Search Results

Search found 6950 results on 278 pages for 'moving average'.

Page 165/278 | < Previous Page | 161 162 163 164 165 166 167 168 169 170 171 172  | Next Page >

  • How to prioritize related game entity components?

    - by Paul Manta
    I want to make a game where you have to run over a bunch of zombies with your car. When moving around, the zombies have a few things to take into consideration: When there's no player around they might just roam about randomly. And even when some other component dictates a specific direction, they should wobble to the left and right randomly (like drunk people). This implies a small, random, deviation in their movement. They should avoid static obstacles. When they see they are headed towards a wall, they should reorient themselves. They should avoid the car. They should try to predict where the car will be based on its velocity and try to move out of the way. When they can, they should try to get near the player. All these types of decisions they have to do seem like they should be implemented in different components. But how should I manage them? How can I give different components different weights that reflect the importance of each decision (in a given situation)? I would need some other component that acts as a manager, but do you have any tips on how I should implement it? Or maybe there's a better solution?...

    Read the article

  • How to optimize a box2d simulation in action game?

    - by nathan
    I'm working on an action game and i use box2d for physics. The game use a tiled map. I have different types of body: Static ones used for tiles Dynamic ones for player and enemies Actually i tested my game with ~150 bodies and i have a 60fps constantly on my computer but not on my mobile (android). The FPS drop as the number of body increase. After having profiled the android application, i saw that the World.step took around 8ms in CPU time to execute. Here are few things to note: Not all the world is visible on screen, i use a scrolling system Enemies are constantly moving toward the player so there is alaways to force applied to their body Enemies need to collide between each others Enemies collide with tiles I also now that i can active/desactive or sleep/awake bodies. Considering the fact that only a part of the enemies are possibly displayed on screen, is there any optimizations i can do to reduce the execution time of box2d simulation? I found a guy trying an optimization based on distance of enemies from the player (link). But i seems like he just desactives far bodies (in my case, i could desactive bodies that are not visible). But my enemies need to move even when they are not visible on screen, and applying forces will not workd on inactive bodies. Should i play with sleeping bodies here? Also, enemies are composed by two fixtures and are constantly colliding with each others and with tiles but i really never need to get notified about that. Is there anything i can do to optimize this kind of scenario? Finally, am i wrong to try to run simulation at 60FPS on mobile and should i try to make it run at 30FPS?

    Read the article

  • What is the standard technique for shifting the frames of a sprite according to user input?

    - by virtual__
    From my own experience, I developed two techniques for changing the sprites of a character that's reacting to user input -- this in the context of a classic 2D platformer. The first one is to store all character's pixmaps in a list, putting the index of the currently used pixmap in an ordinary variable. This way, every time the player presses a key -- say the right arrow for moving the character forward -- the graphics engine sees what's the next pixmap to draw, draws it, and increments the index counter. That's a pretty common approach I believe, the problem is that in this case the animation's quality depends not only on the number of sprites available but also on how often your engine listens to user input. The second technique is to actually play an animation every key press event. For this you can use any sort of animation framework you want. It's only necessary to set the timer, the animation steps and to call the animation's play() method on your key press event handler. The problem with that approach is that is lacks responsiveness, since the character won't react to any input while the current animation is still being played. What I want to know is whether you are using one of these techniques -- or something similar -- in your games, or whether there's a standard method for animating sprites out there that's widely known by everybody but me.

    Read the article

  • Stylecop 4.7.39.0 has been released

    - by TATWORTH
    Stylecop  4.7.38.0 has been released at http://stylecop.codeplex.com/releases/view/79972The release notes follow:Allow case sensitivity in the deprecated words and recognised words listStyleing fixes.Fix for documentation spelling checks inside nested xml nodes.Look for CustomDictionary.xml files in the folder of the cs file.Update the TabIndex in the spelling tab.Updating default deprecated words and their alternatives.Add support for specifying dictionary folders in the settings.StyleCop file. Like :Rename StyleCopViolationError to StyleCopHighlightingError and all associated types.Fix the Bulb Item for spelling mistakes to replace matching words correctly.Fix the spelling parser for strings beginning with $$THREADING FIX: Make StyleCop execute analysis in proces and not create 2 threads. Use Countdown Event when we move to .NET 4.Use the naming service for the Culture specified for the project. Pass the actual violation through to ReSharper.Ensure Registry access code works for VS2008 addins.Rollback Registry changes to ensure VS2008 plugin loads correctly.Adding support for preferred alternative words for spelling. Adding deprecated word support into Settings.StyleCop file. Spelling is only checked if Office 2010 is installed. Allow editing of deprecated words and their alternatives in the Settings editor.Adding new resource stringsAdding BulbItem and Quick fixes for spelling errors.Moving StringExtensions to common area.Styling fixes.Report all spelling errors found on a line.Start of 4.7.39.0 dev.

    Read the article

  • Need ideas on how to give my levels structure

    - by akuritsu
    I am making an iOS game for a project at school. It is going to be a tiny bit like Fruit Ninja, as in it will have different things on the screen, and when you hit them, they die, and you get points. The trouble is that unlike Fruit Ninja, my game will have different types of sprites, all doing different things (moving different places, doing different things, etc). The one thing that is bad about having all of these sprites that do different things is that it is hard for them to look neat on the screen all together. I was planning on having a couple of different gamemodes: Time Trial You have 120 seconds to kill as many sprites as possible. Survival You have three lives, every time you try to hit a sprite and miss, you lose a life. ???? Whatever I think of. I am a rookie to game design in general, and I don't know the best way to make my game look good, and play well. I could have all of these sprites on the screen at the same time, or I could have them come in waves, for example 10 of sprite_a come on, and once they are killed, 10 of sprite_b come on, etc... Please give me your opinion about which one I should code. If you have any other suggestions for either a third gamemode, or a completely different way to make the levels, feel free to tell me.

    Read the article

  • How does 301 redirection work across the network? & should I use it if there is a chance we made need to change the resource back to the original URL?

    - by Faust
    I've built a CMS that makes it fairly easy for my client to relocate pages in their site hierarchy. This site has all human-readable and intuitive URLs, so moving a page necessarily means that its URL changes. I am storing records of each resource's past URLs in the data store so that requests for bygone URLs are re-routed to their appropriate successors. I'm warning my clients not to re-arrange the site willy-nilly (for numerous reasons). But nevertheless I suspect there's a chance page moves could get reversed from time to time. So I'm trying to figure out whether 301 or 302 or 307 redirects should be used when serving up pages to requests for out-of-date URLs. I understand the value of using 301 for search engine optimization. But my concern is with this system possibly inadvertently making some pages unavailable to some users QUESTIONS: That is, if the clients move a page at location/URL A to a new location B, then users get the redirect for A to B, and then the clients move the page back to A again, how long can I expect any of those users to keep getting their requests for A redirected to B -- in this case sending them to my friendly 404 page? Is it until an item in their browser history is cleared? Is the redirect somehow cached in routers throughout the internet? How does this work? How long can I expect the 301 redirect to linger out there ?

    Read the article

  • How can I make my PHP development environment more efficient?

    - by pixel
    I want to start a home-brew pet project in PHP. I've spent some time in my life developing in PHP and I've always felt it was hard to organize the development environment efficiently. In my previous PHP work, I've used a windows desktop machine and a linux server for development. This configuration had it's advantages: it's easy to configure Apache (and it's modules)/PHP/MySql on a linux box, and, at the time, this configuration was the same like on production server. However, I never successfully set up a debug connection between my Eclipse install and X-debug on server. Transferring files from my local workspace to the server was also very annoying (either ftp or Bazaar script moving files from repository to web root). For my new setup, I'm considering installing everything on my local machine. I'm afraid that it will slow down workstation performance (LAMP + Eclipse), and that compatibility problems will kick-in. What would you recommend? Should I develop using two separate machines? On one? Do you have experience using one of above configurations in your work?

    Read the article

  • Grub can not boot after resizing windows XP (NTFS) partition. What is to be done? [closed]

    - by cipricus
    Possible Duplicate: How to Repair Grub while dual booting ( win7 / ubuntu 11.10) I had installed Lubuntu on a PC with Windows XP and used dual boot for some time with no problems. Since I had almost abandoned Windows (kept it for printing...) I decided to resize its ntfs partition and add the free space to my Ubuntu space. Tried that with a gparted stick and a live cd but would not work due to an issue related to the ntfs partition: gparted signaled with a red exclamation point that there was a problem with that partition. I read that a checkdisk might solve it but in the end used EaseUS in Windows to shrink (resize) the ntfs partition and create a new one (ext3) from the space left. All seemed ok with that procedure: but resizing the partition and moving the data might have affected the grub file: or whatever the following message means, which I get when trying to start my pc: error: file not found grub rescue> Booting from a live cd I see, beside the shrinked windows partition and my old linux one, the newly created partition, containing a directory called lost+found that I cannot open. Can I fix the grub file and recover both my XP and Lubuntu installations?

    Read the article

  • Grid collision - finding the location of an entity in each box

    - by Gregg1989
    I am trying to implement grid-based collision in a 2d game with moving circles. The canvas is 400x400 pixels. Below you can see the code for my Grid class. What I want it to do is check inside which box the entities are located and then run a collision check if there are 2 or more entities in the same box. Right now I do not know how to find the position of an entity in a specific box. I know there are many tutorials online, but I haven't been able to find an answer to my question, because they are either written in C/C++ or use the 2d array approach. Code snippets and other help is greatly appreciated. Thanks. public class Grid { ArrayList<ArrayList<Entity>> boxes = new ArrayList<>(); double boxSize = 40; double boxesAmount = 10; ... ... public void checkBoxLocation(ArrayList<Entity> entities) { for (int i = 0; i < entities.size(); i++) { // Get top left coordinates of each entity double entityLeft = entities.get(i).getLayoutX() - entities.get(i).getRadius(); double entityTop = entities.get(i).getLayoutY() + entities.get(i).getRadius(); // Divide coordinate by box size to find the approximate location of the entity for (int j = 0; j < boxesAmount; j++) { //Select each box if ((entityLeft / boxSize <= j + 0.7) && (entityLeft / boxSize >= j)) { if ((entityTop / boxSize <= j + 0.7) && (entityTop / boxSize >= j)) { holdingBoxes.get(j).add(entities.get(i)); System.out.println("Entity " + entities.get(i) + " added to box " + j); } } } } } }

    Read the article

  • OpenGL : sluggish performance in extracting texture from GPU

    - by Cyan
    I'm currently working on an algorithm which creates a texture within a render buffer. The operations are pretty complex, but for the GPU this is a simple task, done very quickly. The problem is that, after creating the texture, i would like to save it. This requires to extract it from GPU memory. For this operation, i'm using glGetTexImage(). It works, but the performance is sluggish. No, i mean even slower than that. For example, an 8MB texture (uncompressed) requires 3 seconds (yes, seconds) to be extracted. That's mind puzzling. I'm almost wondering if my graphic card is connected by a serial link... Well, anyway, i've looked around, and found some people complaining about the same, but no working solution so far. The most promising advise was to "extract data in the native format of the GPU". Which i've tried and tried, but failed so far. Edit : by moving the call to glGetTexImage() in a different place, the speed has been a bit improved for the most dramatic samples : looking again at the 8MB texture, it knows requires 500ms, instead of 3sec. It's better, but still much too slow. Smaller texture sizes were not affected by the change (typical timing remained into the 60-80ms range). Using glFinish() didn't help either. Note that, if i call glFinish() (without glGetTexImage), i'm getting a fixed 16ms result, whatever the texture size or complexity. It really looks like the timing for a frame at 60fps. The timing is measured for the full rendering + saving sequence. The call to glGetTexImage() alone does not really matter. That being said, it is this call which changes the performance. And yes, of course, as stated at the beginning, the texture is "created into the GPU", hence the need to save it.

    Read the article

  • How to Disable Touchpad tap in Toshiba Tecra R850 in Oneiric - it is recognized as a PS/2 mouse

    - by Kibi
    I know there's a lot of similar questions, but nothing I have tried here works yet - perhaps I was doing it wrong. New Laptop - Toshiba Tecra R850 with an install of Oneiric 64 bit. Mostly things are working well, but I have a problem with the touchpad (or whatever it's called) - whenever I use it for moving the mouse pointer I accidentally tap on it - basically I am clicking all over the place by accident. So I want to disable the tap-as-click (after all, I have buttons for clicks too). I open up "Mouse and Touchpad" and on the Touchpad tab I check "Disable touchpad when typing" and UNcheck "Enable mouse clicks with touchpad". This does not achieve anything. Ditto Synaptiks and other similar tools. EDIT OK it turns out that this is a somewhat known problem - it seems the touchpad is not being recognized as a touchpad, it is seen as a PS/2 mouse. So any adjustments made with various settings programs to the "touchpad" don't affect it. I've been looking at solutions for getting the touchpad correctly recognized and not achieved it yet - seems there is a problem at the kernel level...I tried (foolishly) a suggestion to replace the psmouse.ko driver ...this screwed some stuff up and didn't solve my problem. So - anyone know an answer? Thanks Kibi

    Read the article

  • It is not quantifiably better

    - by MarkPearl
    An interesting statement I have heard recently in one of the organizations that I have been working with is that some of the agile processes that we are implementing are not quanitfiably better than the traditional processes they had before. This seemed to be the motivation for not moving the new process to the rest of the organization or expanding it. They would say, “the team seems to be happier than they were before but the improvement is not quanitifiable and until we can quantify it on paper we cannot make any further changes”. Up till recently I thought this was a problem until it dawned on me that their existing system was not being quantified, meaning even if I managed to quantify what we were doing (which I can), what would we be comparing it to? An appropriate response to someone when they give this reasoning is - "That's a very good point, let's go over the quantifiable attributes of your existing processes and see if we can get some common metric that we can compare them on?" If they then are able to produce some quantifiable metrics, you win because you now have something to compare it to, and if they don't then you can politely point the logic of that out as well.

    Read the article

  • Artificial Intelligence ... how to make an object roam freely/avoid other objects, and model consciousness? [on hold]

    - by help bonafide pigeons
    Say a simple free roam battle scene in which a player runs around freely and engages in battle with other enemies/objects, as shown below: The dragon/dinosaur (or whatever that thing I drew appears to be) will, by some measure, try and avoid attacks so it is modeled to appear to have a conscious desire to avoid pain. My question is ... since this is very complex, many possible strategies for solving this, algorithms, etc., what is the basic idea behind how this would be accomplished in any sort? Like, we can assume the enemy in the picture is not just going to aimlessly hop around and avoid, but freely be modeled to behave as if it were really exploring/fighting. For the best example I can give, witness the behavior of the enemies in Final Fantasy 12 in this video: http://www.youtube.com/watch?v=mO0TkmhiQ6w How do the pros, or how would anyone attempt solve/implement this? PS: I have tried several times to give an image the "illusion" that is has a conciousness, but aside from emulating a real animal's consciousness in complete, I fall short and get choppy moving images that follow predictable patterns, error-prone movements, and the worst imaginable scenario of a battle engagement.

    Read the article

  • Ubuntu automatic logout whenever I execute exe files

    - by KeepTrying
    I have a problem. Here's the thing. There were 4 partitions in my hard drive: One for ubuntu root folder One for ubuntu home folder One for general stuffs like music, movies... And the last one for SWAP To install Windows 7, I resized partitions and moving the order of partitions by using GParted. I moved all of the ext formatted partitions to the left, so that means the spare space would be at the right. And I formatted that spare space in NTFS and install windows 7. After successfully installing windows 7, I used LiveUSB to fix grub. I installed Boot Repair and, with just one click, now I can dual boot ubuntu and windows 7. But, the point, because of changing the order of partitions, especially the partition consisting of home folder, I couldn't log in the ubuntu. I used recovery mode and changed file /etc/passwd. Everything almost got back to normal except one thing. The windows apps that I installed via wine don't work anymore. I run them via accessing menu Applications/Wine/Programs but nothing loads. One more thing, when I double click on exe files to run them, ubuntu suddenly log outs. Thank you for reading my post, it's quite long and my English is fairly poor. I'd appreciate for anyone who reads it.

    Read the article

  • Touchpad not working after connecting hdmi cable

    - by user286632
    I had installed Ubuntu 14.04 2 weeks back on my new laptop along side Windows 8. 1. And it was working fine. But yesterday after I connected Ubuntu with my TV using the HDMI cable, the cursor/ pointer stopped working. The pointer is not visible and my touchpad is not working. I connected the hdmi cable with youtube in Firefox. But only the wallpaper was visible on the TV. Also the right click menu, alt tab window, etc was also visible. But the side menu and the Firefox window was not visible. The pointer was visible on the tv and the touchpad was working, I was able to move the pointer. After I removed the HDMI cable, my cursor/pointer disappeared and my touchpad is not responding! ! I tried to restart many times, but still no luck. Its still not visible in the desktop. The pointer is visible in the login screen, but is not responding to the touchpad. I tried to login to my KDE session, there too the pointer is visible but is not responding to the touchpad. It is not moving.

    Read the article

  • Reliance on Outlook (been a looong time, I know)

    - by AndyScott
    Do you feel that your development group too reliant on Outlook? Have you reached a point that you have to search your email for pertinent information when asked? What are you using? I realized things had gotten out of hand a couple weeks ago over a weekend. I was at my in-laws house (in the country, no PC/laptop, no internet connection; and I get an email on my phone that I needed to reply to, but I couldn't send without deleting items from my inbox/sent items/etc. Now mind you, I have rules set up to move stuff into folders, and files more than a month old are automatically moved to the PST; but generally don't manually move items to a PST until I have had a chance to 'work' the item. Please don't bother mocking my process, it's just the way I work. That being said, it was a frustrating process of 'I need all this information, what can I afford to lose'. I work on an International project (think lots of customers), and conversations in 9 or 10 different directions about 10-20 different things are not abnormal for a given day. I have found myself looking data up in Outlook because that's where it is. I think that I have reached the point now, where I don't feel that Outlook is up to the task of organizing the data that it contains.   When you have that many emails (200 or so a day), information seems to get lost at times, and I find that Outlook's search capabilities are lacking. Additionally, I find that any sort of organizational 'system' of sorting emails that can cover multiple topics is a lost cause. But at the same time, the old process of taking the information that I got from emails and moving it into another 'notes' type of program has proved to be too time consuming. Anyone out there have some better type of system? (Comments about the capacity of my brain, and it's ability to recall information not needed.)

    Read the article

  • Setting up a network between a host and guest virtual machine

    - by anonymous
    (I'm running ubuntu server 12.04 on virtual box) I'm trying to transfer a file (scp) from my laptop to one of the directories of a virtual machine. I tried sharing folders, but that failed. I'm a bit of a networking newbie. I've looked at like 20-30 pages. Here's one: http://www.howtoforge.com/moving-files-between-linux-systems-with-scp I followed those steps exactly. My problem is that when I try using scp, it just hangs. I'm also not sure which network interface to configure (eth0, eth1?) in the guest OS. Another (significant?) detail is that the inet address of eth0 is 10.0.2.15 instead of something like 192.168.x.y. I've enabled the bridge adapter and the host-only adapter. Both the laptop and guest VM have openssh-server installed. I'm not sure what to do at this point. Is there a better place to ask about this?

    Read the article

  • Best setup/workflow for distributed team to integrated DSVC with fragmented huge .NET site?

    - by lazfish
    So we have a team with 2 developers one manager. The dev server sits in a home office and the live server sits in a rack somewhere handled by the larger part of my company. We have freedom to do as we please but I want to incorporate Kiln DSVC and FogBugz for us with some standard procedures to make sense of our decisions/designs/goals. Our main product is web-based training through our .NET site with many videos etc, and we also do mobile apps for multiple platforms. Our code-base is a 15 yr old fragmented mess. The approach has been rogue .asp/.aspx pages with some class management implemented in the last 6 years. We still mix our html/vb/js all on the same file when we add a feature/page to our site. We do not separate the business logic from the rest of the code. Wiring anything up in VS for Intelli-sense or testing or any other benefit is more frustrating than it is worth, because of having to manually rejigger everything back to one file. How do other teams approach this? I noticed when I did wire everything up for VS it wants to make a class for all functions. Do people normally compile DLLs for page-specific functions that won't be reusable? What approaches make sense for getting our practices under control while still being able to fix old anti-patterns and outdated code and still moving towards a logical structure for future devs to build on?

    Read the article

  • A* PathFinding Not Consistent

    - by RedShft
    I just started trying to implement a basic A* algorithm in my 2D tile based game. All of the nodes are tiles on the map, represented by a struct. I believe I understand A* on paper, as I've gone through some pseudo code, but I'm running into problems with the actual implementation. I've double and tripled checked my node graph, and it is correct, so I believe the issue to be with my algorithm. This issue is, that with the enemy still, and the player moving around, the path finding function will write "No Path" an astounding amount of times and only every so often write "Path Found". Which seems like its inconsistent. This is the node struct for reference: struct Node { bool walkable; //Whether this node is blocked or open vect2 position; //The tile's position on the map in pixels int xIndex, yIndex; //The index values of the tile in the array Node*[4] connections; //An array of pointers to nodes this current node connects to Node* parent; int gScore; int hScore; int fScore; } Here is the rest: http://pastebin.com/cCHfqKTY This is my first attempt at A* so any help would be greatly appreciated.

    Read the article

  • How do I make cars on a one-dimensional track avoid collisions?

    - by user990827
    Using three.js, I use a simple spline to represent a road. Cars can only move forward on the spline. A car should be able to slow-down behind a slow moving car. I know how to calculate the distance between 2 cars, but how to calculate the proper speed in each game update? At the moment I simply do something like this: this.speed += (this.maxSpeed - this.speed) * 0.02; // linear interpolation to maxSpeed // the position on the spline (0.0 - 1.0) this.position += this.speed / this.road.spline.getLength(); This works. But how to implement the slow-down part? // transform from floats (0.0 - 1.0) into actual units var carInFrontPosition = carInFront.position * this.road.spline.getLength(); var myPosition = this.position * this.road.spline.getLength(); var distance = carInFrontPosition - myPosition; // WHAT TO DO HERE WITH THE DISTANCE? // HOW TO CALCULATE MY NEW SPEED? Obviously I have to somehow take current speed of the cars into account for calculation. Besides different maxSpeeds, I want each car to also have a different mass (causing it to accelerate slower/faster). But this mass has to be then also taken into account for braking (slowing down) so they don't crash into each other.

    Read the article

  • Will Ubuntu Live CD move MFT to resize NTFS volumes?

    - by irwazr
    I have a feeling some will consider this a duplicate, but please hear me out. I've been reading tons of questions and threads around this but have never really found an answer for this specifically. I want to shrink my NTFS partition to make room for a Ubuntu install, so I can dual boot them. However when shrinking the NTFS volume in Windows disk management, it will only go so far as the MFT is sitting near the end of the volume. I've read plenty of posts about why it does this, and how difficult/dangerous it is to move the MFT etc. I've also read that Perfect Disk can apparently do it under it's trial period, but I remain cautious to try this method. I was wondering however if the disk partitioning utility included in the Ubuntu install wizard handles the moving of the MFT when dragging the partition boundaries. It all seems too simple that you simply tell it the new size you want it to be. Would it tell me if it couldn't resize by the amount you requested if the MFT was an issue, or move it for you if it were able. I'm concerned it might corrupt the MFT and the volume, even though I doubt the install wizard would be so daft. So what exactly is the deal with the partition resizing tool in the Ubuntu install wizard? Will it safely resize my NTFS volume despite the location of my MFT? Thanks in advance.

    Read the article

  • Is there an open source version check library and web app?

    - by user52485
    I'm a developer for a cross platform (Win, MacOS, Linux) open source C++ application. I would like to have the program occasionally check for the latest version from our web site. Between the security, privacy, and cross platform network issues, I'd rather not roll our own solution. It seems like this is a common enough thing that there 'ought' to be a library/app which will do this. Unfortunately, the searches I've tried come up empty. Ideally, the web app would track requests and process the logs into some nice reports (number of users, what version, what platform, frequency of use, maybe even geographical info from IP address, etc.). While appropriately respecting privacy, etc. What pre-existing tools can help solve this problem? Edits: I am looking for a reporting tool, not a dependency checker. Our project has the challenge of keeping up with our users. Most do not join the mailing list. Our project has not been picked up by major distributions -- most of our users are Windows/MacOS anyway. When a new version comes out, we have no way of informing our users of its existence. Development is moving pretty fast, major features added every few months. We would like to provide the user with a way to check for an updated version. While we're at it, we would like to use these requests for some simple & anonymous usage tracking (X users running version Y with Z frequency, etc.). We do not need/want something that auto-updates or tracks dependencies on the system. We are not currently worried about update size -- when the user chooses to update, we expect them to download the complete latest version. We would like to keep this as simple as possible.

    Read the article

  • JCP.Next.3 working group meetings have begun

    - by Heather VanCura
    As mentioned in the blog earlier this week, the third JSR in the JCP.Next effort, JSR 358, A major revision of the Java Community Process, was approved by the JCP EC to continue development earlier this year.  This JSR will modify the Java Specification Participation Agreement (JSPA) as well as the Process Document, and will tackle a large number of complex issues, many of them postponed from JSR 348. For these reasons, the JCP EC (acting as the Expert Group for this JSR), expects to spend a considerable amount of time working on this JSR. The JSPA is defined by the JCP as "a one-year, renewable agreement between the Member and Oracle. The success of the Java community depends upon an open and transparent JCP program. The first EG working meetings have started and  meeting materials and minutes are available on their Java.net project. Last week an IP Working Group commenced and their meeting minutes and materials will also be available in this location; they anticipate meeting on a weekly basis moving forward.  Also see the JSR 358 issue tracker on java.net.  Right now there are 45 issues being discussed.  Join the JSR 358 java.net project to keep up to date on the latest developments.

    Read the article

  • Reversing animated sprites

    - by brandon sedgwick
    I have created a sprite sheet of which consists of 6 frames with a character moving legs each frame, now I have coded it so that the animation is running successfully from frame 1 to 6, however I am trying to reverse this so then when it goes from 1 to 6 instead of restarting it go's 6 to 1 in a continuous loop. The coding for current animation is: void SpriteGame::Update(int tickTotal, int tickDelta) { //This is where you manage the state of game objects if ( tickTotal >= this->playerLastFrameChange + 4) { //Four ticks have elapsed since the last frame change this->playerFrame = this->playerFrame + 1; this->playerLastFrameChange = tickTotal; //We've just changed the frame if (this->playerFrame >= this->playerSheetLength) { this->playerFrame = playerLastFrameChange + 4; } //Frame has changed so change the source rectangle this->playerSourceRect->left = this->playerFrame * 64; this->playerSourceRect->top = 0; this->playerSourceRect->right = (this->playerFrame + 1) * 64; this->playerSourceRect->bottom = 64; } } any help please I am using DirectX11 as thats what we are being told to use as its for an win 8 game.

    Read the article

  • How to correct a junior, but encourage him to think for himself? [closed]

    - by Phil
    I am the lead of a small team where everyone has less than a year of software development experience. I wouldn't by any means call myself a software guru, but I have learned a few things in the few years that I've been writing software. When we do code reviews I do a fair bit of teaching and correcting mistakes. I will say things like "This is overly complex and convoluted, and here's why," or "What do you think about moving this method into a separate class?" I am extra careful to communicate that if they have questions or dissenting opinions, that's ok and we need to discuss. Every time I correct someone, I ask "What do you think?" or something similar. However they rarely if ever disagree or ask why. And lately I've been noticing more blatant signs that they are blindly agreeing with my statements and not forming opinions of their own. I need a team who can learn to do things right autonomously, not just follow instructions. How does one correct a junior developer, but still encourage him to think for himself? Edit: Here's an example of one of these obvious signs that they're not forming their own opinions: Me: I like your idea of creating an extension method, but I don't like how you passed a large complex lambda as a parameter. The lambda forces others to know too much about the method's implementation. Junior (after misunderstanding me): Yes, I totally agree. We should not use extension methods here because they force other developers to know too much about the implementation. There was a misunderstanding, and that has been dealt with. But there was not even an OUNCE of logic in his statement! He thought he was regurgitating my logic back to me, thinking it would make sense when really he had no clue why he was saying it.

    Read the article

< Previous Page | 161 162 163 164 165 166 167 168 169 170 171 172  | Next Page >