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  • 2D Collision masks for handling slopes

    - by JiminyCricket
    I've been looking at the example at: http://create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel and am trying to figure out how to adjust the sprite once a collision has been detected. As David suggested at XNA 4.0 2D sidescroller variable terrain heightmap for walking/collision, I made a few sensor points (feet, sides, bottom center, etc.) and can easily detect when these points actually collide with non-transparent portions of a second texture (simple slope). I'm having trouble with the algorithm of how I would actually adjust the sprite position based on a collision. Say I detect a collision with the slope at the sprite's right foot. How can I scan the slope texture data to find the Y position to place the sprite's foot so it is no longer inside the slope? The way it is stored as a 1D array in the example is a bit confusing, should I try to store the data as a 2D array instead? For test purposes, I'm thinking of just using the slope texture alpha itself as a primitive and easy collision mask (no grass bits or anything besides a simple non-linear slope). Then, as in the example, I find the coordinates of any collisions between the slope texture and the sprite's sensors and mark these special sensor collisions as having occurred. Finally, in the case of moving up a slope, I would scan for the first transparent pixel above (in the texture's Ys at that X) the right foot collision point and set that as the new height of the sprite. I'm a little unclear also on when I should make these adjustments. Collisions are checked on every game.update() so would I quickly change the position of the sprite before the next update is called? I also noticed several people mention that it's best to separate collision checks horizontally and vertically, why is that exactly? Open to any suggestions if this is an inefficient or inaccurate way of handling this. I wish MSDN had provided an example of something like this, I didn't know it would be so much more complex than NES Mario style pure box platforming!

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  • Object oriented EDI handling in PHP

    - by Robert van der Linde
    I'm currently starting a new sub project where I will: Retrieve the order information from our mainframe Save the order information to our web-apps' database Send the order as EDI (either D01b or D93a) Receive the order response, despatch advice and invoice messages Do all kinds of fun things with the resulting datasets. However I am struggling with my initial class designs. The order information will be retrieved from the mainframe which will result in a "AOrder" class, this isn't a problem, I am not sure about how to mold this local object into an EDI string. Should I create EDIOrder/EDIOrderResponse/etc classes with matching decorators (EDIOrderD01BDecorator, EDIOrderD93ADecorator)? Do I need builder objects or can I do: // $myOrder is instance of AOrder $myOrder->toEDIOrder(); $decorator = new EDIOrderD01BDecorator($myOrder); $edi = $decorator->getEDIString(); And it'll have to work the other way around as well. Is the following code a good way of handling this problem or should I go about this differently? $ediString = $myEDIMessageBroker->fetch(); $ediOrderResponse = EDIOrderResponse::fromString($ediString); I'm just not so sure about how I should go about designing the classes and interactions between them. Thanks for reading and helping.

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  • C++ and system exceptions

    - by Abyx
    Why standard C++ doesn't respect system (foreign or hardware) exceptions? E.g. when null pointer dereference occurs, stack isn't unwound, destructors aren't called, and RAII doesn't work. The common advice is "to use system API". But on certain systems, specifically Win32, this doesn't work. To enable stack unwinding for this C++ code // class Foo; // void bar(const Foo&); bar(Foo(1, 2)); one should generate something like this C code Foo tempFoo; Foo_ctor(&tempFoo); __try { bar(&tempFoo); } __finally { Foo_dtor(&tempFoo); } Foo_dtor(&tempFoo); and it's impossible to implement this as C++ library. Upd: Standard doesn't forbid handling system exceptions. But it seems that popular compilers like g++ doesn't respect system exceptions on any platforms just because standard doesn't require this. The only thing that I want - is to use RAII to make code readable and program reliable. I don't want to put hand-crafted try\finally around every call to unknown code. For example in this reusable code, AbstractA::foo is such unknown code: void func(AbstractA* a, AbstractB* b) { TempFile file; a->foo(b, file); } Maybe one will pass to func such implementation of AbstractA, which every Friday will not check if b is NULL, so access violation will happen, application will terminate and temporary file will not be deleted. How many months uses will suffer because of this issue, until either author of func or author of AbstractA will do something with it? Related: Is `catch(...) { throw; }` a bad practice?

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  • Tiled Editor: How is this Map Handling Collision?

    - by user2736286
    BrowserQuest map in question. From what I understand, with tiled, there are two main ways to specify collision: Create an object layer, and interpret the shapes in the engine as collision objects. Create a tiled layer, and make all tiles in the layer have a collision property, and interpret all tiles in the layer as collision objects. I'm using BrowserQuest as a big source of inspiration for my project, and I want to know how they handled collision on the level editing side. I've checked through all their layers, expecting an object layer to be handling cliff collision like: But there are no such object layers to be found. Furthermore, the tile layers containing the tiles for such cliffs have no properties at all, meaning that they didn't just specify "collision" for such tile layers. I especially need to know how they handled less rectangular shapes like: I could imagine that they are not using explicit collision layers, but instead determining collision in the actual engine, based off the presence of specific tile layer sprites. Only because BrowserQuest has whole-tile movement, and it wouldn't look too odd if a small apple, taking up only a fraction of the tile size, prevents movement over that entire tile. But I'm creating a game with more precise movement, so collision has to be tight to the apple, and I really want to know how BrowserQuest approached collision defining. If anyone knowledgeable with Tiled could take a quick look at the map, I'd appreciate it! I'm tearing my hair out here :). Thanks

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  • Thoughts on exception handling.

    - by AndyScott
    Was working on a windows form app (something I haven't done in a while), adding threading and logging so that it would work a little more smoothly and have a record of who did what.  I was just about at the point where I was going to check it into source control when I noticed that the Output window was showing "A first chance exception of type 'System.InvalidCastException' occurred in mscorlib.dll", so I googled it.  In reading some threads about the error, I came across the following comment and it got me thinking: "In addition, while they should be avoided if possible, exceptions are a quite legitimate part of program execution. It's their going unhandled that is a real issue, because that means crashy, crashy." How do you normally use exception handling?  I feel that exceptions are intended to handle errors in code (in my experience generally related to bad data making its way into the system).  Now don't get me wrong, I understand that exceptions happen and should be dealt with, but I feel that they are a "last resort" to keep a program from crashing, but should never be a way to pass data or continue logical processing that could be handled in standard code flow. I mention this, because I have seen it done. What do you think?

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  • Are there legitimate reasons for returning exception objects instead of throwing them?

    - by stakx
    This question is intended to apply to any OO programming language that supports exception handling; I am using C# for illustrative purposes only. Exceptions are usually intended to be raised when an problem arises that the code cannot immediately handle, and then to be caught in a catch clause in a different location (usually an outer stack frame). Q: Are there any legitimate situations where exceptions are not thrown and caught, but simply returned from a method and then passed around as error objects? This question came up for me because .NET 4's System.IObserver<T>.OnError method suggests just that: exceptions being passed around as error objects. Let's look at another scenario, validation. Let's say I am following conventional wisdom, and that I am therefore distinguishing between an error object type IValidationError and a separate exception type ValidationException that is used to report unexpected errors: partial interface IValidationError { } abstract partial class ValidationException : System.Exception { public abstract IValidationError[] ValidationErrors { get; } } (The System.Component.DataAnnotations namespace does something quite similar.) These types could be employed as follows: partial interface IFoo { } // an immutable type partial interface IFooBuilder // mutable counterpart to prepare instances of above type { bool IsValid(out IValidationError[] validationErrors); // true if no validation error occurs IFoo Build(); // throws ValidationException if !IsValid(…) } Now I am wondering, could I not simplify the above to this: partial class ValidationError : System.Exception { } // = IValidationError + ValidationException partial interface IFoo { } // (unchanged) partial interface IFooBuilder { bool IsValid(out ValidationError[] validationErrors); IFoo Build(); // may throw ValidationError or sth. like AggregateException<ValidationError> } Q: What are the advantages and disadvantages of these two differing approaches?

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  • Count seconds and minutes with MCU timer/interrupt?

    - by arynhard
    I am trying to figure out how to create a timer for my C8051F020 MCU. The following code uses the value passed to init_Timer2() with the following formula: 65535-(0.1 / (12/2000000)=48868. I set up the timer to count every time it executes and for every 10 counts, count one second. This is based on the above formula. 48868 when passed to init_Timer2 will produce a 0.1 second delay. It would take ten of them per second. However, when I test the timer it is a little fast. At ten seconds the timer reports 11 seconds, at 20 seconds the timer reports 22 seconds. I would like to get as close to a perfect second as I can. Here is my code: #include <compiler_defs.h> #include <C8051F020_defs.h> void init_Clock(void); void init_Watchdog(void); void init_Ports(void); void init_Timer2(unsigned int counts); void start_Timer2(void); void timer2_ISR(void); unsigned int timer2_Count; unsigned int seconds; unsigned int minutes; int main(void) { init_Clock(); init_Watchdog(); init_Ports(); start_Timer2(); P5 &= 0xFF; while (1); } //============================================================= //Functions //============================================================= void init_Clock(void) { OSCICN = 0x04; //2Mhz //OSCICN = 0x07; //16Mhz } void init_Watchdog(void) { //Disable watchdog timer WDTCN = 0xDE; WDTCN = 0xAD; } void init_Ports(void) { XBR0 = 0x00; XBR1 = 0x00; XBR2 = 0x40; P0 = 0x00; P0MDOUT = 0x00; P5 = 0x00; //Set P5 to 1111 P74OUT = 0x08; //Set P5 4 - 7 (LEDs) to push pull (Output) } void init_Timer2(unsigned int counts) { CKCON = 0x00; //Set all timers to system clock divided by 12 T2CON = 0x00; //Set timer 2 to timer mode RCAP2 = counts; T2 = 0xFFFF; //655535 IE |= 0x20; //Enable timer 2 T2CON |= 0x04; //Start timer 2 } void start_Timer2(void) { EA = 0; init_Timer2(48868); EA = 1; } void timer2_ISR(void) interrupt 5 { T2CON &= ~(0x80); P5 ^= 0xF0; timer2_Count++; if(timer2_Count % 10 == 0) { seconds++; } if(seconds % 60 == 0 && seconds != 0) { minutes++; } }

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  • Another question about handling game states

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something?

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  • Is there a theory for "transactional" sequences of failing and no-fail actions?

    - by Ross Bencina
    My question is about writing transaction-like functions that execute sequences of actions, some of which may fail. It is related to the general C++ principle "destructors can't throw," no-fail property, and maybe also with multi-phase transactions or exception safety. However, I'm thinking about it in language-neutral terms. My concern is with correctly designing error handling in C++ functions that must be reliable. I would like to know what the concepts below are called so that I can learn more about them. I'm sorry that I can't ask the question more directly. Since I don't know this area I have provided an example to explain my question. The question is at the end. Here goes: Consider a sequence of steps or actions executed sequentially, where actions belong to one of two classes: those that always succeed, and those that may fail. In the examples below: S stands for an action that always succeeds (called "no-fail" in some settings). F stands for an action that may fail (for example, it might fail to allocate memory or do I/O that could fail). Consider a sequences of actions (executed sequentially from left to right): S->S->S->S Since each action in the sequence above succeeds, the whole sequence succeeds. On the other hand, the following sequence may fail because the last action may fail: S->S->S->F So, claim: a sequence has the no-fail (S) property if and only if all of its actions are no-fail. Now, I'm interested in action sequences that form "atomic transactions", with "failure atomicity," i.e. where either the whole sequence completes successfully, or there is no effect. I.e. if some action fails, the earlier ones must be rolled back. This requires that any successfully executed actions prior to a failing action must always be able to be rolled back. Consider the sequence: S->S->S->F S<-S<-S In the example above, the first row is the forward path of the transaction, and the second row are inverse actions (executed from right to left) that can be used to roll back if the final top row actions fails. It seems to me that for a transaction to support failure atomicity, the following invariant must hold: Claim: To support failure atomicity (either completion or complete roll-back on failure) all actions preceding the latest failable (F) action on the forward path (marked * in the example below) must have no-fail (S) inverses. The following is an example of a sequence that supports failure atomicity: * S->F->F->F S<-S<-S Further, if we want the transaction to be able to attempt cancellation mid-way through, but still guarantee either full completion or full rollback then we need the following property: Claim: To support failure atomicity and cancellation mid-way through execution, in the face of errors in the inverse (cancellation) path, all actions following the earliest failable (F) inverse on the reverse path (marked *) must be no-fail (S). F->F->F->S->S S<-S<-F<-F * I believe that these two conditions guarantee that an abortable/cancelable transaction will never get "stuck". My questions are: What is the study and theory of these properties called? are my claims correct? and what else is there to know? UPDATE 1: Updated terminology: what I previously called "robustness" is called atomicity in the database literature. UPDATE 2: Added explicit reference to failure atomicity, which seems to be a thing.

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  • Why is 0 false?

    - by Morwenn
    This question may sound dumb, but why does 0 evaluates to false and any other [integer] value to true is most of programming languages? String comparison Since the question seems a little bit too simple, I will explain myself a little bit more: first of all, it may seem evident to any programmer, but why wouldn't there be a programming language - there may actually be, but not any I used - where 0 evaluates to true and all the other [integer] values to false? That one remark may seem random, but I have a few examples where it may have been a good idea. First of all, let's take the example of strings three-way comparison, I will take C's strcmp as example: any programmer trying C as his first language may be tempted to write the following code: if (strcmp(str1, str2)) { // Do something... } Since strcmp returns 0 which evaluates to false when the strings are equal, what the beginning programmer tried to do fails miserably and he generally does not understand why at first. Had 0 evaluated to true instead, this function could have been used in its most simple expression - the one above - when comparing for equality, and the proper checks for -1 and 1 would have been done only when needed. We would have considered the return type as bool (in our minds I mean) most of the time. Moreover, let's introduce a new type, sign, that just takes values -1, 0 and 1. That can be pretty handy. Imagine there is a spaceship operator in C++ and we want it for std::string (well, there already is the compare function, but spaceship operator is more fun). The declaration would currently be the following one: sign operator<=>(const std::string& lhs, const std::string& rhs); Had 0 been evaluated to true, the spaceship operator wouldn't even exist, and we could have declared operator== that way: sign operator==(const std::string& lhs, const std::string& rhs); This operator== would have handled three-way comparison at once, and could still be used to perform the following check while still being able to check which string is lexicographically superior to the other when needed: if (str1 == str2) { // Do something... } Old errors handling We now have exceptions, so this part only applies to the old languages where no such thing exist (C for example). If we look at C's standard library (and POSIX one too), we can see for sure that maaaaany functions return 0 when successful and any integer otherwise. I have sadly seen some people do this kind of things: #define TRUE 0 // ... if (some_function() == TRUE) { // Here, TRUE would mean success... // Do something } If we think about how we think in programming, we often have the following reasoning pattern: Do something Did it work? Yes -> That's ok, one case to handle No -> Why? Many cases to handle If we think about it again, it would have made sense to put the only neutral value, 0, to yes (and that's how C's functions work), while all the other values can be there to solve the many cases of the no. However, in all the programming languages I know (except maybe some experimental esotheric languages), that yes evaluates to false in an if condition, while all the no cases evaluate to true. There are many situations when "it works" represents one case while "it does not work" represents many probable causes. If we think about it that way, having 0 evaluate to true and the rest to false would have made much more sense. Conclusion My conclusion is essentially my original question: why did we design languages where 0 is false and the other values are true, taking in account my few examples above and maybe some more I did not think of? Follow-up: It's nice to see there are many answers with many ideas and as many possible reasons for it to be like that. I love how passionate you seem to be about it. I originaly asked this question out of boredom, but since you seem so passionate, I decided to go a little further and ask about the rationale behind the Boolean choice for 0 and 1 on Math.SE :)

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  • When would you prefer to declare an exception rather than handling it in Java?

    - by Epitaph
    I know we can declare the exception for our method if we want it to be handled by the calling method. This will even allow us to do stuff like write to the OutputStream without wrapping the code in try/catch block if the enclosing method throws IOException. My question is: Can anyone provide an instance where this is usually done where you'd like the super class to handle the exception instead of the current method?

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  • foreach() error handling - how do make it do nothing?

    - by Jared
    Hey all, This should be very basic, but I am a little stumped! Here is my array: $menu = array( 'Home', 'Stuff'=>array( 'Losta Stuff', 'Less Stuff', 'Ur moms stuff', 'FAQ' ), 'Public Works' ); Here is my logic: echo "<ol>\n"; foreach( (array)$menu as $header ) { echo ' <li><b>'.$header."</b><br />\n"; echo ' <ol>'; foreach( (array)$header as $headers ) { echo ' <li>'.$headers.".</li>\n"; } echo ' </ol>'; } echo "</ol>\n"; As you can see, Home and Public Works don't have data in the them, so I get a Warning: Invalid argument supplied for foreach() in test.php on line ## If I add (array) to $header like this: foreach( (array)$header as $headers ), It no longer gives me the error, but it just displays the $header as the $headers (i.e. Home - Home, Instead of Home - nothing). Basically, if the data is empty, I want it to do nothing!

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  • Where did Pylons beautiful error handling go? Using Nginx + Paster + Flup#fcgi_thread

    - by Tony
    I need to run my development through nginx due to some complicated subdomain routing rules in my pylons app that wouldn't be handled otherwise. I had been using lighttpd + paster + Flup#scgi_thread and the nice error reporting by Pylons had been working fine in that environment. Yesterday I recompiled Python and MySQL for 64bit, and also switched to Ngix + paster + Flup#fcgi_thread for my development environment. Everything is working great, but I miss the fancy error reports. This is what I get now, and it is a mess compared to what I got used to: http://drp.ly/Iygeg . And here are the pylons/nginx configs. Pylons: [server:main] use = egg:Flup#fcgi_thread host = 0.0.0.0 port = 6500 Nginx: location / { #include /usr/local/nginx/conf/fastcgi.conf; fastcgi_param PATH_INFO $fastcgi_script_name; fastcgi_param REQUEST_METHOD $request_method; fastcgi_param QUERY_STRING $query_string; fastcgi_param CONTENT_TYPE $content_type; fastcgi_param CONTENT_LENGTH $content_length; fastcgi_param SERVER_ADDR $server_addr; fastcgi_param SERVER_PORT $server_port; fastcgi_param SERVER_NAME $server_name; fastcgi_param SERVER_PROTOCOL $server_protocol; fastcgi_param REMOTE_ADDR $remote_addr; fastcgi_pass_header Authorization; fastcgi_intercept_errors off; fastcgi_pass 127.0.0.1:6500; }

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  • What is wrong with the JavaScript event handling in this example? (Using click() and hover() jQuery

    - by Bungle
    I'm working on a sort of proof-of-concept for a project that approximates Firebug's inspector tool. For more details, please see this related question. Here is the example page. I've only tested it in Firefox: http://troy.onespot.com/static/highlight.html The idea is that, when you're mousing over any element that can contain text, it should "highlight" with a light gray background to indicate the boundaries of that element. When you then click on the element, it should alert() a CSS selector that matches it. This is somewhat working in the example linked above. However, there's one fundamental problem. When mousing over from the top of the page to the bottom, it will pick up the paragraphs, <h1> element, etc. But, it doesn't get the <div>s that encompass those paragraphs. However, for example, if you "sneak up" on the <div> that contains the two paragraphs "The area was settled..." and "Austin was selected..." from the left - tracing down the left edge of the page and entering the <div> just between the two paragraphs (see this screenshot) - then it is picked up. I assume this has something to do with the fact that I haven't attached an event handler to the <body> element (where you're entering the <div> from if you enter from the left), but I have attached handlers to the <p>s (where you're entering from if you come from the top or bottom). There are also other issues with mousing in and out elements - background colors that "stick" and the like - that I think are also related. As indicated in the related question posted above, I suspect there is something about event bubbling that I don't understand that is causing unexpected behavior. Can anyone spot what's wrong with my code? Thanks in advance for any help!

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  • Suggestions on error handling of Win32 C++ code: AtlThrow vs. STL exceptions

    - by EmbeddedProg
    In writing Win32 C++ code, I'd appreciate some hints on how to handle errors of Win32 APIs. In particular, in case of a failure of a Win32 function call (e.g. MapViewOfFile), is it better to: use AtlThrowLastWin32 define a Win32Exception class derived from std::exception, with an added HRESULT data member to store the HRESULT corresponding to value returned by GetLastError? In this latter case, I could use the what() method to return a detailed error string (e.g. "MapViewOfFile call failed in MyClass::DoSomething() method."). What are the pros and cons of 1 vs. 2? Is there any other better option that I am missing? As a side note, if I'd like to localize the component I'm developing, how could I localize the exception what() string? I was thinking of building a table mapping the original English string returned by what() into a Unicode localized error string. Could anyone suggest a better approach? Thanks much for your insights and suggestions.

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  • 2D Platformer Collision Handling

    - by defender-zone
    Hello, everyone! I am trying to create a 2D platformer (Mario-type) game and I am some having some issues with handling collisions properly. I am writing this game in C++, using SDL for input, image loading, font loading, etcetera. I am also using OpenGL via the FreeGLUT library in conjunction with SDL to display graphics. My method of collision detection is AABB (Axis-Aligned Bounding Box), which is really all I need to start with. What I need is an easy way to both detect which side the collision occurred on and handle the collisions properly. So, basically, if the player collides with the top of the platform, reposition him to the top; if there is a collision to the sides, reposition the player back to the side of the object; if there is a collision to the bottom, reposition the player under the platform. I have tried many different ways of doing this, such as trying to find the penetration depth and repositioning the player backwards by the penetration depth. Sadly, nothing I've tried seems to work correctly. Player movement ends up being very glitchy and repositions the player when I don't want it to. Part of the reason is probably because I feel like this is something so simple but I'm over-thinking it. If anyone thinks they can help, please take a look at the code below and help me try to improve on this if you can. I would like to refrain from using a library to handle this (as I want to learn on my own) or the something like the SAT (Separating Axis Theorem) if at all possible. Thank you in advance for your help! void world1Level1CollisionDetection() { for(int i; i < blocks; i++) { if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==true) { int up = 0; int left = 0; int right = 0; int down = 0; if(ball.coords[0] < block[i].coords[0] && block[i].coords[0] < ball.coords[2] && ball.coords[2] < block[i].coords[2]) { left = 1; } if(block[i].coords[0] < ball.coords[0] && ball.coords[0] < block[i].coords[2] && block[i].coords[2] < ball.coords[2]) { right = 1; } if(ball.coords[1] < block[i].coords[1] && block[i].coords[1] < ball.coords[3] && ball.coords[3] < block[i].coords[3]) { up = 1; } if(block[i].coords[1] < ball.coords[1] && ball.coords[1] < block[i].coords[3] && block[i].coords[3] < ball.coords[3]) { down = 1; } cout << left << ", " << right << ", " << up << ", " << down << ", " << endl; if (left == 1) { ball.coords[0] = block[i].coords[0] - 16.0f; ball.coords[2] = block[i].coords[0] - 0.0f; } if (right == 1) { ball.coords[0] = block[i].coords[2] + 0.0f; ball.coords[2] = block[i].coords[2] + 16.0f; } if (down == 1) { ball.coords[1] = block[i].coords[3] + 0.0f; ball.coords[3] = block[i].coords[3] + 16.0f; } if (up == 1) { ball.yspeed = 0.0f; ball.gravity = 0.0f; ball.coords[1] = block[i].coords[1] - 16.0f; ball.coords[3] = block[i].coords[1] - 0.0f; } } if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==false) { ball.gravity = -0.5f; } } } To explain what some of this code means: The blocks variable is basically an integer that is storing the amount of blocks, or platforms. I am checking all of the blocks using a for loop, and the number that the loop is currently on is represented by integer i. The coordinate system might seem a little weird, so that's worth explaining. coords[0] represents the x position (left) of the object (where it starts on the x axis). coords[1] represents the y position (top) of the object (where it starts on the y axis). coords[2] represents the width of the object plus coords[0] (right). coords[3] represents the height of the object plus coords[1] (bottom). de2dCheckCollision performs an AABB collision detection. Up is negative y and down is positive y, as it is in most games. Hopefully I have provided enough information for someone to help me successfully. If there is something I left out that might be crucial, let me know and I'll provide the necessary information. Finally, for anyone who can help, providing code would be very helpful and much appreciated. Thank you again for your help!

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  • Enterprise Library Logging / Exception handling and Postsharp

    - by subodhnpushpak
    One of my colleagues came-up with a unique situation where it was required to create log files based on the input file which is uploaded. For example if A.xml is uploaded, the corresponding log file should be A_log.txt. I am a strong believer that Logging / EH / caching are cross-cutting architecture aspects and should be least invasive to the business-logic written in enterprise application. I have been using Enterprise Library for logging / EH (i use to work with Avanade, so i have affection towards the library!! :D ). I have been also using excellent library called PostSharp for cross cutting aspect. Here i present a solution with and without PostSharp all in a unit test. Please see full source code at end of the this blog post. But first, we need to tweak the enterprise library so that the log files are created at runtime based on input given. Below is Custom trace listner which writes log into a given file extracted out of Logentry extendedProperties property. using Microsoft.Practices.EnterpriseLibrary.Common.Configuration; using Microsoft.Practices.EnterpriseLibrary.Logging.Configuration; using Microsoft.Practices.EnterpriseLibrary.Logging.TraceListeners; using Microsoft.Practices.EnterpriseLibrary.Logging; using System.IO; using System.Text; using System; using System.Diagnostics;   namespace Subodh.Framework.Logging { [ConfigurationElementType(typeof(CustomTraceListenerData))] public class LogToFileTraceListener : CustomTraceListener {   private static object syncRoot = new object();   public override void TraceData(TraceEventCache eventCache, string source, TraceEventType eventType, int id, object data) {   if ((data is LogEntry) & this.Formatter != null) { WriteOutToLog(this.Formatter.Format((LogEntry)data), (LogEntry)data); } else { WriteOutToLog(data.ToString(), (LogEntry)data); } }   public override void Write(string message) { Debug.Print(message.ToString()); }   public override void WriteLine(string message) { Debug.Print(message.ToString()); }   private void WriteOutToLog(string BodyText, LogEntry logentry) { try { //Get the filelocation from the extended properties if (logentry.ExtendedProperties.ContainsKey("filelocation")) { string fullPath = Path.GetFullPath(logentry.ExtendedProperties["filelocation"].ToString());   //Create the directory where the log file is written to if it does not exist. DirectoryInfo directoryInfo = new DirectoryInfo(Path.GetDirectoryName(fullPath));   if (directoryInfo.Exists == false) { directoryInfo.Create(); }   //Lock the file to prevent another process from using this file //as data is being written to it.   lock (syncRoot) { using (FileStream fs = new FileStream(fullPath, FileMode.Append, FileAccess.Write, FileShare.Write, 4096, true)) { using (StreamWriter sw = new StreamWriter(fs, Encoding.UTF8)) { Log(BodyText, sw); sw.Close(); } fs.Close(); } } } } catch (Exception ex) { throw new LoggingException(ex.Message, ex); } }   /// <summary> /// Write message to named file /// </summary> public static void Log(string logMessage, TextWriter w) { w.WriteLine("{0}", logMessage); } } }   The above can be “plugged into” the code using below configuration <loggingConfiguration name="Logging Application Block" tracingEnabled="true" defaultCategory="Trace" logWarningsWhenNoCategoriesMatch="true"> <listeners> <add listenerDataType="Microsoft.Practices.EnterpriseLibrary.Logging.Configuration.CustomTraceListenerData, Microsoft.Practices.EnterpriseLibrary.Logging, Version=4.1.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35" traceOutputOptions="None" filter="All" type="Subodh.Framework.Logging.LogToFileTraceListener, Subodh.Framework.Logging, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null" name="Subodh Custom Trace Listener" initializeData="" formatter="Text Formatter" /> </listeners> Similarly we can use PostSharp to expose the above as cross cutting aspects as below using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Reflection; using PostSharp.Laos; using System.Diagnostics; using GC.FrameworkServices.ExceptionHandler; using Subodh.Framework.Logging;   namespace Subodh.Framework.ExceptionHandling { [Serializable] public sealed class LogExceptionAttribute : OnExceptionAspect { private string prefix; private MethodFormatStrings formatStrings;   // This field is not serialized. It is used only at compile time. [NonSerialized] private readonly Type exceptionType; private string fileName;   /// <summary> /// Declares a <see cref="XTraceExceptionAttribute"/> custom attribute /// that logs every exception flowing out of the methods to which /// the custom attribute is applied. /// </summary> public LogExceptionAttribute() { }   /// <summary> /// Declares a <see cref="XTraceExceptionAttribute"/> custom attribute /// that logs every exception derived from a given <see cref="Type"/> /// flowing out of the methods to which /// the custom attribute is applied. /// </summary> /// <param name="exceptionType"></param> public LogExceptionAttribute( Type exceptionType ) { this.exceptionType = exceptionType; }   public LogExceptionAttribute(Type exceptionType, string fileName) { this.exceptionType = exceptionType; this.fileName = fileName; }   /// <summary> /// Gets or sets the prefix string, printed before every trace message. /// </summary> /// <value> /// For instance <c>[Exception]</c>. /// </value> public string Prefix { get { return this.prefix; } set { this.prefix = value; } }   /// <summary> /// Initializes the current object. Called at compile time by PostSharp. /// </summary> /// <param name="method">Method to which the current instance is /// associated.</param> public override void CompileTimeInitialize( MethodBase method ) { // We just initialize our fields. They will be serialized at compile-time // and deserialized at runtime. this.formatStrings = Formatter.GetMethodFormatStrings( method ); this.prefix = Formatter.NormalizePrefix( this.prefix ); }   public override Type GetExceptionType( MethodBase method ) { return this.exceptionType; }   /// <summary> /// Method executed when an exception occurs in the methods to which the current /// custom attribute has been applied. We just write a record to the tracing /// subsystem. /// </summary> /// <param name="context">Event arguments specifying which method /// is being called and with which parameters.</param> public override void OnException( MethodExecutionEventArgs context ) { string message = String.Format("{0}Exception {1} {{{2}}} in {{{3}}}. \r\n\r\nStack Trace {4}", this.prefix, context.Exception.GetType().Name, context.Exception.Message, this.formatStrings.Format(context.Instance, context.Method, context.GetReadOnlyArgumentArray()), context.Exception.StackTrace); if(!string.IsNullOrEmpty(fileName)) { ApplicationLogger.LogException(message, fileName); } else { ApplicationLogger.LogException(message, Source.UtilityService); } } } } To use the above below is the unit test [TestMethod] [ExpectedException(typeof(NotImplementedException))] public void TestMethod1() { MethodThrowingExceptionForLog(); try { MethodThrowingExceptionForLogWithPostSharp(); } catch (NotImplementedException ex) { throw ex; } }   private void MethodThrowingExceptionForLog() { try { throw new NotImplementedException(); } catch (NotImplementedException ex) { // create file and then write log ApplicationLogger.TraceMessage("this is a trace message which will be logged in Test1MyFile", @"D:\EL\Test1Myfile.txt"); ApplicationLogger.TraceMessage("this is a trace message which will be logged in YetAnotherTest1Myfile", @"D:\EL\YetAnotherTest1Myfile.txt"); } }   // Automatically log details using attributes // Log exception using attributes .... A La WCF [FaultContract(typeof(FaultMessage))] style] [Log(@"D:\EL\Test1MyfileLogPostsharp.txt")] [LogException(typeof(NotImplementedException), @"D:\EL\Test1MyfileExceptionPostsharp.txt")] private void MethodThrowingExceptionForLogWithPostSharp() { throw new NotImplementedException(); } The good thing about the approach is that all the logging and EH is done at centralized location controlled by PostSharp. Of Course, if some other library has to be used instead of EL, it can easily be plugged in. Also, the coder ARE ONLY involved in writing business code in methods, which makes code cleaner. Here is the full source code. The third party assemblies provided are from EL and PostSharp and i presume you will find these useful. Do let me know your thoughts / ideas on the same. Technorati Tags: PostSharp,Enterprize library,C#,Logging,Exception handling

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  • Sd card bigger than 2gb is not recognized in ubuntu 12.04

    - by dex1
    When I insert a card up to 2gb it is immediately seen by the system but if try it with bigger one it's not seen. I presume the issue is not due to the card reader itself as it reads all cards under windows 7 but due to linux driver. I could see some people having similar issues but no solution. Any help appreciated. GParted doesnt see cards bigger than 2gb. After insertion small card ubuntu@ubuntu:~$ dmesg [10169.384481] mmc0: new SD card at address a95c [10169.384870] mmcblk0: mmc0:a95c SD016 14.0 MiB [10169.386715] mmcblk0: p1 everything worked fine then I removed the small one and put 8gb, waited for 2min [10295.736422] mmc0: card a95c removed [10362.448383] sdhci: Switching to 1.8V signalling voltage failed, retrying with S18R set to 0 [10372.480076] mmc0: Timeout waiting for hardware interrupt. [10382.496146] mmc0: Timeout waiting for hardware interrupt. [10392.512149] mmc0: Timeout waiting for hardware interrupt. [10402.528145] mmc0: Timeout waiting for hardware interrupt. [10402.529267] mmc0: error -110 whilst initialising SD card [10402.748807] sdhci: Switching to 1.8V signalling voltage failed, retrying with S18R set to 0 [10412.768063] mmc0: Timeout waiting for hardware interrupt. [10422.784051] mmc0: Timeout waiting for hardware interrupt. [10432.800076] mmc0: Timeout waiting for hardware interrupt. [10442.816067] mmc0: Timeout waiting for hardware interrupt. [10442.817165] mmc0: error -110 whilst initialising SD card [10443.040805] sdhci: Switching to 1.8V signalling voltage failed, retrying with S18R set to 0 [10453.056145] mmc0: Timeout waiting for hardware interrupt. [10463.072139] mmc0: Timeout waiting for hardware interrupt. [10473.088050] mmc0: Timeout waiting for hardware interrupt. [10483.104046] mmc0: Timeout waiting for hardware interrupt. [10483.104107] mmc0: error -110 whilst initialising SD card [10483.328960] sdhci: Switching to 1.8V signalling voltage failed, retrying with S18R set to 0 [10493.344144] mmc0: Timeout waiting for hardware interrupt. ubuntu@ubuntu:~$ lspci 00:00.0 Host bridge: Intel Corporation Mobile PM965/GM965/GL960 Memory Controller Hub (rev 03) 00:02.0 VGA compatible controller: Intel Corporation Mobile GM965/GL960 Integrated Graphics Controller (primary) (rev 03) 00:02.1 Display controller: Intel Corporation Mobile GM965/GL960 Integrated Graphics Controller (secondary) (rev 03) 00:1a.0 USB controller: Intel Corporation 82801H (ICH8 Family) USB UHCI Controller #4 (rev 03) 00:1a.1 USB controller: Intel Corporation 82801H (ICH8 Family) USB UHCI Controller #5 (rev 03) 00:1a.7 USB controller: Intel Corporation 82801H (ICH8 Family) USB2 EHCI Controller #2 (rev 03) 00:1b.0 Audio device: Intel Corporation 82801H (ICH8 Family) HD Audio Controller (rev 03) 00:1c.0 PCI bridge: Intel Corporation 82801H (ICH8 Family) PCI Express Port 1 (rev 03) 00:1c.3 PCI bridge: Intel Corporation 82801H (ICH8 Family) PCI Express Port 4 (rev 03) 00:1c.4 PCI bridge: Intel Corporation 82801H (ICH8 Family) PCI Express Port 5 (rev 03) 00:1c.5 PCI bridge: Intel Corporation 82801H (ICH8 Family) PCI Express Port 6 (rev 03) 00:1d.0 USB controller: Intel Corporation 82801H (ICH8 Family) USB UHCI Controller #1 (rev 03) 00:1d.1 USB controller: Intel Corporation 82801H (ICH8 Family) USB UHCI Controller #2 (rev 03) 00:1d.2 USB controller: Intel Corporation 82801H (ICH8 Family) USB UHCI Controller #3 (rev 03) 00:1d.7 USB controller: Intel Corporation 82801H (ICH8 Family) USB2 EHCI Controller #1 (rev 03) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev f3) 00:1f.0 ISA bridge: Intel Corporation 82801HM (ICH8M) LPC Interface Controller (rev 03) 00:1f.1 IDE interface: Intel Corporation 82801HM/HEM (ICH8M/ICH8M-E) IDE Controller (rev 03) 00:1f.2 SATA controller: Intel Corporation 82801HM/HEM (ICH8M/ICH8M-E) SATA Controller [AHCI mode] (rev 03) 00:1f.3 SMBus: Intel Corporation 82801H (ICH8 Family) SMBus Controller (rev 03) 07:00.0 Ethernet controller: Marvell Technology Group Ltd. 88E8072 PCI-E Gigabit Ethernet Controller (rev 16) 0a:01.0 FireWire (IEEE 1394): O2 Micro, Inc. Firewire (IEEE 1394) (rev 02) 0a:01.2 SD Host controller: O2 Micro, Inc. Integrated MMC/SD Controller (rev 02) 0a:01.3 Mass storage controller: O2 Micro, Inc. Integrated MS/xD Controller (rev 01) Same cards, same machine (same reader) only different OS(win7) work flawlessly. Some interesting reading I came across but is Chinese for me http://www.mail-archive.com/[email protected]/msg14598.html and another bit http://article.gmane.org/gmane.linux.kernel.mmc/11973/match=sd+card+not+recognized

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  • reading keyboard input without "consuming" it in x86 assembly

    - by Bob
    Ok so here the deal: I have an assignment regarding DOS and interrupts: I need to write a sort of key-logger function that can be called from C code. what it means is a c program would call an assembly function called startlog that would indicate to start logging the keys pressed until a function called endlog is called. the logging should work like this: write the ascii value of any key pressed without disturbing the C code between startlog and endlog, meaning that if the C code also needs to read the input (let's say by scanf, it would work ok). I managed to write the logger by changing the interrupt vector 9th entry (interrupt for keyboard press) to a function I wrote that writes the values to a file, and it works fine. however the C code does not get the input. Basically what i did is read the key pressed using int 21h, however after reading the ascii value it is "consumed" so I need a way to either simulate the key press again or read the value without "consuming" it so next time a key is read it reads the same key. (I described the code in english because it is long and clumsy assembly code)

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  • shipping and handling fee calculation

    - by Newb
    Here is the question: Many companies normally charge a shipping and handling fee for purchases. Create a Web page that allows a user to enter a purchase price into a text box - include a JavaScript function that calculates shipping and handling. Add functionality to the script that adds a minimum shipping and handling fee of $1.50 for any purchase that is less than or equal to $25.00. For any orders over $25.00, add 10% to the total purchase price for shipping and handling, but do not include the $1.50 minimum shipping and handling fee. After you determine the total cost of the order (purchase plus shipping and handling), display it in an alert dialog box. I am beginner at JavaScript and struggling to get my code to work. It does display an alert box with the value entered by the user but doesn't add anything. Although, I don't know why the formula doesn't work. Please help. <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Calculating Shipping & Handling</title> <script type="text/javascript"> /* <![CDATA[ */ var price=[]; var shipping=[]; var total=price+shipping; function calculateShipping(){ if (price <= 25){ shipping = (price + 1.5); } else { shipping = (price * 10 / 100); } window.alert("The purchase price with shipping is " + document.calculate.ent.value); } /* ]]> */ </script> </head> <body> <form name ="calculate" action="" > <p>Enter Purchase Price</p> <input type="text" name="ent" > <input type="button" name="button" value="Submit" onClick="calculateShipping()" /> </form> </body> </html>

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  • Assembly Programming and Interrupt Handling

    - by nmr
    I'm writing a program in assembly using MIPS architecture for a class, and I'm having trouble figuring out how to grab an input character by a user and store it in a register to process. The program would open a console, output a message, the user can then input a character and then this determines what is supposed to happen next in the program. Like I said, I'm having trouble figuring out how to grab the character so that I can act upon it in the program. thanks

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