Search Results

Search found 45920 results on 1837 pages for 'java design patterns'.

Page 585/1837 | < Previous Page | 581 582 583 584 585 586 587 588 589 590 591 592  | Next Page >

  • Limit The Game Loop?

    - by user1758938
    How do I make a game go at the same speed? You probly dont understand that so here are examples: This Would Loop Too Fast while(true) { GetInput(); Render(); } This Just Wont Work, Hard To Exlplain while(true) { GetInput(); Render(); Sleep(16); } Basicly How Do I Sync It To Any FrameRate And Still Have To Input And Funtions Going At The Same Rate?

    Read the article

  • How to refactor a Python “god class”?

    - by Zearin
    Problem I’m working on a Python project whose main class is a bit “God Object”. There are so friggin’ many attributes and methods! I want to refactor the class. So Far… For the first step, I want to do something relatively simple; but when I tried the most straightforward approach, it broke some tests and existing examples. Basically, the class has a loooong list of attributes—but I can clearly look over them and think, “These 5 attributes are related…These 8 are also related…and then there’s the rest.” getattr I basically just wanted to group the related attributes into a dict-like helper class. I had a feeling __getattr__ would be ideal for the job. So I moved the attributes to a separate class, and, sure enough, __getattr__ worked its magic perfectly well… At first. But then I tried running one of the examples. The example subclass tries to set one of these attributes directly (at the class level). But since the attribute was no longer “physically located” in the parent class, I got an error saying that the attribute did not exist. @property I then read up about the @property decorator. But then I also read that it creates problems for subclasses that want to do self.x = blah when x is a property of the parent class. Desired Have all client code continue to work using self.whatever, even if the parent’s whatever property is not “physically located” in the class (or instance) itself. Group related attributes into dict-like containers. Reduce the extreme noisiness of the code in the main class. For example, I don’t simply want to change this: larry = 2 curly = 'abcd' moe = self.doh() Into this: larry = something_else('larry') curly = something_else('curly') moe = yet_another_thing.moe() …because that’s still noisy. Although that successfully makes a simply attribute into something that can manage the data, the original had 3 variables and the tweaked version still has 3 variables. However, I would be fine with something like this: stooges = Stooges() And if a lookup for self.larry fails, something would check stooges and see if larry is there. (But it must also work if a subclass tries to do larry = 'blah' at the class level.) Summary Want to replace related groups of attributes in a parent class with a single attribute that stores all the data elsewhere Want to work with existing client code that uses (e.g.) larry = 'blah' at the class level Want to continue to allow subclasses to extend, override, and modify these refactored attributes without knowing anything has changed Is this possible? Or am I barking up the wrong tree?

    Read the article

  • What are current Biggest Challenges faced by Ecommerce Applications ?

    - by Rachel
    I am in the process to start Product Development for E-commerce and Online Retail domain but before starting I would like to know what are the biggest challenges faced by current state of Art E-Commerce Application ? Also I have not experience building e-commerce products and so what things should I keep in mind before developing one ? Is there are books, articles, blogs outside which I should refer to gain some knowledge before starting out ? Update: What are you thoughts on the recommendation engines for ecommerce applications ? What challenges we have with current state of recommendations engines for ecommerce web application and how can we overcome them ?

    Read the article

  • Database Schema Usage

    - by CrazyHorse
    I have a question regarding the appropriate use of SQL Server database schemas and was hoping that some database gurus might be able to offer some guidance around best practice. Just to give a bit of background, my team has recently shrunk to 2 people and we have just been merged with another 6 person team. My team had set up a SQL Server environment running off a desktop backing up to another desktop (and nightly to the network), whilst the new team has a formal SQL Server environment, running on a dedicated server, with backups and maintenance all handled by a dedicated team. So far it's good news for my team. Now to the query. My team designed all our tables to belong to a 3-letter schema name (e.g. User = USR, General = GEN, Account = ACC) which broadly speaking relate to specific applications, although there is a lot of overlap. My new team has come from an Access background and have implemented their tables within dbo with a 3-letter perfix followed by "_tbl" so the examples above would be dbo.USR_tblTableName, dbo.GEN_tblTableName and dbo.ACC_tblTableName. Further to this, neither my old team nor my new team has gone live with their SQL Servers yet (we're both coincidentally migrating away from Access environments) and the new team have said they're willing to consider adopting our approach if we can explain how this would be beneficial. We are not anticipating handling table updates at schema level, as we will be using application-level logins. Also, with regards to the unwieldiness of the 7-character prefix, I'm not overly concerned myself as we're using LINQ almost exclusively so the tables can simply be renamed in the DMBL (although I know that presents some challenges when we update the DBML). So therefore, given that both teams need to be aligned with one another, can anyone offer any convincing arguments either way?

    Read the article

  • Adding a forum to an existing site

    - by Andrew Heath
    I've got a site with ~500 registered members, 300 of which are what you'd call "active". Site data is kept in a MySQL dbase. I'd like to add a myBB forum to the site, but this question applies to any forum really. What I very much want to avoid is requiring my users to register both on the site and on the forum because my userbase is not technically literate and this would confuse a lot of them. However the forum software has its own registration, login, cookie, and password management system which naturally are different from the site's mechanics. I envision the following possibilities: install myBB into the existing database and customize the login code to unify the two systems. This would probably mean changing the site's code to use the myBB system as that would likely be less painful to refactor and wouldn't hurt future myBB upgrade ability. install myBB into separate database and write a bridging script of some sort that auto-registers existing site users with the forum if they elect to participate. Also check new forum registrations against the site's username list to prevent newcomers from taking existing names. run them fully separate and force users to re-register (easiest for ME, but least desirable for them) I would like a suggested course of action from those who have trod this path before... Thank you.

    Read the article

  • S#arp Architecture 1.5.1 released

    - by AlecWhittington
    So far we have had some great success with the 1.5 release of S#arp Architecture, but there were a few issues that made it into the release that needed to be corrected. These issues were: Unnecessary assemblies in the root /bin and SolutionItemsContainer folders Nant folder removed from root /bin - this was causing issues with the build scripts that come with the project if the user did not have Nant installed and available via a path variable VS 2010 template - the CrudScaffoldingForEnterpriseApp...(read more)

    Read the article

  • Alchemy like game for the web, open source. Any ideas for element combinations?

    - by JohnDel
    I created a web game like the Android game Alchemy. It's open source and in the back-end you can create your own elements / your own game. I was wondering what elements - ideas would be good to implement as a prototype / demo? Some ideas are: Colors Programming languages Chemical Compounds Same as the original alchemy Evolution of biological organisms What do you think? Any specific combination ideas?

    Read the article

  • Architecture for Social Graph data that has a Time Frame Associated?

    - by Jay Stevens
    I am adding some "social" type features to an existing application. There are a limited # of node & edge types. Overall the data itself is relatively small (50,000 - 70,000 for each type of node) there will be a number of edges (relationships) between them (almost all directional). This, I know, is relatively easy to represent with an SDF store (such as BrightstarDB) or something like Microsoft's Trinity (or really many of the noSQL options). The thing that, I think, makes this a unique use case is that each relationship will have a timeframe associated with it (start and end dates). Right now, I'm thinking of just storing this in a relational structure and dealing with the headaches of "traversing the graph", but I'm looking for suggestions on a better approach (both in terms of data structure and server): Column ================ From_Node_ID Relationship To_Node_ID StartDate EndDate Any suggestions or thoughts are welcomed.

    Read the article

  • How to develop RPG Damage Formulas?

    - by user127817
    I'm developing a classical 2d RPG (in a similar vein to final fantasy) and I was wondering if anyone had some advice on how to do damage formulas/links to resources/examples? I'll explain my current setup. Hopefully I'm not overdoing it with this question, and I apologize if my questions is too large/broad My Characters stats are composed of the following: enum Stat { HP = 0, MP = 1, SP = 2, Strength = 3, Vitality = 4, Magic = 5, Spirit = 6, Skill = 7, Speed = 8, //Speed/Agility are the same thing Agility = 8, Evasion = 9, MgEvasion = 10, Accuracy = 11, Luck = 12, }; Vitality is basically defense to physical attacks and spirit is defense to magic attacks. All stats have fixed maximums (9999 for HP, 999 for MP/SP and 255 for the rest). With abilities, the maximums can be increased (99999 for HP, 9999 for HP/SP, 999 for the rest) with typical values (at level 100) before/after abilities+equipment+etc will be 8000/20,000 for HP, 800/2000 for SP/MP, 180/350 for other stats Late game Enemy HP will typically be in the lower millions (with a super boss having the maximum of ~12 million). I was wondering how do people actually develop proper damage formulas that scale correctly? For instance, based on this data, using the damage formulas for Final Fantasy X as a base looked very promising. A full reference here http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/31381 but as a quick example: Str = 127, 'Attack' command used, enemy Def = 34. 1. Physical Damage Calculation: Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16] Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16] Step 4 --------------------------------------------------- [{(64011) + 32} x 1] Step 5 -------------------------------------------------------- [{(64043 x 1)}] Step 6 ---------------------------------------------------- Base Damage = 64043 Step 7 ----------------------------------------- [{(Def - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------ [{(34 - 280.4)^2} ÷ 110] + 16 Step 9 ------------------------------------------------- [(-246)^2) ÷ 110] + 16 Step 10 ---------------------------------------------------- [60516 ÷ 110] + 16 Step 11 ------------------------------------------------------------ [550] + 16 Step 12 ---------------------------------------------------------- DefNum = 566 Step 13 ---------------------------------------------- [BaseDmg * DefNum ÷ 730] Step 14 --------------------------------------------------- [64043 * 566 ÷ 730] Step 15 ------------------------------------------------------ [36248338 ÷ 730] Step 16 ------------------------------------------------- Base Damage 2 = 49655 Step 17 ------------ Base Damage 2 * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ---------------------- 49655 * {730 - (34 * 51 - 34^2 ÷ 11) ÷ 10} ÷ 730 Step 19 ------------------------- 49655 * {730 - (1734 - 1156 ÷ 11) ÷ 10} ÷ 730 Step 20 ------------------------------- 49655 * {730 - (1734 - 105) ÷ 10} ÷ 730 Step 21 ------------------------------------- 49655 * {730 - (1629) ÷ 10} ÷ 730 Step 22 --------------------------------------------- 49655 * {730 - 162} ÷ 730 Step 23 ----------------------------------------------------- 49655 * 568 ÷ 730 Step 24 -------------------------------------------------- Final Damage = 38635 I simply modified the dividers to include the attack rating of weapons and the armor rating of armor. Magic Damage is calculated as follows: Mag = 255, Ultima is used, enemy MDef = 1 Step 1 ----------------------------------- [DmCon * ([Stat^2 ÷ 6] + DmCon) ÷ 4] Step 2 ------------------------------------------ [70 * ([255^2 ÷ 6] + 70) ÷ 4] Step 3 ------------------------------------------ [70 * ([65025 ÷ 6] + 70) ÷ 4] Step 4 ------------------------------------------------ [70 * (10837 + 70) ÷ 4] Step 5 ----------------------------------------------------- [70 * (10907) ÷ 4] Step 6 ------------------------------------ Base Damage = 190872 [cut to 99999] Step 7 ---------------------------------------- [{(MDef - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------- [{(1 - 280.4)^2} ÷ 110] + 16 Step 9 ---------------------------------------------- [{(-279.4)^2} ÷ 110] + 16 Step 10 -------------------------------------------------- [(78064) ÷ 110] + 16 Step 11 ------------------------------------------------------------ [709] + 16 Step 12 --------------------------------------------------------- MDefNum = 725 Step 13 --------------------------------------------- [BaseDmg * MDefNum ÷ 730] Step 14 --------------------------------------------------- [99999 * 725 ÷ 730] Step 15 ------------------------------------------------- Base Damage 2 = 99314 Step 16 ---------- Base Damage 2 * {730 - (MDef * 51 - MDef^2 ÷ 11) ÷ 10} ÷ 730 Step 17 ------------------------ 99314 * {730 - (1 * 51 - 1^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ------------------------------ 99314 * {730 - (51 - 1 ÷ 11) ÷ 10} ÷ 730 Step 19 --------------------------------------- 99314 * {730 - (49) ÷ 10} ÷ 730 Step 20 ----------------------------------------------------- 99314 * 725 ÷ 730 Step 21 -------------------------------------------------- Final Damage = 98633 The problem is that the formulas completely fall apart once stats start going above 255. In particular Defense values over 300 or so start generating really strange behavior. High Strength + Defense stats lead to massive negative values for instance. While I might be able to modify the formulas to work correctly for my use case, it'd probably be easier just to use a completely new formula. How do people actually develop damage formulas? I was considering opening excel and trying to build the formula that way (mapping Attack Stats vs. Defense Stats for instance) but I was wondering if there's an easier way? While I can't convey the full game mechanics of my game here, might someone be able to suggest a good starting place for building a damage formula? Thanks

    Read the article

  • Sphere-Sphere intersection and Circle-Sphere intersection

    - by cagirici
    I have code for circle-circle intersection. But I need to expand it to 3-D. How do I calculate: Radius and center of the intersection circle of two spheres Points of the intersection of a sphere and a circle? Given two spheres (sc0,sr0) and (sc1,sr1), I need to calculate a circle of intersection whose center is ci and whose radius is ri. Moreover, given a sphere (sc0,sr0) and a circle (cc0, cr0), I need to calulate the two intersection points (pi0, pi1) I have checked this link and this link, but I could not understand the logic behind them and how to code them. I tried ProGAL library for sphere-sphere-sphere intersection, but the resulting coordinates are rounded. I need precise results.

    Read the article

  • ASP.NET MVC: Moving code from controller action to service layer

    - by DigiMortal
    I fixed one controller action in my application that doesn’t seemed good enough for me. It wasn’t big move I did but worth to show to beginners how nice code you can write when using correct layering in your application. As an example I use code from my posting ASP.NET MVC: How to implement invitation codes support. Problematic controller action Although my controller action works well I don’t like how it looks. It is too much for controller action in my opinion. [HttpPost] public ActionResult GetAccess(string accessCode) {     if(string.IsNullOrEmpty(accessCode.Trim()))     {         ModelState.AddModelError("accessCode", "Insert invitation code!");         return View();     }       Guid accessGuid;       try     {         accessGuid = Guid.Parse(accessCode);     }     catch     {         ModelState.AddModelError("accessCode", "Incorrect format of invitation code!");         return View();                    }       using(var ctx = new EventsEntities())     {         var user = ctx.GetNewUserByAccessCode(accessGuid);         if(user == null)         {             ModelState.AddModelError("accessCode", "Cannot find account with given invitation code!");             return View();         }           user.UserToken = User.Identity.GetUserToken();         ctx.SaveChanges();     }       Session["UserId"] = accessGuid;       return Redirect("~/admin"); } Looking at this code my first idea is that all this access code stuff must be located somewhere else. We have working functionality in wrong place and we should do something about it. Service layer I add layers to my application very carefully because I don’t like to use hand grenade to kill a fly. When I see real need for some layer and it doesn’t add too much complexity I will add new layer. Right now it is good time to add service layer to my small application. After that it is time to move code to service layer and inject service class to controller. public interface IUserService {     bool ClaimAccessCode(string accessCode, string userToken,                          out string errorMessage);       // Other methods of user service } I need this interface when writing unit tests because I need fake service that doesn’t communicate with database and other external sources. public class UserService : IUserService {     private readonly IDataContext _context;       public UserService(IDataContext context)     {         _context = context;     }       public bool ClaimAccessCode(string accessCode, string userToken, out string errorMessage)     {         if (string.IsNullOrEmpty(accessCode.Trim()))         {             errorMessage = "Insert invitation code!";             return false;         }           Guid accessGuid;         if (!Guid.TryParse(accessCode, out accessGuid))         {             errorMessage = "Incorrect format of invitation code!";             return false;         }           var user = _context.GetNewUserByAccessCode(accessGuid);         if (user == null)         {             errorMessage = "Cannot find account with given invitation code!";             return false;         }           user.UserToken = userToken;         _context.SaveChanges();           errorMessage = string.Empty;         return true;     } } Right now I used simple solution for errors and made access code claiming method to follow usual TrySomething() methods pattern. This way I can keep error messages and their retrieval away from controller and in controller I just mediate error message from service to view. Controller Now all the code is moved to service layer and we need also some modifications to controller code so it makes use of users service. I don’t show here DI/IoC details about how to give service instance to controller. GetAccess() action of controller looks like this right now. [HttpPost] public ActionResult GetAccess(string accessCode) {     var userToken = User.Identity.GetUserToken();     string errorMessage;       if (!_userService.ClaimAccessCode(accessCode, userToken,                                       out errorMessage))     {                       ModelState.AddModelError("accessCode", errorMessage);         return View();     }       Session["UserId"] = Guid.Parse(accessCode);     return Redirect("~/admin"); } It’s short and nice now and it deals with web site part of access code claiming. In the case of error user is shown access code claiming view with error message that ClaimAccessCode() method returns as output parameter. If everything goes fine then access code is reserved for current user and user is authenticated. Conclusion When controller action grows big you have to move code to layers it actually belongs. In this posting I showed you how I moved access code claiming functionality from controller action to user service class that belongs to service layer of my application. As the result I have controller action that coordinates the user interaction when going through access code claiming process. Controller communicates with service layer and gets information about how access code claiming succeeded.

    Read the article

  • Architecting multi-model multi-DB ASP.NET MVC solution

    - by A. Murray
    I have an ASP.NET MVC 4 solution that I'm putting together, leveraging IoC and the repository pattern using Entity Framework 5. I have a new requirement to be able to pull data from a second database (from another internal application) which I don't have control over. There is no API available unfortunately for the second application and the general pattern at my place of work is to go direct to the database. I want to maintain a consistent approach to modeling the domain and use entity framework to pull the data out, so thus far I have used Entity Framework's database first approach to generate a domain model and database context over the top of this. However, I've become a little stuck on how to include the second domain model in the application. I have a generic repository which I've now moved out to a common DataAccess project, but short of creating two distinct wrappers for the generic repository (so each can identify with a specific database context), I'm struggling to see how I can elegantly include multiple models?

    Read the article

  • Moving sprites on a graph in libGDX

    - by nosferat
    In my game I'd like to move sprites on a fixed path. Until this point I was trying to stick with the tools already provided by libGDX, like the Tiled map renderer classes so I'm looking for a solution nearly as convenient as that, e.g. I'd like to avoid creating the adjacency matrix by hand. Tiled has the functionality to add objects to the map but I'm not sure if I can use it for this purpose. Any idea?

    Read the article

  • Beginning with first project on game development [closed]

    - by Tsvetan
    Today is the day I am going to start my first real game project. It will be a Universe simulator. Basically, you can build anything from tiny meteor to quazars and universes. It is going to be my project for an olympiad in IT in my country and I really want to make it perfect(at least a bronze medal). So, I would like to ask some questions about organization and development methodologies. Firstly, my plan is to make a time schedule. In it I would write my plans for the next month or two(because that is the time I have). With this exact plan I hope to make my organisation at its best. Of course, if I am doing sth faster than the schedule I would involve more features for the game and/or continue with the tempo I have. Also, for the organisation I would make a basic pseudocode(maybe) and just rewrite it so it is compilable. Like a basic skeleton of everything. The last is an idea I tought of in the moment, but if it is good I will use it. Secondly, for the development methodologies, obviously, I think of making object-oriented code and make everything perfect(a lot of testing, good code, documentation etc.). Also, I am going to make my own menu system(I read that OpenGL hasn't got very good one). Maybe I would implement it with an xml file, holding the info about position of buttons, text boxes, images and everything. Maybe I would do a specific CSS for it and so on. I think that is very good way of doing the menu system, because it makes the presentation layer separate of the logic. But, if there is a better way, I would do it the better way. For the logic, well, I don't have much to say. OO code, testing, debuging, good and fast algorithms and so on. Also, a good documentation must be written and this is the area I need to make some research in. I think that is for now. I hope I have been enough descriptive. If more questions come on my mind, I will ask them. Edit: I think of blogging every part of the project, or at least writing down everything in a file or something like that. My question is: Is my plan of how to do everything around the project good? And if not, what is necessary to be improved and what other things I can involve for making the project good.

    Read the article

  • Is there a rule of thumb for what a bing map's zoom setting should be based on how many miles you want to display?

    - by Clay Shannon
    If a map contains pushpins/waypoints that span only a couple of miles, the map should be zoomed way in and show a lot of detail. If the pushpins/waypoints instead cover vast areas, such as hundreds or even thousands of miles, it should be zoomed way out. That's clear. My question is: is there a general guideline for mapping (no pun intended) Bing Maps zoom levels to a particular number of miles that separate the furthest apart points? e.g., is there some chart that has something like: Zoom level N shows 2 square miles Zoom level N shows 5 square miles etc.?

    Read the article

  • Packing jar files into library jar files

    - by Hillel
    Firstly, this question is not about packing a simple jar file (e.g. lwjgl) into a runnable jar file. I know how to do this using JarSplice. So if I have a game which uses JInput, I will pack my game jar and jinput.jar using JarSplice and enter the natives in the process. The problem arises when I want to create a custom library that uses JInput, and then pack that into my games. See, the whole idea of writing a game library is that I don't ever have to even copy code like the wrapper I wrote for JInput Controller, and I always have a definitive version inside a library jar. Basically what I wanna do is create a jar file of my library, pack jinput.jar into it using JarSplice, possibly with the natives as well, and then when I want to export a jar of my game, I either export it automatically through Eclipse with the library jar, or, if that doesn't work, use JarSplice. I've tried several solutions, and nothing works. When I try to pack the game jar and the library jar using JarSplice, I get an error saying that there's either duplicate .project or .classpath. When I try to export my game through Eclipse with the library jar, it won't run (which is to be expected), but then, if I try to attach the natives with JarSplice, it doesn't give me any errors but the jar doesn't run. I'm not expecting anyone to solve this, but if anyone has an idea, something that will allow me to never look at the Gamepad code ever again, that would be awesome. I don't care if I have to package my library jar using JarSplice 5 times, and then do the same with the game jar, as long as it works. Otherwise I'll just have to copy the Gamepad class into every project alongside the library jar. :(

    Read the article

  • Gathering all data in single iteration vs using functions for readable code

    - by user828584
    Say I have an array of runners with which I need to find the tallest runner, the fastest runner, and the lightest runner. It seems like the most readable solution would be: runners = getRunners(); tallestRunner = getTallestRunner(runners); fastestRunner = getFastestRunner(runners); lightestRunner = getLightestRunner(runners); ..where each function iterates over the runners and keeps track of the largest height, greatest speed, and lowest weight. Iterating over the array three times, however, doesn't seem like a very good idea. It would instead be better to do: int greatestHeght, greatestSpeed, leastWeight; Runner tallestRunner, fastestRunner, lightestRunner; for(runner in runners){ if(runner.height > greatestHeight) { greatestHeight = runner.height; tallestRunner = runner; } if(runner.speed > ... } While this isn't too unreadable, it can get messy when there is more logic for each piece of information being extracted in the iteration. What's the middle ground here? How can I use only a single iteration while still keeping the code divided into logical units?

    Read the article

  • Slick2D, Nifty GUI listeners problem

    - by Patokun
    I'm trying to get Nifty GUI to work with Slick2D. So far everything is going great, except that I can't seem to figure out how to properly interact with the GUI. I'm trying the example in the nifty manual http://sourceforge.n....0.pdf/download but it doesn't seem to entirely work. The Element controller is being called for bind(...), init(...) and onStartScreen() as it should, as I can see their println output, but the next() method isn't being called when I click on the GUI element that I assigned the controller to, nor the screen controller as no output from println is shown. What's weird is, that the player is moving, so the mouse input is working. It's supposed to be called when I click the mouse button on it from the in the XML. Here is my code: My Element controller: public class ElementController implements Controller { private Element element; @Override public void bind(Nifty nifty, Screen screen, Element element, Properties parameter, Attributes controlDefinitionAttributes) { this.element = element; System.out.println("bind() called for element: " + element); } @Override public void init(Properties parameter, Attributes controlDefinitionAttributes) { System.out.println("init() called for element: " + element); } @Override public void onStartScreen() { System.out.println("onStartScreen() alled for element: " + element); } @Override public void onFocus(boolean getFocus) { System.out.println("onFocus() called for element: " + element + ", with: " + getFocus); } @Override public boolean inputEvent(NiftyInputEvent inputEvent) { return false; } public void next() { System.out.println("next() clicked for element: " + element); } } MyScreenController: class MyScreenController implements ScreenController { public void bind(Nifty nifty, Screen screen) {} public void onEndScreen() {} public void onStartScreen() {} public void next() { System.out.println("next() called from MyScreenController"); } } And my XML file: <?xml version="1.0" encoding="UTF-8"?> <nifty xmlns="http://nifty-gui.sourceforge.net/nifty-1.3.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"xsi:schemaLocation="http://niftygui.sourceforge.net/nifty-1.3.xsd http://nifty-gui.sourceforge.net/nifty-1.3.xsd"> <screen id="start" controller="predaN00b.theThing.V0004.MyScreenController"> <layer childLayout="center" controller="predaN00b.theThing.V0004.ElementController"> <panel width="100px" height="100px" childLayout="vertical" backgroundColor="#ff0f"> <text font="aurulent-sans-16.fnt" color="#ffff" text="Hello World!"> <interact onClick="next()" /> </text> </panel> </layer> </screen> </nifty> My main class, in case it's needed: public class MainGameState extends BasicGame { public Nifty nifty; public MainGame() { super("Test"); } public void init(GameContainer container, StateBasedGame game) throws SlickException { nifty = new Nifty(new SlickRenderDevice(container), new NullSoundDevice(), new PlainSlickInputSystem(), new AccurateTimeProvider()); nifty.addXml("/xml/MainState.xml"); nifty.gotoScreen("start"); } public void update(GameContainer container, StateBasedGame game, int delta) throws SlickException { nifty.update(); } public void render(GameContainer container, StateBasedGame game, Graphics graphics) throws SlickException { nifty.render(false); } public static void main(String[] args) throws SlickException { AppGameContainer app = new AppGameContainer(new MainGame()); app.setAlwaysRender(true); app.setDisplayMode( 1260 , 720, false); //window size app.start(); } }

    Read the article

  • How to teach Exception Handling for New Programmers?

    - by Kanini
    How do you go about teaching Exception Handling to Programmers. All other things are taught easily - Data Structures, ASP.NET, WinForms, WPF, WCF - you name it, everything can be taught easily. With Exception Handling, teaching them try-catch-finally is just the syntactic nature of Exception Handling. What should be taught however is - What part of your code do you put in the try block? What do you do in the catch block? Let me illustrate it with an example. You are working on a Windows Forms Project (a small utility) and you have designed it as below with 3 different projects. UILayer BusinessLayer DataLayer If an Exception (let us say of loading an XDocument throws an exception) is raised at DataLayer (the UILayer calls BusinessLayer which in turns calls the DataLayer), do you just do the following //In DataLayer try { XDocument xd_XmlDocument = XDocument.Load("systems.xml"); } catch(Exception ex) { throw ex; } which gets thrown again in the BusinessLayer and which is caught in UILayer where I write it to the log file? Is this how you go about Exception Handling?

    Read the article

  • What are the basic features of an email module in a common web application?

    - by Coral Doe
    When developing an email module, what are the features to have in mind, besides actual email sending? I am talking about an email module that notifies users of events and periodically sends reports. The only other feature I have in mind is maintaining grey/black lists for users that do illegal operations in the system or any other things that may lead to email/domain/IP banning. Is there an etiquette for developing email modules? Are there some references of requirements for such modules?

    Read the article

  • Spring Roo Database Reverse Engineer with Oracle

    - by kerry
    So you are trying to reverse engineer an Oracle database with roo? Unfortunately, due to licensing restrictions with the Oracle JDBC Drivers, this is a little difficult. There are a few blog posts and forum threads that address the problem but I figured I would post what worked for me here. First, you need to download the appropriate Oracle Drivers from Oracle. The required login, stringent password requirements, nosy registration form, and general system instability made this a pretty painful step for me. I’d also like to say that companies that have password requirements that don’t allow symbols (or any other non-standard requirement) have a special place in my heart. Having to recover my password every time I go to your site virtually guarantees I will only go there when I absolutely have to (not often). Anyways, once you have it downloaded you need to install is with maven: mvn install:install-file -Dfile=~/Downloads/ojdbc6.jar -DgroupId=com.oracle -DartifactId=ojdbc6 -Dversion=11.2.0.3 -Dpackaging=jar -DgeneratePom=true Here comes the fun part. You need to create an osgi wrapper for the driver to install it in roo. Otherwise, roo cannot see the driver. Create a new folder and put the contents of the oracle roo addon pom gist I created. Now build it with maven. You may want to change some of the artifact ids and dependencies for your particular situation. mvn package No open a roo shell and execute the following command: osgi install --url file:///Users/me/my-osgi-project/target/the-jar-it-built.jar Now run (in roo): jpa setup --provider HIBERNATE --database ORACLE dependency remove --groupId com.oracle --artifactId ojdbc14 --version 10.2.0.2 dependency add --groupId com.oracle --artifactId ojdbc6 --version 11.2.0.3 database properties set --key database.driverClassName --value oracle.jdbc.OracleDriver database properties set --key database.url --value jdbc:oracle:thin:@%YOUR_CONNECTION_INFO% database properties set --key database.username --value %YOUR_USERNAME% database properties set --key database.password --value %YOUR_PASSWORD% database reverse engineer --schema %YOUR_SCHEMA% --package ~.domain If you have any package loading exceptions when running the reverse engineer command you can uninstall the osgi bundle, set the package to optional in the osgi pom in the IncludedPackages tag (javax.some.package.*;resolution:=optional) rebuild, then reinstall in roo.

    Read the article

  • Cluster Nodes as RAID Drives

    - by BuckWoody
    I'm unable to sleep tonight so I thought I would push this post out VERY early. When you don't sleep your mind takes interesting turns, which can be a good thing. I was watching a briefing today by a couple of friends as they were talking about various ways to arrange a Windows Server Cluster for SQL Server. I often see an "active" node of a cluster with a "passive" node backing it up. That means one node is working and accepting transactions, and the other is not doing any work but simply "standing by" waiting for the first to fail over. The configuration in the demonstration I saw was a bit different. In this example, there were three nodes that were actively working, and a fourth standing by for all three. I've put configurations like this one into place before, but as I was looking at their architecture diagram, it looked familar - it looked like a RAID drive setup! And that's not a bad way to think about your cluster arrangements. The same concerns you might think about for a particular RAID configuration provides a good way to think about protecting your systems in general. So even if you're not staying awake all night thinking about SQL Server clusters, take this post as an opportunity for "lateral thinking" - a way of combining in your mind the concepts from one piece of knowledge to another. You might find a new way of making your technical environment a little better. Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

    Read the article

  • Adventures in the Land of CloudDB/NoSQL/NoAcid

    - by KKline
    Cloud, Bunny, or CloudBunny? Last year, some of my friends from Quest Software attended Hadoop World in New York. In 2009, I never would've guessed that Quest would be there with products, community initiatives, as a major sponsor and with presenters? There were just under 1,000 attendees who weren’t the typical devheads and geekasaurs you'd normally see at very techie events like Code Camps, SQL Saturdays, Cloud Camps and or even other NoSQL events such as the Cassandra Summit. We're talkin' enterprise...(read more)

    Read the article

  • Slick2D - Entities and rendering

    - by Zarkopafilis
    I have been trying to create my very first game for quite a while, followed some tutorials and stuff, but I am stuck at creating my entity system. I have made a class that extends the Entity class and here it is: public class Lazer extends Entity{//Just say that it is some sort of bullet private Play p;//Play class(State) private float x; private float y; private int direction; public Lazer(Play p, float x , float y, int direction){ this.p = p; this.x = x; this.y = y; this.direction = direction; p.ent.add(this); } public int getDirection(){ return direction; //this one specifies what value will be increased (x/y) at update } public float getX(){ return x; } public float getY(){ return y; } public void setY(float y){ this.y = y; } public void setX(float x){ this.x = x; } } The class seems pretty good , after speding some hours googling what would be the right thing. Now, on my Play class. I cant figure out how to draw them. (I have added them to an arraylist) On the update method , I update the lazers based on their direction: public void moveLazers(int delta){ for(int i=0;i<ent.size();i++){ Lazer l = ent.get(i); if(l.getDirection() == 1){ l.setX(l.getX() + delta * .1f); }else if(l.getDirection() == 2){ l.setX(l.getX() - delta * .1f); }else if(l.getDirection() == 3){ l.setY(l.getY() + delta * .1f); }else if(l.getDirection() == 4){ l.setY(l.getY() - delta * .1f); } } } Now , I am stuck at the render method. Anyway , is this the correct way of doing this or do I need to change stuff? Also I need to know if collision detection needs to be in the update method. Thanks in advance ~ Teo Ntakouris

    Read the article

< Previous Page | 581 582 583 584 585 586 587 588 589 590 591 592  | Next Page >