, tileY + 1, curVal, used); if(tileY + 1 <= used[0].length && botomUsed) pathFind(tileX, tileY + 1, curVal, used); if(tileX + 1 <= used.length && tileY + 1 <= used[0].length && botomRightUsed) pathFind(tileX + 1, tileY + 1, curVal, used); }

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  • rts libgdx design?

    - by user36531
    I am attempting to create a simple rts multi-player strategy game using libgdx. I am stumped at the moment. I want the underlying game world to run at all times and be aware of where all items are on the map.. so if player A logs in and moves unit to some location on the grid and logs off, that unit info is still there and can be accessed again by player A when they log back on to move somewhere else (if it didnt get attacked during the playerA was logged off). How can i do this? Do i create a main game world on the server and when players connect make client just sequentially request whats in each visible tile? Is there an easier way to get this done? Or go SQL route? Whats better?

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  • Need help with this question [closed]

    - by Jaime
    Occasionally, multiplying the sizes of nested loops can give an overestimate for the Big-Oh running time. This result happens when an innermost loop is infrequently executed. Give the Big-O analysis of the running time. Implement the following code and run for several values of N, and compare your analysis with the actual running times. for(int i = 1; i <= n; i++) for(int j = 1; j<=i * i; j++) if(j%i == 0) for(int k = 0; k < j; k++) sum++;

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  • TileMapRenderer in libGDX not drawing anything

    - by Benjamin Dengler
    So I followed the tutorial on the libGDX wiki to draw Tiled maps but it doesn't seem to render anything. Here's how I setup my OrthographicCamera and load the map: camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); map = TiledLoader.createMap(Gdx.files.internal("maps/test.tmx")); atlas = new TileAtlas(map, Gdx.files.internal("maps")); tileMapRenderer = new TileMapRenderer(map, atlas, 8, 8); And here is my render function: Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); tileMapRenderer.render(camera); Also I did pack the tile map using the TiledMapPacker. I'm completely stumped... am I missing anything obvious here? EDIT: While debugging I noticed that the TileAtlas seems to be empty, which I guess shouldn't be the case, but I have no idea why it's empty.

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