Search Results

Search found 26134 results on 1046 pages for 'coming out of void'.

Page 147/1046 | < Previous Page | 143 144 145 146 147 148 149 150 151 152 153 154  | Next Page >

  • Setting a leader from a sprite array

    - by Craig
    I'm looking to set a leader from an array of sprites, I keep on getting a NullReferenceException was unhandled error from within my main game class when calling the UpdateMouse Method. What have I dont wrong here? class MouseSprite { Random random = new Random(); private MouseSprite leader; public void UpdateBoundaryBox() { mouseBounds.X = (int)mousePosition.X - mouseTexture.Width / 2; mouseBounds.Y = (int)mousePosition.Y - mouseTexture.Height / 2; } public void UpdateMouse(Vector2 position, MouseSprite [] mice, int numberMice, int index) { Vector2 catPosition = position; int enemies = numberMice; this.alive = true; mice[random.Next(0, mice.Length)] = leader;

    Read the article

  • Why my collision detection is not accurate?

    - by optimisez
    After trying and trying, I still cannot understand why the leg of character exceeds the wall but no clipping issue when I hit the wall from below. How should I fix it to make him standstill on the wall? void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &player); playerRect.left = playerRect.top = 0; playerRect.right = 29; playerRect.bottom = 36; playerDest.X = 0; playerDest.Y = 564; playerDest.length = playerRect.right - playerRect.left; playerDest.height = playerRect.bottom - playerRect.top; } void initBox() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "brock.png", 330, 132, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &box); boxRect.left = 33; boxRect.top = 0; boxRect.right = 63; boxRect.bottom = 30; boxDest.X = boxDest.Y = 300; boxDest.length = boxRect.right - boxRect.left; boxDest.height = boxRect.bottom - boxRect.top; } bool spriteCollide(Entity player, Entity target) { float left1, left2; float right1, right2; float top1, top2; float bottom1, bottom2; left1 = player.X; left2 = target.X; right1 = player.X + player.length; right2 = target.X + target.length; top1 = player.Y; top2 = target.Y; bottom1 = player.Y + player.height; bottom2 = target.Y + target.height; if (bottom1 < top2) return false; if (top1 > bottom2) return false; if (right1 < left2) return false; if (left1 > right2) return false; return true; } void collideWithBox() { if ( spriteCollide(playerDest, boxDest) && keyArr[VK_UP]) //playerDest.Y += 50; playerDest.Y = boxDest.Y + boxDest.height; else if ( spriteCollide(playerDest, boxDest) && !keyArr[VK_UP]) playerDest.Y = boxDest.Y - boxDest.height; }

    Read the article

  • fast java2d translucency

    - by mdriesen
    I'm trying to draw a bunch of translucent circles on a Swing JComponent. This isn't exactly fast, and I was wondering if there is a way to speed it up. My custom JComponent has the following paintComponent method: public void paintComponent(Graphics g) { Rectangle view = g.getClipBounds(); VolatileImage image = createVolatileImage(view.width, view.height); Graphics2D buffer = image.createGraphics(); // translate to camera location buffer.translate(-cx, -cy); // renderables contains all currently visible objects for(Renderable r : renderables) { r.paint(buffer); } g.drawImage(image.getSnapshot(), view.x, view.y, this); } The paint method of my circles is as follows: public void paint(Graphics2D graphics) { graphics.setPaint(paint); graphics.fillOval(x, y, radius, radius); } The paint is just an rgba color with a < 255: Color(int r, int g, int b, int a) It works fast enough for opaque objects, but is there a simple way to speed this up for translucent ones?

    Read the article

  • "LNK2001: unresolved external symbol" when trying to build my program

    - by random
    I get the following error(s) on my program that captures the mouse and then draws a line. Errors: 1>------ Build started: Project: Capture_Mouse_Line, Configuration: Debug Win32 ------ 1> main.cpp 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::yc2" (?yc2@Line@@2PAJA) 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::xc2" (?xc2@Line@@2PAJA) 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::yc1" (?yc1@Line@@2PAJA) 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::xc1" (?xc1@Line@@2PAJA) 1>MSVCRTD.lib(crtexe.obj) : error LNK2019: unresolved external symbol _main referenced in function ___tmainCRTStartup 1>D:\Visual C++ Projects\Capture_Mouse_Line\Debug\Capture_Mouse_Line.exe : fatal error LNK1120: 5 unresolved externals ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== Here is my code: #include<allegro5\allegro.h> #include<allegro5\allegro_native_dialog.h> #include<allegro5\allegro_primitives.h> #include<Windows.h> #include<allegro5\allegro_windows.h> #ifndef WIDTH #define WIDTH 1440 #endif #ifndef HEIGHT #define HEIGHT 900 #endif class Line { public: static void ErasePreviousLine(); static void DrawLine(long* x, long* y,long* x2,long* y2); static bool Erasable(); static long* xc1; static long* yc1; static long* xc2; static long* yc2; }; void Line::ErasePreviousLine() { delete xc1; xc1 = NULL; delete yc1; yc1 = NULL; delete xc2; xc2 = NULL; delete yc2; yc2 = NULL; } bool Line::Erasable() { if(xc1 && yc1 && xc2 && yc2 == NULL) { return false; } else { return true; } } void Line::DrawLine(long* x,long* y,long* x2,long* y2) { if(!al_init_primitives_addon()) { al_show_native_message_box(NULL,NULL,NULL,"failed to initialize allegro", NULL,NULL); } xc1 = x; yc1 = y; xc2 = x2; yc2 = y2; al_draw_line((float)*xc1, (float)*yc1, (float)*xc2, (float)*yc2,al_map_rgb(255,0,255), 1); delete x; delete y; delete x2; delete y2; } LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam); int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { MSG msg; ALLEGRO_DISPLAY* display = NULL; if(!al_init()) { al_show_native_message_box(NULL,NULL,NULL,"failed to initialize allegro", NULL,NULL); return -1; } display = al_create_display(WIDTH,HEIGHT); if(!display) { al_show_native_message_box(NULL,NULL,NULL,"failed to initialize display", NULL,NULL); return -1; } HWND hwnd = al_get_win_window_handle(display); if(hwnd == NULL) { MessageBox(NULL, "Window Creation Failed!", "Error!", MB_ICONEXCLAMATION | MB_OK); return 0; } ShowWindow(hwnd, nCmdShow); UpdateWindow(hwnd); while(GetMessage(&msg, NULL, 0, 0) > 0) { TranslateMessage(&msg); DispatchMessage(&msg); } return msg.wParam; } LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { static bool bIsCaptured; static POINTS ptsBegin; static POINTS ptsEnd; switch(msg) { case WM_LBUTTONDOWN: SetCapture(hwnd); bIsCaptured = true; ptsBegin = MAKEPOINTS(lParam); return 0; case WM_MOUSEMOVE: if(wParam & MK_LBUTTON) { if(!Line::Erasable()) { return 0; } Line::ErasePreviousLine(); ptsEnd = MAKEPOINTS(lParam); Line::DrawLine(new long(ptsBegin.x),new long(ptsBegin.y),new long(ptsEnd.x),new long(ptsEnd.y)); } break; case WM_LBUTTONUP: bIsCaptured = false; ReleaseCapture(); break; case WM_ACTIVATEAPP: { if(wParam == TRUE) { if(bIsCaptured){ SetCapture(hwnd);} } } break; } return 0; }

    Read the article

  • Enum types, FlagsAttribute & Zero value – Part 2

    - by nmgomes
    In my previous post I wrote about why you should pay attention when using enum value Zero. After reading that post you are probably thinking like Benjamin Roux: Why don’t you start the enum values at 0x1? Well I could, but doing that I lose the ability to have Sync and Async mutually exclusive by design. Take a look at the following enum types: [Flags] public enum OperationMode1 { Async = 0x1, Sync = 0x2, Parent = 0x4 } [Flags] public enum OperationMode2 { Async = 0x0, Sync = 0x1, Parent = 0x2 } To achieve mutually exclusion between Sync and Async values using OperationMode1 you would have to operate both values: protected void CheckMainOperarionMode(OperationMode1 mode) { switch (mode) { case (OperationMode1.Async | OperationMode1.Sync | OperationMode1.Parent): case (OperationMode1.Async | OperationMode1.Sync): throw new InvalidOperationException("Cannot be Sync and Async simultaneous"); break; case (OperationMode1.Async | OperationMode1.Parent): case (OperationMode1.Async): break; case (OperationMode1.Sync | OperationMode1.Parent): case (OperationMode1.Sync): break; default: throw new InvalidOperationException("No default mode specified"); } } but this is a by design constraint in OperationMode2. Why? Simply because 0x0 is the neutral element for the bitwise OR operation. Knowing this singularity, replacing and simplifying the previous method, you get: protected void CheckMainOperarionMode(OperationMode2 mode) { switch (mode) { case (OperationMode2.Sync | OperationMode2.Parent): case (OperationMode2.Sync): break; case (OperationMode2.Parent): default: break; } This means that: if both Sync and Async values are specified Sync value always win (Zero is the neutral element for bitwise OR operation) if no Sync value specified, the Async method is used. Here is the final method implementation: protected void CheckMainOperarionMode(OperationMode2 mode) { if (mode & OperationMode2.Sync == OperationMode2.Sync) { } else { } } All content above prove that Async value (0x0) is useless from the arithmetic perspective, but, without it we lose readability. The following IF statements are logically equals but the first is definitely more readable: if (OperationMode2.Async | OperationMode2.Parent) { } if (OperationMode2.Parent) { } Here’s another example where you can see the benefits of 0x0 value, the default value can be used explicitly. <my:Control runat="server" Mode="Async,Parent"> <my:Control runat="server" Mode="Parent">

    Read the article

  • Tester/Doer pattern: Assume the caller conforms to the pattern or be defensive and repeat the check?

    - by Daniel Hilgarth
    Assume a simple class that implements the Tester/Doer pattern: public class FooCommandHandler : ICommandHandler { public bool CanHandle(object command) { return command is FooCommand; } public void Handle(object command) { var fooCommand = (FooCommand)command; // Do something with fooCommand } } Now, if someone doesn't conform to the pattern and calls Handle without verifying the command via CanHandle, the code in Handle throws an exception. However, depending on the actual implementation of Handle this can be a whole range of different exceptions. The following implementation would check CanHandle again in Handle and throw a descriptive exception: public void Handle(object command) { if(!CanHandle(command)) throw new TesterDoerPatternUsageViolationException("Please call CanHandle first"); // actual implementation of handling the command. } This has the advantage that the exception is very descriptive. It has the disadvantage that CanHandle is called twice for "good" clients. Is there a consensus on which variation should be used?

    Read the article

  • What are the steps taken by this GLSL code?

    - by user827992
    1 void main(void) 2 { 3 vec2 pos = mod(gl_FragCoord.xy, vec2(50.0)) - vec2(25.0); 4 float dist_squared = dot(pos, pos); 5 6 gl_FragColor = (dist_squared < 400.0) 7 ? vec4(.90, .90, .90, 1.0) 8 : vec4(.20, .20, .40, 1.0); 9 } taken from http://people.freedesktop.org/~idr/OpenGL_tutorials/03-fragment-intro.html Now, this looks really trivial and simple, but my problem is with the mod function. This function is taking 2 vec2 as inputs but is supposed to take just 2 atomic arguments according to the official documentation, also this function makes an implicit use of the floor function that only accepts, again, 1 atomic argument. Can someone explain this to me step by step and point out what I'm not getting here? It's some kind of OpenGL trick? OpenGL Math trick? in the GLSL docs i always find and explicit reference to the type accepted by the function and vec2 it's not there.

    Read the article

  • Cocos2d Box2d contact listener call different method in collided object

    - by roma86
    I have the building object, wen it hit with other, i want to call some method inside it. Building.mm -(void)printTest { NSLog(@"printTest method work correctly"); } in my ContactListener i trying to call it so: ContactListener.mm #import "ContactListener.h" #import "Building.h" void ContactListener::BeginContact(b2Contact* contact) { b2Body* bodyA = contact->GetFixtureA()->GetBody(); b2Body* bodyB = contact->GetFixtureB()->GetBody(); Building *buildA = (Building *)bodyA->GetUserData(); Building *buildB = (Building *)bodyB->GetUserData(); if (buildB.tag == 1) { NSLog(@"tag == 1"); } if (buildA.tag == 2) { NSLog(@"tag == 2"); [buildA printTest]; } } NSLog(@"tag == 2"); work correctly, but [buildA printTest]; get error Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[CCSprite printTest]: unrecognized selector sent to instance 0x18595f0' Obviously I'm referring to the wrong object. How i can get different method and property in contacted objects from contactlistener class? Thanks.

    Read the article

  • Java chunk negative number problem

    - by user1990950
    I've got a tile based map, which is divided in chunks. I got a method, which puts tiles in this map and with positive numbers it's working. But when using negative numbers it wont work. This is my setTile method: public static void setTile(int x, int y, Tile tile) { int chunkX = x / Chunk.CHUNK_SIZE, chunkY = y / Chunk.CHUNK_SIZE; IntPair intPair = new IntPair(chunkX, chunkY); world.put(intPair, new Chunk(chunkX, chunkY)); world.get(intPair).setTile(x - chunkX * Chunk.CHUNK_SIZE, y - chunkY * Chunk.CHUNK_SIZE, tile); } This is the setTile method in the chunk class (CHUNK_SIZE is a constant with the value 64): public void setTile(int x, int y, Tile t) { if (x >= 0 && x < CHUNK_SIZE && y >= 0 && y < CHUNK_SIZE) tiles[x][y] = t; } What's wrong with my code?

    Read the article

  • Android - Force Close - Null Pointer on Canvas?

    - by user22241
    Please bear with me. I have a very odd problem. Basically, my app so far, has 3 activities (a main splash screen, an 'options/menu' screen and the main app). If I follow the very specific steps oulined below, I get a 'null pointer exception' in the 2nd activity) and the app force closes...... Here are the steps: Start the app (a game based on Surfaceview), tap through to the third activity so the game is running, then hit the home key so the game is paused and put to the background, the activity/app is ended through DDMS in the SDK then restarted on the device (all OK so far), now if I hit the back key on the device twice in quick succession, it happens. All other sequence of events is fine, even to the point of pressing the back key, waiting for the previous activity to show, then hitting back again - all OK. Only when the back key is pressed twice in quick succession following all the above steps does the problem occur. I'm assuming that the canvas isn't ready as it's showing as 'null' when this happens, but I'm not sure why this is happening as surely it's happening when I'm trying to go back to activity 1, but the logcat shows the error in activity 2. if I stop the activity running my 'doDraw' method (which referenced the canvas), then all is OK - so I can safely assume it is the canvas causing the problem. Also, if I skip my first activity (which is a very basic full-screen button which just displays a splashscreen and waits for the user to tap the screen), and make my 2nd activity the launch activity, again, it is OK. this is the part of the code that I think is probably relevant: @Override public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) { vheight = this.getHeight(); vwidth = this.getWidth(); } @Override public void surfaceCreated(SurfaceHolder holder) { vheight = this.getHeight(); vwidth = this.getWidth(); this.viewWidth = vwidth; this.viewHeight = vheight; if (runthread==false){ if (preThread.getState()==Thread.State.TERMINATED){ preThread = new OptionsThread(thisholder, thiscontext, thishandler); } preThread.setRunning(true); preThread.start();} } @Override public void surfaceDestroyed(SurfaceHolder holder) { preThread.setRunning(false); //Stop the loop boolean retry = true; //Stop the thread while (retry) { try { preThread.join(); retry = false; } catch (InterruptedException e) { } } Thank you all for any help you can offer

    Read the article

  • External classes positions don't work?

    - by SystemNetworks
    I have an external class which reads the user's mouse clicks. I gave a position where the user have to click, and when the user clicks on that position, it would turn my boolean "mouse" to true. But when I connect that to my game(state based) class, it does not work. Here's the code: External class public void UI(Input input, GameContainer gc, float posX, float posY) { int x = Mouse.getX(); int y = Mouse.getY(); if(posX<=100 && posY<=100) { if(Mouse.isButtonDown(1)) { mouse = true; } } } Game class(main) public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { int x = Mouse.getX(); int y = Mouse.getY(); civ.UI(input, gc, x,y); } The problem is when I click my mouse at posX<=100 && posY<=100. It does not work.

    Read the article

  • What's the difference between the code inside a finally clause and the code located after catch clause?

    - by facebook-100005613813158
    My java code is just like below: public void check()throws MissingParamException{ ...... } public static void main(){ PrintWriter out = response.getWriter(); try { check(); } catch (MissingParamException e) { // TODO Auto-generated catch block out.println("message:"+e.getMessage()); e.printStackTrace(); out.close(); }finally{ out.close(); } //out.close(); } Then, my confusion is: what the difference if I put out.close() in a finally code block or if I just remove finally code block and put out.close() behind catch clause (which has been commented in the code). I know that in both ways, the out.close() will be executed because I know that whether the exception happened, the code behind the catch clause will always be executed.

    Read the article

  • Why am I seeing streak artifacts on the cube map I'm rendering?

    - by BobDole
    I'm getting strange streaks on my cube map when rendering to it. He is my code that is being called each frame: void drawCubeMap(void) { int face; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBindFramebuffer(GL_FRAMEBUFFER, fbo); //glBindTexture(GL_TEXTURE_CUBE_MAP, cubeMapTexture); //glClearColor(1.0f, 1.0f, 1.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glViewport(0,0,sizeT, sizeT); for (face = 0; face < 6; face++) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, cubeMapTexture, 0); drawSpheres(); } glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0); glViewport(0,0,900, 900); } Any idea what it might be? The streaking occurs when I'm rotating the spheres around the main sphere.

    Read the article

  • FBO rendering different result between Glaxay S2 and S3

    - by BruceJones
    I'm working on a pong game and have recently set up FBO rendering so that I can apply some post-processing shaders. This proceeds as so: Bind texture A to framebuffer Draw balls Bind texture B to framebuffer Draw texture A using fade shader on fullscreen quad Bind screen to framebuffer Draw texture B using normal textured quad shader Neither texture A or B are cleared at any point, this way the balls leave trails on screen, see below for the fade shader. Fade Shader private final String fragmentShaderCode = "precision highp float;" + "uniform sampler2D u_Texture;" + "varying vec2 v_TexCoordinate;" + "vec4 color;" + "void main(void)" + "{" + " color = texture2D(u_Texture, v_TexCoordinate);" + " color.a *= 0.8;" + " gl_FragColor = color;" + "}"; This works fine with the Samsung Galaxy S3/ Note2, but cause a strange effect doesnt work on Galaxy S2 or Note1. See pictures: Galaxy S3/Note2 Galaxy S3/Note2 Galaxy S2/Note Galaxy S2/Note Can anyone explain the difference?

    Read the article

  • C# Image Download

    - by Nouman Zakir
    A C# class that makes it easier to download images from the web. Use the following code in your program to download image files such as JPG, GIF, PNG, etc from the internet using WebClient class. using System;using System.Drawing;using System.Drawing.Imaging;using System.IO;using System.Net;public class DownloadImage { private string imageUrl; private Bitmap bitmap; public DownloadImage(string imageUrl) { this.imageUrl = imageUrl; } public void Download() { try { WebClient client = new WebClient(); Stream stream = client.OpenRead(imageUrl); bitmap = new Bitmap(stream); stream.Flush(); stream.Close(); } catch (Exception e) { Console.WriteLine(e.Message); } } public Bitmap GetImage() { return bitmap; } public void SaveImage(string filename, ImageFormat format) { if (bitmap != null) { bitmap.Save(filename, format); } }}

    Read the article

  • Single Responsibility Principle: Responsibility unknown

    - by lurkerbelow
    I store sessions in a SessionManager. The session manager has a dependency to ISessionPersister. SessionManager private readonly ISessionPersister sessionPersister; public SessionManager(ISessionPersister sessionPersister) { this.sessionPersister = sessionPersister; } ISessionPersister public interface ISessionPersister : IDisposable { void PersistSessions(Dictionary<string, ISession> sessions); } Q: If my application shuts down how / where do I call PersistSessions? Who is responsible? First Approach: Use Dispose in SessionManager protected virtual void Dispose(bool disposing) { if (disposing) { if (this.sessionPersister != null && this.sessionMap != null && this.sessionMap.Count > 0) { this.sessionPersister.PersistSessions(this.sessionMap); } } } Is that the way to go or are there any better solutions?

    Read the article

  • Repelling a rigidbody in the direction an object is rotating

    - by ndg
    Working in Unity, I have a game object which I rotate each frame, like so: void Update() { transform.Rotate(new Vector3(0, 1, 0) * speed * Time.deltaTime); } However, I'm running into problems when it comes to applying a force to rigidbodies that collide with this game objects sphere collider. The effect I'm hoping to achieve is that objects which touch the collider are thrown in roughly the same direction as the object is rotating. To do this, I've tried the following: Vector3 force = ((transform.localRotation * Vector3.forward) * 2000) * Time.deltaTime; collision.gameObject.rigidbody.AddForce(force, ForceMode.Impulse); Unfortunately this doesn't always match the rotation of the object. To debug the issue, I wrote a simple OnDrawGizmos script, which (strangely) appears to draw the line correctly oriented to the rotation. void OnDrawGizmos() { Vector3 pos = transform.position + ((transform.localRotation * Vector3.forward) * 2); Debug.DrawLine(transform.position, pos, Color.red); } You can see the result of the OnDrawGizmos function below: What am I doing wrong?

    Read the article

  • Connect players with same phone language settings

    - by Abin George
    I am working on a turn-based multiplayer game using game center. The game also use Spanish localisation. It is enabled by reading the device language settings. Now my requirement is: When i start a turn based match, my opponent should have the same language setting in his/her phone as I am having. How can I make this possible. I use the following code to connect - (void)findTurnBasedMatchWithViewcontroller:(UIViewController *)viewController forDelegate:(id)argDelegate { self.delegate = argDelegate; presentingViewController = viewController; GKMatchRequest *request = [[GKMatchRequest alloc] init]; request.minPlayers = 2; request.maxPlayers = 2; [manager setCurrentGameType:kTurnBased]; GKTurnBasedMatchmakerViewController *mmvc = [[GKTurnBasedMatchmakerViewController alloc] initWithMatchRequest:request]; mmvc.turnBasedMatchmakerDelegate = self; mmvc.showExistingMatches = NO; [presentingViewController presentViewController:mmvc animated:YES completion:^(void) { }]; }

    Read the article

  • OAuth with RestSharp in Windows Phone

    - by midoBB
    Nearly every major API provider uses OAuth for the user authentication and while it is easy to understand the concept, using it in a Windows Phone app isn’t pretty straightforward. So for this quick tutorial we will be using RestSharp for WP7 and the API from getglue.com (an entertainment site) to authorize the user. So the first step is to get the OAuth request token and then we redirect our browserControl to the authorization URL private void StartLogin() {   var client = new RestClient("https://api.getglue.com/"); client.Authenticator = OAuth1Authenticator.ForRequestToken("ConsumerKey", "ConsumerSecret"); var request = new RestRequest("oauth/request_token"); client.ExecuteAsync(request, response => { _oAuthToken = GetQueryParameter(response.Content, "oauth_token"); _oAuthTokenSecret = GetQueryParameter(response.Content, "oauth_token_secret"); string authorizeUrl = "http://getglue.com/oauth/authorize" + "?oauth_token=" + _oAuthToken + "&style=mobile"; Dispatcher.BeginInvoke(() => { browserControl.Navigate(new Uri(authorizeUrl)); }); }); } private static string GetQueryParameter(string input, string parameterName) { foreach (string item in input.Split('&')) { var parts = item.Split('='); if (parts[0] == parameterName) { return parts[1]; } } return String.Empty; } Then we listen to the browser’s Navigating Event private void Navigating(Microsoft.Phone.Controls.NavigatingEventArgs e) { if (e.Uri.AbsoluteUri.Contains("oauth_callback")) { var arguments = e.Uri.AbsoluteUri.Split('?'); if (arguments.Length < 1) return; GetAccessToken(arguments[1]); } } private void GetAccessToken(string uri) { var requestToken = GetQueryParameter(uri, "oauth_token"); var client = new RestClient("https://api.getglue.com/"); client.Authenticator = OAuth1Authenticator.ForAccessToken(ConsumerKey, ConsumerSecret, _oAuthToken, _oAuthTokenSecret); var request = new RestRequest("oauth/access_token"); client.ExecuteAsync(request, response => { AccessToken = GetQueryParameter(response.Content, "oauth_token"); AccessTokenSecret = GetQueryParameter(response.Content, "oauth_token_secret"); UserId = GetQueryParameter(response.Content, "glue_userId"); }); } Now to test it we can access the user’s friends list var client = new RestClient("http://api.getglue.com/v2"); client.Authenticator = OAuth1Authenticator.ForProtectedResource(ConsumerKey, ConsumerSecret, GAccessToken, AccessTokenSecret); var request = new RestRequest("/user/friends"); request.AddParameter("userId", UserId,ParameterType.GetOrPost); // request.AddParameter("category", "all",ParameterType.GetOrPost); client.ExecuteAsync(request, response => { TreatFreindsList(); }); And that’s it now we can access all OAuth methods using RestSharp.

    Read the article

  • Naming interfaces for persistent values

    - by orip
    I have 2 distinct types of persistent values that I'm having trouble naming well. They're defined with the following Java-esque structure, borrowing Guava's Optional for the example and using generic names to avoid anchoring: interface Foo<T> { T get(); void set(T value); } interface Bar<T> { Optional<T> get(); void set(T value); } With Foo, if the value hasn't been set explicitly then there's some default value available or pre-set. With Bar, if the value hasn't been set explicitly then there's a distinct "no value" state. I'm trying to optimize the names for their call sites. For example, someone using Foo may not care whether there's a default value involved, only that they're guaranteed to always have a value. How would you go about naming these interfaces?

    Read the article

  • Am I violating LSP if the condition can be checked?

    - by William
    This base class for some shapes I have in my game looks like this. Some of the shapes can be resized, some of them can not. private Shape shape; public virtual void SetSizeOfShape(int x, int y) { if (CanResize()){ shape.Width = x; shape.Height = y; } else { throw new Exception("You cannot resize this shape"); } } public virtual bool CanResize() { return true; } In a sub class of a shape that I don't ever want to resize I am overriding the CanResize() method so a piece of client code can check before calling the SetSizeOfShape() method. public override bool CanResize() { return false; } Here's how it might look in my client code: public void DoSomething(Shape s) { if(s.CanResize()){ s.SetSizeOfShape(50, 70); } } Is this violating LSP?

    Read the article

  • XNA Monogame GameState Management not deserilaizing

    - by Pectus Excavatum
    I am having some trouble serializing/deserializing in a little game I am doing to teach myself monogame. Basically, I am using the gamestatemnanagement resources common to monogame (screen manager etc). Then I am serializing my screen manager component and all associated screens in the OnDeactivated method: protected override void OnDeactivated(Object sender, EventArgs args) { foreach (GameplayScreen screen in mScreenManager.GetScreens()) { DataManager.SaveData(screen.Level.LevelData); } mScreenManager.SerializeState(); } The Save data bit is to do with something else. Then I then override OnActivated to de serialize protected override void OnActivated(Object sender, EventArgs args) { //System.Diagnostics.Debug.WriteLine("here activating"); mScreenManager.DeserializeState(); } However, when this runs it just loads a blank screen - it goes into the game initialize and the game draw method, but doesnt go down into the screens initialize or draw methods. I have no idea why this might be - any help would be greatly appreciated. I am not the only one who has encountered this - I found this post also - https://monogame.codeplex.com/discussions/391117

    Read the article

  • C# OpenGL problem with animation

    - by user3696303
    there is a program that simulates a small satellite and requires that a rotation animation of the satellite along the three axes. But when you try to write an animation problem during compilation: the program simply closes (shutdown occurs when swapbuffers, mainloop, redisplay), when you write the easiest programs have the same problem arose. Trying to catch exception by try-catch but here is not exception. How to solve this? I suffer with this a few days. Work in c# visual studio 2008 framework namespace WindowsFormsApplication6 { public partial class Form1 : Form { public Form1() { try { InitializeComponent(); AnT1.InitializeContexts(); } catch(Exception) { Glut.glutDisplayFunc(Draw); Glut.glutTimerFunc(50, Timer, 0); Glut.glutMainLoop(); } } void Timer(int Unused) { Glut.glutPostRedisplay(); Glut.glutTimerFunc(50, Timer, 0); } private void AnT1_Load(object sender, EventArgs e) { Glut.glutInit(); Glut.glutInitDisplayMode(Glut.GLUT_RGB | Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH); Gl.glClearColor(255, 255, 255, 1); Gl.glViewport(0, 0, AnT1.Width, AnT1.Height); Gl.glMatrixMode(Gl.GL_PROJECTION); Gl.glLoadIdentity(); Glu.gluPerspective(45, (float)AnT1.Width / (float)AnT1.Height, 0.1, 200); Gl.glMatrixMode(Gl.GL_MODELVIEW); Gl.glLoadIdentity(); Gl.glEnable(Gl.GL_DEPTH_TEST); Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT); Gl.glPushMatrix(); double xy = 0.2; Gl.glTranslated(xy, 0, 0); xy += 0.2; Draw(); Glut.glutSwapBuffers(); Glut.glutPostRedisplay(); Gl.glPushMatrix(); Draw(); Gl.glPopMatrix(); } void Draw() { Gl.glLoadIdentity(); Gl.glColor3f(0.502f, 0.502f, 0.502f); Gl.glTranslated(-1, 0, -6); Gl.glRotated(95, 1, 0, 0); Glut.glutSolidCylinder(0.7, 2, 60, 60); Gl.glLoadIdentity(); Gl.glColor3f(0, 0, 0); Gl.glTranslated(-1, 0, -6); Gl.glRotated(95, 1, 0, 0); Glut.glutWireCylinder(0.7, 2, 20, 20); } } }

    Read the article

  • What is the standard for naming variables and why?

    - by P.Brian.Mackey
    I'm going through some training on objective-c. The trainer suggests setting single character parameter names. The .NET developer in me is crying. Is this truly the convention? Why? For example, @interface Square : NSObject { int size; } -(void)setSize: (int)s; I've seen developers using underscores int _size to declar variables (I think people call the variable declared in @interface ivar for some unknown reason). Personally, I prefer to use descriptive names. E.G. @interface Square : NSObject { int Size; } -(void)setSize: (int)size; C, like C# is case sensitive. So why don't we use the same convention as .NET?

    Read the article

  • How can I read from multiple textures in an OpenGL ES 2 shader?

    - by Peyman Tahghighi
    How can I enable more than one texture in OpenGL ES 2 so that I can sample from all of them in my shader? For example, I'm trying to read from two different textures in my shader for the player's car. This is how I'm currently dealing with the texture for my car: glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, this->texture2DObj); glUniform1i(1, 0); glBindBuffer(GL_ARRAY_BUFFER, this->vertexBuffer); glEnableVertexAttribArray(0); int offset = 0; glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, this->vertexBufferSize,(const void *)offset); offset += 3 * sizeof(GLfloat); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, this->vertexBufferSize, (const void*)offset); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->indexBuffer); glDrawElements(GL_TRIANGLES, this->indexBufferSize, GL_UNSIGNED_SHORT, 0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1);

    Read the article

< Previous Page | 143 144 145 146 147 148 149 150 151 152 153 154  | Next Page >