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  • "// ..." comments at end of code block after } - good or bad?

    - by gablin
    I've often seen such comments be used: function foo() { ... } // foo while (...) { ... } // while if (...) { ... } // if and sometimes even as far as if (condition) { ... } // if (condition) I've never understood this practice and thus never applied it. If your code is so long that you need to know what this ending } is then perhaps you should consider splitting it up into separate functions. Also, most developers tools are able to jump to the matching bracket. And finally the last is, for me, a clear violation to the DRY principle; if you change the condition you would have to remember to change the comment as well (or else it could get messy for the maintainer, or even for you). So why do people use this? Should we use it, or is it bad practice?

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  • point to rectangle distance

    - by john smith
    I have a 2D rectangle with x, y position and it's height and width and a randomly positioned point nearby it. Is there a way to check if this point might collide with the rectangle if closer than a certain distance? like imagine an invisible radius outside of that point colliding with said rectangle. I have problems with this simply because it is not a square, it would be so much easier this way! Any help? Thanks in advance.

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  • How do I randomly generate a top-down 2D level with separate sections and is infinite?

    - by Bagofsheep
    I've read many other questions/answers about random level generation but most of them deal with either randomly/proceduraly generating 2D levels viewed from the side or 3D levels. What I'm trying to achieve is sort of like you were looking straight down on a Minecraft map. There is no height, but the borders of each "biome" or "section" of the map are random and varied. I already have basic code that can generate a perfectly square level with the same tileset (randomly picking segments from the tileset image), but I've encountered a major issue for wanting the level to be infinite: Beyond a certain point, the tiles' positions become negative on one or both of the axis. The code I use to only draw tiles the player can see relies on taking the tiles position and converting it to the index number that represents it in the array. As you well know, arrays cannot have a negative index. Here is some of my code: This generates the square (or rectangle) of tiles: //Scale is in tiles public void Generate(int sX, int sY) { scaleX = sX; scaleY = sY; for (int y = 0; y <= scaleY; y++) { tiles.Add(new List<Tile>()); for (int x = 0; x <= scaleX; x++) { tiles[tiles.Count - 1].Add(tileset.randomTile(x * tileset.TileSize, y * tileset.TileSize)); } } } Before I changed the code after realizing an array index couldn't be negative my for loops looked something like this to center the map around (0, 0): for (int y = -scaleY / 2; y <= scaleY / 2; y++) for (int x = -scaleX / 2; x <= scaleX / 2; x++) Here is the code that draws the tiles: int startX = (int)Math.Floor((player.Position.X - (graphics.Viewport.Width) - tileset.TileSize) / tileset.TileSize); int endX = (int)Math.Ceiling((player.Position.X + (graphics.Viewport.Width) + tileset.TileSize) / tileset.TileSize); int startY = (int)Math.Floor((player.Position.Y - (graphics.Viewport.Height) - tileset.TileSize) / tileset.TileSize); int endY = (int)Math.Ceiling((player.Position.Y + (graphics.Viewport.Height) + tileset.TileSize) / tileset.TileSize); for (int y = startY; y < endY; y++) { for (int x = startX; x < endX; x++) { if (x >= 0 && y >= 0 && x <= scaleX && y <= scaleY) tiles[y][x].Draw(spriteBatch); } } So to summarize what I'm asking: First, how do I randomly generate a top-down 2D map with different sections (not chunks per se, but areas with different tile sets) and second, how do I get past this negative array index issue?

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  • I need beginner help on loading an image (2D). I have an error

    - by Seth Taddiken
    I keep getting a "NullReferenceExeption was unhandled" with "Object reference not set to an instance of an object." written under it. I have all of the images (png) correct with names and added to references. protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); backGround = Content.Load("Cracked"); player1.playerBlock = Content.Load("square"); player2.playerBlock = Content.Load("square2"); }

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  • Variable number of GUI Buttons

    - by Wakaka
    I have a generic HTML5 Canvas GUI Button class and a Scene class. The Scene class has a method called createButton(), which will create a new Button with onclick parameter and store it in a list of buttons. I call createButton() for all UI buttons when initializing the Scene. Because buttons can appear and disappear very often during rendering, Scene would first deactivate all buttons (temporarily remove their onclick, onmouseover etc property) before each render frame. During rendering, the renderer would then activate the required buttons for that frame. The problem is that part of the UI requires a variable number of buttons, and their onclick, onmouseover etc properties change frequently. An example is a buffs system. The UI will list all buffs as square sprites for the current unit selected, and mousing over each square will bring up a tooltip with some information on the buff. But the number of buffs is variable thus I won't know how many buttons to create at the start. What's the best way to solve this problem? P.S. My game is in Javascript, and I know I can use HTML buttons, but would like to make my game purely Canvas-based. Create buttons on-the-fly during rendering. Thus I will only have buttons when I require them. After the render frame these buttons would be useless and removed. Create a fixed set of buttons that I'm going to assume the number of buffs per unit won't exceed. During each render frame activate the buttons accordingly and set their onmouseover property. Assign a button to each Buff instance. This sounds wrong as the buff button is a part of the GUI which can only have one unit selected. Assigning a button to every single Buff in the game seems to be overkill. Also, I would need to change the button's position every render frame since its order in the unit's list of buffs matter. Any other solutions? I'm actually quite for idea (1) but am worried about the memory/time issues of creating a new Button() object every render frame. But this is in Javascript where object creation is oh-so-common ({} mainly) due to automatic garbage collection. What is your take on this? Thanks!

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  • "// ..." comments at end of code block after } - good or bad?

    - by gablin
    I've often seen such comments be used: function foo() { ... } // foo while (...) { ... } // while if (...) { ... } // if and sometimes even as far as if (condition) { ... } // if (condition) I've never understood this practice and thus never applied it. If your code is so long that you need to know what this ending } is then perhaps you should consider splitting it up into separate functions. Also, most developers tools are able to jump to the matching bracket. And finally the last is, for me, a clear violation to the DRY principle; if you change the condition you would have to remember to change the comment as well (or else it could get messy for the maintainer, or even for you). So why do people use this? Should we use it, or is it bad practice?

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  • Multi-threaded JOGL Problem

    - by moeabdol
    I'm writing a simple OpenGL application in Java that implements the Monte Carlo method for estimating the value of PI. The method is pretty easy. Simply, you draw a circle inside a unit square and then plot random points over the scene. Now, for each point that is inside the circle you increment the counter for in points. After determining for all the random points wither they are inside the circle or not you divide the number of in points over the total number of points you have plotted all multiplied by 4 to get an estimation of PI. It goes something like this PI = (inPoints / totalPoints) * 4. This is because mathematically the ratio of a circle's area to a square's area is PI/4, so when we multiply it by 4 we get PI. My problem doesn't lie in the algorithm itself; however, I'm having problems trying to plot the points as they are being generated instead of just plotting everything at once when the program finishes executing. I want to give the application a sense of real-time display where the user would see the points as they are being plotted. I'm a beginner at OpenGL and I'm pretty sure there is a multi-threading feature built into it. Non the less, I tried to manually create my own thread. Each worker thread plots one point at a time. Following is the psudo-code: /* this part of the code exists in display() method in MyCanvas.java which extends GLCanvas and implements GLEventListener */ // main loop for(int i = 0; i < number_of_points; i++){ RandomGenerator random = new RandomGenerator(); float x = random.nextFloat(); float y = random.nextFloat(); Thread pointThread = new Thread(new PointThread(x, y)); } gl.glFlush(); /* this part of the code exists in run() method in PointThread.java which implements Runnable */ void run(){ try{ gl.glPushMatrix(); gl.glBegin(GL2.GL_POINTS); if(pointIsIn) gl.glColor3f(1.0f, 0.0f, 0.0f); // red point else gl.glColor3f(0.0f, 0.0f, 1.0f); // blue point gl.glVertex3f(x, y, 0.0f); // coordinates gl.glEnd(); gl.glPopMatrix(); }catch(Exception e){ } } I'm not sure if my approach to solving this issue is correct. I hope you guys can help me out. Thanks.

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  • Is there a fix to display 0 when arithmetic underflow occurs on the Windows 7 calculator?

    - by Pascal Qyy
    I have a problem that exasperates me: When I take the Windows 7 calculator in standard mode, if I do 4, then v (square root), the result is 2 Fine. But, at this point, if I do - (minus), then 2, the result is -1,068281969439142e-19 instead of 0! OK, I know about ? (machine epsilon), and yes, -1,068281969439142e-19 is less than the 64 bits ? (1.11e-16), so, we have an arithmetic underflow, in other words in this case: 0. Great, my computer is able to represent subnormal numbers instead of just flush to zero when this happens, and it seems that it is an improvement! Subnormal values fill the underflow gap with values where the absolute distance between them are the same as for adjacent values just outside of the underflow gap. This is an improvement over the older practice to just have zero in the underflow gap, and where underflowing results were replaced by zero (flush to zero). BUT: this result is false! when you try to explain the concept of the square root to a child and you end up with this kind of result, it only complicates your task... what is the point to represent subnormal numbers in a standard, non scientific calculator? So, is there a way to fix this?

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  • How to add URL's to wiki (MediaWiki) powered documentation?

    - by Ian Boyd
    We have an internal company wiki. The wiki engine being used is MediaWiki, the wiki engine that runs Wikipedia. Some of it contains IT stuff. One of the things i want want to have are hyperlinks to the various virtual machines. An example of a command, as it needs to run, is: vmrc://solo.avatopia.com:5901/Windows 2000 Server My first thought was to convert the URL into a link: [vmrc://solo.avatopia.com:5901/Windows 2000 Server] But the content renders literally as above: with the square brackets and all. Testing with other URL protocols: [http://solo.avatopia.com] [ftp://solo.avatopia.com] [ldap://solo.avatopia.com] [vmrc://solo.avatopia.com] Only the first two work, and are converted to hyperlinks. The other two remain as liternal text. How can i add URLs to MediaWiki powered documentation? Original Question We have an internal company wiki. The wiki engine being used is MediaWiki, the wiki engine that runs Wikipedia. Some of it contains IT stuff. One of the things i want want to have are hyperlinks to the various virtual machines. An example of a command, as it needs to run, is: \\solo\VMRC Client\vmrc.exe solo.avatopia.com:5901/Windows 2000 Server If launching from a command prompt, you have to quote the spaces: C:\>"\\solo\VMRC Client\vmrc.exe" solo.avatopia.com:5901/"Windows 2000 Server" My first thought in converting the above for use on our wiki-site, is to simply HTML-ify it: file://\\solo\VMRC Client\vmrc.exe solo.avatopia.com:5901/&quot;Windows 2000 Server&quot; but MediaWiki only converts file://\solo\VMRC to a hyperlink, the remainder is text. i've tried other random things, including enclosing the URL in square brackets. What is the correct answer? i don't want to happen to randomly stumble on some format that happens to work today, and breaks in the future.

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  • Certain Japanese characters aren't displayed properly

    - by Nisto
    On the following site: http://www.nciku.com/search/radical the first 2 characters on the second row of the "Step 2" table aren't displayed properly. All other characters look fine. I tried re-installing the Asian fonts via the checkboxes regarding Asian fonts in the "Regional and Language Options" control panel applet. I have tried removing every single Font from the Fonts folder (some were ofcourse not possible to remove), and re-installing them all again. I did this by... Running cmd Closing down the explorer process In cmd; using the command DEL /F /S /Q * in the Fonts folder Putting in my XP SP3 Retail disc In cmd; using expand -r *.tt_ in the I386 folder on the XP disc (and any other font file, in the I386\LANG folder) I also tried installing this pack from Microsoft, but this solved nothing either. I even tried running my browser (Firefox) through AppLocale. And changing character encoding -- again, does not help. I've also tried viewing the page in Internet Explorer. What could be wrong? I have checked my Fonts folder, to make sure that every single font available on the XP disc is available in WINDOWS\Fonts. What shows in the first square on the second row - I can't really tell what it's supposed to look like (but it's not the proper character)... but the second square shows a rectangular symbol containing HEX code. I've been in this situation before -- and it has been when I've been missing fonts. But how could I possibly be missing a necessary font? Shouldn't it be provided in the Asian "font packages"? I've talked to some other users that has viewed the page, and they had no problems displaying those characters on second row - even though they're only using the fonts provided on the Windows installation disc. Windows XP Professional Service Pack 3 (x86 - with latest updates) Firefox 3.6.15

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  • Visual Studio 2008 and JavaScript brackets formatting

    - by HeavyWave
    As we all know MS added JavaScript formatting to VS 2008 SP1. But unfortunately it fails on this code: var viewport = new Ext.Viewport({ layout: "border", items: [{ region: "center", contentEl: "center" }, { region: "south", contentEl: "south" }, { region: "west", contentEl: "west" }] // This bracket is misplaced }); viewport.render(); Is there any way to fix it? Is it fixed in VS 2010?

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  • Is there a list of common object that implement IDisposable for the using statement?

    - by SkippyFire
    I was wondering if there was some sort of cheat sheet for which objects go well with the using statement... SQLConnection, MemoryStream, etc. Taking it one step further, it would be great to even show the other "pieces of the puzzle", like how you should actually call connection.Close() before the closing using statement bracket. Anything like that exist? If not, maybe we should make one.

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  • RowFilter including [ character in search string

    - by JeffC
    I fill a DataSet and allow the user to enter a search string. Instead of hitting the database again, I set the RowFilter to display the selected data. When the user enters a square bracket ( "[" ) I get an error "Error in Like Operator". I know there is a list of characters that need prefixed with "\" when they are used in a field name, but how do I prevent RowFilter from interpreting "[" as the beginning of a column name?

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  • How to create a \newenvironment in latex for a scaled table

    - by markus
    Hi, I try to define a table as a new environment. \newenvironment{scaledtable}[1]{% \begin{table}[h] \caption{xxx} \label{tab:xxx} \begin{center} \begin{tabular}{rcrrrrrrrrrrrrcc} }{ \hline \end{tabular} \end{center} \end{table}} The problem I have is that I can't use scalebox{}. If I put the closing bracket into the end definition of the environment, latex can't assign the brackets anymore. I also can not use PStricks because of pdflatex. /Markus

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  • Knight movement.... " how to output all possible moves. "

    - by josh kant
    The following is the code i wrote.. I have to write it for nXn but for easyness i tried to test it for 5X5. It does not display my output... could anybody tell me whats wrong with the following code: { #include <iostream> #include <iomanip> using namespace std; void knight ( int startx, int starty, int n, int p[][5], int used [][5], int &count); int main ( ) { const int n = 5; // no. of cloumns and rows int startx = 0; int starty = 0; int p[5][5]; int used[5][5]; int count = 1; int i= 0; int j = 0; //initializing the array for ( i = 0; i < 5; i++) { for ( j = 0; j < 5; j++) { p[i][j] = 0; used [i][j] = 0; } } //outputting the initialized array.. i=0; while ( i< 5) { for ( j = 0; j < 5; j++) { cout << setw(3) << p[i][j]; } i++; cout << endl; } knight (startx,starty,n,p,used,count); return 0; } void knight ( int x, int y, int n, int p[][5], int used [][5], int &count) { int i = 0; //knight (x,y,n,p,used,count) for ( i = 0; i < n*n; i++) { if ( used [x][y] == 0 ) { used[x][y] = 1; // mark it used; p[x][y] += count; //inserting step no. into the solution //go for the next possible steps; //move 1 //2 squares up and 1 to the left if (x-1 < 0 && y+2 < n && p[x-1][y+2] == 0) { used[x-1][y+2] = 1; p[x-1][y+2] += count; knight (x-1,y+2,n,p,used,count); used[x-1][y+2] = 0; } //move 2 //2 squares up and 1 to the right if ( x+1 < n && y+2 < n && p[x+1][y+2] == 0 ) { used[x+1][y+2] = 1; p[x+1][y+2] += count; knight (x+1,y+2,n,p,used,count); used[x+1][y+2] = 0; } //move 3 //1 square up and 2 to the right if ( x+2 < n && y+1 < n && p[x+2][y+1] == 0 ) { used[x+2][y+1] = 1; p[x+2][y+1] += count; knight (x+2,y+1,n,p,used,count); used[x+2][y+1] = 0; } //move 4 //1 square down and 2 to the right if ( x+2 < n && y-1 < n && p[x+2][y-1] == 0 ) { used[x+2][y-1] = 1; p[x+2][y-1] += count; knight (x+2,y-1,n,p,used,count); used[x+2][y-1] = 0; } //move 5 //2 squares down and 1 to the right if ( x+1 < n && y-2 < n && p[x+1][y-2] == 0 ) { used[x+1][y-2] = 1; p[x+1][y-2] += count; knight (x+1,y-2,n,p,used,count); used[x+1][y-2] = 0; } //move 6 //2 squares down and 1 to the left if ( x-1 < n && y-2 < n && p[x-1][y-2] == 0 ) { used[x-1][y-2] = 1; p[x-1][y-2] += count; knight (x-1,y-2,n,p,used,count); used[x-1][y-2] = 0; } //move 7 //1 square down and 2 to the left if ( x-2 < n && y-1 < n && p[x-2][y-1] == 0 ) { used[x-2][y-1] = 1; p[x-2][y-1] += count; knight (x-2,y-1,n,p,used,count); used[x-2][y-1] = 0; } //move 8 //one square up and 2 to the left if ( x-2 < n && y+1< n && p[x-2][y+1] == 0 ) { used[x-2][y+1] = 1; p[x-2][y+1] += count; knight (x-2,y+1,n,p,used,count); used[x-2][y+1] = 0; } } } if ( x == n-1 && y == n-1) { while ( i != n) { for ( int j = 0; j < n; j++) cout << setw(3) << p[i][j]; i++; } } } Thank you!!

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  • How to write the content of a dictionary to a text file?

    - by codemonkie
    I have a dictionary object of type Dictionary and trying to use StreamWriter to output the entire content to a text file but failed to find the correct method from the Dictionary class. using (StreamWriter sw = new StreamWriter("myfile.txt")) { sw.WriteLine(dictionary.First()); } I can only retrieve the first element and it is bounded by a square bracket plus a comma separator in between as well: [Peter, Admin] and would be nice to have [Peter Admin] (without the comma)

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  • Reading Source Code Aloud

    - by Jon Purdy
    After seeing this question, I got to thinking about the various challenges that blind programmers face, and how some of them are applicable even to sighted programmers. Particularly, the problem of reading source code aloud gives me pause. I have been programming for most of my life, and I frequently tutor fellow students in programming, most often in C++ or Java. It is uniquely aggravating to try to verbally convey the essential syntax of a C++ expression. The speaker must give either an idiomatic translation into English, or a full specification of the code in verbal longhand, using explicit yet slow terms such as "opening parenthesis", "bitwise and", et cetera. Neither of these solutions is optimal. On the one hand, an idiomatic translation is only useful to a programmer who can de-translate back into the relevant programming code—which is not usually the case when tutoring a student. In turn, education (or simply getting someone up to speed on a project) is the most common situation in which source is read aloud, and there is a very small margin for error. On the other hand, a literal specification is aggravatingly slow. It takes far far longer to say "pound, include, left angle bracket, iostream, right angle bracket, newline" than it does to simply type #include <iostream>. Indeed, most experienced C++ programmers would read this merely as "include iostream", but again, inexperienced programmers abound and literal specifications are sometimes necessary. So I've had an idea for a potential solution to this problem. In C++, there is a finite set of keywords—63—and operators—54, discounting named operators and treating compound assignment operators and prefix versus postfix auto-increment and decrement as distinct. There are just a few types of literal, a similar number of grouping symbols, and the semicolon. Unless I'm utterly mistaken, that's about it. So would it not then be feasible to simply ascribe a concise, unique pronunciation to each of these distinct concepts (including one for whitespace, where it is required) and go from there? Programming languages are far more regular than natural languages, so the pronunciation could be standardised. Speakers of any language would be able to verbally convey C++ code, and due to the regularity and fixity of the language, speech-to-text software could be optimised to accept C++ speech with a high degree of accuracy. So my question is twofold: first, is my solution feasible; and second, does anyone else have other potential solutions? I intend to take suggestions from here and use them to produce a formal paper with an example implementation of my solution.

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  • If it is possible to auto-format code before and after a source control commit, checkout, diff, etc.

    - by dennisjtaylor
    If it is possible to auto-format code before and after a source control commit, checkout, diff, etc. does a company really need a standard code style? It feels like standard coding style debates that have been raging since programming began like "put the bracket on the following line" or "properly indent your (" are no longer essential. I realize in languages where white space matters the diff will have to consider it but for languages where the style is a personal preference is there really a need to worry about it anymore?

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  • Why is my keyboard messed up in Eclipse?

    - by Xi
    Hi there: I am trying to type in a pair of angle brackets in Eclipse, like "<". However it shows up as a single quotation and a dot, like "'.". I tried a couple of times and found out that the angle bracket is actually located at back-slash's position. Why is this happening? How can I change it back? Thanks in advance. Xi

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