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  • Independent projects as a student to show off abilities

    - by tufcat
    I'm an inexperienced student (having learned up to data structures and algorithms through various online resources) of computer science, and I'm hoping to get a job as a developer some time after I've gotten a few independent projects done. My question is, how should I choose which projects to work on? I've been looking around stackoverflow-- people usually say to pick whatever you're interested in, but I don't have enough experience to even know what specifically I'm interested in, and possibly more importantly, I don't know what some common beginner project types are. Essentially, I'm at the gap between course work (and the projects entailed in those classes) and real programming, and I don't quite know how to start. If any of you have any ideas, I'd really appreciate it.

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  • How to create a copy of an instance without having access to private variables

    - by Jamie
    Im having a bit of a problem. Let me show you the code first: public class Direction { private CircularList xSpeed, zSpeed; private int[] dirSquare = {-1, 0, 1, 0}; public Direction(int xSpeed, int zSpeed){ this.xSpeed = new CircularList(dirSquare, xSpeed); this.zSpeed = new CircularList(dirSquare, zSpeed); } public Direction(Point dirs){ this(dirs.x, dirs.y); } public void shiftLeft(){ xSpeed.shiftLeft(); zSpeed.shiftRight(); } public void shiftRight(){ xSpeed.shiftRight(); zSpeed.shiftLeft(); } public int getXSpeed(){ return this.xSpeed.currentValue(); } public int getZSpeed(){ return this.zSpeed.currentValue(); } } Now lets say i have an instance of Direction: Direction dir = new Direction(0, 0); As you can see in the code of Direction, the arguments fed to the constructor, are passed directly to some other class. One cannot be sure if they stay the same because methods shiftRight() and shiftLeft could have been called, which changes thos numbers. My question is, how do i create a completely new instance of Direction, that is basically copy(not by reference) of dir? The only way i see it, is to create public methods in both CircularList(i can post the code of this class, but its not relevant) and Direction that return the variables needed to create a copy of the instance, but this solution seems really dirty since those numbers are not supposed to be touched after beeing fed to the constructor, and therefore they are private.

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  • how to use opengl blend mode/functions to brighten/darken a texture.

    - by Jigar
    Tried this code, but the texture didnot get any lighter. try { texture = TextureLoader.getTexture("png", Game.class.getResourceAsStream("/brick.png"), true, GL_NEAREST); } catch (IOException e) { e.printStackTrace(); } GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture.getTextureID()); glEnable(GL_BLEND); glBlendFunc(GL_CONSTANT_ALPHA, GL_CONSTANT_ALPHA); GL14.glBlendColor(1.0f, 1.0f, 1.0f, 0.5f); glColor4f(1, 1, 1, 0.5f); GL11.glBegin(GL11.GL_QUADS); // Start Drawing Quads // Front Face GL11.glNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); // Point 1 (Front) GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); // Point 2 (Front) GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); // Point 3 (Front) GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); // Point 4 (Front) glEnd();

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  • How to get client machine ip address in custom realm? [on hold]

    - by Sumit
    I want to get client machine ip address in my custom Realm when client attempt to login basically here is detail requirement of project User having role 'Admin' can add new users and assign multiple roles and permission ,and at the same time specify list of ip address and countries to restrict them to access website. All these information i am storing in database. So basically till now i am using shiro default 'authc' filter but now i want ip address of client machine and get country from where request is coming and check it against database and then and then only allow access to website. Any help..? Thanks and regards

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  • Middle tier language for interfacing C/C++ with db and web app

    - by ggkmath
    I have a web application requiring a middle-tier language to communicate between an oracle database and math routines on a Linux server and a flex-based application on a client. I'm not a software expert, and need recommendations for which language to use for the middle-tier. The math routines are currently in Matlab but will be ported to C (or C++) as shared libraries. Thus, by default there's some C or C++ communication necessary. These routines rely on FFTW (www.fftw.org), which is called directly from C or C++ (thus, I don't see re-writing these routines in another language). The middle tier must manage traffic between the client, the math routines, and the Oracle database. The client will trigger the math routines aynchronously, and the results saved in the db and transferred back to the client, etc. The middle-tier will also need to authenticate user accounts/passwords, and send out various administrative emails. Originally I thought PhP the obvious choice, but interfacing asychronously multiple clients with the C or C++ routines doesn't seem straightforward. Then I thought, why not just keep the whole middle tier in C or C++, but I'm not sure if this is done in the industry (C or C++ doesn't seem as web-friendly as other languages). There's always Jave + JNI, but maybe that introduces other complications (not sure). Any feedback appreciated.

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  • Oracle has some very helpful and free code...I think

    - by Casey
    I found that some of the code that Oracle uses is very useful so I don't have to re-invent the wheel. Given this is at the top of the file where the code in question is: /* * Copyright (c) 1997, 2006, Oracle and/or its affiliates. All rights reserved. * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * * This code is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License version 2 only, as * published by the Free Software Foundation. Oracle designates this * particular file as subject to the "Classpath" exception as provided * by Oracle in the LICENSE file that accompanied this code. * * This code is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License * version 2 for more details (a copy is included in the LICENSE file that * accompanied this code). * * You should have received a copy of the GNU General Public License version * 2 along with this work; if not, write to the Free Software Foundation, * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. * * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA * or visit www.oracle.com if you need additional information or have any * questions. */ If I leave the text intact, put it in my C++ header, and credit oracle for each method, and package the source into a static library...is it still a no-no?

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  • Parallel Class/Interface Hierarchy with the Facade Design Pattern?

    - by Mike G
    About a third of my code is wrapped inside a Facade class. Note that this isn't a "God" class, but actually represents a single thing (called a Line). Naturally, it delegates responsibilities to the subsystem behind it. What ends up happening is that two of the subsystem classes (Output and Timeline) have all of their methods duplicated in the Line class, which effectively makes Line both an Output and a Timeline. It seems to make sense to make Output and Timeline interfaces, so that the Line class can implement them both. At the same time, I'm worried about creating parallel class and interface structures. You see, there are different types of lines AudioLine, VideoLine, which all use the same type of Timeline, but different types of Output (AudioOutput and VideoOutput, respectively). So that would mean that I'd have to create an AudioOutputInterface and VideoOutputInterface as well. So not only would I have to have parallel class hierarchy, but there would be a parallel interface hierarchy as well. Is there any solution to this design flaw? Here's an image of the basic structure (minus the Timeline class, though know that each Line has-a Timeline): NOTE: I just realized that the word 'line' in Timeline might make is sound like is does a similar function as the Line class. They don't, just to clarify.

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  • Why does my code dividing a 2D array into chunks fail?

    - by Borog
    I have a 2D-Array representing my world. I want to divide this huge thing into smaller chunks to make collision detection easier. I have a Chunk class that consists only of another 2D Array with a specific width and height and I want to iterate through the world, create new Chunks and add them to a list (or maybe a Map with Coordinates as the key; we'll see about that). world = new World(8192, 1024); Integer[][] chunkArray; for(int a = 0; a < map.getHeight() / Chunk.chunkHeight; a++) { for(int b = 0; b < map.getWidth() / Chunk.chunkWidth; b++) { Chunk chunk = new Chunk(); chunkArray = new Integer[Chunk.chunkWidth][Chunk.chunkHeight]; for(int x = Chunk.chunkHeight*a; x < Chunk.chunkHeight*(a+1); x++) { for(int y = Chunk.chunkWidth*b; y < Chunk.chunkWidth*(b+1); y++) { // Yes, the tileMap actually is [height][width] I'll have // to fix that somewhere down the line -.- chunkArray[y][x] = map.getTileMap()[x*a][y*b]; // TODO:Attach to chunk } } chunkList.add(chunk); } } System.out.println(chunkList.size()); The two outer loops get a new chunk in a specific row and column. I do that by dividing the overall size of the map by the chunkSize. The inner loops then fill a new chunkArray and attach it to the chunk. But somehow my maths is broken here. Let's assume the chunkHeight = chunkWidth = 64. For the first Array I want to start at [0][0] and go until [63][63]. For the next I want to start at [64][64] and go until [127][127] and so on. But I get an out of bounds exception and can't figure out why. Any help appreciated! Actually I think I know where the problem lies: chunkArray[y][x] can't work, because y goes from 0-63 just in the first iteration. Afterwards it goes from 64-127, so sure it is out of bounds. Still no nice solution though :/ EDIT: if(y < Chunk.chunkWidth && x < Chunk.chunkHeight) chunkArray[y][x] = map.getTileMap()[y][x]; This works for the first iteration... now I need to get the commonly accepted formula.

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  • Empty interface to combine multiple interfaces

    - by user1109519
    Suppose you have two interfaces: interface Readable { public void read(); } interface Writable { public void write(); } In some cases the implementing objects can only support one of these but in a lot of cases the implementations will support both interfaces. The people who use the interfaces will have to do something like: // can't write to it without explicit casting Readable myObject = new MyObject(); // can't read from it without explicit casting Writable myObject = new MyObject(); // tight coupling to actual implementation MyObject myObject = new MyObject(); None of these options is terribly convenient, even more so when considering that you want this as a method parameter. One solution would be to declare a wrapping interface: interface TheWholeShabam extends Readable, Writable {} But this has one specific problem: all implementations that support both Readable and Writable have to implement TheWholeShabam if they want to be compatible with people using the interface. Even though it offers nothing apart from the guaranteed presence of both interfaces. Is there a clean solution to this problem or should I go for the wrapper interface? UPDATE It is in fact often necessary to have an object that is both readable and writable so simply seperating the concerns in the arguments is not always a clean solution. UPDATE2 (extracted as answer so it's easier to comment on) UPDATE3 Please beware that the primary usecase for this is not streams (although they too must be supported). Streams make a very specific distinction between input and output and there is a clear separation of responsibilities. Rather, think of something like a bytebuffer where you need one object you can write to and read from, one object that has a very specific state attached to it. These objects exist because they are very useful for some things like asynchronous I/O, encodings,...

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  • Android Bitmap : collision Detecting [on hold]

    - by user2505374
    I am writing an Android game right now and I would need some help in the collision of the wall on screen. When I drag the ball in the top and right it able to collide in wall but when I drag it faster it was able to overlap in the wall. public boolean onTouchEvent(MotionEvent event) { int x = (int) event.getX(); int y = (int) event.getY(); switch (event.getAction()) { // if the player moves case MotionEvent.ACTION_MOVE: { if (playerTouchRect.contains(x, y)) { boolean left = false; boolean right = false; boolean up = false; boolean down = false; boolean canMove = false; boolean foundFinish = false; if (x != pLastXPos) { if (x < pLastXPos) { left = true; } else { right = true; } pLastXPos = x; } if (y != pLastYPos) { if (y < pLastYPos) { up = true; } else { down = true; } pLastYPos = y; } plCellRect = getRectFromPos(x, y); newplRect.set(playerRect); newplRect.left = x - (int) (playerRect.width() / 2); newplRect.right = x + (int) (playerRect.width() / 2); newplRect.top = y - (int) (playerRect.height() / 2); newplRect.bottom = y + (int) (playerRect.height() / 2); int currentRow = 0; int currentCol = 0; currentRow = getRowFromYPos(newplRect.top); currentCol = getColFromXPos(newplRect.right); if(!canMove){ canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] == Cell.wall; canMove =true; } finishTest = mapManager.getCurrentTile().pMaze[currentRow][currentCol]; foundA = finishTest == Cell.valueOf(letterNotGet + ""); canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] != Cell.wall; canMove = (finishTest == Cell.floor || finishTest == Cell.pl) && canMove; if (canMove) { invalidate(); setTitle(); } if (foundA) { mapManager.getCurrentTile().pMaze[currentRow][currentCol] = Cell.floor; // finishTest letterGotten.add(letterNotGet); playCurrentLetter(); /*sounds.play(sExplosion, 1.0f, 1.0f, 0, 0, 1.5f);*/ foundS = letterNotGet == 's'; letterNotGet++; }if(foundS){ AlertDialog.Builder builder = new AlertDialog.Builder(mainActivity); builder.setTitle(mainActivity.getText(R.string.finished_title)); LayoutInflater inflater = mainActivity.getLayoutInflater(); View view = inflater.inflate(R.layout.finish, null); builder.setView(view); View closeButton =view.findViewById(R.id.closeGame); closeButton.setOnClickListener(new OnClickListener() { @Override public void onClick(View clicked) { if(clicked.getId() == R.id.closeGame) { mainActivity.finish(); } } }); AlertDialog finishDialog = builder.create(); finishDialog.show(); } else { Log.d(TAG, "INFO: updated player position"); playerRect.set(newplRect); setTouchZone(); updatePlayerCell(); } } // end of (CASE) if playerTouch break; } // end of (SWITCH) Case motion }//end of Switch return true; }//end of TouchEvent private void finish() { // TODO Auto-generated method stub } public int getColFromXPos(int xPos) { val = xPos / (pvWidth / mapManager.getCurrentTile().pCols); if (val == mapManager.getCurrentTile().pCols) { val = mapManager.getCurrentTile().pCols - 1; } return val; } /** * Given a y pixel position, return the row of the cell it is in This is * used when determining the type of adjacent Cells. * * @param yPos * y position in pixels * @return The cell this position is in */ public int getRowFromYPos(int yPos) { val = yPos / (pvHeight / mapManager.getCurrentTile().pRows); if (val == mapManager.getCurrentTile().pRows) { val = mapManager.getCurrentTile().pRows - 1; } return val; } /** * When preserving the position we need to know which cell the player is in, * so calculate it from the centre on its Rect */ public void updatePlayerCell() { plCell.x = (playerRect.left + (playerRect.width() / 2)) / (pvWidth / mapManager.getCurrentTile().pCols); plCell.y = (playerRect.top + (playerRect.height() / 2)) / (pvHeight / mapManager.getCurrentTile().pRows); if (mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] == Cell.floor) { for (int row = 0; row < mapManager.getCurrentTile().pRows; row++) { for (int col = 0; col < mapManager.getCurrentTile().pCols; col++) { if (mapManager.getCurrentTile().pMaze[row][col] == Cell.pl) { mapManager.getCurrentTile().pMaze[row][col] = Cell.floor; break; } } } mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] = Cell.pl; } } public Rect getRectFromPos(int x, int y) { calcCell.left = ((x / cellWidth) + 0) * cellWidth; calcCell.right = calcCell.left + cellWidth; calcCell.top = ((y / cellHeight) + 0) * cellHeight; calcCell.bottom = calcCell.top + cellHeight; Log.d(TAG, "Rect: " + calcCell + " Player: " + playerRect); return calcCell; } public void setPlayerRect(Rect newplRect) { playerRect.set(newplRect); } private void setTouchZone() { playerTouchRect.set( playerRect.left - playerRect.width() / TOUCH_ZONE, playerRect.top - playerRect.height() / TOUCH_ZONE, playerRect.right + playerRect.width() / TOUCH_ZONE, playerRect.bottom + playerRect.height() / TOUCH_ZONE); } public Rect getPlayerRect() { return playerRect; } public Point getPlayerCell() { return plCell; } public void setPlayerCell(Point cell) { plCell = cell; }

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  • Is implementing an interface defined in a subpackage an anti-pattern?

    - by Michael Kjörling
    Let's say I have the following: package me.my.pkg; public interface Something { /* ... couple of methods go here ... */ } and: package me.my; import me.my.pkg.Something; public class SomeClass implements Something { /* ... implementation of Something goes here ... */ /* ... some more method implementations go here too ... */ } That is, the class implementing an interface lives closer to the package hierarchy root than does the interface it implements but they both belong in the same package hierarchy. The reason for this in the particular case I have in mind is that there is a previously-existing package that groups functionality which the Something interface logically belongs to, and the logical (as in both "the one you'd expect" and "the one where it needs to go given the current architecture") implementation class exists previously and lives one level "up" from the logical placement of the interface. The implementing class does not logically belong anywhere under me.my.pkg. In my particular case, the class in question implements several interfaces, but that feels like it doesn't make any (or at least no significant) difference here. I can't decide if this is an acceptable pattern or not. Is it or is it not, and why?

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  • Problem when scaling game screen in Libgdx

    - by Nicolas Martel
    Currently, I'm able to scale the screen by applying this bit of code onto an OrthographicCamera Camera.setToOrtho(true, Gdx.graphics.getWidth() / 2, Gdx.graphics.getHeight() / 2); But something quite strange is happening with this solution, take a look at this picture of my game below Seems fine right? But upon further investigation, many components are rendered off by one pixels, and the tiles all are. Take a closer look I circled a couple of the errors. Note that the shadow of the warrior I circled appears fine for the other warriors. Also keep in mind that everything is rendered at pixel-perfect precision when I disable the scaling. I actually thought of a possible source for the problem as I'm writing this but I decided to still post this because I would assume somebody else might run into the same issue.

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  • I want to learn the basics of Game Development [on hold]

    - by Mary
    I have programming experience and I would like to know how to start building games. I'm interested in building games for desktops and Android tablets. Could you list the general steps of Game Building? From the more common programming languages used to the software and frameworks available at each stage? I'm just trying to get the big picture of all the different options and tools I have at my disposal. Please leave some book recommendations and useful links!

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  • Mocking concrete class - Not recommended

    - by Mik378
    I've just read an excerpt of "Growing Object-Oriented Software" book which explains some reasons why mocking concrete class is not recommended. Here some sample code of a unit-test for the MusicCentre class: public class MusicCentreTest { @Test public void startsCdPlayerAtTimeRequested() { final MutableTime scheduledTime = new MutableTime(); CdPlayer player = new CdPlayer() { @Override public void scheduleToStartAt(Time startTime) { scheduledTime.set(startTime); } } MusicCentre centre = new MusicCentre(player); centre.startMediaAt(LATER); assertEquals(LATER, scheduledTime.get()); } } And his first explanation: The problem with this approach is that it leaves the relationship between the objects implicit. I hope we've made clear by now that the intention of Test-Driven Development with Mock Objects is to discover relationships between objects. If I subclass, there's nothing in the domain code to make such a relationship visible, just methods on an object. This makes it harder to see if the service that supports this relationship might be relevant elsewhere and I'll have to do the analysis again next time I work with the class. I can't figure out exactly what he means when he says: This makes it harder to see if the service that supports this relationship might be relevant elsewhere and I'll have to do the analysis again next time I work with the class. I understand that the service corresponds to MusicCentre's method called startMediaAt. What does he mean by "elsewhere"? The complete excerpt is here: http://www.mockobjects.com/2007/04/test-smell-mocking-concrete-classes.html

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  • Reversi/Othello early-game evaluation function

    - by Vladislav Il'ushin
    I've written my own Reversi player, based on the MiniMax algorithm, with Alpha-Beta pruning, but in the first 10 moves my evaluation function is too slow. I need a good early-game evaluation function. I'm trying to do it with this matrix (corresponding to the board) which determines how favourable that square is to have: { 30, -25, 10, 5, 5, 10, -25, 30,}, {-25, -25, 1, 1, 1, 1, -25, -25,}, { 10, 1, 5, 2, 2, 5, 1, 10,}, { 5, 1, 2, 1, 1, 2, 1, 5,}, { 5, 1, 2, 1, 1, 2, 1, 5,}, { 10, 1, 5, 2, 2, 5, 1, 10,}, {-25, -25, 1, 1, 1, 1, -25, -25,}, { 30, -25, 10, 5, 5, 10, -25, 30,},}; But it doesn't work well. Have you even written an early-game evaluation function for Reversi?

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  • Why does creating dynamic bodies in JBox2D freeze my app?

    - by Amplify91
    My game hangs/freezes when I create dynamic bullet objects with Box2D and I don't know why. I am making a game where the main character can shoot bullets by the user tapping on the screen. Each touch event spawns a new FireProjectileEvent that is handled properly by an event queue. So I know my problem is not trying to create a new body while the box2d world is locked. My bullets are then created and managed by an object pool class like this: public Projectile getProjectile(){ for(int i=0;i<mProjectiles.size();i++){ if(!mProjectiles.get(i).isActive){ return mProjectiles.get(i); } } return mSpriteFactory.createProjectile(); } mSpriteFactory.createProjectile() leads to the physics component of the Projectile class creating its box2d body. I have narrowed the issue down to this method and it looks like this: public void create(World world, float x, float y, Vec2 vertices[], boolean dynamic){ BodyDef bodyDef = new BodyDef(); if(dynamic){ bodyDef.type = BodyType.DYNAMIC; }else{ bodyDef.type = BodyType.STATIC; } bodyDef.position.set(x, y); mBody = world.createBody(bodyDef); PolygonShape dynamicBox = new PolygonShape(); dynamicBox.set(vertices, vertices.length); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = dynamicBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.0f; mBody.createFixture(fixtureDef); mBody.setFixedRotation(true); } If the dynamic parameter is set to true my game freezes before crashing, but if it is false, it will create a projectile exactly how I want it just doesn't function properly (because a projectile is not a static object). Why does my program fail when I try to create a dynamic object at runtime but not when I create a static one? I have other dynamic objects (like my main character) that work fine. Any help would be greatly appreciated. This is a screenshot of a method profile I did: Especially notable is number 8. I'm just still unsure what I'm doing wrong. Other notes: I am using JBox2D 2.1.2.2. (Upgraded from 2.1.2.1 to try to fix this problem) When the application freezes, if I hit the back button, it appears to move my game backwards by one update tick. Very strange.

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  • Check parameters annotated with @Nonnull for null?

    - by David Harkness
    We've begun using FindBugs with and annotating our parameters with @Nonnull appropriately, and it works great to point out bugs early in the cycle. So far we have continued checking these arguments for null using Guava's checkNotNull, but I would prefer to check for null only at the edges--places where the value can come in without having been checked for null, e.g., a SOAP request. // service layer accessible from outside public Person createPerson(@CheckForNull String name) { return new Person(Preconditions.checkNotNull(name)); } ... // internal constructor accessed only by the service layer public Person(@Nonnull String name) { this.name = Preconditions.checkNotNull(name); // remove this check? } I understand that @Nonnull does not block null values itself. However, given that FindBugs will point out anywhere a value is transferred from an unmarked field to one marked @Nonnull, can't we depend on it to catch these cases (which it does) without having to check these values for null everywhere they get passed around in the system? Am I naive to want to trust the tool and avoid these verbose checks? Bottom line: While it seems safe to remove the second null check below, is it bad practice? This question is perhaps too similar to Should one check for null if he does not expect null, but I'm asking specifically in relation to the @Nonnull annotation.

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  • Changing DisplayMode seems not to update Input&Graphic Dimension

    - by coding.mof
    I'm writing a small game using Slick and Nifty-GUI. At the program startup I set the DisplayMode using the following lines: AppGameContainer app = new ... app.setDisplayMode( 800, 600, false ); app.start(); I wrote a Nifty-ScreenController for my settings dialog in which the user can select the desired DisplayMode. When I try to set the new DisplayMode within this controller class the game window gets resized correctly but the Graphics and Input objects aren't updated accordingly. Therefore my rendering code just uses a part of the new window. I tried to set different DisplayModes in the main method to test if it's generally possible to invoke this method multiple times. It seems that changing the DisplayMode only works before I call app.start(). Furthermore I tried to update the Graphics & Input object manually but the init and setDimensions methods are package private. :( Does someone know what I'm doing wrong and how to change the DisplayMode correctly?

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  • When module calling gets ugly

    - by Pete
    Has this ever happened to you? You've got a suite of well designed, single-responsibility modules, covered by unit tests. In any higher-level function you code, you are (95% of the code) simply taking output from one module and passing it as input to the next. Then, you notice this higher-level function has turned into a 100+ line script with multiple responsibilities. Here is the problem. It is difficult (impossible) to test that script. At least, it seems so. Do you agree? In my current project, all of the bugs came from this script. Further detail: each script represents a unique solution, or algorithm, formed by using different modules in different ways. Question: how can you remedy this situation? Knee-jerk answer: break the script up into single-responsibility modules. Comment on knee-jerk answer: it already is! Best answer I can come up with so far: create higher-level connector objects which "wire" modules together in particular ways (take output from one module, feed it as input to another module). Thus if our script was: FooInput fooIn = new FooInput(1, 2); FooOutput fooOutput = fooModule(fooIn); Double runtimevalue = getsomething(fooOutput.whatever); BarInput barIn = new BarInput( runtimevalue, fooOutput.someOtherValue); BarOutput barOut = barModule(BarIn); It would become with a connector: FooBarConnectionAlgo fooBarConnector = new fooBarConnector(fooModule, barModule); FooInput fooIn = new FooInput(1, 2); BarOutput barOut = fooBarConnector(fooIn); So the advantage is, besides hiding some code and making things clearer, we can test FooBarConnectionAlgo. I'm sure this situation comes up a lot. What do you do?

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  • what's best language to mate with Adobe Flex-based GUI for math crunching?

    - by gkdsp
    Hi, I'm not a software expert but need to outsource a web-based scientific GUI application, and I'm considering Adobe Flex. My math routines are currently in Javascript and C/C+. Having no experience with Flex, was hoping someone could help me understand what options are available for performing (preferably fast and efficient) CLIENT-side calculations. That is, can Flex interact with Javascript and/or C easily? If not, is actionscript or other language preferred? Downsides/tradeoffs? Need functions like LOG10, LN, SQRT, and would be nice to also have the error function (ERF) and complementary error function (ERFC), although I may be able to derive these last two from more basic functions if necessary. Thanks!

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  • Android From Local DB (DAO) to Server sync (JSON) - Design issue

    - by Taiko
    I sync data between my local DB and a Server. I'm looking for the cleanest way to modelise all of this. I have a com.something.db package That contains a Data Helper and couple of DAO classes that represents objects stored in the db (I didn't write that part) com.something.db --public DataHelper --public Employee @DatabaseField e.g. "name" will be an actual column name in the DB -name @DatabaseField -salary etc... (all in all 50 fields) I have a com.something.sync package That contains all the implementation detail on how to send data to the server. It boils down to a ConnectionManager that is fed by different classes that implements a 'Request' interface com.something.sync --public interface ConnectionManager --package ConnectionManagerImpl --public interface Request --package LoginRequest --package GetEmployeesRequest My issue is, at some point in the sync process, I have to JSONise and de-JSONise my data (E.g. the Employee class). But I really don't feel like having the same Employee class be responsible for both his JSONisation and his actual representation inside the local database. It really doesn't feel right, because I carefully decoupled the rest, I am only stuck on this JSON thing. What should I do ? Should I write 3 Employee classes ? EmployeeDB @DatabaseField e.g. "name" will be an actual column name in the DB -name @DatabaseField -salary -etc... 50 fields EmployeeInterface -getName -getSalary -etc... 50 fields EmployeeJSON -JSON_KEY_NAME = "name" The JSON key happens to be the same as the table name, but it isn't requirement -name -JSON_KEY_SALARY = "salary" -salary -etc... 50 fields It feels like a lot of duplicates. Is there a common pattern I can use there ?

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  • How to change screen resolution in slick2d?

    - by SystemNetworks
    I released my game for testing for both windows and mac. I'm using mac as my development workspace. My friends uses windows and the window was to big. I created a 1000*1500 Screen window. I can change the window size but that means I have to re-do all my sprite sheets again with smaller sheets. I don't want to this again but is there a way which I can make the window smaller without changing the size of my sprite and changing co-ordinates of the mouse clicks?

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  • How should I determine direction from a phone's orientation & accelerometer?

    - by Manoj Kumar
    I have an Android application which moves a ball based on the orientation of the phone. I've been using the following code to extract the data - but how do I use it to determine what direction the ball should actually travel in? public void onSensorChanged(int sensor, float[] values) { // TODO Auto-generated method stub synchronized (this) { Log.d("HIIIII :- ", "onSensorChanged: " + sensor + ", x: " + values[0] + ", y: " + values[1] + ", z: " + values[2]); if (sensor == SensorManager.SENSOR_ORIENTATION) { System.out.println("Orientation X: " + values[0]); System.out.println("Orientation Y: " + values[1]); System.out.println("Orientation Z: " + values[2]); } if (sensor == SensorManager.SENSOR_ACCELEROMETER) { System.out.println("Accel X: " + values[0]); System.out.println("Accel Y: " + values[1]); System.out.println("Accel Z: " + values[2]); } } }

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  • Is there any software to clip a website, make changes to the code and republish it?

    - by user1445919
    I am working in the front end of an application and we provide the interface between the customers and several backend services. We have been using Kapow software to clip the html/jsp code we receive from the backend, make the necessary changes and publish them on the main website. I wanted to know if there is any other alternative to this software which suffices our requirement. Also, are any of those open source?

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  • get stick analogue XY position using Jinput in lwjgl

    - by oIrC
    i want to capture the movement of the analogue stick of the gamePad. is there any equivalent function to this public void mouseMoved(MouseEvent mouseEvent) { mouseEvent.getX(); //return the X coordinate of the cursor inside a component mouseEvent.getY();//return the Y coordinate of the cursor inside a component } into lwjgl.input.Controllers, i found controller.getAxisValue() but this one doesn't work as the function above. any help? thanks.

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