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  • "static" as a semantic clue about statelessness?

    - by leoger
    this might be a little philosophical but I hope someone can help me find a good way to think about this. I've recently undertaken a refactoring of a medium sized project in Java to go back and add unit tests. When I realized what a pain it was to mock singletons and statics, I finally "got" what I've been reading about them all this time. (I'm one of those people that needs to learn from experience. Oh well.) So, now that I'm using Spring to create the objects and wire them around, I'm getting rid of static keywords left and right. (If I could potentially want to mock it, it's not really static in the same sense that Math.abs() is, right?) The thing is, I had gotten into the habit of using static to denote that a method didn't rely on any object state. For example: //Before import com.thirdparty.ThirdPartyLibrary.Thingy; public class ThirdPartyLibraryWrapper { public static Thingy newThingy(InputType input) { new Thingy.Builder().withInput(input).alwaysFrobnicate().build(); } } //called as... ThirdPartyLibraryWrapper.newThingy(input); //After public class ThirdPartyFactory { public Thingy newThingy(InputType input) { new Thingy.Builder().withInput(input).alwaysFrobnicate().build(); } } //called as... thirdPartyFactoryInstance.newThingy(input); So, here's where it gets touchy-feely. I liked the old way because the capital letter told me that, just like Math.sin(x), ThirdPartyLibraryWrapper.newThingy(x) did the same thing the same way every time. There's no object state to change how the object does what I'm asking it to do. Here are some possible answers I'm considering. Nobody else feels this way so there's something wrong with me. Maybe I just haven't really internalized the OO way of doing things! Maybe I'm writing in Java but thinking in FORTRAN or somesuch. (Which would be impressive since I've never written FORTRAN.) Maybe I'm using staticness as a sort of proxy for immutability for the purposes of reasoning about code. That being said, what clues should I have in my code for someone coming along to maintain it to know what's stateful and what's not? Perhaps this should just come for free if I choose good object metaphors? e.g. thingyWrapper doesn't sound like it has state indepdent of the wrapped Thingy which may itself be mutable. Similarly, a thingyFactory sounds like it should be immutable but could have different strategies that are chosen among at creation. I hope I've been clear and thanks in advance for your advice!

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  • Is this paragraph in Code Complete 2 backwards, or am I misunderstanding it?

    - by user828584
    In chapter 13, when talking about pointers, there is a paragraph: Sometimes, however, you would like to have the semantics of pass by reference—that is, that the passed object should not be altered—with the implementation of pass by value—that is, passing the actual object rather than a copy. It seems like the author made a mistake and mixed the two up. Is this true, or am I not understanding what he's saying correctly?

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  • Antenna Aligner Part 5: Devil is in the detail

    - by Chris George
    "The first 90% of a project takes 90% of the time and the last 10% takes the another 200%"  (excerpt from onista) Now that I have a working app (more or less), it's time to make it pretty and slick. I can't stress enough how useful it is to get other people using your software, and my simple app is no exception. I handed my iPhone to a couple of my colleagues at Red Gate and asked them to use it and give me feedback. Immediately it became apparent that the delay between the list page being shown and the list being drawn was too long, and everyone who tried the app clicked on the "Recalculate" button before it had finished. Similarly, selecting a transmitter heralded a delay before the compass page appeared with similar consequences. All users expected there to be some sort of feedback/spinny etc. to show them it is actually doing something. In a similar vein although for opposite reasons, clicking the Recalculate button did indeed recalculate the available transmitters and redraw them, but it did this too fast! One or two users commented that they didn't know if it had done anything. All of these issues resulted in similar solutions; implement a waiting spinny. Thankfully, jquery mobile has one built in, primarily used for ajax operations. Not wishing to bore you with the many many iterations I went through trying to get this to work, I'll just give you my solution! (Seriously, I was working on this most evenings for at least a week!) The final solution for the recalculate problem came in the form of the code below. $(document).on("click", ".show-page-loading-msg", function () {            var $this = $(this),                theme = $this.jqmData("theme") ||                        $.mobile.loadingMessageTheme;            $.mobile.showPageLoadingMsg(theme, "recalculating", false);            setTimeout(function ()                           { $.mobile.hidePageLoadingMsg(); }, 2000);            getLocationData();        })        .on("click", ".hide-page-loading-msg", function () {              $.mobile.hidePageLoadingMsg();        }); The spinny is activated by setting the class of a button (for example) to the 'show-page-loading-msg' class. &lt;a data-role="button" class="show-page-loading-msg"Recalculate This means the code above is fired, calling the showPageLoadingMsg on the document.mobile object. Then, after a 2 second timeout, it calls the hidePageLoadingMsg() function. Supposedly, it should show "recalculating" underneath the spinny, but I've not got that to work. I'm wondering if there is a problem with the jquery mobile implementation. Anyway, it doesn't really matter, it's the principle I'm after, and I now have spinnys!

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  • Different bounding volumes for culling and collision detection

    - by Serthy
    Should an object in a 3D-engine use different bounding volumes for collision-detection (broad-phase) and culling? Basically class renderBounds and class physBounds versus class boundingVolume? Each of this classes then could either contain the same type of volumes (AABB's, kDOP's, sphere's etc.) or a special fitting one for the particular object. (note: without considering of using an external physics engine)

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  • Changing direction after collision

    - by Balint
    In the first tutorial for GameMaker (catch the clown), I want to set the direction of the clown after the collision with the wall. I want to do it by pressing the wall object with the mouse (before the collision, to set the angle parameter). For example by pressing only once the wall object it would change the clown's direction after collision by 45 degrees, twice by 90 degrees, and so on. How can I do that?

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  • Learn To Use Functions

    <b>Begin Linux:</b> "Functions are a script within a script which can be defined by the user and stored in memory, allowing you to reuse the function repeatedly. This also provides a modular aspect that allows you to debug one function at a time by disabling functions."

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  • What are atan and atan2 used for in games?

    - by kyrogue
    I am having some trouble understanding Math.tan() and Math.atan() and Math.atan2(). I have basic knowledge of trigonmetry but the usage of SIN, COS, and TAN etc for game development is very new to me. I am reading on some tutorials and I see that by using tangent we can get the angle in which one object needs to be rotated by how much to face another object for example my mouse. So why do we still need to use atan or atan2?

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  • How can I model a pendulum blade?

    - by Micah Delane Bolen
    Like this one from Saw V: What primitive shape/s would you start out with? How would you transform the primitive shape/s to give it a nice, smooth, sharp blade on one side without distorting the entire object in a weird way? I tried starting out with a cylinder and then subtracting the top half using a duplicate cylinder and a difference modifier, but I ended up distorting the entire object when I tried to pull the "blade" edges together. I think I need to add lattices to smoothly "sharpen" the edge of the blade.

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  • Using macro as an abstraction layer

    - by tehnyit
    I am having a discussion with a colleague about using macro as a thin (extremely) layer of abstraction vs using a function wrapper. The example that I used is Macro way. #define StartOSTimer(period) (microTimerStart(period)) Function wrapper method void StartOSTimer(period) { microTimerStart(period); } Personally, I liked the second method as it allows for future modification, the #include dependencies are also abstracted as well.

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  • How to detect collisions between sprite and a user generated shape of some sort?

    - by Huwell
    How to detect a collision between a sprite and a user generated shape of some sort. For example. There are some objects on the screen. The user takes their finger and draws an circle shape around a object (The selection rule is painting circle around the sprite, but the painting shapes may be various). I need to detect which object selected, which just like: (demo images) http://i52.tinypic.com/28h0t1g.png

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  • Will setInterval give me Delay?

    - by Oliver Schöning
    I am setting up a JavaScript Server for my Game. Am I understanding this correctly: If I use setInterval to call a function every second, and takes 2 seconds to process. Then I am going to "stack up" requests indefinetly the Client will become more and more out of sync? If I use setTimeout, and specify 1 second. Then the function will run (again, lets say 2 seconds) and then start the timeout. And not stack up requests.

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  • Determine Better Coding Practice

    - by footprint.
    As a new programmer, it has always been hard to create applications, because I am still at the learning stage. I understand that to achieve a particular affect or function in an application, there will be numerous ways to achieve the same result. However, should I just purely create a function to it's working state, which means that as long as it works, just as the way I want it to, then it should be fine. Can any fellow programmers of a higher level kindly let me know the right way of doing things?

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  • I need beginner help on loading an image (2D). I have an error

    - by Seth Taddiken
    I keep getting a "NullReferenceExeption was unhandled" with "Object reference not set to an instance of an object." written under it. I have all of the images (png) correct with names and added to references. protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); backGround = Content.Load("Cracked"); player1.playerBlock = Content.Load("square"); player2.playerBlock = Content.Load("square2"); }

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  • rotating spheres

    - by Dave
    I want to continuously rotate 2 spheres, however the rotation does not seem to work. Here is my code: float angle = 0.0f; void light(){ glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); // Create light components GLfloat positionlight1[] = { 9.0, 5.0, 1.0, 0.0 }; GLfloat positionlight2[] = {0.2,2.5,1.3,0.0}; GLfloat light_ambient1[] = { 0.0, 0.0, 1.0, 1.0}; GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient1); glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT0, GL_POSITION, positionlight1); glLightfv(GL_LIGHT1, GL_POSITION, positionlight2); } void changeSize(int w, int h) { if (h==0) // Prevent A Divide By Zero By { h=1; // Making Height Equal One } glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix glViewport(0,0,w,h);// Reset The Current Viewport // Calculate The Aspect Ratio Of The Window gluPerspective(45.0f,(GLfloat)w/(GLfloat)h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix // Reset The Modelview Matrix } void renderScene(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); //set where to start the current object glTranslatef(0.0,1.2,-6); glRotatef(angle,0,1.2,-6); glutSolidSphere(1,50,50); glPopMatrix(); //end the current object transformations glPushMatrix(); //set where to start the current object glTranslatef(0.0,-2,-6); glRotatef(angle,0,-2,-6); glutSolidSphere(0.5,50,50); glPopMatrix(); //end the current object transformations angle=+0.1; glutSwapBuffers(); } int main(int argc, char **argv) { // init GLUT and create window glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); glutInitWindowPosition(100,100); glutInitWindowSize(500,500); glutCreateWindow("Hello World"); // register callbacks light(); glutDisplayFunc(renderScene); glutReshapeFunc(changeSize); glutIdleFunc(renderScene); // enter GLUT event processing loop glutMainLoop(); return 1; } Graphicstest::Graphicstest(void) { } In the renderscene where i draw,translate and rotate my 2 spheres. It does not seem to rotate the spheres continuously. What am i doing wrong?

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  • Using Coalesce

    - by Derek Dieter
    The coalesce function is used to find the first non-null value. The function takes limitless number of parameters in order to evaluate the first non null. If all the parameters are null, then COALESCE will also return a NULL value.-- hard coded example SELECT MyValue = COALESCE(NULL, NULL, 'abc', 123)The example above returns back [...]

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  • Why has the accessor methods from the JavaBean specification become the standard for Java development?

    - by Dakotah North
    The JavaBeans Specification describes a JavaBean as A Java Bean is a reusable software component that can be manipulated visually in a builder tool Since the majority of the lines of code that are written seem to have nothing to do with being manipulated visually in a builder tool, why has the JavaBean specification been the "way" to write object oriented code? I would like to forgo the traditional getter/setter in favor of Fluent Interfaces all throughout the code, not just in builders but fear doing so since this is traditionally not the way way object oriented code is written in Java.

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  • How to get a Read-Write Reference to Parent GameObject from a script component attached to it?

    - by onguarde
    I have a game object(object) with a script component(myscript) attached. I have a reference to myscript component through getComponent, and I want to change the transform of the gameObject the script is attached to. myscript.gameObject.transform = (new value); The above code gives me error, Property 'UnityEngine.GameObject.transform' is read only. Is there a way to get a read-write version?

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  • How to properly document functionality in an agile project?

    - by RoboShop
    So recently, we've just finished the first phase of our project. We used agile with fortnightly sprints. And whilst the application turned out well, we're now turning our eyes on some of the maintenance tasks. One maintenance task is that all of our documentation appears in the form of specs. These specs describe 1 or more stories and generally are a body of work which a few devs could knock over in a week. For development, that works really well - every two weeks, the devs get handed a spec and it's a nice discrete chunk of work that they can just do. From a documentation point of view, this has become a mess. The problem with writing specs that are focused on delivering just-in-time requirements to developers is we haven't placed much emphasis on the big picture. Specs come from all different angles - it could be describing a standard function, it could describing parts of a workflow, it could be describing a particular screen... And now, we have business rules about our application scattered across 120 documents. Looking for any document for a particular business rule or function in particular is quite hard because you don't know which document has this information, and making a change request is equally hard because once again, we are unsure about which spec to make the change. So we have maybe a couple of weeks of lull before it's back to specing out functionality for the next phase but in this time, I'd like to re-visit our processes. I think the way we have worked so far in terms of delivering fortnightly specs works well. But we also need a way to manage our documentation so that our business rules for a given function / workflow are easy to locate / change. I have two ideas. One is we compile all of our specs into a series of master specs broken by a few broad functional areas. The specs describe the sprint, the master spec describe the system. The only problem I can see is 1) Our existing 120 specs are not all neatly defined into broad functional areas. Some will require breaking up, merging etc. which will take a lot of time. 2) We'll be writing specs and updating master specs in each new sprint. Seems like double the work, and then do the devs look at the spec or the master spec? My other suggestion is to concede that our documentation is too big of a mess, and manage that mess going forward. So we go through each spec, assign like keywords to it, and then when we want to search for a function, we search for that keyword. Problems I can see 1) Still the problem of business rules scattered everywhere, keywords just make it easier to find it. anyway, if anyone has any decent ideas or any experience to share about how best to manage documentation, would really appreciate it.

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  • What is the abstract name for Drive, Directory and file?

    - by Omkar panhalkar
    I want to give nice name to my function while returns drive, directory and file. Can you please suggest a good abstract name for this trio? This is the function. static IEnumerable<string> GetDriveDirectoriesAndFile(string path) { if (path.Contains('/')) { path = path.Replace('/', '\\'); } if (path.Contains('\\')) { return path.Split('\\'); } return null; } Thanks, Omkar

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  • Question about design

    - by lukeluke
    Two fast questions about two design decisions: Suppose that you are checking collisions between game elements. When you find a collision between object 1 and object 2, do you play immediately a sound effect or do you insert it in a list and, in a later a stage, do you process all sound effects? Same question as above for user input. When the user presses key 'keypad left' do you insert the event in a queue and process it later or do you update character position immediately? Thx

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  • Do first-class methods exist?

    - by gdhoward
    Okay, I know first-class functions are cool, closures even better, etc. But is there any language with first-class methods? In my mind, I see a first-class method as an "object" that has both a function pointer and a pointer to a specific instance of the class/object, but the implementation doesn't matter. I just want to know if there is any language that uses them. And as a bonus, how were they implemented?

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  • How would I detect if two 2D arrays of any shape collided?

    - by user2104648
    Say there's two or more moveable objects of any shape in 2D plane, each object has its own 2D boolean array to act as a bounds box which can range from 10 to 100 pixels, the program then reads each pixel from a image that represents it, and appropriatly changes the array to true(pixel has a alpha more then 1) or false(pixel has a alpha less than one). Each time one of these objects moves, what would be the best accurate way to test if they hit another object in Java using as few APIs/libraries as possible?

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