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  • What is a good way to refactor a large, terribly written code base by myself? [closed]

    - by AgentKC
    Possible Duplicate: Techniques to re-factor garbage and maintain sanity? I have a fairly large PHP code base that I have been writing for the past 3 years. The problem is, I wrote this code when I was a terrible programmer and now it's tens of thousands of lines of conditionals and random MySQL queries everywhere. As you can imagine, there are a ton of bugs and they are extremely hard to find and fix. So I would like a good method to refactor this code so that it is much more manageable. The source code is quite bad; I did not even use classes or functions when I originally wrote it. At this point, I am considering rewriting the whole thing. I am the only developer and my time is pretty limited. I would like to get this done as quickly as possible, so I can get back to writing new features. Since rewriting the code would take a long time, I am looking for some methods that I can use to clean up the code as quickly as possible without leaving more bad architecture that will come back to haunt me later. So this is the basic question: What is a good way for a single developer to take a fairly large code base that has no architecture and refactor it into something with reasonable architecture that is not a nightmare to maintain and expand?

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  • QR Codes and Short Links - Please Take A Look [closed]

    - by Joe Turner
    I'm looking for a way to create a QR Code and a shortened link when a form is submitted. I have the QR Code bit, but the link is too long for me and the QR Code looks scary and complicated. The way it works is; the user types in (in this instance) a contract number. Then, a folder is created on the server of that contract number. (www.mysite.com/QR/$contractnumber). Then, using PHP again, I create a QR Code through Google because I know that every QR code will be linking to the same place, just a different ending of the link. The only bit that changes is the $POST... I was wondering if there was a way to shorten the link before it goes to Google? It would have to be through php. The user enters the contact number in the form, then that number(usually around 5/6 digits) will be entered into a already existing command? I'm not an expert in anything, I just know some really random snippets of code... And HTML and CSS, of course. Any help would be appreciated and judging by the few days I have been searching this, I think it might help a few people in the future. I would also like to confirm that the solution can't be one of this visual URLShorteners. If it is, it just needs to be the back-end of it, built into a existing form and QR Generator. Simple?

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  • How to prevent overlapping of gunshot sounds when using fast-firing weapons

    - by G3tinmybelly
    So I am now trying to find sounds for my guns but when I grab a gun sound effect and play it in my game a lot of the sounds are either terrible sounding or have this horrible echoing effect because as a gun shoots sometimes the previous sound is playing still. public void shoot(float x, float y, float direction){ if(empty){ PlayHUD.message = "No more bullets!"; return; } if(reloading){ return; } if(System.currentTimeMillis() - lastShot < fireRate){ //AssetsLoader.lmgSound.stop(); return; } float dx = (float) (-13 * Math.cos(direction) + 75 * Math.sin(direction)); float dy = (float) (-14 * -Math.sin(direction) + 75 * Math.cos(direction)); float dx1 = (float) (-13 * Math.cos(direction) + 75 * Math.sin(direction)); float dy1 = (float) (-14 * -Math.sin(direction) + 75 * Math.cos(direction)); PlayState.effects.add(new MuzzleFlashEffect(x + dx1, y + dy1, (float) Math.toDegrees(-direction))); PlayState.projectiles.add(new Bullet(this, x + dx, y + dy, (float) (direction + (Math.toRadians(MathUtils.random(-accuracy, accuracy)))))); if(OptionState.soundOn){ AssetsLoader.lmgSound.play(OptionState.volume); } bulletsInClip--; lastShot = System.currentTimeMillis(); } Here is the code for where the sound plays. Every time this method is called the sound is called but it happens so often in this case that there is this terrible echoing. Any idea on how to fix this?

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  • XNA 2D vehicle wall collisions

    - by mike
    I am attempting to implement collisions for my truck game, where the truck can drive around the world and hit walls surrounding the level and various randomly placed walls within the level. I am able to get direct collisions working correctly. However, it is getting very complicated and tricky very quickly. I am trying to accommodate various other collisions such as when a truck is against the wall then turns an adjacent direction or when they reverse into a wall. Both of these result in a slight collision as the image of the truck flips around to the direction the player wants to move. All of this has resulted in a whole lot of if statements to check how I should be fixing the collision. This in turn makes the player jump to random locations and "teleport" around corners, etc. The rest of my game is fine, I am not completely new to game development or C# for that matter. It's just the logic of collisions. Any ideas on how I can approach this? Image of the collisions I am trying to resolve: http://tinypic.com/r/2qtflvq/6

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  • Strange traffic on fresh Ubuntu Server install

    - by Fishy
    I've just installed Ubuntu Server on my home box after becoming partially familiar with it at work and wanting to train up as a Pen Tester. I installed the latest version on a logical partition (the main one contained Win7), and selected none of the extra modules (I think). I installed ngrep and fired it up (along with TCPdump) and immediately saw some strange traffic which I am unable to identify. My pc is sending out UDP packets every couple of seconds to a seemingly random series of IP addresses, all on the same port (47669 - though I did also see it use another port for a while). I watched it do this for about 20 mins, whilst trying to work out why it was doing it. The only other traffic was the odd ARP request for the router and SSDP UPnP broadcasts from the router. Anyone know what this is, or have any advice on how best to find out? Thanks. EDIT: Actually, it's not my box generating the traffic. It's receiving the traffic on that port, from a series of IP addresses, and returning 'port unreachable' messages.

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  • How can I fix the #c3284d# malvertising hack on my website?

    - by crm
    For the past couple of weeks at semi regular intervals, this website has had the #c3284d# malware code inserted into some of its .php files. Also the .htaccess file had its equivelant code inserted. I have, on many occasions removed the malicious code, replaced files, changed the ftp password on my ftp client (which is CoreFTP), changed the connection method to FTPS for more secure storage of the password (instead of plain text). I have also scanned my computer several times using AVG and Windows Defender which have found no malware on my computer which might have been storing my ftp passwords. I used Sucuri SiteCheck to check my website which says my website is clean of malware which is bizarre because I just attempted to click one of the links on the site a minute ago and it linked me to another one of these random stats.php sites, even though it appears I have gotten rid of the #c3284d# code again (which will no doubt be re-inserted somehow in an hour or so).. Has anyone found an actual viable solution for this malware hack? I have done just about all of the things suggested here and here and the problem still persists. Currently when I click on a link within the sites navigation menu within Google Chrome I get googles Malware warning page: Warning: Something's Not Right Here! oxsanasiberians.com contains malware. Your computer might catch a virus if you visit this site. Google has found that malicious software may be installed onto your computer if you proceed. If you've visited this site in the past or you trust this site, it's possible that it has just recently been compromised by a hacker. You should not proceed. Why not try again tomorrow or go somewhere else? We have already notified oxsanasiberians.com that we found malware on the site. For more about the problems found on oxsanasiberians.com, visit the Google Safe Browsing diagnostic page. I'm wondering if it is possible that the Google Chrome browser I am using has itself been hacked? Does anyone else get re-directed when clicking links on the the website?

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  • Ubuntu 14.04 LTS 64-bit install alongside Windows 7

    - by user289222
    I've tried installing Ubuntu 14.04 LTS alongside my Windows 7 OS, following the exact procedure given by the Ubuntu website and random other tutorials. I've tried with a LiveCD and with a USB stick but I always run into the same problem. When I'm at the screen where I'm allowed to select how I want to install Ubuntu ("alongside", "erase Windows 7", "something else"), the first option says "Install Ubuntu inside Windows 7" instead of "Install Ubuntu alongside Windows 7". From pretty much all tutorials I've seen, the tutorial says that the option should say "alongside". I click "inside" anyway, and Ubuntu doesn't install at all. Instead, my computer just reboots, and goes back to the Try Ubuntu or Install Now screen. This happens regardless of using a LiveCD or a USB stick. I've also tried manually resizing my partitions using "something else". Oddly, I see 4 sda partitions: /dev/sda type size used /dev/sda1 1mb unknown Windows 7 (loader) /dev/sda2 ntsf 208mb unknown Recovery Windows Environment (loader) /dev/sda3 ntsf ~752000mb unknown Recovery Windows Environment (loader) /dev/sda4 ~18000mb unknown I try resizing the largest partition, but some sort of internal error occurs and it doesn't let me resize my partitions. Any ideas on what's going on and how to solve it?

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  • How to gun shots sounds right in game development?

    - by G3tinmybelly
    So I am now trying to find sounds for my guns but when I grab a gun sound effect and play it in my game a lot of the sounds are either terrible sounding or have this horrible echoing effect because as a gun shoots sometimes the previous sound is playing still. public void shoot(float x, float y, float direction){ if(empty){ PlayHUD.message = "No more bullets!"; return; } if(reloading){ return; } if(System.currentTimeMillis() - lastShot < fireRate){ //AssetsLoader.lmgSound.stop(); return; } float dx = (float) (-13 * Math.cos(direction) + 75 * Math.sin(direction)); float dy = (float) (-14 * -Math.sin(direction) + 75 * Math.cos(direction)); float dx1 = (float) (-13 * Math.cos(direction) + 75 * Math.sin(direction)); float dy1 = (float) (-14 * -Math.sin(direction) + 75 * Math.cos(direction)); PlayState.effects.add(new MuzzleFlashEffect(x + dx1, y + dy1, (float) Math.toDegrees(-direction))); PlayState.projectiles.add(new Bullet(this, x + dx, y + dy, (float) (direction + (Math.toRadians(MathUtils.random(-accuracy, accuracy)))))); if(OptionState.soundOn){ AssetsLoader.lmgSound.play(OptionState.volume); } bulletsInClip--; lastShot = System.currentTimeMillis(); } Here is the code for where the sound plays. Every time this method is called the sound is called but it happens so often in this case that there is this terrible echoing. Any idea on how to fix this?

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  • Image mapping using lookup tables [on hold]

    - by jblasius
    I have an optimization problem. I'm using a look-up table to map a pixel in an image: for (uint32_t index = 0u; index < imgSize; index++) { img[ lt[ index ] ] = val; } Is there a faster way to do this, perhaps using a reinterpret_cast or something like that? I am accessing two different memory addresses, so what is the compiler doing? One solution is to do a set of reads to access adjacent memory addresses. struct mblock { uint32_t buf[10u]; }; mblock mb; for (uint32_t index = 0u; index < imgSize; index += 10u) { mb = *reinterpret_cast<mblock*>(lt + index)); for (uint8_t i = 0u; i < 10u; i ++) { mb.buf[i] += img; } for (uint8_t i = 0u; i < 10u; i ++) { *( mb.buf[i] ) = val; } } This speeds up the code because I'm separating the image access from the table look-up; the positions in the look-up table are adjacent. I still get the image access problem as it is accessing random address positions.

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  • Garage Sale Code &ndash; Everything must go!

    - by mbcrump
    Garage Sale Code     The term “Garage Sale Code” came from a post by Scott Hanselman. He defines Garage Sale Code as: Complete – It’s a whole library or application. Concise – It does one discrete thing. Clear – It’ll work when you get it. Cheap – It’s free or < 25 cents. (Quite Possibly) Crap – As with a Garage Sale, you’ll never know until you get it home if it’s useless. With the code I’ve posted here, you’ll get all 5 of those things (with an emphasis on crap). All of the projects listed below are available on CodePlex with full source code and executables (for those that just want to run it).  I plan on keeping this page updated when I complete projects that benefit the community.  You can always find this page again by swinging by http://garagesale.michaelcrump.net or you can keep on driving and find another sale. Name Description Language/Technology Used WPF Alphabet WPF Alphabet is a application that I created to help my child learn the alphabet. It displays each letter and pronounces it using speech synthesis. It was developed using WPF and c# in about 3 hours (so its kinda rough). C#, WPF Windows 7 Playlist Generator This program allows you to quickly create wvx video playlist for Windows Media Center. This functionality is not included in WMC and is useful if you want to play video files back to back without selecting the next file. It is also useful to queue up video files to keep children occupied! C#, WinForms Windows 7 Automatic Playlist Creator This application is designed to create W7MC playlist automatically whenever you want. You can select if you want the playlist sorted Alphabetical, by Creation Date or Random. C#, WinForms, Console Generator Twitter Message for Live Writer This is a plug-in for Windows Live Writer that generates a twitter message with your blog post name and a TinyUrl link to the blog post. It will do all of this automatically after you publish your post. C#, LiveWriter API

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  • Blank screen during boot after clean Ubuntu 11.10 install (Intel N10 graphics)

    - by Coen
    After a clean install of Ubuntu 11.10 on my Asus eee PC 1005p, Ubuntu seems to boot correctly, except for initialization of the LCD screen. What I observe: I choose Ubuntu 11.10 in the GRUB 2 menu A blank screen with a blinking cursor in the top left of the screen, for 15-20 seconds. The ubuntu logo with 5 red dots in the center of the screen, for 1 second. The LCD screen is entirely blank The startup sound plays (Ubuntu is configured to auto-login) Still, the LCD screen is entirely blank. When I press Fn-F8 (the switch between LCD screen and external VGA), the LCD screen shows my desktop correctly and everything seems to work fine. Except for the adjust contrast buttons (Fn-F5 and Fn-F6), these seem to cycle through random brightness modes. Something like: 0% - 50% - 20% - 0% - 20% - 0% Any ideas what's causing this or how to solve this? coen@elpicu:~$ lspci -v 00:02.0 VGA compatible controller: Intel Corporation N10 Family Integrated Graphics Controller (prog-if 00 [VGA controller]) Subsystem: ASUSTeK Computer Inc. Device 83ac Flags: bus master, fast devsel, latency 0, IRQ 44 Memory at f7e00000 (32-bit, non-prefetchable) [size=512K] I/O ports at dc00 [size=8] Memory at d0000000 (32-bit, prefetchable) [size=256M] Memory at f7d00000 (32-bit, non-prefetchable) [size=1M] Expansion ROM at <unassigned> [disabled] Capabilities: <access denied> Kernel driver in use: i915 Kernel modules: i915 00:02.1 Display controller: Intel Corporation N10 Family Integrated Graphics Controller Subsystem: ASUSTeK Computer Inc. Device 83ac Flags: bus master, fast devsel, latency 0 Memory at f7e80000 (32-bit, non-prefetchable) [size=512K] Capabilities: <access denied>

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  • http request terminating early

    - by spiderplant0
    I noticed that on some of my sites, images were occasionally not getting downloaded fully. After a bit of investigation it appears that it is not restricted to images - .css, .js etc were also occasionally terminating early. The faults appear to be random. When I use the debug/proxy tool Fiddler2 reports that fewer bytes have been received than were requested. Firebug reports "Image corrupt or truncated". Obviously this is mainly a concern between me and my hosting company. However despite many emails they have not been able to get to the bottom of it. Transfer to another hosting company is obviously an option but is really a last resort. Has anyone seen this kind of thing before or can anyone suggest what might be causing it. Or any apache setting or something that I can ask them to check out. Will apache log this kind of error - they havent been able to provide me with any logs, but if I know exactly where things have been logged, maybe I can prompt them in to action.

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  • What could cause a sudden stop in Box2D?

    - by alexanderpine
    I'm using Box2d for a game, and I have a bug that's driving me nuts. I've simplified the situation down to a square player sliding back and forth frictionlessly on top of a floor composed of a series of square tiles, driven by the left and right keys (which apply a horizontal force). Works great, sliding back and forth across the whole floor. Except... Every once in a while, the player will suddenly stick at the edge of one of the tiles as if it is hitting a (nonexistent) wall. Further pushes in the same direction it was traveling will fail, but as soon as I push backwards once in the opposite direction, I can push forwards past the sticking point again. The sticking point seems to be random, except for being on the edge of a tile. Happens while going left or right. For debugging purposes, I keep the Positions/velocity values for the previous two update ticks and print them out when this stop occurs. As an example, here you see the player moving right, decelerating slightly; pos2 should be about 8.7, but it stops dead instead. tick0: pos= 8.4636 vel= 7.1875 tick1: pos= 8.5816 vel= 7.0833 tick2: pos= 8.5816 vel= 0.0000 So, as the player is 0.8 and the tiles 1.0 wide, the player is stopping just as it is about to cross onto the next tile (8.5816 + 0.8/2 = 8.9816). In fact, I get a collision message (which I ignore except noting that it happened). It only seems to happen at x.5816 (or -x.4184) while moving right, and x.4167 (or -x.5833) while moving left I said that it's like hitting a wall, but in fact, when it hits a wall, the numbers look more like: tick0: pos0= 12.4131 vel2= 8.4375 tick1: pos1= 12.5555 vel1= 8.5417 tick2: pos2= 12.5850 vel0= 0.0000 so it moves further right on the last tick, which puts it in contact with the wall. Anyone seen anything like this. Any suggestion on how I could be causing this behavior.

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  • Browser Item Caching and URLs

    - by Damon
    Ultimately you want the browser to cache things like Flash components, Silverlight XAP files, and images to avoid users having to download them each time they hit a page.  But during development it's very useful to NOT have things cached so you are always looking at the most up-to-date file.  You can always turn off caching on your browser, but if you use your browser for daily browsing then its not the greatest option.  To avoid caching we would always just slap a randomly generated GUID to the back of the URL of any items we didn't want to cache (e.g. http://someserver.com/images/image.png?15f073f5-45fc-47b2-993b-fbaa781b926d).  It worked well, but you had to remember to remove the random GUID when it went to production. However, on a GimmalSoft project we recently implemented someone showed me a better way that didn't need to be removed from production code - just slap the last modified date of the file on the end of the URL (or something generated from the modification date).  This was kind of genius approach because it gives you the best of both world.  If you modify the file, the browser goes out and gets the newest version.  If you don't modify the file, it has the cached copy.  Very helpful!  The only down side is that you do have to read the modification date from the file, which does technically take some time.

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  • Browser Item Caching and URLs

    - by Damon Armstrong
    Ultimately you want the browser to cache things like Flash components, Silverlight XAP files, and images to avoid users having to download them each time they hit a page.  But during development it’s very useful to NOT have things cached so you are always looking at the most up-to-date file.  You can always turn off caching on your browser, but if you use your browser for daily browsing then its not the greatest option.  To avoid caching we would always just slap a randomly generated GUID to the back of the URL of any items we didn’t want to cache (e.g. http://someserver.com/images/image.png?15f073f5-45fc-47b2-993b-fbaa781b926d).  It worked well, but you had to remember to remove the random GUID when it went to production. However, on a GimmalSoft project we recently implemented someone showed me a better way that didn’t need to be removed from production code – just slap the last modified date of the file on the end of the URL (or something generated from the modification date).  This was kind of genius approach because it gives you the best of both world.  If you modify the file, the browser goes out and gets the newest version.  If you don’t modify the file, it has the cached copy.  Very helpful!  The only down side is that you do have to read the modification date from the file, which does technically take some time.

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  • Should Starting a Quick Game via Google Game Services be Iterated?

    - by user46727
    I have been following this tutorial for Google Play Game Services. I am a little unclear as to if the room matching algorithm should be looped or not. Can I just initialize this process once and let it time out? Or by iterating through it is it somehow rechecking it? If anyone had the approximate timeout that would be great as well. The problem stems from the fact that even when both phones are signing into the Game Services (at virtually the same time, my friend and I logged in), the room is not registering multiple people. One time my friend's phone even entered the game map, showing that he somehow was able to progress from the room initialization process. Relevant screen update methods which I am starting this matchmaking process: @Override public void update(float deltaTime) { game.options.updateTiles(); if(!isInitiated) { startQuickGame(); } } private void startQuickGame() { // auto-match criteria to invite one random automatch opponent. // You can also specify more opponents (up to 3). if(game.mGoogleClient.isConnected() && !isInitiated) { Bundle am = RoomConfig.createAutoMatchCriteria(1, 3, 0); // build the room config: RoomConfig.Builder roomConfigBuilder = RoomConfig.builder(Network.getInstance()); roomConfigBuilder.setMessageReceivedListener(Network.getInstance()); roomConfigBuilder.setRoomStatusUpdateListener(Network.getInstance()); roomConfigBuilder.setAutoMatchCriteria(am); RoomConfig roomConfig = roomConfigBuilder.build(); // create room: Games.RealTimeMultiplayer.create(game.mGoogleClient, roomConfig); // go to game screen this.mRoom = Network.getInstance().getRoom(); if(this.mRoom != null && this.mRoom.getParticipants().size() >= 2) { game.setScreen(new MultiGameScreen(game, this.mRoom)); isInitiated = true; } } else { game.mGoogleClient.connect(); } }

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  • Why does my system slow down or freeze when there is heavy disk activity?

    - by user72270
    Im a first-time user to Ubuntu-12.04 with WUBI installation. My NoteBook Information : Dell vostro 3450 : i5 2410m, 3 gb ram, intel hd3000, amd 6630m hybrid. Surfing and playing games works flawlessly, however, I'm having huge problems when installing applications and generally copying and moving files. When doing so, system is significantly slower and freezes quite often (Firefox gets bluish, sometimes even black n white). I would say that Ubuntu allocates too much resources on file transfers and installing, but even these tasks are very slow. Here is very specific example : today, i tried to move 6 GB file from win 7 installation. It was good at first, i jumped to firefox but after a while firefox started to randomly turn bluish and mouse was randomly stopping working. It was gradually worse and worse and it got to a point when firefox black n whited and mouse wasn't working at all. I raged and went for some meal, when i got back screen was black. It probably unlogged me due to inactivity, when i pushed random button to bring screen to life i had to wait few minutes to let it show me only my screen background. No log in screen, just background and working mouse. NoteBook fan was working at 100 % so I assumed that file transfer was going on and I left it to work. Nothing then changed for a full hour so I hard rebooted it. File transfer unsuccessful, It transfered hardly 2 gigs. Is this normal ? What to do in these situations ? It didn't let me load system manager and not even terminal. Thanks.

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  • Dual monitor, permission issue

    - by cenna75
    I had a dual monitor configuration going on for quite some time. One day, after moving the computer to another location and reconnecting everything, it changed such that I saw everything in double (being very much sober), I think it's called the 'mirrors' config. Anyway, from there on, there was nothing to be done through the system settings gui to change it back, as it wouldn't allow me to save any modification. The error I get when clicking 'save' is : "Failed to create file /home/me/monitors.xml.xxxxxx. Permission denied", xxxx being a random code, changing everytime. However, I can save all the configurations I want just fine by using the terminal, in my case: xrandr --output DVI-I-1 --right-of VGA-1 So I do have a workaround and this is therefore a question more out of curiosity. What could possibly have changed to make it impossible to do it through the gui and still letting me change the config using xrandr without being root? I'm having a hard time believing it could have anything to do with disconnecting/reconnecting the monitors... Any idea? Thanks !

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  • I’m new to C++ and unsure about how to improve this code [migrated]

    - by Laian Alsabbagh
    The purpose of the following code is to get a random number of 100 nodes and to distribute these nodes randomly in range 500*500 …(X,Y).. this was the first step #include<iostream> #include <fstream> #include<cmath> using namespace std; int main() { const int x = 0, y = 1; int nodes[100][2]; ofstream myfile; myfile.open ("example.txt"); myfile << "Writing this to a file.\n"; for (int i=0; i<100 ;i++) { nodes[i][x] = rand() % 501; nodes[i][y] = rand() % 501; myfile <<nodes[i][x]<<" "<<nodes[i][y]; } myfile.close(); } now the next step is to improve this code to distribute these nodes in order ( "Imust divide both xy_coordinates as : x= 0-100-200-300-400-500 & y=0-100-200-300-400-500) next is to distribute the nodes (regardless number of nodes) in order range Starting from (0,100 )….(100,100)..(100,200)…….untile i reach the last point (500,500),, ") I’m really confused of how to do it correctly I start to think to define 2 dimensional array , and then to define 2 for loops enter code here Int no_nodes=100; Int XY_coordinate [500][500]; For (int i=0;i<no_nodes; i++) { For (int j=0;j<no_nodes; j++)

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  • knowing all available entity types

    - by plofplof
    I'm making a game where at some point the game will create enemies of random types. Each type of enemy available is defined on its own class derived from an enemy superclass. To do this, obviously the different types of enemies should be known. This is what I have thought of: Just make a list manually. Very simple to do, but I don't like it because I'll be adding more enemy types over time, so any time I add a new class I have to remember to update this (same if I remove an enemy). I would like some kind of auto-updating list. A completely component based system. There are no different classes for each enemy, but definitions of enemies in some file where all enemy types can be found. I really don't need that level of complexity for my game. I'm still using a component based model to some degree, but each Enemy type gets defined on its own class. Java Annotation processing. Give each enemy subclass an annotation like @EnemyType("whatever"), then code an annotation processor that writes in a file all available enemy types. Any time a new class is added the file gets updated after compilation.This gives me a feeling of failure even if its a good solution, it's very dependant on Java, so it means I cant think of a general design good for any kind of language. Also I think that this would be too much work for something so simple. I would like to see comments on these ideas and other possible solutions Thanks

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  • Dynamic object creation with HashMap

    - by Salor
    I want to use a HashMap to dynamically create objects based on the key. I have a Random Map Generator that stores the maps in 3D Arrays of Type Integer[][][]. Upon creation of the actual map I iterate through this array and based on the Integer I want to create the right block. Example: Integer[][][] map ... map[6][6][6] = 3; 3 is a Earth-Block and now I want to initialize a new Block of this type and give it the right coordinates. Currently I store my Bindings from Integer to Class in a HashMap(Integer, String) and create my objects like that: int id = array[x][y][z]; String block_name = Blocks.map.get(id); Block block = (Block) Class.forName(block_name).newInstance(); block.setPosition(x,y,z); But I want to avoid newInstance() if possible. I've never worked that dynamically with Java before and I couldn't find a solution like changing the HashMap to (Integer, Class) or something. I just need to create a new Object based upon the Integer. Any ideas/solutions? Thanks in advance and have a wonderful day!

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  • How to keep track of user images when using a CDN? [closed]

    - by Programmer
    We are considering moving our user profile images from the local server to the Rackspace CDN (Cloud Files). However, how do you keep track of where each user's profile image is located on the CDN? Wouldn't you have to store the CDN URL for each user image in the local Database and query it every time you display a user image? Isn't that slower than accessing a user image directly on the local server which requires no such DB query to retrieve since you already know where it is stored based on the user's User ID? What if a user has an album of pics? How would you keep track of all those images that belong just to that one user? What about the order of those pics? In the case of the Rackspace CDN, we're looking at using a Container for each individual user to help keep things more logically organized, but we don't know what the best way to track all of it is since the CDN provides a seemingly random URL for each image. To make matters worse, you can't even delete a non-empty Container belonging to a user when they delete their account, you actually have to delete each object inside the Container one-by-one before deleting the Container itself. It doesn't end there, you can't even have nested Containers or "sub-folders", and you can't rename a file (you must copy it with a new name and delete the old one manually). It just sounds so incredibly more complicated then we thought it would be, and it certainly does not feel "intuitive" compared to local storage, so we don't know what to do. Please help.

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  • Function not returning value at all - not a void [migrated]

    - by user105439
    I have this function that is not returning a function value. I've added some random testers to try and debug but no luck. Thanks! #include <stdio.h> #include <math.h> #include <time.h> #define N 100 float error(int a, int b); int main(){ printf("START\n"); srand(time(NULL)); int a, b, j, m; float plot[N+1]; printf("Lower bound for x: "); scanf("%d", &a); printf("Upper bound for x: "); scanf("%d", &b); printf("okay\n"); for(j = 0; j < N; j++) plot[j] = 0; printf("okay1\n"); m = error(a,b); printf("%f\n",m); return 0; } float error(int a, int b){ float product = a*b; printf("%f\n",product); return product; } so the m = error(a,b) always gives 0 no matter what! Please help. I apologise for not cleaning this up...

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  • Null reading in stream images? Unable to start activity ComponentInfo

    - by lasmith
    I have reviewed a lot of similar questions regarding not being able to launch an activity but they don't seem to quite match my problem. I am working on a simple black jack game but its force quitting. I suspect there is a problem with loading up the card png images I have. Stepping through the debugger it crashes right while in the resetGame() function. I'm sure I am doing something dumb. My Logcat: 10-15 20:21:43.309: E/AndroidRuntime(2863): FATAL EXCEPTION: main 10-15 20:21:43.309: E/AndroidRuntime(2863): java.lang.RuntimeException: Unable to start activity ComponentInfo{com.smith.blackjack/com.smith.blackjack.Main}: java.lang.NullPointerException 10-15 20:21:43.309: E/AndroidRuntime(2863): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2059) 10-15 20:21:43.309: E/AndroidRuntime(2863): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2084) 10-15 20:21:43.309: E/AndroidRuntime(2863): at android.app.ActivityThread.access$600(ActivityThread.java:130) 10-15 20:21:43.309: E/AndroidRuntime(2863): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1195) 10-15 20:21:43.309: E/AndroidRuntime(2863): at android.os.Handler.dispatchMessage(Handler.java:99) 10-15 20:21:43.309: E/AndroidRuntime(2863): at android.os.Looper.loop(Looper.java:137) 10-15 20:21:43.309: E/AndroidRuntime(2863): at android.app.ActivityThread.main(ActivityThread.java:4745) 10-15 20:21:43.309: E/AndroidRuntime(2863): at java.lang.reflect.Method.invokeNative(Native Method) 10-15 20:21:43.309: E/AndroidRuntime(2863): at java.lang.reflect.Method.invoke(Method.java:511) 10-15 20:21:43.309: E/AndroidRuntime(2863): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:786) 10-15 20:21:43.309: E/AndroidRuntime(2863): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:553) 10-15 20:21:43.309: E/AndroidRuntime(2863): at dalvik.system.NativeStart.main(Native Method) 10-15 20:21:43.309: E/AndroidRuntime(2863): Caused by: java.lang.NullPointerException 10-15 20:21:43.309: E/AndroidRuntime(2863): at com.smith.blackjack.DeckOfCards.<init>(DeckOfCards.java:17) 10-15 20:21:43.309: E/AndroidRuntime(2863): at com.smith.blackjack.Main.resetGame(Main.java:98) 10-15 20:21:43.309: E/AndroidRuntime(2863): at com.smith.blackjack.Main.onCreate(Main.java:67) 10-15 20:21:43.309: E/AndroidRuntime(2863): at android.app.Activity.performCreate(Activity.java:5008) 10-15 20:21:43.309: E/AndroidRuntime(2863): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1079) 10-15 20:21:43.309: E/AndroidRuntime(2863): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2023) 10-15 20:21:43.309: E/AndroidRuntime(2863): ... 11 more My androidmanifest: <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.smith.blackjack" android:versionCode="1" android:versionName="1.0" > <uses-sdk android:minSdkVersion="11" android:targetSdkVersion="15" /> <application android:icon="@drawable/ic_launcher" android:label="@string/app_name" android:theme="@style/AppTheme" > <activity android:name=".Main" android:label="@string/title_activity_main" > <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> Here is my Main.java package com.smith.blackjack; import android.os.Bundle; import android.app.Activity; import android.content.res.AssetManager; import android.graphics.drawable.Drawable; import java.io.IOException; import java.io.InputStream; import android.util.Log; import android.view.View; import android.view.View.OnClickListener; import android.widget.Button; import android.widget.ImageView; public class Main extends Activity { private ImageView dealerCard0; private ImageView dealerCard1; private ImageView dealerCard2; private ImageView dealerCard3; private ImageView playerCard0; private ImageView playerCard1; private ImageView playerCard2; private ImageView playerCard3; private ImageView imgResult; private Button btnDeal; private Button btnDraw; private Button btnHold; private DeckOfCards deckOfCards; private int[] dealerValues; private int dealerSum; private int dealerCardNumber; private int[] playerValues; private int playerSum; private int playerCardNumber; private InputStream dealerHiddenCard; private Card dealerCard; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); dealerCard0 = (ImageView) findViewById(R.id.dealerCard0); dealerCard1 = (ImageView) findViewById(R.id.dealerCard1); dealerCard2 = (ImageView) findViewById(R.id.dealerCard2); dealerCard3 = (ImageView) findViewById(R.id.dealerCard3); playerCard0 = (ImageView) findViewById(R.id.playerCard0); playerCard1 = (ImageView) findViewById(R.id.playerCard1); playerCard2 = (ImageView) findViewById(R.id.playerCard2); playerCard3 = (ImageView) findViewById(R.id.playerCard3); imgResult = (ImageView) findViewById(R.id.imgResult); btnDeal = (Button) findViewById(R.id.deal); btnDraw = (Button) findViewById(R.id.draw); btnHold = (Button) findViewById(R.id.hold); btnDeal.setOnClickListener(btnDealListener); btnDraw.setOnClickListener(btnDrawListener); btnHold.setOnClickListener(btnHoldListener); resetGame(); } private void resetGame(){ AssetManager assets = getAssets(); dealerValues = new int[4]; playerValues = new int[4]; dealerSum = 0; playerSum = 0; dealerCardNumber = 0; playerCardNumber = 0; for (int i = 0; i < 4; i++) { dealerValues[i] = 0; playerValues[i] = 0; } try { InputStream stream = assets.open("cardback.png"); // stream = assets.open("cardback.png"); Drawable cardImage = Drawable.createFromStream(stream, null); dealerCard0.setImageDrawable(cardImage); dealerCard1.setImageDrawable(cardImage); dealerCard2.setImageDrawable(cardImage); dealerCard3.setImageDrawable(cardImage); playerCard0.setImageDrawable(cardImage); playerCard1.setImageDrawable(cardImage); playerCard2.setImageDrawable(cardImage); playerCard3.setImageDrawable(cardImage); imgResult.setImageDrawable(cardImage); deckOfCards = new DeckOfCards(); deckOfCards.shuffle(); assets.close(); } catch (IOException e){ Log.e("Reset Game", "Error Loading", e); } } public OnClickListener btnDealListener = new OnClickListener() { // @Override public void onClick(View v) { try { AssetManager assets = getAssets(); InputStream stream; // first player card Card newCard; newCard = deckOfCards.dealCard(); playerValues[playerCardNumber] = newCard.faceValue; playerCardNumber++; stream = assets.open(newCard.File); Drawable cardImage = Drawable.createFromStream(stream, newCard.File); playerCard0.setImageDrawable(cardImage); assets.close(); // second player card newCard = deckOfCards.dealCard(); playerValues[playerCardNumber] = newCard.faceValue; playerCardNumber++; stream = assets.open(newCard.File); cardImage = Drawable.createFromStream(stream, newCard.File); playerCard1.setImageDrawable(cardImage); assets.close(); // first dealer card hidden newCard = deckOfCards.dealCard(); dealerCard = newCard; dealerValues[dealerCardNumber] = newCard.faceValue; dealerCardNumber++; dealerHiddenCard = assets.open(newCard.File); stream = assets.open("cardback.png"); cardImage = Drawable.createFromStream(stream, "cardback"); dealerCard0.setImageDrawable(cardImage); assets.close(); // second dealer card open newCard = deckOfCards.dealCard(); dealerValues[dealerCardNumber] = newCard.faceValue; dealerCardNumber++; stream = assets.open(newCard.File); cardImage = Drawable.createFromStream(stream, newCard.File); dealerCard1.setImageDrawable(cardImage); assets.close(); } catch (IOException e){ Log.e("Deal", "Error Loading", e); } }; }; public OnClickListener btnDrawListener = new OnClickListener() { // @Override public void onClick(View v) { try { AssetManager assets = getAssets(); InputStream stream; // get next player card Card newCard; newCard = deckOfCards.dealCard(); playerValues[playerCardNumber] = newCard.faceValue; playerCardNumber++; stream = assets.open(newCard.File); Drawable cardImage = Drawable.createFromStream(stream, newCard.File); switch (playerCardNumber){ case 3: playerCard2.setImageDrawable(cardImage); case 4: playerCard3.setImageDrawable(cardImage); } assets.close(); } catch (IOException e){ Log.e("Draw", "Error Loading", e); } }; }; public OnClickListener btnHoldListener = new OnClickListener() { // @Override public void onClick(View v) { Drawable cardImage; // evaluate player hand playerSum = evaluate(playerValues); if (playerSum > 21){ // player losses } // flip over the dealer hidden card cardImage = Drawable.createFromStream(dealerHiddenCard, dealerCard.File); Card newCard; InputStream stream; AssetManager assets = getAssets(); for (int i=2; i<4; i++){ dealerSum = evaluate(dealerValues); if (dealerSum < 16 ) { newCard = deckOfCards.dealCard(); dealerValues[dealerCardNumber] = newCard.faceValue; dealerCardNumber++; try { stream = assets.open(newCard.File); cardImage = Drawable.createFromStream(stream, newCard.File); switch (dealerCardNumber){ case 3: dealerCard2.setImageDrawable(cardImage); case 4: dealerCard3.setImageDrawable(cardImage); } assets.close(); } catch (IOException e){ Log.e("Draw", "Error Loading", e); } if (dealerSum < playerSum) { // player wins } if (dealerSum > playerSum){ // dealer wins } if (dealerSum == playerSum){ // it is a draw } } } }; }; public int evaluate (int[]values) { int sumCards = 0; for (int i = 0; i < 4; i++){ sumCards += values[i]; } if (sumCards > 21) { for (int i = 0; i < 4; i++){ if (values[i] == 11) { values[i] = 1; sumCards -= 10; continue; } } } return sumCards; } } My DeckOfCards class: package com.smith.blackjack; import java.util.Random; public class DeckOfCards { private Card [] deck; private int currentCard; private static final int NUMBER_OF_CARDS = 52; private static final Random randomNumbers = new Random(); public DeckOfCards () { deck = new Card[NUMBER_OF_CARDS]; currentCard = 0 ; for(int count = 0; count < deck.length; count++) { deck[count].faceValue = count + 1; } } public void shuffle () { currentCard = 0; for (int first = 0; first < deck.length; first ++){ int second = randomNumbers.nextInt(NUMBER_OF_CARDS); int temp = deck[first].faceValue; deck[first].faceValue=deck[second].faceValue; deck[second].faceValue = temp; } } public Card dealCard(){ Card temp = new Card(); temp.faceValue = 0; temp.File = ""; if(currentCard < deck.length) { temp.faceValue = deck[currentCard].faceValue / 4; int suit = deck[currentCard].faceValue % 4; String suitString = ""; switch (suit){ case 0: suitString = "c"; case 1: suitString = "d"; case 2: suitString = "h"; case 3: suitString = "s"; } Integer face = temp.faceValue / 4 ; String faceString = face.toString(); temp.File = faceString + suitString + ".png"; switch (temp.faceValue){ case 11: temp.faceValue = 10; case 12: temp.faceValue = 10; case 13: temp.faceValue = 10; } return temp; } else return temp; } }

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  • 5 reason why you should upgrade to new iPad (3rd generation)

    - by Gopinath
    Apple released the new iPad, 3rd generation, couple of days ago and they will be available in stores from March 16 onwards.  It’s the best tablet available in the market and for first time buyers it’s a no brainer to choose it. What about the iPad owners? Should they upgrade their iPad 2 to the new iPad? This is the question on the lips of most of the iPad owners. In this post we will provide you 5 reasons why you should upgrade your iPad, if more than two reasons are convincing then you should upgrade to the new iPad. Retina display – The best display ever made for mobile device, a game changer The new iPad comes with Retina display with screen resolution of 2048 x 1536, which is twice the resolution of iPad 2. Undoubtedly the iPad 3’s display is the best display ever made for a mobile device and it’s a game changer. With better resolution on iPad 3 eBook reading is going to be a pleasure with clear and crisp text Watching HD movies on iPad is going to be unbelievably good The new Games targeted for Retina display are going to be more realistic and needless to explain the pleasure of playing such games Graphic artists and photo editors get a professional on screen rendering support to create beautiful graphics 2x Faster & 2x Memory – Better Games and powerful Apps The new iPad is more powerful with 2x faster graphics and 2x more memory. Apple claims that the A5x processor of new iPad is 2x faster than iPad 2 and 4x faster than the best graphic chips available from other vendors. The RAM of  new iPad  is upgraded to 1 GB compared from 512 MB of iPad 2. With the fast processor and more memory, Apps and games are going to be blazing fast. 4G Internet – Browse the web at the speeds of 42 MB/sec Half of the iPad owners are frequent commuters who access internet over cellular networks, the new iPad’s 4G LTE is going to be a big boom for their  high data access needs. With the new iPad’s 4G LTE connectivity you can browse the web at 42 MB/sec and it mean you can watch a HD video without buffering issues. iPad 2 comes with 3G network support and it’s browsing speeds are way less than the new iPad. 5MP Camera – HD Movie Recording & gorgeous Photography iPad 2 has a 0.7 mega pixel camera and the new iPad comes with 5 megapixels camera. That is a huge boost for hobbyist  photographers and videographers. With the new iPad you can shoot gorgeous photos and 1080p HD video. The iSight camera of new iPad uses advanced optics with features like auto exposure, auto focus and face detection up to 10 faces. Amazon Pays up to $300 for old iPad 2 16 GB Wifi and more for other models Do you know that you can trade in your iPad 2 16 GB Wifi for upto $300? Amazon has an excellent trade in program for selling your used iPad 2s. Depending on the condition of the iPad 2  Amazon offers $234, $270, $300.00 for 16 GB Wifi versions that in Acceptable, Good and Like New conditions respectively.  The higher models of iPad 2s fetch you more money. With this great deal from Amazon the amount of extra money you need to spend for new iPad is almost half of their price. Visit Amazon Trade In’s website or read Amazon’s brilliant plan to pay you crazy money for your iPad 2 for more details. Related: New IPad Vs. IPad 2–Side By Side Comparison Of Hardware Specification [Infographic]

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