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  • Where can I get an open Diameter server application to install

    - by EricJLN
    I need to learn about the Diameter Protocol and its use in different devices. I want to install a Diameter Server, some kind of client that uses Diameter Protocol to authenticate, and then start tweaking things. http://www.opendiameter.org has gone dark (although the sourceforge page still exists). I can't figure out how to install OpenBlox (http://www.traffixsystems.com/OpenBloXDiameterStack.html). Where can I find a Diameter server and some kind of client application to test it with?

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  • php png image transparency

    - by user1334130
    I have been working with some code to draw a circle but I am having problems with removing the black background from the shape. I am using imagecopyresampled for its AA features in order to draw a smooth circle, so I can't use a different drawing function. Thanks. <?php $img_2 = imagecreatetruecolor(200, 200); $red = imagecolorallocate($img_2, 255, 0, 0); imagefill($img_2, 0, 0, $red); //set circle values $xPos = 50; $yPos = 80; $diameter = 40; $img_1 = imagecreatetruecolor(($diameter + 2) * 2, ($diameter + 2) * 2); $green = imagecolorallocate($img_1, 0, 255, 0); //draw the circle imagefilledarc($img_1, $diameter+1, $diameter+1, ($diameter + 2) * 2, ($diameter + 2) * 2, 0, 360, $green, IMG_ARC_PIE); imagecopyresampled($img_2, $img_1, $xPos, $yPos, 0, 0, $diameter+2, $diameter+2, ($diameter + 2) * 2, ($diameter + 2) * 2); header("Content-type: image/png"); imagepng($img_2); imagedestroy($img_1); imagedestroy($img_2); ?>

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  • Public class DiscoLight help

    - by luvthug
    Hi All, If some one can point me in the right direction for this code for my assigment I would really appreciate it. I have pasted the whole code that I need to complete but I need help with the following method public void changeColour(Circle aCircle) which is meant to allow to change the colour of the circle randomly, if 0 comes the light of the circle sgould change to red, 1 for green and 2 for purple. public class DiscoLight { /* instance variables */ private Circle light; // simulates a circular disco light in the Shapes window private Random randomNumberGenerator; /** * Default constructor for objects of class DiscoLight */ public DiscoLight() { super(); this.randomNumberGenerator = new Random(); } /** * Returns a randomly generated int between 0 (inclusive) * and number (exclusive). For example if number is 6, * the method will return one of 0, 1, 2, 3, 4, or 5. */ public int getRandomInt(int number) { return this.randomNumberGenerator.nextInt(number); } /** * student to write code and comment here for setLight(Circle) for Q4(i) */ public void setLight(Circle aCircle) { this.light = aCircle; } /** * student to write code and comment here for getLight() for Q4(i) */ public Circle getLight() { return this.light; } /** * Sets the argument to have a diameter of 50, an xPos * of 122, a yPos of 162 and the colour GREEN. * The method then sets the receiver's instance variable * light, to the argument aCircle. */ public void addLight(Circle aCircle) { //Student to write code here, Q4(ii) this.light = aCircle; this.light.setDiameter(50); this.light.setXPos(122); this.light.setYPos(162); this.light.setColour(OUColour.GREEN); } /** * Randomly sets the colour of the instance variable * light to red, green, or purple. */ public void changeColour(Circle aCircle) { //student to write code here, Q4(iii) if (getRandomInt() == 0) { this.light.setColour(OUColour.RED); } if (this.getRandomInt().equals(1)) { this.light.setColour(OUColour.GREEN); } else if (this.getRandomInt().equals(2)) { this.light.setColour(OUColour.PURPLE); } } /** * Grows the diameter of the circle referenced by the * receiver's instance variable light, to the argument size. * The diameter is incremented in steps of 2, * the xPos and yPos are decremented in steps of 1 until the * diameter reaches the value given by size. * Between each step there is a random colour change. The message * delay(anInt) is used to slow down the graphical interface, as required. */ public void grow(int size) { //student to write code here, Q4(iv) } /** * Shrinks the diameter of the circle referenced by the * receiver's instance variable light, to the argument size. * The diameter is decremented in steps of 2, * the xPos and yPos are incremented in steps of 1 until the * diameter reaches the value given by size. * Between each step there is a random colour change. The message * delay(anInt) is used to slow down the graphical interface, as required. */ public void shrink(int size) { //student to write code here, Q4(v) } /** * Expands the diameter of the light by the amount given by * sizeIncrease (changing colour as it grows). * * The method then contracts the light until it reaches its * original size (changing colour as it shrinks). */ public void lightCycle(int sizeIncrease) { //student to write code here, Q4(vi) } /** * Prompts the user for number of growing and shrinking * cycles. Then prompts the user for the number of units * by which to increase the diameter of light. * Method then performs the requested growing and * shrinking cycles. */ public void runLight() { //student to write code here, Q4(vii) } /** * Causes execution to pause by time number of milliseconds */ private void delay(int time) { try { Thread.sleep(time); } catch (Exception e) { System.out.println(e); } } }

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  • Java collision detection and player movement: tips

    - by Loris
    I have read a short guide for game develompent (java, without external libraries). I'm facing with collision detection and player (and bullets) movements. Now i put the code. Most of it is taken from the guide (should i link this guide?). I'm just trying to expand and complete it. This is the class that take care of updates movements and firing mechanism (and collision detection): public class ArenaController { private Arena arena; /** selected cell for movement */ private float targetX, targetY; /** true if droid is moving */ private boolean moving = false; /** true if droid is shooting to enemy */ private boolean shooting = false; private DroidController droidController; public ArenaController(Arena arena) { this.arena = arena; this.droidController = new DroidController(arena); } public void update(float delta) { Droid droid = arena.getDroid(); //droid movements if (moving) { droidController.moveDroid(delta, targetX, targetY); //check if arrived if (droid.getX() == targetX && droid.getY() == targetY) moving = false; } //firing mechanism if(shooting) { //stop shot if there aren't bullets if(arena.getBullets().isEmpty()) { shooting = false; } for(int i = 0; i < arena.getBullets().size(); i++) { //current bullet Bullet bullet = arena.getBullets().get(i); System.out.println(bullet.getBounds()); //angle calculation double angle = Math.atan2(bullet.getEnemyY() - bullet.getY(), bullet.getEnemyX() - bullet.getX()); //increments x and y bullet.setX((float) (bullet.getX() + (Math.cos(angle) * bullet.getSpeed() * delta))); bullet.setY((float) (bullet.getY() + (Math.sin(angle) * bullet.getSpeed() * delta))); //collision with obstacles for(int j = 0; j < arena.getObstacles().size(); j++) { Obstacle obs = arena.getObstacles().get(j); if(bullet.getBounds().intersects(obs.getBounds())) { System.out.println("Collision detect!"); arena.removeBullet(bullet); } } //collisions with enemies for(int j = 0; j < arena.getEnemies().size(); j++) { Enemy ene = arena.getEnemies().get(j); if(bullet.getBounds().intersects(ene.getBounds())) { System.out.println("Collision detect!"); arena.removeBullet(bullet); } } } } } public boolean onClick(int x, int y) { //click on empty cell if(arena.getGrid()[(int)(y / Arena.TILE)][(int)(x / Arena.TILE)] == null) { //coordinates targetX = x / Arena.TILE; targetY = y / Arena.TILE; //enables movement moving = true; return true; } //click on enemy: fire if(arena.getGrid()[(int)(y / Arena.TILE)][(int)(x / Arena.TILE)] instanceof Enemy) { //coordinates float enemyX = x / Arena.TILE; float enemyY = y / Arena.TILE; //new bullet Bullet bullet = new Bullet(); //start coordinates bullet.setX(arena.getDroid().getX()); bullet.setY(arena.getDroid().getY()); //end coordinates (enemie) bullet.setEnemyX(enemyX); bullet.setEnemyY(enemyY); //adds bullet to arena arena.addBullet(bullet); //enables shooting shooting = true; return true; } return false; } As you can see for collision detection i'm trying to use Rectangle object. Droid example: import java.awt.geom.Rectangle2D; public class Droid { private float x; private float y; private float speed = 20f; private float rotation = 0f; private float damage = 2f; public static final int DIAMETER = 32; private Rectangle2D rectangle; public Droid() { rectangle = new Rectangle2D.Float(x, y, DIAMETER, DIAMETER); } public float getX() { return x; } public void setX(float x) { this.x = x; //rectangle update rectangle.setRect(x, y, DIAMETER, DIAMETER); } public float getY() { return y; } public void setY(float y) { this.y = y; //rectangle update rectangle.setRect(x, y, DIAMETER, DIAMETER); } public float getSpeed() { return speed; } public void setSpeed(float speed) { this.speed = speed; } public float getRotation() { return rotation; } public void setRotation(float rotation) { this.rotation = rotation; } public float getDamage() { return damage; } public void setDamage(float damage) { this.damage = damage; } public Rectangle2D getRectangle() { return rectangle; } } For now, if i start the application and i try to shot to an enemy, is immediately detected a collision and the bullet is removed! Can you help me with this? If the bullet hit an enemy or an obstacle in his way, it must disappear. Ps: i know that the movements of the bullets should be managed in another class. This code is temporary. update I realized what happens, but not why. With those for loops (which checks collisions) the movements of the bullets are instantaneous instead of gradual. In addition to this, if i add the collision detection to the Droid, the method intersects returns true ALWAYS while the droid is moving! public void moveDroid(float delta, float x, float y) { Droid droid = arena.getDroid(); int bearing = 1; if (droid.getX() > x) { bearing = -1; } if (droid.getX() != x) { droid.setX(droid.getX() + bearing * droid.getSpeed() * delta); //obstacles collision detection for(Obstacle obs : arena.getObstacles()) { if(obs.getRectangle().intersects(droid.getRectangle())) { System.out.println("Collision detected"); //ALWAYS HERE } } //controlla se è arrivato if ((droid.getX() < x && bearing == -1) || (droid.getX() > x && bearing == 1)) droid.setX(x); } bearing = 1; if (droid.getY() > y) { bearing = -1; } if (droid.getY() != y) { droid.setY(droid.getY() + bearing * droid.getSpeed() * delta); if ((droid.getY() < y && bearing == -1) || (droid.getY() > y && bearing == 1)) droid.setY(y); } }

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  • How can I draw a line with a variable of width?

    - by user1729944
    #include <iostream> #include <cmath> #include "graph1.h" using namespace std; int main() { int diameter = 0; int height = 0; double rate = 0; char repeat = 'y'; int obj_num = 0; displayGraphics(); obj_num = drawRect(0,0,50,400); setColor(obj_num,200,200,200); obj_num = drawRect(0,400,640,79); setColor(obj_num,71,35,35); obj_num = drawLine(50,50,150,50,5); setColor(obj_num,80,80,80); displayBMP("faucet.bmp",150,12); do { do { cout << "Enter the diamater of the cylinder <in inches > 0 but <= 300: "; cin >> diameter; if((diameter<0) || (diameter>300)) { cout << "Incorrect diamater entered; value must be between 1 and 300" << endl; } }while((diameter<0) || (diameter>300)); do { cout << "Enter the height of the cylinder <in inches > 0 but <= 325: "; cin >> height; if((height<0) || (height>325)) { cout << "Incorrect height entered; value must be between 1 and 325" << endl; } }while((height<0) || (height>325)); do { cout << "Enter the facet water's rate: <gallons/minute> "; cin >> rate; if((rate<0) || (rate>100)) { cout << "Incorrect rate entered; value must be between 1 and 100" << endl; } }while((rate<0) || (rate>100)); //I need to draw the lines here. The graphics window has a faucet that is supposed to fill //up a cylinder made out of 3 lines. I don't know how to make the lines vary from the users //input since lines are hard coded with points and all i am receiving is the width for the //bottom line and the height for the left and right lines. cout << "Repeat program? (y/n): "; cin >> repeat; clearGraphics(); }while ( (repeat == 'y') || (repeat == 'Y') ); return 0; } Here is a screenshot for reference:

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  • Drawing a random x,y grid of objects within a prespective

    - by T Reddy
    I'm wrapping my head around OpenGL ES 2.0 and I think I'm trying to do something very simple, but I think the math may be eluding me. I created a simple, flat-ish cylinder in Blender that is 2 units in diameter. I want to create an arbitrary grid of these edge to edge (think of a checker board). I'm using a 3D perspective with GLKit: CGSize size = [[self view] bounds].size; _projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(45.0f), size.width/size.height, 0.1f, 100.0f); So, I managed to manually get all of these cylinders drawn on the screen just fine. However, I would like to understand how I can programmatically "fit" all of these cylinders on the screen at the same time given the camera location, screen size, cylinder diameter, and the number of rows/columns. So the net effect is that for small grids (i.e., 5x5) the objects are closer to the camera, but for large grids (i.e., 30x30) the objects are farther away. In either case, all of the cylinders are visible.

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  • Shadows shimmer when camera moves

    - by Chad Layton
    I've implemented shadow maps in my simple block engine as an exercise. I'm using one directional light and using the view volume to create the shadow matrices. I'm experiencing some problems with the shadows shimmering when the camera moves and I'd like to know if it's an issue with my implementation or just an issue with basic/naive shadow mapping itself. Here's a video: http://www.youtube.com/watch?v=vyprATt5BBg&feature=youtu.be Here's the code I use to create the shadow matrices. The commented out code is my original attempt to perfectly fit the view frustum. You can also see my attempt to try clamping movement to texels in the shadow map which didn't seem to make any difference. Then I tried using a bounding sphere instead, also to no apparent effect. public void CreateViewProjectionTransformsToFit(Camera camera, out Matrix viewTransform, out Matrix projectionTransform, out Vector3 position) { BoundingSphere cameraViewFrustumBoundingSphere = BoundingSphere.CreateFromFrustum(camera.ViewFrustum); float lightNearPlaneDistance = 1.0f; Vector3 lookAt = cameraViewFrustumBoundingSphere.Center; float distanceFromLookAt = cameraViewFrustumBoundingSphere.Radius + lightNearPlaneDistance; Vector3 directionFromLookAt = -Direction * distanceFromLookAt; position = lookAt + directionFromLookAt; viewTransform = Matrix.CreateLookAt(position, lookAt, Vector3.Up); float lightFarPlaneDistance = distanceFromLookAt + cameraViewFrustumBoundingSphere.Radius; float diameter = cameraViewFrustumBoundingSphere.Radius * 2.0f; Matrix.CreateOrthographic(diameter, diameter, lightNearPlaneDistance, lightFarPlaneDistance, out projectionTransform); //Vector3 cameraViewFrustumCentroid = camera.ViewFrustum.GetCentroid(); //position = cameraViewFrustumCentroid - (Direction * (camera.FarPlaneDistance - camera.NearPlaneDistance)); //viewTransform = Matrix.CreateLookAt(position, cameraViewFrustumCentroid, Up); //Vector3[] cameraViewFrustumCornersWS = camera.ViewFrustum.GetCorners(); //Vector3[] cameraViewFrustumCornersLS = new Vector3[8]; //Vector3.Transform(cameraViewFrustumCornersWS, ref viewTransform, cameraViewFrustumCornersLS); //Vector3 min = cameraViewFrustumCornersLS[0]; //Vector3 max = cameraViewFrustumCornersLS[0]; //for (int i = 1; i < 8; i++) //{ // min = Vector3.Min(min, cameraViewFrustumCornersLS[i]); // max = Vector3.Max(max, cameraViewFrustumCornersLS[i]); //} //// Clamp to nearest texel //float texelSize = 1.0f / Renderer.ShadowMapSize; //min.X -= min.X % texelSize; //min.Y -= min.Y % texelSize; //min.Z -= min.Z % texelSize; //max.X -= max.X % texelSize; //max.Y -= max.Y % texelSize; //max.Z -= max.Z % texelSize; //// We just use an orthographic projection matrix. The sun is so far away that it's rays are essentially parallel. //Matrix.CreateOrthographicOffCenter(min.X, max.X, min.Y, max.Y, -max.Z, -min.Z, out projectionTransform); } And here's the relevant part of the shader: if (CastShadows) { float4 positionLightCS = mul(float4(position, 1.0f), LightViewProj); float2 texCoord = clipSpaceToScreen(positionLightCS) + 0.5f / ShadowMapSize; float shadowMapDepth = tex2D(ShadowMapSampler, texCoord).r; float distanceToLight = length(LightPosition - position); float bias = 0.2f; if (shadowMapDepth < (distanceToLight - bias)) { return float4(0.0f, 0.0f, 0.0f, 0.0f); } } The shimmer is slightly better if I drastically reduce the view volume but I think that's mostly just because the texels become smaller and it's harder to notice them flickering back and forth. I'd appreciate any insight, I'd very much like to understand what's going on before I try other techniques.

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  • Submitting a multidimensional array via POST with php

    - by Fireflight
    I have a php form that has a known number of columns (ex. top diameter, bottom diameter, fabric, colour, quantity), but has an unknown number of rows, as users can add rows as they need. I've discovered how to take each of the fields(columns) and place them into an array of their own. <input name="topdiameter['+current+']" type="text" id="topdiameter'+current+'" size="5" /> <input name="bottomdiameter['+current+']" type="text" id="bottomdiameter'+current+'" size="5" /> So what I end up with in the HTML is: <tr> <td><input name="topdiameter[0]" type="text" id="topdiameter0" size="5" /></td> <td><input name="bottomdiameter[0]" type="text" id="bottomdiameter0" size="5" /></td> </tr> <tr> <td><input name="topdiameter[1]" type="text" id="topdiameter0" size="5" /></td> <td><input name="bottomdiameter[1]" type="text" id="bottomdiameter0" size="5" /></td> </tr> ...and so on. What I would like to do now is take all the rows and columns put them into a multidimensional array and email the contents of that to the client (preferably in a nicely formatted table). I haven't been able to really comprehend how to combine all those inputs and selects into a nice array. At this point, I'm going to have to try to use several 1D arrays, although I have the idea that using a single 2D array would be a better practice than using several 1D arrays.

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  • Memory problems while code is running (Python, Networkx)

    - by MIN SU PARK
    I made a code for generate a graph with 379613734 edges. But the code couldn't be finished because of memory. It takes about 97% of server memory when it go through 62 million lines. So I killed it. Do you have any idea to solve this problem? My code is like this: import os, sys import time import networkx as nx G = nx.Graph() ptime = time.time() j = 1 for line in open("./US_Health_Links.txt", 'r'): #for line in open("./test_network.txt", 'r'): follower = line.strip().split()[0] followee = line.strip().split()[1] G.add_edge(follower, followee) if j%1000000 == 0: print j*1.0/1000000, "million lines done", time.time() - ptime ptime = time.time() j += 1 DG = G.to_directed() # P = nx.path_graph(DG) Nn_G = G.number_of_nodes() N_CC = nx.number_connected_components(G) LCC = nx.connected_component_subgraphs(G)[0] n_LCC = LCC.nodes() Nn_LCC = LCC.number_of_nodes() inDegree = DG.in_degree() outDegree = DG.out_degree() Density = nx.density(G) # Diameter = nx.diameter(G) # Centrality = nx.betweenness_centrality(PDG, normalized=True, weighted_edges=False) # Clustering = nx.average_clustering(G) print "number of nodes in G\t" + str(Nn_G) + '\n' + "number of CC in G\t" + str(N_CC) + '\n' + "number of nodes in LCC\t" + str(Nn_LCC) + '\n' + "Density of G\t" + str(Density) + '\n' # sys.exit() # j += 1 The edge data is like this: 1000 1001 1000245 1020191 1000 10267352 1000653 10957902 1000 11039092 1000 1118691 10346 11882 1000 1228281 1000 1247041 1000 12965332 121340 13027572 1000 13075072 1000 13183162 1000 13250162 1214 13326292 1000 13452672 1000 13844892 1000 14061830 12340 1406481 1000 14134703 1000 14216951 1000 14254402 12134 14258044 1000 14270791 1000 14278978 12134 14313332 1000 14392970 1000 14441172 1000 14497568 1000 14502775 1000 14595635 1000 14620544 1000 14632615 10234 14680596 1000 14956164 10230 14998341 112000 15132211 1000 15145450 100 15285998 1000 15288974 1000 15300187 1000 1532061 1000 15326300 Lastly, is there anybody who has an experience to analyze Twitter link data? It's quite hard to me to take a directed graph and calculate average/median indegree and outdegree of nodes. Any help or idea?

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  • Jqplot - How to have vertical lines and make xaxis go up in plotted values?

    - by Beginner
    I have plotted a line graph using jqplot. What i would like is vertical lines and to start from 3 and go up in the plotted values along the bottom. so 3, 6, 9, 12 , 15, 29, 36 Also a dash marker along the left. This is what i have at the moment: $(document).ready(function(){ $.jqplot('chart2', [[[3, @(Model.LearnerWeek[0])], [6, @(Model.LearnerWeek[1])], [9, @(Model.LearnerWeek[2])], [12, @(Model.LearnerWeek[3])], [15, @(Model.LearnerWeek[4])], [29, @(Model.LearnerWeek[5])], [36, @(Model.LearnerWeek[6])]], [[3, @(Model.ManagerWeek[0])], [6, @(Model.ManagerWeek[1])], [9, @(Model.ManagerWeek[2])], [12, @(Model.ManagerWeek[3])], [15, @(Model.ManagerWeek[4])], [29, @(Model.ManagerWeek[5])], [36, @(Model.ManagerWeek[6])]]], { axes: { yaxis: { tickOptions: { show: false}, min: 0, max: 100, label: 'Participation Rate', labelRenderer: $.jqplot.CanvasAxisLabelRenderer }, xaxis: { min: 3, max: 36, label: 'Week', tickOptions: { formatString: '%d' } } }, seriesDefaults: { showMarker: false , rendererOptions: { diameter: undefined, // diameter of pie, auto computed by default. padding: 10, // padding between pie and neighboring legend or plot margin. fill: true, // render solid (filled) slices. shadowOffset: 2, // offset of the shadow from the chart. shadowDepth: 15, // Number of strokes to make when drawing shadow. Each stroke // offset by shadowOffset from the last. shadowAlpha: 1 // Opacity of the shadow } }, seriesColors: ['#3591cf', '#ef4058', '#73C774', '#C7754C', '#17BDB8'] }); }); I have played around with render options and xasis but cant seem to work it out

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  • Simple Physics Simulation in java not working.

    - by Static Void Main
    Dear experts, I wanted to implement ball physics and as i m newbie, i adapt the code in tutorial http://adam21.web.officelive.com/Documents/JavaPhysicsTutorial.pdf . i try to follow that as i much as i can, but i m not able to apply all physical phenomenon in code, can somebody please tell me, where i m mistaken or i m still doing some silly programming mistake. The balls are moving when i m not calling bounce method and i m unable to avail the bounce method and ball are moving towards left side instead of falling/ending on floor**, Can some body recommend me some better way or similar easy compact way to accomplish this task of applying physics on two ball or more balls with interactivity. here is code ; import java.awt.*; public class AdobeBall { protected int radius = 20; protected Color color; // ... Constants final static int DIAMETER = 40; // ... Instance variables private int m_x; // x and y coordinates upper left private int m_y; private double dx = 3.0; // delta x and y private double dy = 6.0; private double m_velocityX; // Pixels to move each time move() is called. private double m_velocityY; private int m_rightBound; // Maximum permissible x, y values. private int m_bottomBound; public AdobeBall(int x, int y, double velocityX, double velocityY, Color color1) { super(); m_x = x; m_y = y; m_velocityX = velocityX; m_velocityY = velocityY; color = color1; } public double getSpeed() { return Math.sqrt((m_x + m_velocityX - m_x) * (m_x + m_velocityX - m_x) + (m_y + m_velocityY - m_y) * (m_y + m_velocityY - m_y)); } public void setSpeed(double speed) { double currentSpeed = Math.sqrt(dx * dx + dy * dy); dx = dx * speed / currentSpeed; dy = dy * speed / currentSpeed; } public void setDirection(double direction) { m_velocityX = (int) (Math.cos(direction) * getSpeed()); m_velocityY = (int) (Math.sin(direction) * getSpeed()); } public double getDirection() { double h = ((m_x + dx - m_x) * (m_x + dx - m_x)) + ((m_y + dy - m_y) * (m_y + dy - m_y)); double a = (m_x + dx - m_x) / h; return a; } // ======================================================== setBounds public void setBounds(int width, int height) { m_rightBound = width - DIAMETER; m_bottomBound = height - DIAMETER; } // ============================================================== move public void move() { double gravAmount = 0.02; double gravDir = 90; // The direction for the gravity to be in. // ... Move the ball at the give velocity. m_x += m_velocityX; m_y += m_velocityY; // ... Bounce the ball off the walls if necessary. if (m_x < 0) { // If at or beyond left side m_x = 0; // Place against edge and m_velocityX = -m_velocityX; } else if (m_x > m_rightBound) { // If at or beyond right side m_x = m_rightBound; // Place against right edge. m_velocityX = -m_velocityX; } if (m_y < 0) { // if we're at top m_y = 0; m_velocityY = -m_velocityY; } else if (m_y > m_bottomBound) { // if we're at bottom m_y = m_bottomBound; m_velocityY = -m_velocityY; } // double speed = Math.sqrt((m_velocityX * m_velocityX) // + (m_velocityY * m_velocityY)); // ...Friction stuff double fricMax = 0.02; // You can use any number, preferably less than 1 double friction = getSpeed(); if (friction > fricMax) friction = fricMax; if (m_velocityX >= 0) { m_velocityX -= friction; } if (m_velocityX <= 0) { m_velocityX += friction; } if (m_velocityY >= 0) { m_velocityY -= friction; } if (m_velocityY <= 0) { m_velocityY += friction; } // ...Gravity stuff m_velocityX += Math.cos(gravDir) * gravAmount; m_velocityY += Math.sin(gravDir) * gravAmount; } public Color getColor() { return color; } public void setColor(Color newColor) { color = newColor; } // ============================================= getDiameter, getX, getY public int getDiameter() { return DIAMETER; } public double getRadius() { return radius; // radius should be a local variable in Ball. } public int getX() { return m_x; } public int getY() { return m_y; } } using adobeBall: import java.awt.*; import java.awt.event.*; import javax.swing.*; public class AdobeBallImplementation implements Runnable { private static final long serialVersionUID = 1L; private volatile boolean Play; private long mFrameDelay; private JFrame frame; private MyKeyListener pit; /** true means mouse was pressed in ball and still in panel. */ private boolean _canDrag = false; private static final int MAX_BALLS = 50; // max number allowed private int currentNumBalls = 2; // number currently active private AdobeBall[] ball = new AdobeBall[MAX_BALLS]; public AdobeBallImplementation(Color ballColor) { frame = new JFrame("simple gaming loop in java"); frame.setSize(400, 400); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); pit = new MyKeyListener(); pit.setPreferredSize(new Dimension(400, 400)); frame.setContentPane(pit); ball[0] = new AdobeBall(34, 150, 7, 2, Color.YELLOW); ball[1] = new AdobeBall(50, 50, 5, 3, Color.BLUE); frame.pack(); frame.setVisible(true); frame.setBackground(Color.white); start(); frame.addMouseListener(pit); frame.addMouseMotionListener(pit); } public void start() { Play = true; Thread t = new Thread(this); t.start(); } public void stop() { Play = false; } public void run() { while (Play == true) { // bounce(ball[0],ball[1]); runball(); pit.repaint(); try { Thread.sleep(mFrameDelay); } catch (InterruptedException ie) { stop(); } } } public void drawworld(Graphics g) { for (int i = 0; i < currentNumBalls; i++) { g.setColor(ball[i].getColor()); g.fillOval(ball[i].getX(), ball[i].getY(), 40, 40); } } public double pointDistance (double x1, double y1, double x2, double y2) { return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); } public void runball() { while (Play == true) { try { for (int i = 0; i < currentNumBalls; i++) { for (int j = 0; j < currentNumBalls; j++) { if (pointDistance(ball[i].getX(), ball[i].getY(), ball[j].getX(), ball[j].getY()) < ball[i] .getRadius() + ball[j].getRadius() + 2) { // bounce(ball[i],ball[j]); ball[i].setBounds(pit.getWidth(), pit.getHeight()); ball[i].move(); pit.repaint(); } } } try { Thread.sleep(50); } catch (Exception e) { System.exit(0); } } catch (Exception e) { e.printStackTrace(); } } } public static double pointDirection(int x1, int y1, int x2, int y2) { double H = Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); // The // hypotenuse double x = x2 - x1; // The opposite double y = y2 - y1; // The adjacent double angle = Math.acos(x / H); angle = angle * 57.2960285258; if (y < 0) { angle = 360 - angle; } return angle; } public static void bounce(AdobeBall b1, AdobeBall b2) { if (b2.getSpeed() == 0 && b1.getSpeed() == 0) { // Both balls are stopped. b1.setDirection(pointDirection(b1.getX(), b1.getY(), b2.getX(), b2 .getY())); b2.setDirection(pointDirection(b2.getX(), b2.getY(), b1.getX(), b1 .getY())); b1.setSpeed(1); b2.setSpeed(1); } else if (b2.getSpeed() == 0 && b1.getSpeed() != 0) { // B1 is moving. B2 is stationary. double angle = pointDirection(b1.getX(), b1.getY(), b2.getX(), b2 .getY()); b2.setSpeed(b1.getSpeed()); b2.setDirection(angle); b1.setDirection(angle - 90); } else if (b1.getSpeed() == 0 && b2.getSpeed() != 0) { // B1 is moving. B2 is stationary. double angle = pointDirection(b2.getX(), b2.getY(), b1.getX(), b1 .getY()); b1.setSpeed(b2.getSpeed()); b1.setDirection(angle); b2.setDirection(angle - 90); } else { // Both balls are moving. AdobeBall tmp = b1; double angle = pointDirection(b2.getX(), b2.getY(), b1.getX(), b1 .getY()); double origangle = b1.getDirection(); b1.setDirection(angle + origangle); angle = pointDirection(tmp.getX(), tmp.getY(), b2.getX(), b2.getY()); origangle = b2.getDirection(); b2.setDirection(angle + origangle); } } public static void main(String[] args) { javax.swing.SwingUtilities.invokeLater(new Runnable() { public void run() { new AdobeBallImplementation(Color.red); } }); } } *EDIT:*ok splitting the code using new approach for gravity from this forum: this code also not working the ball is not coming on floor: public void mymove() { m_x += m_velocityX; m_y += m_velocityY; if (m_y + m_bottomBound > 400) { m_velocityY *= -0.981; // setY(400 - m_bottomBound); m_y = 400 - m_bottomBound; } // ... Bounce the ball off the walls if necessary. if (m_x < 0) { // If at or beyond left side m_x = 0; // Place against edge and m_velocityX = -m_velocityX; } else if (m_x > m_rightBound) { // If at or beyond right side m_x = m_rightBound - 20; // Place against right edge. m_velocityX = -m_velocityX; } if (m_y < 0) { // if we're at top m_y = 1; m_velocityY = -m_velocityY; } else if (m_y > m_bottomBound) { // if we're at bottom m_y = m_bottomBound - 20; m_velocityY = -m_velocityY; } } thanks a lot for any correction and help. jibby

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  • Why does my program not react to any arguments?

    - by Electric Coffee
    I have a simple test program in C++ that prints out attributes of a circle #include <iostream> #include <stdlib.h> #include "hidden_functions.h" // contains the Circle class using namespace std; void print_circle_attributes(float r) { Circle* c = new Circle(r); cout << "radius: " << c->get_radius() << endl; cout << "diameter: " << c->get_diameter() << endl; cout << "area: " << c->get_area() << endl; cout << "circumference: " << c->get_circumference() << endl; cout << endl; delete c; } int main(int argc, const char* argv[]) { float input = atof(argv[0]); print_circle_attributes(input); return 0; } when I run my program with the parameter 2.4 it outputs: radius: 0.0 diameter: 0.0 area: 0.0 circumference: 0.0 I've previously tested the program without the parameter, but simply using static values, and it ran just fine; so I know there's nothing wrong with the class I made... So what did I do wrong here? Note: the header is called hidden_functions.h because it served to test out how it would work if I had functions not declared in the header

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  • Is there any reason to use "plain old data" classes?

    - by Michael
    In legacy code I occasionally see classes that are nothing but wrappers for data. something like: class Bottle { int height; int diameter; Cap capType; getters/setters, maybe a constructor } My understanding of OO is that classes are structures for data and the methods of operating on that data. This seems to preclude objects of this type. To me they are nothing more than structs and kind of defeat the purpose of OO. I don't think it's necessarily evil, though it may be a code smell. Is there a case where such objects would be necessary? If this is used often, does it make the design suspect?

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  • SEO with an iframe and a secondary domain

    - by MisterM
    Just a question, a client of the company I work for was They run the SEO page on a new domain (they own it for the client) http://kunstplanten-decoratie.nl/kunst_vetplanten/ while the original page is located at: http://www.deco-trade.nl/index.php/kunstplanten/alle-planten.html Below is the code they are using, they use an iframe to include the real domain. Is this even allowed by SEO tactics and does the content of the iframe even get indexed? <!doctype html> <html lang="nl" dir="ltr"> <head> <title>Kunst vetplanten | Deco Trade</title> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <meta name="description" content="De kunst vetplanten van Deco Trade zijn een mooi decoratiemiddel voor zowel thuis als op kantoor"> <meta name="keywords" content="Kunst vetplanten, KUNSTPLANTEN"> <link rel="stylesheet" type="text/css" href="../css.php"> </head> <body itemscope itemtype="http://schema.org/Florist"><div id="wrap"><div id="body"> <h1>Kunst vetplanten</h1> <p><img src="kunst_vetplanten.gif" alt="Kunst vetplanten | Deco Trade"><strong>Kunst vetplanten, KUNSTPLANTEN</strong></p> <h3>De kunst vetplanten van Deco Trade zijn een mooi decoratiemiddel voor zowel thuis als op kantoor</h3> <p>Deco Trade heeft een ruime sortering kunst vetplanten in verschillende maten. Een tweetal keuzes zijn de Crassula kunt vetplant en de Senecio kunst vetplant. De Crassula kunst vetplant is met zijn dikke diep groene bladeren en echte houten stammen een mooie vetplant voor op tafel of dressoir. Het model leent zich perfect voor presentatie in een luxe schaal, maar de Crassula laat zich ook goed combineren met een smalle hoge plantenbak.</p> <p>De diameter van de kunst Crassula is ±45-50cm en de hoogte inclusief de binnenpot is ±70cm. Standaard wordt de kunstplant geleverd in een plastic binnenpot zodat deze eenvoudig in een sierpot te plaatsen is. De afgebeelde sierpotten kunnen los besteld worden. Tevens leverbaar in een kleine maat van 40cm.</p> <p>De Senecio kunst vetplant, is met zijn vele blaadjes een leuke vetplant voor op tafel of in de vensterbank. Als enkel kunstplantje in een hoge sierpot, met meerdere op een rij, of in een luxe platte schaal, met deze kunst vetplant kun je perfect decoreren! De diameter van de Senecio kunstplant is ±30cm en de hoogte inclusief het binnenpotje is ±20cm. Standaard wordt het plantje geleverd in een 12cm plastic binnenpot zodat deze eenvoudig in een sierpot te plaatsen is. De afgebeelde sierpotten kunnen los besteld worden.</p> <p class="centre"><a href="../kunst_buxusbal/" title="Kunst buxusbal">Kunst buxusbal</a> <a href="../kunstbuxusballen/" title="Kunstbuxusballen">Kunstbuxusballen</a> <a href="../kunstcactus/" title="Kunstcactus">Kunstcactus</a> <a href="../kunst_cactus/" title="Kunst cactus">Kunst cactus</a> <a href="../kunst_bloeiende_planten/" title="Kunst bloeiende planten">Kunst bloeiende planten</a> <a href="../buiten_kunst_planten/" title="Buiten kunst planten">Buiten kunst planten</a> <a href="../kunst_ficus/" title="Kunst Ficus">Kunst Ficus</a> <a href="../kunst_guirlande/" title="Kunst Guirlande">Kunst Guirlande</a> <a href="../kunsthaag_elementen/" title="Kunsthaag elementen">Kunsthaag elementen</a> <a href="../uv_planten/" title="UV planten">UV planten</a> <a href="../grote_kunstplanten/" title="Grote kunstplanten">Grote kunstplanten</a></p> <p class="centre">Copyright 2011 <a href="../index.php">kunstplanten-decoratie.nl</a> | <a href="../contact.php" title="Contact">Contact</a> | <a href="../sitemap.php" title="Sitemap">Sitemap</a></p> </div></div> <iframe src="http://www.deco-trade.nl/index.php/kunstplanten/alle-planten.html" scrolling="no" frameborder="0"></iframe> </body> </html>

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  • Is there any reason to use "container" classes?

    - by Michael
    I realize the term "container" is misleading in this context - if anyone can think of a better term please edit it in. In legacy code I occasionally see classes that are nothing but wrappers for data. something like: class Bottle { int height; int diameter; Cap capType; getters/setters, maybe a constructor } My understanding of OO is that classes are structures for data and the methods of operating on that data. This seems to preclude objects of this type. To me they are nothing more than structs and kind of defeat the purpose of OO. I don't think it's necessarily evil, though it may be a code smell. Is there a case where such objects would be necessary? If this is used often, does it make the design suspect?

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  • Zookeeper naming service [closed]

    - by kolchanov
    I need a recommendation for naming service implementation. We are ISV and we have a lot of applications (services) with very different protocols such as http (Rest), low level tcp, amqp, diameter, telco protocols Rx, Ry, Ud and many others. We want to simplify configuration, deployment and service discovery procees and it seems that It's time to create central configuration registry. So I have few questions: - is zookeeper suitable for this purpose? - does exists more suitable and more special solution? - best practice for service naming for discoverin. Any standards? - recommendation for service configuration data structure Also we are keeping in mind future tasks For dynamic application distribution in a private cloud. Could you share your real life experience?

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  • Circle vs Edge collision detection / resolution

    - by topheman
    I made a javascript class Ball.js that handles physics interactions betweens balls as well as painting. In the v1.0, the ball vs ball collision detection and resolution is well handled. In the next version (v2), I'm trying to add edgeCollision handling. I'm having some problems, maybe you will be able to help me. All the v2 branch source code is on github repository : https://github.com/topheman/Ball.js/tree/v2 The v2 demos (where you can see the bug I will be talking about) : http://labs.topheman.com/Ball-v2/#help As you will see on the demo, I have two major problems that I'm having a really hard time to solve on Ball.js : method resolveEdgeCollision : bounce angle is inconsistent method checkEdgeCollision : if the ball's velocity (the length that it runs each frame) is higher than its diameter, eventually, it will pass through an edge, without triggering any collision Any Ideas ?...

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  • Calculate random points (pixel) within a circle (image)

    - by DMills
    I have an image that contains a circles at a specific location, and of a specific diameter. What I need to do is to be able to calculate random points within the circle, and then manipulate said the pixels they correlate to. I have the following code already: private Point CalculatePoint() { var angle = _random.NextDouble() * ( Math.PI * 2 ); var x = _originX + ( _radius * Math.Cos( angle ) ); var y = _originY + ( _radius * Math.Sin( angle ) ); return new Point( ( int )x, ( int )y ); } And that works fine for finding all the points at the circumference of the circle, but I need all points from anywhere in the circle. If this doesn't make sense let me know and I will do my best to clarify.

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  • Draw Lines Over a Circle

    - by VOX
    There's a line A-B and C at the center between A and B. It forms a circle as in the figure. If we assume A-B line as a diameter of the circle and then C is it's center. My problem is I have no idea how to draw another three lines (in blue) each 45 degree away from AC or AB. No, this is not a homework, it's part of my complex geometry in a rendering. http://www.freeimagehosting.net/image.php?befcd84d8c.png

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  • make a 3D spotlight cone matrix

    - by Soubok
    How to create the transformation matrix (4x4) that transforms a cylinder (of height 1 and diameter 1) into a cone that represents my spotlight (position, direction and cutoff angle) ? --edit-- In other words: how to draw the cone that represents my spotlight by drawing a cylinder through a suitable transformation matrix.

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  • Change size of ImageIcon in a JRadioButton

    - by Frederik Wordenskjold
    I simply want to change the size (diameter) of the actual (default) ImageIcon of my JRadioButton. I've changed the size of the font displayed in the widget, so it really looks silly with such a large radiobutton. JRadioButton button = new JRadioButton("Button"); button.setFont(new Font("Lucida Grande",Font.PLAIN, 11)); gives me this giant button: Do I really have to create my own ImageIcon? Or can I somehow scale the default one, without too much of a hassle?

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  • Why is my CPU fan so loud?

    - by tiiquu
    I bought an old PC to use as a second PC. Everything is fine, except for one thing. The CPU fan is terribly loud! I did a lot with PCs but I never did much with CPU fans. If I want to replace it, what do I have to look for? The fan is 8cm long on each side and 11cm diameter. It is just clipped to the cooler. The PC is a P4 3 GHz. I don't want to spend much money, as I only paid 50 euro for the whole PC. I would prefer to buy a fan for 1-3 dollar or something at eBay but I am not quite sure which one I should buy (which fits). Can you advise?

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  • Solid Edge ST6 - 2D Modeling: dimensions

    - by juFo
    I'm currently making some 2D drawings in Solid Edge ST6. I have several circles which I need to change so that they have an equal diameter and equal space between both circles, etc... Currently my drawing looks a bit messy with all the dimensions that I use: I use the Smart Dimension tool and the Distance Between tool but I have no clue to make my drawing more readable by adding less dimensions. Is there a way to copy/paste dimensions or let a circle follow the dimensions of one other circle? I hope you understand the question. Thanks in advance (I could not find anything about Solid Edge, so I hope superuser is the correct place to ask.)

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