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  • What to Return with Async CRUD methods C#

    - by RualStorge
    While there is a similar question focused on Java, I've been in debates with utilizing Task objects. What's the best way to handle returns on CRUD methods (and similar)? Common returns we've seen over the years are: Void (no return unless there is an exception) Boolean (True on Success, False on Failure, exception on unhandled failure) Int or GUID (Return the newly created objects Id, 0 or null on failure, exception on unhandled failure) The updated Object (exception on failure) Result Object (Object that houses the manipulated object's ID, Boolean or status field to with success or failure indicated, Exception information if there was one, etc) The concern comes into play as we've started moving over to utilizing C# 5's Async functionality, and this brought the question up of how we should handle CRUD returns large-scale. In our systems we have a little of everything in regards to what we return, we want to make these returns standardized... Now the question is what is the recommended standard? Is there even a recommended standard yet? (I realize we need to decide our standard, but typically we do so by looking at best practices, see if it makes sense for us and go from there, but here we're not finding much to work with)

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  • What is appropriate way for managing MySQL connection through C#

    - by Sylca
    My question, at the bottom line, is what is the appropriate(best) way to manage our connection towards MySQL db with C#. Well, currently I'm working on some C# (winforms type) <- MySQL application and I've been looking at Server Connections in MySQL Administrator, been witness of execution of my mysql_queries, connection opens an closes, ... an so on! In my C# code I'm working like this and this is an example: public void InsertInto(string qs_insert) { try { conn = new MySqlConnection(cs); conn.Open(); cmd = new MySqlCommand(); cmd.Connection = conn; cmd.CommandText = qs_insert; cmd.ExecuteNonQuery(); } catch (MySqlException ex) { MessageBox.Show(ex.ToString()); } finally { if (conn != null) { conn.Close(); } } } Meaning, every time I want to insert something in db table I call this table and pass insert query string to this method. Connection is established, opened, query executed, connection closed. So, we could conclude that this is the way I manage MySQL connection. For me and my point of view, currently, this works and its enough for my requirements. Well, you have Java & Hibernate, C# & Entity Framework and I'm doing this :-/ and it's confusing me. Should I use MySQL with Entity Framework? What is the best way for collaboration between C# and MySQL? I don't want to worry about is connection that I've opened closed, can that same connection be faster, ...

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  • Confusion with floats converted into ints during collision detection

    - by TheBroodian
    So in designing a 2D platformer, I decided that I should be using a Vector2 to track the world location of my world objects to retain some sub-pixel precision for slow-moving objects and other such subtle nuances, yet representing their bodies with Rectangles, because as far as collision detection and resolution is concerned, I don't need sub-pixel precision. I thought that the following line of thought would work smoothly... Vector2 wrldLocation; Point WorldLocation; Rectangle collisionRectangle; public void Update(GameTime gameTime) { Vector2 moveAmount = velocity * (float)gameTime.ElapsedGameTime.TotalSeconds wrldLocation += moveAmount; WorldLocation = new Point((int)wrldLocation.X, (int)wrldLocation.Y); collisionRectangle = new Rectangle(WorldLocation.X, WorldLocation.Y, genericWidth, genericHeight); } and I guess in theory it sort of works, until I try to use it in conjunction with my collision detection, which works by using Rectangle.Offset() to project where collisionRectangle would supposedly end up after applying moveAmount to it, and if a collision is found, finding the intersection and subtracting the difference between the two intersecting sides to the given moveAmount, which would theoretically give a corrected moveAmount to apply to the object's world location that would prevent it from passing through walls and such. The issue here is that Rectangle.Offset() only accepts ints, and so I'm not really receiving an accurate adjustment to moveAmount for a Vector2. If I leave out wrldLocation from my previous example, and just use WorldLocation to keep track of my object's location, everything works smoothly, but then obviously if my object is being given velocities less than 1 pixel per update, then the velocity value may as well be 0, which I feel further down the line I may regret. Does anybody have any suggestions about how I might go about resolving this?

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  • Drawing a texture line between two vectors in XNA WP7

    - by Krav
    I want to create a simple graph maker in WP7. The goal is to draw a texture line between two vectors what the user defines with touch. I already made the rotation, and it is working, but not correctly, because it doesn't calculate the line's texture height, and because of that, there are too many overlapping textures. So it does draw the line, but too many of them. How could I calculate it correctly? Here is the code: public void DrawLine(Vector2 st,Vector2 dest,NodeUnit EdgeParent,NodeUnit EdgeChild) { float d = Vector2.Distance(st, dest); float rotate = (float)(Math.Atan2(st.Y - dest.Y, st.X - dest.X)); direction = new Vector2(((dest.X - st.X) / (float)d), (dest.Y - st.Y) / (float)d); Vector2 _pos = st; World.TheHive.Add(new LineHiveMind(linetexture, _pos, rotate, EdgeParent, EdgeChild,new List<LineUnit>())); for (int i = 0; i < d; i++) { World.TheHive.Last()._lines.Add(new LineUnit(linetexture, _pos, rotate, EdgeParent, EdgeChild)); _pos += direction; } } d is for the Distance of the st (Starting node) and dest (Destination node) rotate is for rotation direction calculates the direction between the starting and the destination node _pos is for starting position changing Thanks for any suggestions/help!

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  • How will closures in Java impact the Java Community?

    - by Ryan Delucchi
    It is one of the most talked about features planned for Java: Closures. Many of us have been longing for them. Some of us (including I) have grown a bit impatient and have turned to scripting languages to fill the void. But, once closures have finally arrived to Java: how will they effect the Java Community? Will the advancement of VM-targetted scripting languages slow to a crawl, stay the same, or acclerate? Will people flock to the new closure syntax, thus turning Java code-bases all-around into more functionally structured implementations? Will we only see closures sprinkled in Java throughout? What will be the effect on tool/IDE support? How about performance? And finally, what will it mean for Java's continued adoption, as a language, compared with other languages that are rising in popularity? To provide an example of one of the latest proposed Java Closure syntax specs: public interface StringOperation { String invoke(String s); } // ... (new StringOperation() { public invoke(String s) { new StringBuilder(s).reverse().toString(); } }).invoke("abcd"); would become ... String reversed = { String s => new StringBuilder(s).reverse().toString() }.invoke("abcd"); [source: http://tronicek.blogspot.com/2007/12/closures-closure-is-form-of-anonymous_28.html]

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  • Triple-display setup using AMD drivers

    - by Halik
    I am currently running a dual display setup with nVidia 8800GTS video card, on a Ubuntu 12.10 box. The current setup uses nVidia TwinView to render the image on a 1920x1200 display and 1600x1200 one. I'm planning to add a third, 1280x1024 display to the setup. The change will require me to upgrade my GFX card to one supporting triple displays. I'll probably go with Sapphire Radeon 7770 (FLEX edition, to avoid additional active DP-DVI adapters). Before I invest in new GFX I wanted to ask - how well the AMD drivers will support such a setup. It does not matter whether it's fglrx or the OSS ones. If I remember correctly, when running Fedora on a Radeon x800, I had 'void' areas above and below the working area on my second display. The desktop was rendered in 1920+1280 width and 1200 height (which left 176px of vertical space accessible for my cursor and windows but not displayed on the screen - I'd prefer to avoid that). It may have very well been my misconfiguration back then. Generally, are there any solutions from AMD on par with TwinView? Or is it a non-issue at all? Also, I'm wondering about the usual stuff - hardware h264 decoding support, glitch-free flash support, any issues with Compiz/Unity?

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  • C++: calling non-member functions with the same syntax of member ones

    - by peoro
    One thing I'd like to do in C++ is to call non-member functions with the same syntax you call member functions: class A { }; void f( A & this ) { /* ... */ } // ... A a; a.f(); // this is the same as f(a); Of course this could only work as long as f is not virtual (since it cannot appear in A's virtual table. f doesn't need to access A's non-public members. f doesn't conflict with a function declared in A (A::f). I'd like such a syntax because in my opinion it would be quite comfortable and would push good habits: calling str.strip() on a std::string (where strip is a function defined by the user) would sound a lot better than calling strip( str );. most of the times (always?) classes provide some member functions which don't require to be member (ie: are not virtual and don't use non-public members). This breaks encapsulation, but is the most practical thing to do (due to point 1). My question here is: what do you think of such feature? Do you think it would be something nice, or something that would introduce more issues than the ones it aims to solve? Could it make sense to propose such a feature to the next standard (the one after C++0x)? Of course this is just a brief description of this idea; it is not complete; we'd probably need to explicitly mark a function with a special keyword to let it work like this and many other stuff.

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  • How to deal with elimination of duplicate logic vs. cost of complexity increase?

    - by Gabriel
    I just wrote some code that is very representative of a recurring theme (in my coding world lately): repeated logic leads to an instinct to eliminate duplication which results in something that is more complex the tradeoff seems wrong to me (the examples of the negative side aren't worth posting - but this is probably the 20th console utility I've written in the past 12 months). I'm curious if I'm missing some techniques or if this is really just on of those "experience tells you when to do what" type of issues. Here's the code... I'm tempted to leave it as is, even though there will be about 20 of those if-blocks when I'm done. static void Main(string[] sargs) { try { var urls = new DirectTrackRestUrls(); var restCall = new DirectTrackRestCall(); var logger = new ConsoleLogger(); Args args = (Args)Enum.Parse(typeof(Args), string.Join(",", sargs)); if (args.HasFlag(Args.Campaigns)) { var getter = new ResourceGetter(logger, urls.ListAdvertisers, restCall); restCall.UriVariables.Add("access_id", 1); getter.GotResource += new ResourceGetter.GotResourceEventHandler(getter_GotResource); getter.GetResources(); SaveResources(); } if (args.HasFlag(Args.Advertisers)) { var getter = new ResourceGetter(logger, urls.ListAdvertisers, restCall); restCall.UriVariables.Add("access_id", 1); getter.GotResource += new ResourceGetter.GotResourceEventHandler(getter_GotResource); getter.GetResources(); SaveResources(); } if (args.HasFlag(Args.CampaignGroups)) { var getter = new ResourceGetter(logger, urls.ListCampaignGroups, restCall); getter.GotResource += new ResourceGetter.GotResourceEventHandler(getter_GotResource); getter.GetResources(); SaveResources(); } } catch (Exception e) { Console.WriteLine(e.InnerException); Console.WriteLine(e.StackTrace); }

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  • 2D Camera Acceleration/Lag

    - by Cyral
    I have a nice camera set up for my 2D xna game. Im wondering how I should make the camera have 'acceleration' or 'lag' so it smoothly follows the player, instead of 'exactly' like mine does now. Im thinking somehow I need to Lerp the values when I set CameraPosition. Heres my code private void ScrollCamera(Viewport viewport) { float ViewMargin = .35f; float marginWidth = viewport.Width * ViewMargin; float marginLeft = cameraPosition.X + marginWidth; float marginRight = cameraPosition.X + viewport.Width - marginWidth; float TopMargin = .3f; float BottomMargin = .1f; float marginTop = cameraPosition.Y + viewport.Height * TopMargin; float marginBottom = cameraPosition.Y + viewport.Height - viewport.Height * BottomMargin; Vector2 CameraMovement; Vector2 maxCameraPosition; CameraMovement.X = 0.0f; if (Player.Position.X < marginLeft) CameraMovement.X = Player.Position.X - marginLeft; else if (Player.Position.X > marginRight) CameraMovement.X = Player.Position.X - marginRight; maxCameraPosition.X = 16 * Width - viewport.Width; cameraPosition.X = MathHelper.Clamp(cameraPosition.X + CameraMovement.X, 0.0f, maxCameraPosition.X); CameraMovement.Y = 0.0f; if (Player.Position.Y < marginTop) //above the top margin CameraMovement.Y = Player.Position.Y - marginTop; else if (Player.Position.Y > marginBottom) //below the bottom margin CameraMovement.Y = Player.Position.Y - marginBottom; maxCameraPosition.Y = 16 * Height - viewport.Height; cameraPosition.Y = MathHelper.Clamp(cameraPosition.Y + CameraMovement.Y, 0.0f, maxCameraPosition.Y); }

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  • Game Messaging System Design

    - by you786
    I'm making a simple game, and have decided to try to implement a messaging system. The system basically looks like this: Entity generates message - message is posted to global message queue - messageManager notifies every object of the new message through onMessageReceived(Message msg) - if object wants, it acts on the message. The way I'm making message objects is like this: //base message class, never actually instantiated abstract class Message{ Entity sender; } PlayerDiedMessage extends Message{ int livesLeft; } Now my SoundManagerEntity can do something like this in its onMessageReceived() method public void messageReceived(Message msg){ if(msg instanceof PlayerDiedMessage){ PlayerDiedMessage diedMessage = (PlayerDiedMessage) msg; if(diedMessage.livesLeft == 0) playSound(SOUND_DEATH); } } The pros to this approach: Very simple and easy to implement The message can contain as much as information as you want, because you can just create a new Message subclass that has whatever info necessary. The cons: I can't figure out how I can recycle Message objects to a object pool, unless I have a different pool for each subclass of Message. So I have lots and lots of object creation/memory allocation over time. Can't send a message to a specific recipient, but I haven't needed that yet in my game so I don't mind it too much. What am I missing here? There must be a better implementation or some idea that I'm missing.

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  • Useful WatiN Extension Methods

    - by Steve Wilkes
    I've been doing a fair amount of UI testing using WatiN recently – here’s some extension methods I've found useful. This checks if a WatiN TextField is actually a hidden field. WatiN makes no distinction between text and hidden inputs, so this can come in handy if you render an input sometimes as hidden and sometimes as a visible text field. Note that this doesn't check if an input is visible (I've got another extension method for that in a moment), it checks if it’s hidden. public static bool IsHiddenField(this TextField textField) { if (textField == null || !textField.Exists) { return false; } var textFieldType = textField.GetAttributeValue("type"); return (textFieldType != null) && textFieldType.ToLowerInvariant() == "hidden"; } The next method quickly sets the value of a text field to a given string. By default WatiN types the text you give it into a text field one character at a time which can be necessary if you have behaviour you want to test which is triggered by individual key presses, but which most of time is just painfully slow; this method dumps the text in in one go. Note that if it's not a hidden field then it gives it focus first; this helps trigger validation once the value has been set and focus moves elsewhere. public static void SetText(this TextField textField, string value) { if ((textField == null) || !textField.Exists) { return; } if (!textField.IsHiddenField()) { textField.Focus(); } textField.Value = value; } Finally, here's a method which checks if an Element is currently visible. It does so by walking up the DOM and checking for a Style.Display of 'none' on any element between the one on which the method is invoked, and any of its ancestors. public static bool IsElementVisible(this Element element) { if ((element == null) || !element.Exists) { return false; } while ((element != null) && element.Exists) { if (element.Style.Display.ToLowerInvariant().Contains("none")) { return false; } element = element.Parent; } return true; } Hope they come in handy

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  • Drawing visible tiles - side scrolling

    - by Troubleshoot
    Currently I'm calling drawMap every time repaint is called. This is the code I've written for my drawMap method so far. public void drawMap(Graphics2D g2d) { float cameraX = Player.getX() - (Frame.CANVAS_WIDTH / 2); float cameraY = Player.getY() - (Frame.CANVAS_HEIGHT / 2); int tileX = (int) cameraX; int tileY = (int) cameraY; int xIndent = 0, yIndent = 0; int a = 0, b = 0; while (tileX % TILE_SIZE != 0) { tileX--; xIndent++; } while (tileY % TILE_SIZE != 0) { tileY--; yIndent++; } for (int y = tileY; y < tileY + Frame.CANVAS_HEIGHT; y += Map.TILE_SIZE) { for (int x = tileX; x < tileX + Frame.CANVAS_WIDTH; x += Map.TILE_SIZE) { if ((y / TILE_SIZE < 0 || x / TILE_SIZE < 0) || (y / TILE_SIZE > columnSize)) break; g2d.drawImage(map[y / TILE_SIZE][x / TILE_SIZE], a - xIndent, b - yIndent, null); a += TILE_SIZE; } a = 0; b += TILE_SIZE; } } The idea behind this is that it gets the camera position and draws the map relative to the player position. However, instead of the player being in the center of the screen all the time, the player actually moves away from the center as it scrolls to the right, and moves towards to center as it scrolls to the left. I've been trying to pinpoint what I've done wrong but I can't seem to find it. My code also seems quite messy, so am I doing this the correct way?

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  • Can't execute java files on command prompts when they work perfectly in Eclipse IDE, what to do?

    - by Eduardo de Luna
    I run the following code in Eclipse IDE: public class HelloWorld { public static void main(String[] args) { System.out.println("Hello World!" ) ; } } And it renders the expected output. When getting into the command prompt (DOS) already in the directory, I type this javac HelloWorld.java And then this java HelloWorld And the output reads Exception in thread "main" java.lang.NoClassDefFoundError: HelloWorld <wrong name:learning/HelloWorld> With a whole lot more errors, learning being the name of my general package. What's wrong? I have installed Eclipse x86 SDK 4.2.0 together bit with the latest JRE and JDK both in 64 bit as well.

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  • Access Control Service: Programmatically Accessing Identity Provider Information and Redirect URLs

    - by Your DisplayName here!
    In my last post I showed you that different redirect URLs trigger different response behaviors in ACS. Where did I actually get these URLs from? The answer is simple – I asked ACS ;) ACS publishes a JSON encoded feed that contains information about all registered identity providers, their display names, logos and URLs. With that information you can easily write a discovery client which, at the very heart, does this: public void GetAsync(string protocol) {     var url = string.Format( "https://{0}.{1}/v2/metadata/IdentityProviders.js?protocol={2}&realm={3}&version=1.0",         AcsNamespace,         "accesscontrol.windows.net",         protocol,         Realm);     _client.DownloadStringAsync(new Uri(url)); } The protocol can be one of these two values: wsfederation or javascriptnotify. Based on that value, the returned JSON will contain the URLs for either the redirect or notify method. Now with the help of some JSON serializer you can turn that information into CLR objects and display them in some sort of selection dialog. The next post will have a demo and source code.

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  • Time Zone on WebLogic Server

    - by adejuanc
    In order to configure the time zone with WebLogic Server, use the following JVM startup command: -Duser.timezone=<timezone> For example, in the java arguments in the admin console at Environments -> Servers -> Servername -> - Server Start tab, configure the startup settings that Node Manager will use to start the particular server. For example: -Duser.timezone='America/Arizona' There are many different time zones, each with its own code. For a complete list please refer to : http://en.wikipedia.org/wiki/List_of_zoneinfo_time_zones For testing, you can run the following code on WLS with a JSP, servlet, or deploying the class: import java.util.Calendar; import java.util.TimeZone; public class TestTimeZone {  public static void main(String[] args) {    Calendar calendar = Calendar.getInstance();    TimeZone timeZone = calendar.getTimeZone();    System.out.println(" your Current TimeZone is : " + timeZone.getDisplayName());    System.out.println(" Time Zone id : "+ timeZone.getID());  } }

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  • why specular light is not running?

    - by nkint
    hi, i'm on JOGL this is my method for lighting: private void lights(GL gl) { float[] LightPos = {0.0f, 0.0f, -1.0f, 1.0f}; float[] LightAmb = {0.2f, 0.2f, 0.2f, 1.0f}; float[] LightDif = {0.6f, 0.6f, 0.6f, 1.0f}; float[] LightSpc = {0.9f, 0.9f, 0.9f, 1.0f}; gl.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, LightPos, 0); gl.glLightfv(GL.GL_LIGHT1, GL.GL_AMBIENT, LightAmb, 0); gl.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, LightDif, 0); gl.glLightfv(GL.GL_LIGHT1, GL.GL_SPECULAR, LightSpc, 0); gl.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, LightSpc, 0); gl.glEnable(GL.GL_LIGHT0); gl.glEnable(GL.GL_LIGHT1); gl.glShadeModel(GL.GL_SMOOTH); gl.glEnable(GL.GL_LIGHTING); } and i see my objects flat, no specular light.. any ideas? ps. to render my objects: gl.glColor3f(1f,0f,0f); gl.glBegin(GL.GL_TRIANGLES); for(Triangle t : tubeModel.getTriangles()) { gl.glVertex3f(t.v1.x, t.v1.y, t.v1.z); gl.glVertex3f(t.v2.x, t.v2.y, t.v2.z); gl.glVertex3f(t.v3.x, t.v3.y, t.v3.z); } gl.glEnd();

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  • WCF - Automatically create ServiceHost for multiple services

    - by Rajesh Pillai
    WCF - Automatically create ServiceHost for multiple services Welcome back readers!  This blog post is about a small tip that may make working with WCF servicehost a bit easier, if you have lots of services and you need to quickly host them for testing. Recently I was encountered a situation where we were faced to create multiple service host quickly for testing.  Here is the code snippet which is pretty self explanatory.  You can put this code in your service host which in this case is  a console application. class Program   {       static void Main(string[] args)       { // Stores all hosts           List<ServiceHost> hosts = new List<ServiceHost>();           try           { // Get the services element from the serviceModel element in the config file               var section = ConfigurationManager.GetSection("system.serviceModel/services") as ServicesSection;               if (section != null)               {                   foreach (ServiceElement element in section.Services)                   { // NOTE : If the assembly is in another namespace, provide a fully qualified name here in the form // <typename, namespace> // For e.g. Business.Services.CustomerService, Business.Services                       var serviceType = Type.GetType(element.Name); // Get the typeName                        var host = new ServiceHost(serviceType);                       hosts.Add(host); // Add to the host collection                       host.Open(); // Open the host                   }               }               Console.ReadLine();           }           catch (Exception e)           {               Console.WriteLine(e.Message);               Console.ReadLine();           }           finally           {               foreach (ServiceHost host in hosts)               {                   if (host.State == CommunicationState.Opened)                   {                       host.Close();                   }                   else                   {                       host.Abort();                   }               }           }       }   } I hope you find this useful.  You can make this as a windows service if required.

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  • XNA 2D Top Down game - FOREACH didn't work for checking Enemy and Switch-Tile

    - by aldroid16
    Here is the gameplay. There is three condition. The player step on a Switch-Tile and it became false. 1) When the Enemy step on it (trapped) AND the player step on it too, the Enemy will be destroyed. 2) But when the Enemy step on it AND the player DIDN'T step on it too, the Enemy will be escaped. 3) If the Switch-Tile condition is true then nothing happened. The effect is activated when the Switch tile is false (player step on the Switch-Tile). Because there are a lot of Enemy and a lot of Switch-Tile, I have to use foreach loop. The problem is after the Enemy is ESCAPED (case 2) and step on another Switch-Tile again, nothing happened to the enemy! I didn't know what's wrong. The effect should be the same, but the Enemy pass the Switch tile like nothing happened (They should be trapped) Can someone tell me what's wrong? Here is the code : public static void switchUpdate(GameTime gameTime) { foreach (SwitchTile switch in switchTiles) { foreach (Enemy enemy in EnemyManager.Enemies) { if (switch.Active == false) { if (!enemy.Destroyed) { if (switch.IsCircleColliding(enemy.EnemyBase.WorldCenter, enemy.EnemyBase.CollisionRadius)) { enemy.EnemySpeed = 10; //reducing Enemy Speed if it enemy is step on the Tile (for about two seconds) enemy.Trapped = true; float elapsed = (float)gameTime.ElapsedGameTime.Milliseconds; moveCounter += elapsed; if (moveCounter> minMoveTime) { //After two seconds, if the player didn't step on Switch-Tile. //The Enemy escaped and its speed back to normal enemy.EnemySpeed = 60f; enemy.Trapped = false; } } } } else if (switch.Active == true && enemy.Trapped == true && switch.IsCircleColliding(enemy.EnemyBase.WorldCenter, enemy.EnemyBase.CollisionRadius) ) { //When the Player step on Switch-Tile and //there is an enemy too on this tile which was trapped = Destroy Enemy enemy.Destroyed = true; } } } }

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  • One-way platform collision

    - by TheBroodian
    I hate asking questions that are specific to my own code like this, but I've run into a pesky roadblock and could use some help getting around it. I'm coding floating platforms into my game that will allow a player to jump onto them from underneath, but then will not allow players to fall through them once they are on top, which require some custom collision detection code. The code I have written so far isn't working, the character passes through it on the way up, and on the way down, stops for a moment on the platform, and then falls right through it. Here is the code to handle collisions with floating platforms: protected void HandleFloatingPlatforms(Vector2 moveAmount) { //if character is traveling downward. if (moveAmount.Y > 0) { Rectangle afterMoveRect = collisionRectangle; afterMoveRect.Offset((int)moveAmount.X, (int)moveAmount.Y); foreach (World_Objects.GameObject platform in gameplayScreen.Entities) { if (platform is World_Objects.Inanimate_Objects.FloatingPlatform) { //wideProximityArea is just a rectangle surrounding the collision //box of an entity to check for nearby entities. if (wideProximityArea.Intersects(platform.CollisionRectangle) || wideProximityArea.Contains(platform.CollisionRectangle)) { if (afterMoveRect.Intersects(platform.CollisionRectangle)) { //This, in my mind would denote that after the character is moved, its feet have fallen below the top of the platform, but before he had moved its feet were above it... if (collisionRectangle.Bottom <= platform.CollisionRectangle.Top) { if (afterMoveRect.Bottom > platform.CollisionRectangle.Top) { //And then after detecting that he has fallen through the platform, reposition him on top of it... worldLocation.Y = platform.CollisionRectangle.Y - frameHeight; hasCollidedVertically = true; } } } } } } } } In case you are curious, the parameter moveAmount is found through this code: elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; float totalX = 0; float totalY = 0; foreach (Vector2 vector in velocities) { totalX += vector.X; totalY += vector.Y; } velocities.Clear(); velocity.X = totalX; velocity.Y = totalY; velocity.Y = Math.Min(velocity.Y, 1000); Vector2 moveAmount = velocity * elapsed;

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  • Add control to grid from code behind in Silverlight

    - by Emanuele Bartolesi
    In this post I show how you can easily add a control to a silverlight grid layout from code behind. First you draw the grid in the xaml. <Grid x:Name="LayoutRoot" Background="Red"> <Grid.RowDefinitions> <RowDefinition Height="20"> </RowDefinition> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="300"> </ColumnDefinition> </Grid.ColumnDefinitions> </Grid> Now in the page constructor add the following code. public MainPage() { InitializeComponent(); var myButton = new Button { Name = "btnOk", Content = "Ok", }; myButton.SetValue(Grid.RowProperty, 1); myButton.SetValue(Grid.ColumnProperty, 1); myButton.Click += myButton_Click; LayoutRoot.Children.Add(myButton); } Also add the evento of the button. void myButton_Click(object sender, RoutedEventArgs e) { } The code needs no comment because it’s very simple. The only important thing is the method SetValue because it is used to set XAML attribute of element. For a better understanding I have created an example that you can download from here.

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  • Using ConcurrentQueue for thread-safe Performance Bookkeeping.

    - by Strenium
    Just a small tidbit that's sprung up today. I had to book-keep and emit diagnostics for the average thread performance in a highly-threaded code over a period of last X number of calls and no more. Need of the day: a thread-safe, self-managing stats container. Since .NET 4.0 introduced new thread-safe 'Collections.Concurrent' objects and I've been using them frequently - the one in particular seemed like a good fit for storing each threads' performance data - ConcurrentQueue. But I wanted to store only the most recent X# of calls and since the ConcurrentQueue currently does not support size constraint I had to come up with my own generic version which attempts to restrict usage to numeric types only: unfortunately there is no IArithmetic-like interface which constrains to only numeric types – so the constraints here here aren't as elegant as they could be. (Note the use of the Average() method, of course you can use others as well as make your own).   FIFO FixedSizedConcurrentQueue using System;using System.Collections.Concurrent;using System.Linq; namespace xxxxx.Data.Infrastructure{    [Serializable]    public class FixedSizedConcurrentQueue<T> where T : struct, IConvertible, IComparable<T>    {        private FixedSizedConcurrentQueue() { }         public FixedSizedConcurrentQueue(ConcurrentQueue<T> queue)        {            _queue = queue;        }         ConcurrentQueue<T> _queue = new ConcurrentQueue<T>();         public int Size { get { return _queue.Count; } }        public double Average { get { return _queue.Average(arg => Convert.ToInt32(arg)); } }         public int Limit { get; set; }        public void Enqueue(T obj)        {            _queue.Enqueue(obj);            lock (this)            {                T @out;                while (_queue.Count > Limit) _queue.TryDequeue(out @out);            }        }    } }   The usage case is straight-forward, in this case I’m using a FIFO queue of maximum size of 200 to store doubles to which I simply Enqueue() the calculated rates: Usage var RateQueue = new FixedSizedConcurrentQueue<double>(new ConcurrentQueue<double>()) { Limit = 200 }; /* greater size == longer history */   That’s about it. Happy coding!

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  • Rotating wheel with touch (adding momentum and slowing down the initial rate it can be moved

    - by Lewis
    I have a wheel control in a game which is setup like so: - (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; if (CGRectContainsPoint(wheel.boundingBox, location)) { CGPoint firstLocation = [touch previousLocationInView:[touch view]]; CGPoint location = [touch locationInView:[touch view]]; CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location]; CGPoint firstTouchingPoint = [[CCDirector sharedDirector] convertToGL:firstLocation]; CGPoint firstVector = ccpSub(firstTouchingPoint, wheel.position); CGFloat firstRotateAngle = -ccpToAngle(firstVector); CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle); CGPoint vector = ccpSub(touchingPoint, wheel.position); CGFloat rotateAngle = -ccpToAngle(vector); CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle); wheelRotation += (currentTouch - previousTouch) * 0.6; //limit speed 0.6 } } Now once the user lets go of the wheel I want it to rotate back to where it was before but not without taking into account the momentum of the swipe the user has done. This is the bit I really can't get my head around. So if the swipe generates a lot of momentum then the wheel will carry on moving slightly in that direction until the overall force which pulls the wheel back to the starting position kicks in. Any ideas/code snippets?

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  • Integrating Amazon EC2 in Java via NetBeans IDE

    - by Geertjan
    Next, having looked at Amazon Associates services and Amazon S3, let's take a look at Amazon EC2, the elastic compute cloud which provides remote computing services. I started by launching an instance of Ubuntu Server 14.04 on Amazon EC2, which looks a bit like this in the on-line AWS Management Console, though I whitened out most of the details: Now that I have at least one running instance available on Amazon EC2, it makes sense to use the services that are integrated into NetBeans IDE:  I created a new application with one class, named "AmazonEC2Demo". Then I dragged the "describeInstances" service that you see above, with the mouse, into the class. Then the IDE automatically created all the other files you see below, i.e., 4 Java classes and one properties file: In the properties file, register the access ID and secret keys. These are read by the other generated Java classes. Signing and authentication are done automatically by the code that is generated, i.e., there's nothing generic you need to do and you can immediately begin working on your domain-specific code. Finally, you're now able to rewrite the code in "AmazonEC2Demo" to connect to Amazon EC2 and obtain information about your running instance: public class AmazonEC2Demo { public static void main(String[] args) { String instanceId1 = "i-something"; RestResponse result; try { result = AmazonEC2Service.describeInstances(instanceId1); System.out.println(result.getDataAsString()); } catch (IOException ex) { Logger.getLogger(AmazonEC2Demo.class.getName()).log(Level.SEVERE, null, ex); } } } From the above, you'll receive a chunk of XML with data about the running instance, it's name, status, dates, etc. In other words, you're now ready to integrate Amazon EC2 features directly into the applications you're writing, without very much work to get started. Within about 5 minutes, you're working on your business logic, rather than on the generic code that anyone needs when integrating with Amazon EC2.

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  • Make Gameobject Stand On Surface Facing Certain Direction

    - by Julian
    I want to make a biped character stand on any surface I click on. Surfaces have up vectors of any of positive or negative X,Y,Z. So imagine a cube with each face being a gameobject whose up vector pointing directly away from the cube. If my character is facing "forward" and I click on a surface which is to the left or right of me ( left or right walls), I want my character to now be standing on that surface but still be facing in the direction he initially was. If I click on a wall which is in the forward path of my character i want him to now be standing on that surface and his forward to now be what was once "up" relative to my character. Here is the code I am working with now. void Update() { if (Input.GetMouseButtonUp (0)) { RaycastHit hit; var ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { Vector3 upVectBefore = transform.up; Vector3 forwardVectBefore = transform.forward; Quaternion rotationVectBefore = transform.rotation; Vector3 hitPosition = hit.transform.position; transform.position = hitPosition; float lookDifference = Vector3.Distance(hit.transform.up, forwardVectBefore); if(Vector3.Distance(hit.transform.up, upVectBefore) < .23) //Same normal { transform.rotation = rotationVectBefore; } else if(lookDifference > 1.412 && lookDifference <= 1.70607) //side wall { transform.up = hit.transform.up; transform.forward = forwardVectBefore; } else //head on wall { transform.up = hit.transform.up; transform.forward = upVectBefore; } } } } The first case "Same normal" works fine, however the other two do not work as I would like them to. Sometimes my character is laying down on the surface or on the wrong side of the surface. Does anyone know nice way of solving this problem?

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  • Proper method to update and draw from game loop?

    - by Lost_Soul
    Recently I've took up the challenge for myself to create a basic 2d side scrolling monster truck game for my little brother. Which seems easy enough in theory. After working with XNA it seems strange jumping into Java (which is what I plan to program it in). Inside my game class I created a private class called GameLoop that extends from Runnable, then in the overridden run() method I made a while loop that handles time and such and I implemented a targetFPS for drawing as well. The loop looks like this: @Override public void run() { long fpsTime = 0; gameStart = System.currentTimeMillis(); lastTime = System.currentTimeMillis(); while(game.isGameRunning()) { currentTime = System.currentTimeMillis(); long ellapsedTime = currentTime - lastTime; if(mouseState.leftIsDown) { que.add(new Dot(mouseState.getPosition())); } entities.addAll(que); game.updateGame(ellapsedTime); fpsTime += ellapsedTime; if(fpsTime >= (1000 / targetedFPS)) { game.drawGame(ellapsedTime); } lastTime = currentTime; } The problem I've ran into is adding of entities after a click. I made a class that has another private class that extends MouseListener and MouseMotionListener then on changes I have it set a few booleans to tell me if the mouse is pressed or not which seems to work great but when I add the entity it throws a CME (Concurrent Modification Exception) sometimes. I have all the entities stored in a LinkedList so later I tried adding a que linkedlist where I later add the que to the normal list in the update loop. I think this would work fine if it was just the update method in the gameloop but with the repaint() method (called inside game.drawGame() method) it throws the CME. The only other thing is that I'm currently drawing directly from the overridden paintComponent() method in a custom class that extends JPanel. Maybe there is a better way to go about this? As well as fix my CME? Thanks in advance!!!

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