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  • Get and set accessors do they protect different instances of a variable?

    - by Chris Halcrow
    The standard method of implementing get and set accessors in C# and VB.NET is to use a public property to set and retrieve the value of a corresponding private variable. Am I right in saying that this has no effect of different instances of a variable? By this I mean, if there are different instantiations of an object, then those instances and their properties are completely independent right? So I think my understanding is correct that setting a private variable is just a construct to be able to implement the get and set pattern? Never been 100% sure about this.

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  • camera movement along with model

    - by noddy
    I am making a game in which a cube travels along a maze with the motive of crossing the maze safely. I have two problems in this. The cube needs to have a smooth movement like it is traveling on a frictionless surface. So could someone help me achieve this. I need to have this done in a event callback function I need to move the camera along with the cube. So could someone advice me a good tutorial about camera positions along with an object?

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  • Changing a Sprite When Hit in GameMaker

    - by Pixels_
    I am making a simple little Galaga style game. I want the objects sprite to change whenever it is hit. For example if a laser hits an alien then the sprite takes 1 out of 4 damage to its health points (HP). However I want the sprite to change from green to yellow after 1 hit, yellow to orange after 2 hits, orange to red after 3 hits, and red to pixel explosion after all 4 HPs are lost. That way you can easily distinguish the amount of health each alien has left. How can I do this? Preferably explain it in code.

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  • Where is a good place to learn how to develop games?

    - by pringlesinn
    I'm brazilian and I want to learn how to develop a game in some college or something like that, but I don't know any place here to learn it. Here is not that good either to develop games, as we don't have many companies to do that. So, I was thinking about working in some place else, while I study it. What I really want to know is, a good place to learn, and a country that developers are well payed to be able to pay my course and still have money to do something else. I'm a Java programmer, still learning a lot, but I want to do it later. A few years from now.

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  • how can I start developing games? [closed]

    - by miguelacho
    as you may know very well, every individual related with software development is somehow related to the science or the activity that the program was made for, I am currently working as a programmer for a company that is dedicated to build enterprise software for ensurance business, before this job, I was working with a travel agency developing extra modules for the CRM they use (VTiger), so I can say I am related to ERP/CRM, the fact is, I would like to change this to another activity, like developing video games. I'd like to start developing games, by getting a job or making my own project, but: 1) I have no experience developing video games, is that an obstacle if I want to get a job? if is that so, how can I solve it? 2) if I want to make my own project I will need more people, like a graphic disigner or some others, isn't there a way to make the whole game by my own?

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  • VB 2010 LOGIN 3-TIMES LOOP [migrated]

    - by stargaze07
    How to put a loop on my log in code it's like the program will end if the user inputs a wrong password/username for the third time? At this point I'm having a hard time putting the loop code. This is my LogIn Code in VB 2010 Private Sub btnLogIn_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles btnLogIn.Click Me.Refresh() Dim login = Me.TblUserTableAdapter1.UsernamePasswordString(txtUser.Text, txtPass.Text) If login Is Nothing Then MessageBox.Show("Incorrect login details", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error) Else Dim ok As DialogResult ok = MessageBox.Show("Login Successful", "Dantiña's Catering Maintenance System", MessageBoxButtons.OK, MessageBoxIcon.Information) MMenu.Show() MMenu.lblName.Text = "Welcome " & Me.txtUser.Text & " !" If txtPass.Text <> "admin" Then MMenu.Button1.Enabled = False ProdMaintenance.GroupBox1.Visible = True MMenu.Button2.Enabled = True MMenu.Button3.Enabled = True MMenu.Button4.Enabled = True Else MMenu.Button1.Enabled = True ProdMaintenance.GroupBox1.Visible = True MMenu.Button2.Enabled = True MMenu.Button3.Enabled = True MMenu.Button4.Enabled = True End If Me.Refresh() Me.Hide() End If End Sub

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  • Whats the right program for me?

    - by andyphillips20
    I would like to learn C++ so I can get a job in the game industry, but there are so many options it a little confusing. I know most of you will say I should read up on C++ before attempting to program it but I learn best by doing things rather then reading. That being said I don't understand some of the thing suggested on other questions, because I've read a few trying to find whats right for me, so putting things in the simplest terms would be helpful. I've been making a couple of games 2d using gamemaker and if theres a C++ equivalent that would be perfect, but if not possible I would like an IDE that allows me to easily continue making 2d games, and is fairly simple to learn. Having a 2d sprite editor would be a nice plus but I can understand if its not every thing I want in one program

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  • What is realism?

    - by eversor
    Beyond the obvious something that seams real, realism in games is a hard feature to hit. In some cases, things that are completely impossible in real life are seen as realistic by gamers. For instance, in some FPS you can survive being hit by a fair amount of bullets when in real life one is enough, Newton-defying car drifts, etc. So, in some cases, reductions of life-like actions or consequences implies a bigger sense of realism. The root of this pseudo-philosophical question lies in: I am going to create a engine for battles in an online (browser-based) strategic game. Browser-based means that the battle would not be seen. And i do not know how to approach this realism issue.

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  • How to make a scrolling background?

    - by Liamh101
    I'm making a Shooter game like "1943" and "Jamestown". I was wondering how I would make the background scroll up to simulate moving forward. I would also like it to scroll slightly to the left and right when the player reaches the sides of the screen. Finally, how would I make this efficient? I was thinking about using a animated GIF or to make a looping BitMap. Please could someone help me out. (I am Using Visual Basic 2010) Thanks!

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  • how to stop enemies from moving to one point when lots of them are chasing one object [duplicate]

    - by BBgun
    This question already has an answer here: Is there a simple way to stop enemies standing in the same spot? 8 answers i am making a top down game which lots of enemies are chasing one guy. then,enemies would move to one point without any collision,they just overlay each other. so ,is there any simple way to make them feel more real? make them not overlay with each other? ================================= i have tried the solution using boundbox to check collision, but i still very puzzled about what to do with the collision. i have a bad solution.it doesn't work well. my solution in simple: foreach(around_enemy_arr in other) { vector a = normalize(self.positionvector - other.positionvector); self.move_vector = self.move_vector + a; } this can work,but when plenty of enemies come very close to each other,they would shake. i am sooooo confused. please help.

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  • Developing Freecell Game Using Silverlight 3 Part 1

    In the two parts of series, we are going to develop another Silverlight 3 based Freecell game like the one shipped with Microsoft Windows. Our main purpose to write this game is to continue to explore the mouse related operations supported in Silverlight 3. And also, in constructing this application you will learn the Silverlight 3-supported behavior related topics.

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  • Developing Freecell Game Using Silverlight 3 Part 2

    In the two parts of series, we are going to develop another Silverlight 3 based Freecell game like the one shipped with Microsoft Windows. Our main purpose to write this game is to continue to explore the mouse related operations supported in Silverlight 3. And also, in constructing this application you will learn the Silverlight 3-supported behavior related topics.

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  • vb.net, How can I limit a textchanged event for a textbox to keyboard input only?

    - by Luay
    Hi everyone, Please allow me to explain what I have and what I am trying to achieve. I have a textbox (called txtb1) and a button under it (called btn_browse) on a winform in a vb.net project. When the user clicks the button a folder browser dialog appears. The user selects his desired folder and when he/she clicks 'ok' the dialog closes and the path of the folder selected appears in the textbox. I also want to store that value in a variable to be used somewhere else(the value will be copied to an xml file when the user clicks 'apply' on the form, but this has no effect nor is related to my problem). To achieve that I have the following code: Public myVar As String Private Sub btn_browse_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles btn_browse.Click Dim f As New FolderBrowserDialog If f.ShowDialog() = DialogResult.OK Then txtb1.Text = f.SelectedPath End If myVar = txtb1.text f.Dispose() End Sub This part works with no problems. Now, what if the user either: 1- decides to enter the path manually rather than use the browse button. or, 2- after using the browse button and selecting the folder they decide to manually change the location In trying to solve this I added a textchanged event to the textbox as follows: Private Sub txtb1_TextChanged(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles txtb1.TextChanged myVar = txtb1.Text End Sub However, this is not working. Apparently, and I don't know if this is relevant, when the user selects the desired folder using the browse button the textchanged event is also triggered. and when I click on the textbox (to give it focus) and press any keyboard key the application simply stops responding. So my questions are: am I going about this the right way? if my logic is flawed, could someone point me to how usually such a thing could be achieved? is it possible to limit the triggering events to only keyboard input as a way around this? I tried the keydown and keypress events but I am getting the freeze. I would be grateful for your help. Thanks

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  • How do I import and call unmanaged C dll with ansi string "char *" pointer string from VB.net?

    - by Warren P
    I have written my own function, which in C would be declared like this, using standard Win32 calling conventions: int Thing( char * command, char * buffer, int * BufSize); I have the following amount of VB figured out, which should import the dll and call this function, wrapping it up to make it easy to call Thing("CommandHere",GetDataBackHere): Imports Microsoft.VisualBasic Imports System.Runtime.InteropServices Imports System Imports System.Text Namespace dllInvocationSpace Public Class dllInvoker ' tried attributes but could not make it build: ' <DllImport("Thing1.dll", False, CallingConvention.Cdecl, CharSet.Ansi, "Baton", True, True, False, True)> Declare Ansi Function Thing Lib "Thing1.dll" (ByVal Command As String, ByRef Buffer As String, ByRef BufferLength As Integer) Shared Function dllCall(ByVal Command As String, ByRef Results As String) As Integer Dim Buffer As StringBuilder = New StringBuilder(65536) Dim retCode As Integer Dim bufsz As Integer bufsz = 65536 retCode = Thing(Command, Buffer, bufsz) Results = Buffer Return retCode End Function End Class End Namespace The current code doesn't build, because although I think I should be able to create a "buffer" that the C Dll can write data back into using a string builder, I haven't got it quite right. (Value of type System.Text.STringBuilder cannot be converted to 'String'). I have looked all over the newsgroups and forums and can not find an example where the C dll needs to pass between 1 and 64kbytes of data back (char *buffer, int bufferlen) to visual basic.net.

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  • Please take a stab at this VB.Net Oracle-related sample and help me with String.Format.

    - by Hamish Grubijan
    If the database is not Oracle, it is MS SQl 2008. My task: if Oracle, add two more parameters when calling a stored proc. Oracle and MSFT stored procs are generated; Oracle ones have 3 extra parameters: Vret_val out number, Vparam2 in out number, Vparam3 in out number, ... the rest (The are not actually named Vparam2 and Vparam3, but this should not matter). So, the code for a helper VB.Net class that calls a stored proc: Imports System.Data.Odbc Imports System.Configuration Dim objCon As OdbcConnection = Nothing Dim objAdapter As OdbcDataAdapter Dim cmdCommand As New OdbcCommand Dim objDataTable As DataTable Dim sconnection As String Try sconnection = mConnectionString objAdapter = New OdbcDataAdapter objCon = New OdbcConnection(sconnection) objCon.Open() objAdapter.SelectCommand = cmdCommand objAdapter.SelectCommand.Connection = objCon objAdapter.SelectCommand.CommandType = CommandType.StoredProcedure objAdapter.SelectCommand.CommandTimeout = Globals.mReportTimeOut If Not mIsOracle Then objAdapter.SelectCommand.CommandText = String.Format("{{call {0}}}", spName) Else Dim returnValue As New OdbcParameter returnValue.Direction = ParameterDirection.Output returnValue.ParameterName = "@Vret_val" returnValue.OdbcType = OdbcType.Numeric objAdapter.SelectCommand.Parameters.Add(returnValue) objAdapter.SelectCommand.CommandText = String.Format("{{call {0}(?)}}", spName) End If Try objDataTable = New DataTable(spName) objAdapter.Fill(objDataTable) Catch ex As Exception ... Question: I am puzzled as to what String.Format("{{call {0}(?)}}", spName) does, in particular the (?) part. My understanding of the String.Format is that it will simply replace {0} with spName. The {{, }}, and (?) do throw me off because { reminds me of formatting, (?) hints at some advanced regex use. Unfortunately I am getting little help from a key person who is on vacation without a leash [smart]phone. I am guessing that I simply add 5 more lines for each additional parameter, and change String.Format("{{call {0}(?)}}", spName) to String.Format("{{call {0}(?,?,?)}}", spName). I forgot to mention that I am coding this "blindly" - I have a compiler to help me, but no environment set up to test this. This will be over in a few days, but I need to do my best to try finishing it on time :) Thanks.

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  • Is it possible to restrict instantiation of an object to only one other (parent) object in VB.NET?

    - by Casey
    VB 2008 .NET 3.5 Suppose we have two classes, Order and OrderItem, that represent some type of online ordering system. OrderItem represents a single line item in an Order. One Order can contain multiple OrderItems, in the form of a List(of OrderItem). Public Class Order Public Property MyOrderItems() as List(of OrderItem) End Property End Class It makes sense that an OrderItem should not exist without an Order. In other words, an OrderItem class should not be able to be instantiated on its own, it should be dependent on an Order class to contain it and instantiate it. However, the OrderItem should be public in scope so that it's properties are accessible to other objects. So, the requirements for OrderItem are: Can not be instantiated as a stand alone object; requires Order to exist. Must be public so that any other object can access it's properties/methods through the Order object. e.g. Order.OrderItem(0).ProductID. OrderItem should be able to be passed to other subs/functions that will operate on it. How can I achieve these goals? Is there a better approach?

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  • How do I append Word templates to a new document in VB.NET?

    - by Tom
    I'm poking around to see if this app can be done. Basically the end user needs to create a bunch of export documents that are populated from a database. There will be numerous document templates (.dot) and the end result will be the user choosing templates x y and z to include for documentation, click a button and have the app create a new Word document, append the templates, and then populate the templates with the appropriate data. The reason it needs to be done in Word as opposed to something like Crystal Reports is that the user may customize some fields before printing the documents as it can vary from export to export. Is this possible to do through VB.NET (VS 2010)? I assume it is but I'm having difficulty tracking down a solution. Or alternatively is there a better solution? Here's what I have so far (not much I know) Import Microsoft.Office.Interop Public Class Form1 Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click Dim oWord As Word.Application Dim oDoc As Word.Document oWord = CreateObject("Word.Application") oWord.Visible = False oDoc = oWord.Documents.Add 'Open templates x.dot, y.dot, z.dot 'Append above templates to new document created 'Populate new document oWord.Visible = True End Sub End Class Thanks.

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  • How can I accelerate the generation of the an MD5 Checksum within vb.net?

    - by Richard
    I'm working with some very large files residing on P2 (Panasonic) cards. Part of the process we employ is to first generate a checksum of the file we are going to copy, then copy the file, then run a checksum on the file to confirm that it copied OK. The problem is, is that files are large (70 GB+) and take a long time to complete. It's an issue since we will eventually be dealing with thousands of these files. I would like to find a faster way to generate the checksum other than using the System.Security.Cryptography.MD5CryptoServiceProvider I don't care if this means using a specialized hardware card, provided it works and is not to ungodly expensive. I would prefer to have a method of encoding that provided some feedback as to how far the process has gone along so I can display it like I do now. The application is written in vb.net. I would prefer to be able to use it as component, library, reference within my application, but I'm willing to call an outside application if there is enough improvement in the speed of generating the checksum. Needless to say, the checksum must be consistent and correct. :-) Thank you in advance for your time and efforts, Richard

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  • How to programmatically set the text of a cell of database in VB.Net?

    - by manuel
    I have a Microsoft Access database file connected to VB.NET. In the database table, I have a 'No.' and a 'Status' column. Then I have a textbox where I can input an integer. I also have a button, which will change the data cell in 'Status' where 'No.' = txtTitleNo.Text(), when I click it. Let's say I want the 'Status' cell to be changed to "Reserved". What codes should I put in the BtnReserve_Click? Here is the code: Public Class theForm Dim con As New OleDb.OleDbConnection Dim ds As New DataSet Dim daTitles As OleDb.OleDbDataAdapter Private Sub theForm_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load con.ConnectionString = "Provider=Microsoft.Jet.OLEDB.4.0; Data Source=|DataDirectory|\db1.mdb" con.Open() daTitles = New OleDb.OleDbDataAdapter("SELECT * FROM Titles", con) daTitles.Fill(ds, "Titles") DataGridView1.DataSource = ds.Tables("Titles") DataGridView1.AutoResizeColumns() End Sub Private Sub BtnReserve_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles BtnReserve.Click Dim daReserve As OleDb.OleDbCommand For i As Integer = 1 TReservedo DataGridView1.RowCount() If i = Val(txtTitleNo.Text()) Then daReserve = New OleDb.OleDbCommand("UPDATE Titles SET Status = 'Reserved' WHERE No = '" & i & "'", con) daReserve.ExecuteNonQuery() End If Next Dim cb As New OleDb.OleDbCommandBuilder(daTitles) daTitles.Update(ds, "Titles") End Sub This code still does not change the 'Status'. What should I do?

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  • VB.NET Two different approaches to generic cross-threaded operations; which is better?

    - by BASnappl
    VB.NET 2010, .NET 4 Hello, I recently read about using SynchronizationContext objects to control the execution thread for some code. I have been using a generic subroutine to handle (possibly) cross-thread calls for things like updating UI controls that utilizes Invoke. I'm an amateur and have a hard time understanding the pros and cons of any particular approach. I am looking for some insight on which approach might be preferable and why. Update: This question is motivated, in part, by statements such as the following from the MSDN page on Control.InvokeRequired. An even better solution is to use the SynchronizationContext returned by SynchronizationContext rather than a control for cross-thread marshaling. Method 1: Public Sub InvokeControl(Of T As Control)(ByVal Control As T, ByVal Action As Action(Of T)) If Control.InvokeRequired Then Control.Invoke(New Action(Of T, Action(Of T))(AddressOf InvokeControl), New Object() {Control, Action}) Else Action(Control) End If End Sub Method 2: Public Sub UIAction(Of T As Control)(ByVal Control As T, ByVal Action As Action(Of Control)) SyncContext.Send(New Threading.SendOrPostCallback(Sub() Action(Control)), Nothing) End Sub Where SyncContext is a Threading.SynchronizationContext object defined in the constructor of my UI form: Public Sub New() InitializeComponent() SyncContext = WindowsFormsSynchronizationContext.Current End Sub Then, if I wanted to update a control (e.g., Label1) on the UI form, I would do: InvokeControl(Label1, Sub(x) x.Text = "hello") or UIAction(Label1, Sub(x) x.Text = "hello") So, what do y'all think? Is one way preferred or does it depend on the context? If you have the time, verbosity would be appreciated! Thanks in advance, Brian

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  • Whether to put method code in a VB.Net data storage class, or put it in a separate class?

    - by Alan K
    TLDR summary: (a) Should I include (lengthy) method code in classes which may spawn multiple objects at runtime, (b) does doing so cause memory usage bloat, (c) if so should I "outsource" the code to a class that is loaded only once and have the class methods call that, or alternatively (d) does the code get loaded only once with the object definition anyway and I'm worrying about nothing? ........ I don't know whether there's a good answer to this but if there is I haven't found it yet by searching in the usual places. In my VB.Net (2010 if it matters) WinForms project I have about a dozen or so class objects in an object model. Some of these are pretty simple and do little more than act as data storage repositories. The ones further up the object model, however, have an increasing number of methods. There can be a significant number of higher level objects in use though the exact number will be runtime dependent so I can't be more precise than that. As I was writing the method code for one of the top level ones I noticed that it was starting to get quite lengthy. Memory optimisation is something of a lost art given how much memory the average PC has these days but I don't want to make my application a resource hog. So my questions for anyone who knows .Net way better than I do (of which there will be many) are: Is the code loaded into memory with each instance of the class that's created? Alternatively is it loaded only once with the definition of the class, and all derived objects just refer to that definition? (I'm not really sure how that could be possible given that, for example, event handlers can be assigned dynamically, but no harm asking.) If the answer to the first one is yes, would it be more efficient to write the code in a "utility" object which is loaded only once and called from the real class' methods? Any thoughts appreciated.

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  • VB - Any way to put 'Resources' items in a Resources subfolder?

    - by NotQuiteThereYet
    I have a VB.NET 2010 project that contains a lot of resources (which I added via My Project -- Resources). And they work just fine. But what I would like to do (if possible) is organize them by putting them in various subfolders. For example... in the Solution Explorer, I right-click on the 'Resources' folder and choose 'Add new folder' (which adds a subfolder inside the Resources folder). But when I try to drag one of the Resources items into the subfolder, it doesn't work (it throws an error message stating "Resource could not be loaded because the file to which it is linked could not be found"). So... I was wondering if there is any workaround for this? Since I have so many resources in this project, it would really be helpful if I could have about a dozen subfolders INSIDE the Resources folder, and then put my resources items inside those subfolders. FYI... this is strictly for my own organizational needs while coding the project, so I could care less how the resources items and folders are arranged at compile time. Thanks!

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  • Porting VB6 app to VB.Net: Can anyone ballpark how much effort this is?

    - by Robusto
    In 2002 I did a pretty large VB6 app for a client. It used a lot of UserControls and a 3rd party menu control (for putting icons next to menu names). It had dynamically "splittable" panels, TreeViews with multi-state checkboxes, etc. A very rich UI. My total time on the project was about 500 hours, which the client graciously let me spread over a whole month. (Yeah, it was that kind of job.) They were very happy, though, and they paid the bill on time with no argument. So after having no contact with them for years, they suddenly call and wonder if I can update the app to .Net for them. My initial reaction is just to decline, since I don't use VB.Net. And having read a bunch of posts on SO about the difficulties of porting, etc., etc., I'm even more inclined to decline, so to speak. Still, before I tell them no I am interested in roughly quantifying the effort it would take. I would love to hear from anyone who has done this kind of thing and has a feel for how much work it is. Was it: Significantly less than the effort you used on the original? Somewhat less than the effort you used on the original? The same as the effort you used on the original? More? A lot more? Please only respond if you have actually done this kind of port. And the answer doesn't have to be exact, since I really am only trying to ballpark this. My feeling is that the effort will be at least as much as it took for the original, if not more. But I could be wrong. Thanks for any help.

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • Why does my game loop speed vary on different platforms with the same hardware?

    - by Sri Harsha Chilakapati
    I've got a serious issue with my game loop. This loop varies in time with the platform and with the same hardware. This is a list of FPS achieved: - Windows ======= 140 to 150 - Linux ======= 120 to 125 - Windows(WINE) ======= 125 to 135 And since my game loop is fixed timestep, the speed of the game is not stable. Here's my game loop. public final void run() { // Initialize the resources Map.initMap(); initResources(); // Start the timer GTimer.startTimer(); GTimer.refresh(); long elapsedTime = 0; // The game loop while (running) { // Update the game update(elapsedTime); if (state == GameState.GAME_PLAYING) { Map.updateObjects(elapsedTime); } // Show or hide the cursor if (Global.HIDE_CURSOR) { setCursor(GInput.INVISIBLE_CURSOR); } else { setCursor(Cursor.getDefaultCursor()); } // Repaint the game and sync repaint(); elapsedTime = GTimer.sync(); Toolkit.getDefaultToolkit().sync(); } } The timer package How could I improve it?

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