Search Results

Search found 16410 results on 657 pages for 'game component'.

Page 184/657 | < Previous Page | 180 181 182 183 184 185 186 187 188 189 190 191  | Next Page >

  • SOA Suite Integration: Part 3: Loading files

    - by Anthony Shorten
    One of the most common scenarios in SOA Integration is the loading of a file into the product from an external source. In Oracle SOA Suite there is a File Adapter that can process many file types into your BPEL process. For this example I will use the File Adapter to load a file of user and emails to update the user object within the Oracle Utilities Application Framework. Remember you can repeat this process with other objects and other file types. Again I am illustrating the ease of integration. The first thing is to create an empty BPEL process that will hold our flow. In Oracle JDeveloper this can be achieved by specifying the Define Service Later template (as other templates have predefined inputs and outputs and in this case we want to specify those). So I will create simpleFileLoad process to house our process. You will start with an empty canvas so you need to first specify the load part of the process using the File Adapter. Select the File Adapter from the Component Palette under BPEL Services and drag and drop it to the left side Partner Links (left is input). You name the Service. In this case I chose LoadFile. Press Next. We will define the interface as part of the wizard so select Define from operation and schema (specified later). Press Next. We are going to choose Read File to denote that we will read the file and specify the default Operation Name as Read. Press Next. The next step is to tell the Adapter the location of the files, how to process them and what to do with them after they have been processed. I am using hardcoded locations in this example but you can have logical locations as well. Press Next. I am now going to tell the adapter how to recognize the files I want to load. In my case I am using CSV files and more importantly I am tell the adapter to run the process for each record in the file it encounters. Press Next. Now, I tell the adapter how often I want to poll for the files. I have taken the defaults. Press Next. At this stage I have no explanation of the format of the input. So I am going to invoke the Native Format Wizard which will guide me through the process of creating the file input format. Clicking the purple cog icon will start the wizard. After an introduction screen (not shown), you specify the format of the input file. The File Adapter supports multiple format types. For this example, I will use Delimited as I am going to load a CSV file. Press Next. The best way for the wizard to work is with a sample. I have a sample file and the wizard will ask how much of the file to use as a template. I will use the defaults. Note: If you are using a language that has other languages other than US-ASCII, it is at this point you specify the character set to use.  Press Next. The sample contains multiple instances of a single record type. The wizard supports complex types as well. We will use the appropriate setting for our file. Press Next. You have to specify the file element and the record element. This will be used by the input wizard to translate the CSV data into an XML structure (this will make sense later). I am using LoadUsers as my file delimiter (root element) and User Record as my record root element. Press Next. As the file is CSV the delimiter is "," so I will also specify that the End Of Line (EOL) indicator indicates the end of a record. Press Next. Up until this point your have not given the columns their names. In my case my sample includes the column names in the first record. This is not always the case but you can specify the names and formats of columns in this dialog (not shown). Press Next. The wizard now generates the schema for the input file. You can specify a name for the schema. I have used userupdate.xsd. We want to verify the schema so press Test. You can test the schema by specifying an input sample. and pressing the green play button. You will see the delimiters you specified earlier for the file and the records. Press Ok to continue. A confirmation screen will be displayed showing you the location of the schema in your project. Press Finish to return to the File Adapter configuration. You will now see the schema and elements prepopulated from the wizard. Press Next. The File Adapter configuration is now complete. Press Finish. Now you need to receive the input from the LoadFile component so we need to place a Receive node in the BPEL process by drag and dropping the Receive component from the Component Palette under BPEL Constructs onto the BPEL process. We link the receive process with the LoadFile component by dragging the left most connect node of the Receive node to the LoadFile component. Once the link is established you need to name the Receive node appropriately and as in the post of the last part of this series you need to generate input variables for the BPEL process to hold the input records in. You need to now add the product Web Service. The process is the same as described in the post of the last part of this series. You drop the Web Service BPEL Service onto the right side of the process and fill in the details of the WSDL URL . You also have to add an Invoke node to call the service and generate the input and outputs variables for the call in the Invoke node. Now, to get the inputs from File to the service. You have to use a Transform (you can use an Assign action but a Transform action is more flexible). You drag and drop the Transform component from the Component Palette under Oracle Extensions and place it between the Receive and Invoke nodes. We name the Transform Node, Mapper File and associate the source of the mapping the schema from the Receive node and the output will be the input variable from the Invoke node. We now build the transform. We first map the user and email attributes by drag and drop the elements from the left to the right. The reason we needed to use the transform is that we will be telling the AS-User service that we want to issue an update action. Remember when we registered the service we actually used Read as the default. If we do not otherwise inform the service to use the Update action it will use the Read action instead (which is not desired). To specify the update action you need to click on the transactionType node on the right and select Set Text to set the action. You need to specify the transactionType of UPD (for update). The mapping is now complete. The final BPEL process is ready for deployment. You then deploy the BPEL process to the server and to test the service by simply dropping a file, in the same pattern/name as you specified, in the directory you specified in the File Adapter. You will see each record as a separate instance entry in the Fusion Middleware Control console. You can now load files into the product. You can repeat this process for each type of file to process. While this was a simple example it illustrates the method of loading data can be achieved using SOA Suite in conjunction with our products.

    Read the article

  • Getting selected row in inputListOfValues returnPopupListener

    - by Frank Nimphius
    v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 false false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Model driven list-of-values in Oracle ADF are configured on the ADF Business component attribute which should be updated with the user value selection. The value lookup can be configured to be displayed as a select list, combo box, input list of values or combo box with list of values. Displaying the list in an af:inputListOfValues component shows the attribute value in an input text field and with an icon attached to it for the user to launch the list-of-values dialog. The list-of-values dialog allows users to use a search form to filter the lookup data list and to select an entry, which return value then is added as the value of the af:inputListOfValues component. Note: The model driven LOV can be configured in ADF Business Components to update multiple attributes with the user selection, though the most common use case is to update the value of a single attribute. A question on OTN was how to access the row of the selected return value on the ADF Faces front end. For this, you need to know that there is a Model property defined on the af:inputListOfValues that references the ListOfValuesModel implementation in the model. It is the value of this Model property that you need to get access to. The af:inputListOfValues has a ReturnPopupListener property that you can use to configure a managed bean method to receive notification when the user closes the LOV popup dialog by selecting the Ok button. This listener is not triggered when the cancel button is pressed. The managed bean signature can be created declaratively in Oracle JDeveloper 11g using the Edit option in the context menu next to the ReturnPopupListener field in the PropertyInspector. The empty method signature looks as shown below public void returnListener(ReturnPopupEvent returnPopupEvent) { } The ReturnPopupEvent object gives you access the RichInputListOfValues component instance, which represents the af:inputListOfValues component at runtime. From here you access the Model property of the component to then get a handle to the CollectionModel. The CollectionModel returns an instance of JUCtrlHierBinding in its getWrappedData method. Though there is no tree binding definition for the list of values dialog defined in the PageDef, it exists. Once you have access to this, you can read the row the user selected in the list of values dialog. See the following code: public void returnListener(ReturnPopupEvent returnPopupEvent) {   //access UI component instance from return event RichInputListOfValues lovField =        (RichInputListOfValues)returnPopupEvent.getSource();   //The LOVModel gives us access to the Collection Model and //ADF tree binding used to populate the lookup table ListOfValuesModel lovModel =  lovField.getModel(); CollectionModel collectionModel =          lovModel.getTableModel().getCollectionModel();     //The collection model wraps an instance of the ADF //FacesCtrlHierBinding, which is casted to JUCtrlHierBinding   JUCtrlHierBinding treeBinding =          (JUCtrlHierBinding) collectionModel.getWrappedData();     //the selected rows are defined in a RowKeySet.As the LOV table only   //supports single selections, there is only one entry in the rks RowKeySet rks = (RowKeySet) returnPopupEvent.getReturnValue();     //the ADF Faces table row key is a list. The list contains the //oracle.jbo.Key List tableRowKey = (List) rks.iterator().next();   //get the iterator binding for the LOV lookup table binding   DCIteratorBinding dciter = treeBinding.getDCIteratorBinding();   //get the selected row by its JBO key   Key key = (Key) tableRowKey.get(0); Row rw =  dciter.findRowByKeyString(key.toStringFormat(true)); //work with the row // ... }

    Read the article

  • Handling Trailing Delimiters in HL7 Messages

    - by Thomas Canter
    Applies to: BizTalk Server 2006 with the HL7 1.3 Accelerator Outline of the problem Trailing Delimiters are empty values at the end of an object in a HL7 ER7 formatted message. Examples: Empty Field NTE|P| NTE|P|| Empty component ORC|1|725^ Empty Subcomponent ORC|1|||||27& Empty repeat OBR|1||||||||027~ Trailing delimiters indicate the following object exists and is empty, which is quite different from null, null is an explicit value indicated by a pair of double quotes -> "". The BizTalk HL7 Accelerator by default does not allow trailing delimiters. There are three methods to allow trailing delimiters. NOTE: All Schemas always allow trailing delimiters in the MSH Segment Using party identifiers MSH3.1 – Receive/inbound processing, using this value as a party allows you to configure the system to allow inbound trailing delimiters. MSH5.1 – Send/outbound processing, using this value as a party allows you to configure the system to allow outbound trailing delimiters. Generally, if you allow inbound trailing delimiters, unless you are willing to programmatically remove all trailing delimiters, then you need to configure the send to allow trailing delimiters. Add the appropriate parties to the BizTalk Parties list from these two fields in your message stream. Open the BizTalk HL7 Configuration tool and for each party check the "Allow trailing delimiters (separators)" check box on the Validation tab. Disadvantage – Each MSH3.1 and MSH5.1 value must be represented in the parties list and configured. Advantage – granular control over system behavior for each inbound/outbound system. Using instance properties of a pipeline used in a send port or receive location. Open the BizTalk Server Administration console locate the send port or receive location that contains the BTAHL72XReceivePipeline or BTAHL72XSendPipeline pipeline. Open the properties To the right of the pipeline selected locate the […] ellipses button In the property list, locate the "TrailingDelimiterAllowed" property and set it to True. Advantage – All messages through a particular Send Port or Receive Location will allow trailing delimiters. Disadvantage – Must configure each Send Port or Receive Location. No granular control over which remote parties will send or receive messages with trailing delimiters. Using a custom pipeline that uses a pre-configured BTA HL7 Pipeline component. Use Visual Studio to construct a custom receive and send pipeline using the appropriate assembler or dissasembler. Set the component property to "TrailingDelimitersAllowed" to True Compile and deploy the custom pipeline Use the custom pipeline instead of the standard pipeline for all HL7 message processing Advantage – All messages using the custom pipeline will automatically allow trailing delimiters. Disadvantage – Requires custom coding and development to create and deploy the custom pipeline. No granular control over which remote parties will send or receive messages with trailing delimiters. What does a Trailing Delimiter do to the XML Schema? Allowing trailing delimiters does not have the impact often expected in the actual XML Schema.The Schema reproduces the message with no data loss.Thus, the message when represented in XML must contain the extra fields, in order to reproduce the outbound message.Thus, a trialing delimiter results in an empty XML field.Trailing Delmiters are not stripped from the inbound message. Example:<PID_21>44172</PID_21><PID_21>9257</PID_21> -> the original maximum number of repeats<PID_21></PID_21> -> The empty repeated field Allowing trailing delimiters not remove the trailing delimiters from the message, it simply suppresses the check that will cause the message to fail parse with trailing delimiters. When can you not fix the problem by enabling trailing delimiters Each object in a message must have a location in the target BTAHL7 schema for its content to reside.If you have more objects in the message than are contained at that location, then enabling trailing delimiters will not resolve the problem. The schema must be extended to accommodate the empty message content.Examples: Extra Field NTE|P||||Only 4 fields in NTE Segment, the 4th field exists, but is empty. Extra component PID|1|1523|47^^^^^^^Only 5 components in a CX data type, the 5th component exists, but is empty Extra subcomponent ORC|1|||||27&&Only 2 subcomponents in a CQ data type, the 3rd subcomponent is empty, but exists. Extra Repeat PID|1||||||||||||||||||||4419~5217~Only 2 repeats allowed for the field "Mother's identifier", the repeat is empty, but exists. In each of these cases, you must locate the failing object and extend the type to allow an additional object of that type. FieldAdd a field of ST to the end of the segment with a suitable name in the segments_nnn.xsd Component Create a new Custom CX data type (i.e. CX_XtraComp) in the datatypes_nnn.xsd and add a new component to the custom CX data type. Update the field in the segments_nnn.xsd file to use the custom data type instead of the standard datatype. Subcomponent Create a new Custom CQ data type that accepts an additional TS value at the end of the data type. Create a custom TQ data type that uses the new custom CQ data type as the first subcomponent. Modify the ORC segment to use the new CQ data type at ORC.7 instead of the standard CQ data type. RepeatModify the Field definition for PID.21 in the segments_nnn.xsd to allow more repeats in the field.

    Read the article

  • Embedding ASPX in ASP page

    - by KB22
    Hi all, I have an ASPX based component which I'd need to inlude into a plain ASP based script. Scenario is, that I'm working within an LMS system (Angel to be exact) and I wan't to create a new nugget within that framework. An Angel nugget is pretty much what a portlet is in the Java world. Now, the nugget spec. states that my starting point has to be a file called default.asp. What I'd like to do is: read relevant data from ASP session pass data to ASPX component have ASPX do it's job and display the results My problem is that I fail to run / display my ASPX component without using an iframe, which I want to avoid since that crushes the layout / design of my nugget. Is there a way to get this done properly or do I have to rewrite my component in ASP to get this going? Note: the component performs web service queries and such and I'd like to avoid rewriting that. thanks for your thoughts! K

    Read the article

  • How-to filter table filter input to only allow numeric input

    - by frank.nimphius
    In a previous ADF Code Corner post, I explained how to change the table filter behavior by intercepting the query condition in a query filter. See sample #30 at http://www.oracle.com/technetwork/developer-tools/adf/learnmore/index-101235.html In this OTN Harvest post I explain how to prevent users from providing invalid character entries as table filter criteria to avoid problems upon re-querying the table. In the example shown next, only numeric values are allowed for a table column filter. To create a table that allows data filtering, drag a View Object – or a data collection of a Web Service or JPA business service – from the DataControls panel and drop it as a table. Choose the Enable Filtering option in the Edit Table Columns dialog so the table renders with the column filter boxes displayed. The table filter fields are created using implicit af:inputText components that need to be customized for you to apply a custom filter input component, or to change the input behavior. To change the input filter, so only a defined set of input keys is allowed, you need to change the default filter field with your own af:inputText field to which you apply an af:clientListener tag that filters user keyboard entries. For this, in the Oracle JDeveloper visual editor, select the column which filter you want to change and expand the column node in the Oracle JDeveloper Structure Window. Part of the column definition is the Column facet node. Expand the facets so you see the filter facet entry. The filter facet is grayed out as there is no custom facet defined. In a next step, open theComponent Palette (ctrl+shift+P) and drag an Input Text component onto the facet. This demarks the first part in the filter customization. To make the custom filter component work, you need to map the af:inputText component value property to the ADF filter criteria that is exposed in the Expression Builder. Open the Expression Builder for the filter input component value property by clicking the arrow icon to its right. In the Expression Builder expand the JSP Objects | vs | filterCriteria node to select the attribute name represented by the table column. The vs entry is the name of a variable that is defined on the table and that grants you access to the table attributes. Now that the filter works as before – though using a custom filter input component – you can add the af:clientListener tag to your custom filter component – af:inputText – to call out to JavaScript when users type in the column filter field Point the client filter method property to a JavaScript function that you reference or add through using the af:resource tag and set the type property value to keyDown. <af:document id="d1">     <af:resource type="javascript" source="/js/filterHandler.js"/> … The filter definition looks as shown below <af:inputText label="Label 1" id="it1"                         value="#{vs.filterCriteria.Employe        <af:clientListener method="suppressCharacterInput"                                     type="keyDown"/> </af:inputText> The JavaScript code that you can use to either filter character inputs or numeric inputs is shown below. Just store this code in an external JavaScript (.js) file and reference it from the af:resource tag. //Allow numbers, cursor control keys and delete keys function suppressCharacterInput(evt) {     var _keyCode = evt.getKeyCode();     var _filterField = evt.getCurrentTarget();     var _oldValue = _filterField.getValue();     if (!((_keyCode < 57) ||(_keyCode > 96 && _keyCode < 105))) {         _filterField.setValue(_oldValue);         evt.cancel();     } } //Allow characters, cursor control keys and delete keys function suppressNumericInput(evt) {  var _keyCode = evt.getKeyCode();  var _filterField = evt.getCurrentTarget();  var _oldValue = _filterField.getValue();  //check for numbers  if ((_keyCode < 57 && _keyCode > 47) ||      (_keyCode > 96 && _keyCode < 105)){     _filterField.setValue(_oldValue);     evt.cancel();   } } But what if browsers don't allow JavaScript ? Don't worry about this. If browsers would not support JavaScript then ADF Faces as a whole would not work and you had a different problem.

    Read the article

  • Creating Rich View Components in ASP.NET MVC

    - by kazimanzurrashid
    One of the nice thing of our Telerik Extensions for ASP.NET MVC is, it gives you an excellent extensible platform to create rich view components. In this post, I will show you a tiny but very powerful ListView Component. Those who are familiar with the Webforms ListView component already knows that it has the support to define different parts of the component, we will have the same kind of support in our view component. Before showing you the markup, let me show you the screenshots first, lets say you want to show the customers of Northwind database as a pagable business card style (Yes the example is inspired from our RadControls Suite) And here is the markup of the above view component. <h2>Customers</h2> <% Html.Telerik() .ListView(Model) .Name("customers") .PrefixUrlParameters(false) .BeginLayout(pager => {%> <table border="0" cellpadding="3" cellspacing="1"> <tfoot> <tr> <td colspan="3" class="t-footer"> <% pager.Render(); %> </td> </tr> </tfoot> <tbody> <tr> <%}) .BeginGroup(() => {%> <td> <%}) .Item(item => {%> <fieldset style="border:1px solid #e0e0e0"> <legend><strong>Company Name</strong>:<%= Html.Encode(item.DataItem.CompanyName) %></legend> <div> <div style="float:left;width:120px"> <img alt="<%= item.DataItem.CustomerID %>" src="<%= Url.Content("~/Content/Images/Customers/" + item.DataItem.CustomerID + ".jpg") %>"/> </div> <div style="float:right"> <ul style="list-style:none none;padding:10px;margin:0"> <li> <strong>Contact Name:</strong> <%= Html.Encode(item.DataItem.ContactName) %> </li> <li> <strong>Title:</strong> <%= Html.Encode(item.DataItem.ContactTitle) %> </li> <li> <strong>City:</strong> <%= Html.Encode(item.DataItem.City)%> </li> <li> <strong>Country:</strong> <%= Html.Encode(item.DataItem.Country)%> </li> <li> <strong>Phone:</strong> <%= Html.Encode(item.DataItem.Phone)%> </li> <li> <div style="float:right"> <%= Html.ActionLink("Edit", "Edit", new { id = item.DataItem.CustomerID }) %> <%= Html.ActionLink("Delete", "Delete", new { id = item.DataItem.CustomerID })%> </div> </li> </ul> </div> </div> </fieldset> <%}) .EmptyItem(() =>{%> <fieldset style="border:1px solid #e0e0e0"> <legend>Empty</legend> </fieldset> <%}) .EndGroup(() => {%> </td> <%}) .EndLayout(pager => {%> </tr> </tbody> </table> <%}) .GroupItemCount(3) .PageSize(6) .Pager<NumericPager>(pager => pager.ShowFirstLast()) .Render(); %> As you can see that you have the complete control on the final angel brackets and like the webform’s version you also can define the templates. You can also use this component to show Master/Detail data, for example the customers and its order like the following: I am attaching the complete source code along with the above examples for your review, what do you think, how about creating some component with our extensions? Download: MvcListView.zip

    Read the article

  • Automation of testing using JUnit

    - by Vijay Selvaraj
    Hi, i am trying to automate manual testing of modules in my project. We are dealing with IBM Websphere Message queue software. We have a trigger component written in core java which when executed polls for availability of message in the configured queue. Its an indefinite while loop that keeps the trigger component running. I have written test cases in JUnit to put message in the queue and now will i be able to start/stop the trigger component on demand? Invoking the trigger component keeps it running and i am not getting the control back to check the expected output. If i start it in thread then the log files to which the trigger component is supposed to update when processing the message is not getting updated. How can i resolve this situation. Your suggestion and directions is highly appreciated. Thanks, -Vijay

    Read the article

  • Building URL or link in REST ASP.NET MVC

    - by AWC
    I want to build a URL at runtime when a resource is render to either XML or JSON. I can do this easily when the view is HTML and is rendering only parts of the resource, but when I render a resource that contains a links to another resource I want to dynamically generate the correct URL according the host (site) and resource specific URI part. <components> <component id = "1234" name = "component A" version = "1.0"> <link rel = "/component" uri="http://localhost:8080/component/1234" /> </component> <components> How do I make sure the 'uri' value is correct?

    Read the article

  • Routes on a sphere surface - Find geodesic?

    - by CaNNaDaRk
    I'm working with some friends on a browser based game where people can move on a 2D map. It's been almost 7 years and still people play this game so we are thinking of a way to give them something new. Since then the game map was a limited plane and people could move from (0, 0) to (MAX_X, MAX_Y) in quantized X and Y increments (just imagine it as a big chessboard). We believe it's time to give it another dimension so, just a couple of weeks ago, we began to wonder how the game could look with other mappings: Unlimited plane with continous movement: this could be a step forward but still i'm not convinced. Toroidal World (continous or quantized movement): sincerely I worked with torus before but this time I want something more... Spherical world with continous movement: this would be great! What we want Users browsers are given a list of coordinates like (latitude, longitude) for each object on the spherical surface map; browsers must then show this in user's screen rendering them inside a web element (canvas maybe? this is not a problem). When people click on the plane we convert the (mouseX, mouseY) to (lat, lng) and send it to the server which has to compute a route between current user's position to the clicked point. What we have We began writing a Java library with many useful maths to work with Rotation Matrices, Quaternions, Euler Angles, Translations, etc. We put it all together and created a program that generates sphere points, renders them and show them to the user inside a JPanel. We managed to catch clicks and translate them to spherical coords and to provide some other useful features like view rotation, scale, translation etc. What we have now is like a little (very little indeed) engine that simulates client and server interaction. Client side shows points on the screen and catches other interactions, server side renders the view and does other calculus like interpolating the route between current position and clicked point. Where is the problem? Obviously we want to have the shortest path to interpolate between the two route points. We use quaternions to interpolate between two points on the surface of the sphere and this seemed to work fine until i noticed that we weren't getting the shortest path on the sphere surface: We though the problem was that the route is calculated as the sum of two rotations about X and Y axis. So we changed the way we calculate the destination quaternion: We get the third angle (the first is latitude, the second is longitude, the third is the rotation about the vector which points toward our current position) which we called orientation. Now that we have the "orientation" angle we rotate Z axis and then use the result vector as the rotation axis for the destination quaternion (you can see the rotation axis in grey): What we got is the correct route (you can see it lays on a great circle), but we get to this ONLY if the starting route point is at latitude, longitude (0, 0) which means the starting vector is (sphereRadius, 0, 0). With the previous version (image 1) we don't get a good result even when startin point is 0, 0, so i think we're moving towards a solution, but the procedure we follow to get this route is a little "strange" maybe? In the following image you get a view of the problem we get when starting point is not (0, 0), as you can see starting point is not the (sphereRadius, 0, 0) vector, and as you can see the destination point (which is correctly drawn!) is not on the route. The magenta point (the one which lays on the route) is the route's ending point rotated about the center of the sphere of (-startLatitude, 0, -startLongitude). This means that if i calculate a rotation matrix and apply it to every point on the route maybe i'll get the real route, but I start to think that there's a better way to do this. Maybe I should try to get the plane through the center of the sphere and the route points, intersect it with the sphere and get the geodesic? But how? Sorry for being way too verbose and maybe for incorrect English but this thing is blowing my mind! EDIT: This code version is related to the first image: public void setRouteStart(double lat, double lng) { EulerAngles tmp = new EulerAngles ( Math.toRadians(lat), 0, -Math.toRadians(lng)); //set route start Quaternion qtStart.setInertialToObject(tmp); //do other stuff like drawing start point... } public void impostaDestinazione(double lat, double lng) { EulerAngles tmp = new AngoliEulero( Math.toRadians(lat), 0, -Math.toRadians(lng)); qtEnd.setInertialToObject(tmp); //do other stuff like drawing dest point... } public V3D interpolate(double totalTime, double t) { double _t = t/totalTime; Quaternion q = Quaternion.Slerp(qtStart, qtEnd, _t); RotationMatrix.inertialQuatToIObject(q); V3D p = matInt.inertialToObject(V3D.Xaxis.scale(sphereRadius)); //other stuff, like drawing point ... return p; } //mostly taken from a book! public static Quaternion Slerp(Quaternion q0, Quaternion q1, double t) { double cosO = q0.dot(q1); double q1w = q1.w; double q1x = q1.x; double q1y = q1.y; double q1z = q1.z; if (cosO < 0.0f) { q1w = -q1w; q1x = -q1x; q1y = -q1y; q1z = -q1z; cosO = -cosO; } double sinO = Math.sqrt(1.0f - cosO*cosO); double O = Math.atan2(sinO, cosO); double oneOverSinO = 1.0f / senoOmega; k0 = Math.sin((1.0f - t) * O) * oneOverSinO; k1 = Math.sin(t * O) * oneOverSinO; // Interpolate return new Quaternion( k0*q0.w + k1*q1w, k0*q0.x + k1*q1x, k0*q0.y + k1*q1y, k0*q0.z + k1*q1z ); } A little dump of what i get (again check image 1): Route info: Sphere radius and center: 200,000, (0.0, 0.0, 0.0) Route start: lat 0,000 °, lng 0,000 ° @v: (200,000, 0,000, 0,000), |v| = 200,000 Route end: lat 30,000 °, lng 30,000 ° @v: (150,000, 86,603, 100,000), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (1,000, 0,000, -0,000, 0,000); 0,000 °; (1,000, 0,000, 0,000) Qt end: (0,933, 0,067, -0,250, 0,250); 42,181 °; (0,186, -0,695, 0,695) Route start: lat 30,000 °, lng 10,000 ° @v: (170,574, 30,077, 100,000), |v| = 200,000 Route end: lat 80,000 °, lng -50,000 ° @v: (22,324, -26,604, 196,962), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (0,962, 0,023, -0,258, 0,084); 31,586 °; (0,083, -0,947, 0,309) Qt end: (0,694, -0,272, -0,583, -0,324); 92,062 °; (-0,377, -0,809, -0,450)

    Read the article

  • Ideal way to deliver large data over Web Services

    - by zengr
    We are trying to design 6 web services, which will serve another client component. The client component requires data from the web service we are implementing. Now, the problem is, there is not 1 WS we are implementing, there is one WS which the client component hits, this initiates a series (5 more) of WSs which gather data from their respective data stores and finally provide the data back to the original WS, which then delivers the data back to the client component. So, if the requested data becomes huge, then, this will be a serious problem for our internal communication channel. So, what do you guys suggest? What can be done to avoid overloading of the communication channel between the internal WS and at the same time, also delivering the data to the client component.

    Read the article

  • how to maintain multiple components for multiple client for multiple features?

    - by Dhana
    Basically my project is product based. Once we developed a project and catch the multiple client and deploy the application based on their needs. But We decided to put the new features and project dependent modules are as component. Now my application got many number of customer. Every customer needs a different features based on the component. But we have centralized component for all client . we move the components additional feature to client specific folder and deploy. My problem is , I am unable maintain the components features for multiple client. My component feature code is increased and I am unable to track the client features. Is there any solution for maintaining the multiple component features for multiple client ?

    Read the article

  • Adaptive Layout for ADF Faces on Tablets

    - by Shay Shmeltzer
    In the 11.1.16 version of Oracle ADF we started adding specific features to the ADF Faces components so they'll work better on iPad tablets. In this entry I'm going to highlight some new capabilities that we have added to the 11.1.2.3 release. (note if you are still on the 11.1.1.* branch - you'll need to wait for 11.1.1.7 to get the features discussed here). The two key additions in the 11.1.2.3 version compared to the 11.1.1.6 features for iPad support include: pagination for tables and adaptive flow layout. The pagination for table is self explanatory, basically since iPad don't support scroll bars, we automatically switch the table component to render with a pagination toolbar that allow you to scroll set of records or directly jump to a specific set. See the image below. The adaptive flow layout takes a bit more explanation. On regular desktops the UI that you usually build for ADF Faces screens is going to use stretch layout - meaning that it stretches to fill the whole area of the browser window. If you resize the browser windoe, the ADF Faces page resizes with it. If your browser window is too small, scroll bars will appear to allow you to scroll to areas that are "hidden". However on an iPad, this is probably not the type of layout you want - you would rather have a flow layout that eliminates scroll bars and instead allows you to scroll down the page. Basically your want the page to be sized based on its content, rather then based on the browser window size. In ADF Faces terminology this can be done with the dimensionsFrom property set to "children". And here comes the tricky part, since in the past(and also today) when you create an ADF Faces page and add a stretchable component to it, the dimensionsFrom property is set to parent by default. This will be true to other layout components you'll add as well. At this point you might be wondering "Does this mean I'll need to go to each of the layout components in my page and modify the dimensionsFrom property value to be children?" ADF Faces to the rescue... To eliminate the need to do this tedious manual changes, we introduced a new web.xml parameter "oracle.adf.view.rich.geometry.DEFAULT_DIMENSIONS" You'll basically add the following to your web.xml <context-param>    <description>      This parameter controls the default value for component geometry on the page.      Supported values are:        legacy - component attributes use the default values as specified for the attributes                 in the tag documentation (default value)        auto   - component attributes use the correct default value given the value of their                 parent component. For example, with this setting, the panelStretchLayout                 will use "auto" as the default value for its "dimensionsFrom" attribute                 instead of "parent".    </description>    <param-name>oracle.adf.view.rich.geometry.DEFAULT_DIMENSIONS</param-name>    <param-value>auto</param-value>  </context-param> Once you set this parameter, you only need to set the dimensionsFrom attribute for the top level layout component on your page, and the rest of the components will adjust accordingly. One trick that you can use, and that is used in the demo below, is to have the dimensionsFrom property depend on the type of client that access your application. This way you can switch between stretch or flow layout based on the device accessing your application. For example I use the following in my page: <af:panelStretchLayout topHeight="70px" startWidth="0px" endWidth="0px"                                       dimensionsFrom="#{adfFacesContext.agent.capabilities['touchScreen'] eq 'none'  ? 'parent' : 'children' }"> Which results in a flow layout for iPads and a stretch layout for regular browsers. Check out the result in the below demo: &amp;lt;span id=&amp;quot;XinhaEditingPostion&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;

    Read the article

  • Bouncing off a circular Boundary with multiple balls?

    - by Anarkie
    I am making a game like this : Yellow Smiley has to escape from red smileys, when yellow smiley hits the boundary game is over, when red smileys hit the boundary they should bounce back with the same angle they came, like shown below: Every 10 seconds a new red smiley comes in the big circle, when red smiley hits yellow, game is over, speed and starting angle of red smileys should be random. I control the yellow smiley with arrow keys. The biggest problem I have reflecting the red smileys from the boundary with the angle they came. I don't know how I can give a starting angle to a red smiley and bouncing it with the angle it came. I would be glad for any tips! My js source code : var canvas = document.getElementById("mycanvas"); var ctx = canvas.getContext("2d"); // Object containing some global Smiley properties. var SmileyApp = { radius: 15, xspeed: 0, yspeed: 0, xpos:200, // x-position of smiley ypos: 200 // y-position of smiley }; var SmileyRed = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 65 // y-position of smiley }; var SmileyReds = new Array(); for (var i=0; i<5; i++){ SmileyReds[i] = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 67 // y-position of smiley }; SmileyReds[i].xspeed = Math.floor((Math.random()*50)+1); SmileyReds[i].yspeed = Math.floor((Math.random()*50)+1); } function drawBigCircle() { var centerX = canvas.width / 2; var centerY = canvas.height / 2; var radiusBig = 300; ctx.beginPath(); ctx.arc(centerX, centerY, radiusBig, 0, 2 * Math.PI, false); // context.fillStyle = 'green'; // context.fill(); ctx.lineWidth = 5; // context.strokeStyle = '#003300'; // green ctx.stroke(); } function lineDistance( positionx, positiony ) { var xs = 0; var ys = 0; xs = positionx - 350; xs = xs * xs; ys = positiony - 350; ys = ys * ys; return Math.sqrt( xs + ys ); } function drawSmiley(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.7*r, y); ctx.arc(x,y,0.7*r, 0, Math.PI, false); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } function drawSmileyRed(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; //yellow ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.4*r, y+10); ctx.arc(x,y+10,0.4*r, 0, Math.PI, true); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } // --- Animation of smiley moving with constant speed and bounce back at edges of canvas --- var tprev = 0; // this is used to calculate the time step between two successive calls of run function run(t) { requestAnimationFrame(run); if (t === undefined) { t=0; } var h = t - tprev; // time step tprev = t; SmileyApp.xpos += SmileyApp.xspeed * h/1000; // update position according to constant speed SmileyApp.ypos += SmileyApp.yspeed * h/1000; // update position according to constant speed for (var i=0; i<SmileyReds.length; i++){ SmileyReds[i].xpos += SmileyReds[i].xspeed * h/1000; // update position according to constant speed SmileyReds[i].ypos += SmileyReds[i].yspeed * h/1000; // update position according to constant speed } // change speed direction if smiley hits canvas edges if (lineDistance(SmileyApp.xpos, SmileyApp.ypos) + SmileyApp.radius > 300) { alert("Game Over"); } // redraw smiley at new position ctx.clearRect(0,0,canvas.height, canvas.width); drawBigCircle(); drawSmiley(SmileyApp.xpos, SmileyApp.ypos, SmileyApp.radius); for (var i=0; i<SmileyReds.length; i++){ drawSmileyRed(SmileyReds[i].xpos, SmileyReds[i].ypos, SmileyReds[i].radius); } } // uncomment these two lines to get every going // SmileyApp.speed = 100; run(); // --- Control smiley motion with left/right arrow keys function arrowkeyCB(event) { event.preventDefault(); if (event.keyCode === 37) { // left arrow SmileyApp.xspeed = -100; SmileyApp.yspeed = 0; } else if (event.keyCode === 39) { // right arrow SmileyApp.xspeed = 100; SmileyApp.yspeed = 0; } else if (event.keyCode === 38) { // up arrow SmileyApp.yspeed = -100; SmileyApp.xspeed = 0; } else if (event.keyCode === 40) { // right arrow SmileyApp.yspeed = 100; SmileyApp.xspeed = 0; } } document.addEventListener('keydown', arrowkeyCB, true); JSFiddle : http://jsfiddle.net/gj4Q7/

    Read the article

  • Lightweight messaging (async invocations) in Java

    - by Sergey Mikhanov
    I am looking for lightweight messaging framework in Java. My task is to process events in a SEDA’s manner: I know that some stages of the processing could be completed quickly, and others not, and would like to decouple these stages of processing. Let’s say I have components A and B and processing engine (be this container or whatever else) invokes component A, which in turn invokes component B. I do not care if execution time of component B will be 2s, but I do care if execution time of component A is below 50ms, for example. Therefore, it seems most reasonable for component A to submit a message to B, which B will process at the desired time. I am aware of different JMS implementations and Apache ActiveMQ: they are too heavyweight for this. I searched for some lightweight messaging (with really basic features like messages serialization and simplest routing) to no avail. Do you have anything to recommend in this issue?

    Read the article

  • Could not able to register the third party DLL using regsvr32

    - by Mahadev Malkar
    i have been trying to register the third party dll file using the regsvr32 command, but it keeps giving me the error that 'the dll doesn't have a entry point, dll could not be registered'. Is it possible to register the dll and use it as a COM component in .NET ? Or I want to use that dll as a COM component in c#.NET. Is there any way to use that dll as COM Component. When i tried to use it as COM component, the dll file, its methods, interfaces are visible in .NET. but when i tried to use any of that interface it gives me error as 'Retrieving the COM class factory for component with CLSID {C4CC4F47-2AF6-41FA-A43D-01E8B3050D3F} failed due to the following error: 80040154.'. Plz tell me any solution.

    Read the article

  • javax.servlet.ServletException: WriteText method cannot write null text

    - by Learner
    I have created a Web application using JSF+Icefaces+Richfaces+Primefaces.It is working great while I run it from eclipse as a project but When I created its WAR file and deployed in GlassFish Server then while rendering a page it is throwing this exception javax.servlet.ServletException: WriteText method cannot write null text I searched but didn't get any good solution.A quick help is highly appreciated Edit:1 I think this would be the relevant part for this <li class="page_item" id="liMasterSearch"> <!-- this is for hide (<li class="page_item hide" id="liMasterSearch"> applied to every class) --> <h:commandLink value="Search" action="#{masterRenderBean.showSimpleSearch}"></h:commandLink> </li> <li class="page_item" id="liAdvanceSearch"> <h:commandLink value="Advance Search" action="#{masterRenderBean.showADVS}"></h:commandLink> </li> Here you can see two links (1) Search and (2) Advance Search when I click on Search , It shows search page (By rendering-Actually I have included all pages in masterpage and render them on commandlink functions) <h:panelGroup rendered="#{not masterRenderBean.simpleSearch}"> <ui:include src="../../WebPages/SearchPages/MasterSearch.xhtml"></ui:include> </h:panelGroup> But When I click on Advance Search link (on which this part should render) <h:panelGroup rendered="#{not masterRenderBean.advs}"> <ui:include src="../../WebPages/SearchPages/PersonalAdvanceSearch.xhtml"/> </h:panelGroup> The browser show the above exception. NOTE: Keep in mind that this problem is occurring in deploying.It is not coming in actual application when I run it from eclipse from code EDIT:2 I found in server logs that this exception is coming due to acefaces and this portion of code <ace:autoCompleteEntry id="txtplaceofbirth" rows="10" autocomplete="false" minChars="2" width="150" value="#{inputPersonal.selectedplcofBirth}" filterMatchMode="none" valueChangeListener="#{inputPersonal.valueChangeEventCity}"> <f:selectItems value="#{inputPersonal.cities}"/> </ace:autoCompleteEntry></h:outputFormat> is messing up.Any idea Why this is hapening? Edit #3: Here is the full tack trace of exception [#|2012-11-19T09:55:48.026+0500|SEVERE|glassfish3.1.2|javax.enterprise.system.std.com.sun.enterprise.server.logging|_ThreadID=53;_ThreadName=Thread-2;|java.lang.NullPointerException: WriteText method cannot write null text at org.icefaces.impl.context.DOMResponseWriter.writeText(DOMResponseWriter.java:314) at org.icefaces.impl.context.DOMResponseWriter.writeText(DOMResponseWriter.java:340) at com.sun.faces.renderkit.html_basic.OutputMessageRenderer.encodeEnd(OutputMessageRenderer.java:163) at javax.faces.component.UIComponentBase.encodeEnd(UIComponentBase.java:875) at javax.faces.component.UIComponent.encodeAll(UIComponent.java:1764) at javax.faces.render.Renderer.encodeChildren(Renderer.java:168) at org.icefaces.impl.renderkit.RendererWrapper.encodeChildren(RendererWrapper.java:49) at javax.faces.component.UIComponentBase.encodeChildren(UIComponentBase.java:845) at com.sun.faces.renderkit.html_basic.HtmlBasicRenderer.encodeRecursive(HtmlBasicRenderer.java:304) at com.sun.faces.renderkit.html_basic.GroupRenderer.encodeChildren(GroupRenderer.java:105) at javax.faces.component.UIComponentBase.encodeChildren(UIComponentBase.java:845) at javax.faces.component.UIComponent.encodeAll(UIComponent.java:1757) at javax.faces.render.Renderer.encodeChildren(Renderer.java:168) at org.icefaces.impl.renderkit.RendererWrapper.encodeChildren(RendererWrapper.java:49) at javax.faces.component.UIComponentBase.encodeChildren(UIComponentBase.java:845) at javax.faces.component.UIComponent.encodeAll(UIComponent.java:1757) at javax.faces.component.UIComponent.encodeAll(UIComponent.java:1760) at org.icefaces.impl.context.DOMPartialViewContext.processPartial(DOMPartialViewContext.java:142) at javax.faces.component.UIViewRoot.encodeChildren(UIViewRoot.java:981) at javax.faces.component.UIComponent.encodeAll(UIComponent.java:1757) at com.sun.faces.application.view.FaceletViewHandlingStrategy.renderView(FaceletViewHandlingStrategy.java:391) at com.sun.faces.application.view.MultiViewHandler.renderView(MultiViewHandler.java:131) at javax.faces.application.ViewHandlerWrapper.renderView(ViewHandlerWrapper.java:288) at com.sun.faces.lifecycle.RenderResponsePhase.execute(RenderResponsePhase.java:121) at com.sun.faces.lifecycle.Phase.doPhase(Phase.java:101) at com.sun.faces.lifecycle.LifecycleImpl.render(LifecycleImpl.java:139) at javax.faces.webapp.FacesServlet.service(FacesServlet.java:594) at org.apache.catalina.core.StandardWrapper.service(StandardWrapper.java:1542) at org.apache.catalina.core.StandardWrapperValve.invoke(StandardWrapperValve.java:281) at org.apache.catalina.core.StandardContextValve.invoke(StandardContextValve.java:175) at org.apache.catalina.core.StandardPipeline.doInvoke(StandardPipeline.java:655) at org.apache.catalina.core.StandardPipeline.invoke(StandardPipeline.java:595) at org.apache.catalina.core.StandardHostValve.invoke(StandardHostValve.java:161) at org.apache.catalina.connector.CoyoteAdapter.doService(CoyoteAdapter.java:331) at org.apache.catalina.connector.CoyoteAdapter.service(CoyoteAdapter.java:231) at com.sun.enterprise.v3.services.impl.ContainerMapper$AdapterCallable.call(ContainerMapper.java:317) at com.sun.enterprise.v3.services.impl.ContainerMapper.service(ContainerMapper.java:195) at com.sun.grizzly.http.ProcessorTask.invokeAdapter(ProcessorTask.java:849) at com.sun.grizzly.http.ProcessorTask.doProcess(ProcessorTask.java:746) at com.sun.grizzly.http.ProcessorTask.process(ProcessorTask.java:1045) at com.sun.grizzly.http.DefaultProtocolFilter.execute(DefaultProtocolFilter.java:228) at com.sun.grizzly.DefaultProtocolChain.executeProtocolFilter(DefaultProtocolChain.java:137) at com.sun.grizzly.DefaultProtocolChain.execute(DefaultProtocolChain.java:104) at com.sun.grizzly.DefaultProtocolChain.execute(DefaultProtocolChain.java:90) at com.sun.grizzly.http.HttpProtocolChain.execute(HttpProtocolChain.java:79) at com.sun.grizzly.ProtocolChainContextTask.doCall(ProtocolChainContextTask.java:54) at com.sun.grizzly.SelectionKeyContextTask.call(SelectionKeyContextTask.java:59) at com.sun.grizzly.ContextTask.run(ContextTask.java:71) at com.sun.grizzly.util.AbstractThreadPool$Worker.doWork(AbstractThreadPool.java:532) at com.sun.grizzly.util.AbstractThreadPool$Worker.run(AbstractThreadPool.java:513) at java.lang.Thread.run(Thread.java:722) |#]

    Read the article

  • Ideal way/architecture to deliver large data over Web Services

    - by zengr
    We are trying to design 6 web services, which will serve another client component. The client component requires data from the web service we are implementing. Now, the problem is, there is not 1 WS we are implementing, there is one WS which the client component hits, this initiates a series (5 more) of WSs which gather data from their respective data stores and finally provide the data back to the original WS, which then delivers the data back to the client component. So, if the requested data becomes huge, then, this will be a serious problem for our internal communication channel. So, what do you guys suggest? What can be done to avoid overloading of the communication channel between the internal WS and at the same time, also delivering the data to the client component.

    Read the article

  • LibGDX Box2D Body and Sprite AND DebugRenderer out of sync

    - by Free Lancer
    I am having a couple issues with Box2D bodies. I have a GameObject holding a Sprite and Body. I use a ShapeRenderer to draw an outline of the Body's and Sprite's bounding boxes. I also added a Box2DDebugRenderer to make sure everything's lining up properly. My problem is the Sprite and Body at first overlap perfectly, but as I turn the Body moves a bit off the sprite then comes back when the Car is facing either North or South. Here's an image of what I mean: (Not sure what that line is, first time to show up) BLUE is the Body, RED is the Sprite, PURPLE is the Box2DDebugRenderer. Also, you probably noticed a purple square in the top right corner. Well that's the Car drawn by the Box2D Debug Renderer. I thought it might be the camera but I've been playing with the Cameras for hours and nothing seems to work. All give me weird results. Here's my code: Screen: public void show() { // --------------------- SETUP ALL THE CAMERA STUFF ------------------------------ // battleStage = new Stage( 720, 480, false ); // Setup the camera. In Box2D we operate on a meter scale, pixels won't do it. So we use // an Orthographic camera with a Viewport of 24 meters in width and 16 meters in height. battleStage.setCamera( new OrthographicCamera( CAM_METER_WIDTH, CAM_METER_HEIGHT ) ); battleStage.getCamera().position.set( CAM_METER_WIDTH / 2, CAM_METER_HEIGHT / 2, 0 ); // The Box2D Debug Renderer will handle rendering all physics objects for debugging debugger = new Box2DDebugRenderer( true, true, true, true ); //debugCam = new OrthographicCamera( CAM_METER_WIDTH, CAM_METER_HEIGHT ); } public void render(float delta) { // Update the Physics World, use 1/45 for something around 45 Frames/Second for mobile devices physicsWorld.step( 1/45.0f, 8, 3 ); // 1/45 for devices // Set the Camera matrices and clear the screen Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); battleStage.getCamera().update(); // Draw game objects here battleStage.act(delta); battleStage.draw(); // Again update the Camera matrices and call the debug renderer debugCam.update(); debugger.render( physicsWorld, debugCam.combined); // Vehicle handles its own interaction with the HUD // update all Actors movements in the game Stage hudStage.act( delta ); // Draw each Actor onto the Scene at their new positions hudStage.draw(); } Car: (extends Actor) public Car( Texture texture, float posX, float posY, World world ) { super( "Car" ); mSprite = new Sprite( texture ); mSprite.setSize( WIDTH * Consts.PIXEL_METER_RATIO, HEIGHT * Consts.PIXEL_METER_RATIO ); mSprite.setOrigin( mSprite.getWidth()/2, mSprite.getHeight()/2); // set the origin to be at the center of the body mSprite.setPosition( posX * Consts.PIXEL_METER_RATIO, posY * Consts.PIXEL_METER_RATIO ); // place the car in the center of the game map FixtureDef carFixtureDef = new FixtureDef(); mBody = Physics.createBoxBody( BodyType.DynamicBody, carFixtureDef, mSprite ); } public void draw() { mSprite.setPosition( mBody.getPosition().x * Consts.PIXEL_METER_RATIO, mBody.getPosition().y * Consts.PIXEL_METER_RATIO ); mSprite.setRotation( MathUtils.radiansToDegrees * mBody.getAngle() ); // draw the sprite mSprite.draw( batch ); } Physics: (Create the Body) public static Body createBoxBody( final BodyType pBodyType, final FixtureDef pFixtureDef, Sprite pSprite ) { float pRotation = 0; float pWidth = pSprite.getWidth(); float pHeight = pSprite.getHeight(); final BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = pBodyType; boxBodyDef.position.x = pSprite.getX() / Consts.PIXEL_METER_RATIO; boxBodyDef.position.y = pSprite.getY() / Consts.PIXEL_METER_RATIO; // Temporary Box shape of the Body final PolygonShape boxPoly = new PolygonShape(); final float halfWidth = pWidth * 0.5f / Consts.PIXEL_METER_RATIO; final float halfHeight = pHeight * 0.5f / Consts.PIXEL_METER_RATIO; boxPoly.setAsBox( halfWidth, halfHeight ); // set the anchor point to be the center of the sprite pFixtureDef.shape = boxPoly; final Body boxBody = BattleScreen.getPhysicsWorld().createBody(boxBodyDef); boxBody.createFixture(pFixtureDef); } Sorry for all the code and long description but it's hard to pin down what exactly might be causing the problem.

    Read the article

  • Fastest pathfinding for static node matrix

    - by Sean Martin
    I'm programming a route finding routine in VB.NET for an online game I play, and I'm searching for the fastest route finding algorithm for my map type. The game takes place in space, with thousands of solar systems connected by jump gates. The game devs have provided a DB dump containing a list of every system and the systems it can jump to. The map isn't quite a node tree, since some branches can jump to other branches - more of a matrix. What I need is a fast pathfinding algorithm. I have already implemented an A* routine and a Dijkstra's, both find the best path but are too slow for my purposes - a search that considers about 5000 nodes takes over 20 seconds to compute. A similar program on a website can do the same search in less than a second. This website claims to use D*, which I have looked into. That algorithm seems more appropriate for dynamic maps rather than one that does not change - unless I misunderstand it's premise. So is there something faster I can use for a map that is not your typical tile/polygon base? GBFS? Perhaps a DFS? Or have I likely got some problem with my A* - maybe poorly chosen heuristics or movement cost? Currently my movement cost is the length of the jump (the DB dump has solar system coordinates as well), and the heuristic is a quick euclidean calculation from the node to the goal. In case anyone has some optimizations for my A*, here is the routine that consumes about 60% of my processing time, according to my profiler. The coordinateData table contains a list of every system's coordinates, and neighborNode.distance is the distance of the jump. Private Function findDistance(ByVal startSystem As Integer, ByVal endSystem As Integer) As Integer 'hCount += 1 'If hCount Mod 0 = 0 Then 'Return hCache 'End If 'Initialize variables to be filled Dim x1, x2, y1, y2, z1, z2 As Integer 'LINQ queries for solar system data Dim systemFromData = From result In jumpDataDB.coordinateDatas Where result.systemId = startSystem Select result.x, result.y, result.z Dim systemToData = From result In jumpDataDB.coordinateDatas Where result.systemId = endSystem Select result.x, result.y, result.z 'LINQ execute 'Fill variables with solar system data for from and to system For Each solarSystem In systemFromData x1 = (solarSystem.x) y1 = (solarSystem.y) z1 = (solarSystem.z) Next For Each solarSystem In systemToData x2 = (solarSystem.x) y2 = (solarSystem.y) z2 = (solarSystem.z) Next Dim x3 = Math.Abs(x1 - x2) Dim y3 = Math.Abs(y1 - y2) Dim z3 = Math.Abs(z1 - z2) 'Calculate distance and round 'Dim distance = Math.Round(Math.Sqrt(Math.Abs((x1 - x2) ^ 2) + Math.Abs((y1 - y2) ^ 2) + Math.Abs((z1 - z2) ^ 2))) Dim distance = firstConstant * Math.Min(secondConstant * (x3 + y3 + z3), Math.Max(x3, Math.Max(y3, z3))) 'Dim distance = Math.Abs(x1 - x2) + Math.Abs(z1 - z2) + Math.Abs(y1 - y2) 'hCache = distance Return distance End Function And the main loop, the other 30% 'Begin search While openList.Count() != 0 'Set current system and move node to closed currentNode = lowestF() move(currentNode.id) For Each neighborNode In neighborNodes If Not onList(neighborNode.toSystem, 0) Then If Not onList(neighborNode.toSystem, 1) Then Dim newNode As New nodeData() newNode.id = neighborNode.toSystem newNode.parent = currentNode.id newNode.g = currentNode.g + neighborNode.distance newNode.h = findDistance(newNode.id, endSystem) newNode.f = newNode.g + newNode.h newNode.security = neighborNode.security openList.Add(newNode) shortOpenList(OLindex) = newNode.id OLindex += 1 Else Dim proposedG As Integer = currentNode.g + neighborNode.distance If proposedG < gValue(neighborNode.toSystem) Then changeParent(neighborNode.toSystem, currentNode.id, proposedG) End If End If End If Next 'Check to see if done If currentNode.id = endSystem Then Exit While End If End While If clarification is needed on my spaghetti code, I'll try to explain.

    Read the article

  • Slick2D, Nifty GUI listeners problem

    - by Patokun
    I'm trying to get Nifty GUI to work with Slick2D. So far everything is going great, except that I can't seem to figure out how to properly interact with the GUI. I'm trying the example in the nifty manual http://sourceforge.n....0.pdf/download but it doesn't seem to entirely work. The Element controller is being called for bind(...), init(...) and onStartScreen() as it should, as I can see their println output, but the next() method isn't being called when I click on the GUI element that I assigned the controller to, nor the screen controller as no output from println is shown. What's weird is, that the player is moving, so the mouse input is working. It's supposed to be called when I click the mouse button on it from the in the XML. Here is my code: My Element controller: public class ElementController implements Controller { private Element element; @Override public void bind(Nifty nifty, Screen screen, Element element, Properties parameter, Attributes controlDefinitionAttributes) { this.element = element; System.out.println("bind() called for element: " + element); } @Override public void init(Properties parameter, Attributes controlDefinitionAttributes) { System.out.println("init() called for element: " + element); } @Override public void onStartScreen() { System.out.println("onStartScreen() alled for element: " + element); } @Override public void onFocus(boolean getFocus) { System.out.println("onFocus() called for element: " + element + ", with: " + getFocus); } @Override public boolean inputEvent(NiftyInputEvent inputEvent) { return false; } public void next() { System.out.println("next() clicked for element: " + element); } } MyScreenController: class MyScreenController implements ScreenController { public void bind(Nifty nifty, Screen screen) {} public void onEndScreen() {} public void onStartScreen() {} public void next() { System.out.println("next() called from MyScreenController"); } } And my XML file: <?xml version="1.0" encoding="UTF-8"?> <nifty xmlns="http://nifty-gui.sourceforge.net/nifty-1.3.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"xsi:schemaLocation="http://niftygui.sourceforge.net/nifty-1.3.xsd http://nifty-gui.sourceforge.net/nifty-1.3.xsd"> <screen id="start" controller="predaN00b.theThing.V0004.MyScreenController"> <layer childLayout="center" controller="predaN00b.theThing.V0004.ElementController"> <panel width="100px" height="100px" childLayout="vertical" backgroundColor="#ff0f"> <text font="aurulent-sans-16.fnt" color="#ffff" text="Hello World!"> <interact onClick="next()" /> </text> </panel> </layer> </screen> </nifty> My main class, in case it's needed: public class MainGameState extends BasicGame { public Nifty nifty; public MainGame() { super("Test"); } public void init(GameContainer container, StateBasedGame game) throws SlickException { nifty = new Nifty(new SlickRenderDevice(container), new NullSoundDevice(), new PlainSlickInputSystem(), new AccurateTimeProvider()); nifty.addXml("/xml/MainState.xml"); nifty.gotoScreen("start"); } public void update(GameContainer container, StateBasedGame game, int delta) throws SlickException { nifty.update(); } public void render(GameContainer container, StateBasedGame game, Graphics graphics) throws SlickException { nifty.render(false); } public static void main(String[] args) throws SlickException { AppGameContainer app = new AppGameContainer(new MainGame()); app.setAlwaysRender(true); app.setDisplayMode( 1260 , 720, false); //window size app.start(); } }

    Read the article

  • Cocos2d Box2d how to shoot an object inside the screen

    - by Ahoura Ghotbi
    I have the code below : - (id) initWithGame:(mainGame*)game { if ((self = [super init])) { isTouchEnabled_ = YES; self.game = game; CGSize size = [[CCDirector sharedDirector] winSize]; screenH = size.height; screenW = size.width; character = [CCSprite spriteWithFile:@"o.png"]; character.position = ccp( size.width /2 , size.height/2 ); character.contentSize = CGSizeMake(72, 79); [self addChild:character z:10 tag:1]; _body = NULL; _radius = 14.0f; // Create ball body and shape b2BodyDef ballBodyDef; ballBodyDef.type = b2_dynamicBody; ballBodyDef.position.Set(100/PTM_RATIO, 100/PTM_RATIO); ballBodyDef.userData = character; _body = _game.world->CreateBody(&ballBodyDef); b2CircleShape circle; circle.m_radius = 26.0/PTM_RATIO; b2FixtureDef ballShapeDef; ballShapeDef.shape = &circle; ballShapeDef.density = 1.0f; ballShapeDef.friction = 0.2f; ballShapeDef.restitution = 0.8f; _body->CreateFixture(&ballShapeDef); [self schedule:@selector(gameChecker:)]; [self schedule:@selector(tick:)]; } return self; } - (void)gameChecker:(ccTime) dt{ if(character.position.y > 200){ [self unschedule:@selector(tick:)]; [self schedule:@selector(dropObject:)]; } } - (void)tick:(ccTime) dt { b2Vec2 force; force.Set(_body->GetLinearVelocity().x, _body->GetLinearVelocity().y+1.0f); for (b2Body* b = _game.world->GetBodyList(); b; b = b->GetNext()) { if (b->GetUserData() == character) { b->SetLinearVelocity(force); } } _game.world->Step(dt, 10, 10); for(b2Body *b = _game.world->GetBodyList(); b; b=b->GetNext()) { if (b->GetUserData() != NULL) { CCSprite *ballData = (CCSprite *)b->GetUserData(); ballData.position = ccp(b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO); ballData.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()); } } } -(void)dropObject:(ccTime) dt{ b2Vec2 force; force.Set(_body->GetLinearVelocity().x, _body->GetLinearVelocity().y-1.0f); for (b2Body* b = _game.world->GetBodyList(); b; b = b->GetNext()) { if (b->GetUserData() == character) { b->SetLinearVelocity(force); } } _game.world->Step(dt, 10, 10); for(b2Body *b = _game.world->GetBodyList(); b; b=b->GetNext()) { if (b->GetUserData() != NULL) { CCSprite *ballData = (CCSprite *)b->GetUserData(); ballData.position = ccp(b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO); ballData.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()); } } } I have been trying to get the effect that fruit ninja has when shooting the fruits. but it seems like its hard to get such animation so I was wondering if anyone can point me to the right direction and/or give me a sample code for a single object that gets thrown into the screen with a direction.

    Read the article

  • LibGdx drawing weird behaviour

    - by Ryckes
    I am finding strange behaviour while rendering TextureRegions in my game, only when pausing it. I am making a game for Android, in Java with LibGdx. When I comment out the line "drawLevelPaused()" everything seems to work fine, both running and paused. When it's not commented, everything works fine until I pause the screen, then it draws those two rectangles, but maybe ships are not shown, and if I comment out drawShips() and drawTarget() (just trying) maybe one of the planets disappears, or if I change the order, other things disappear and those that disappeared before now are rendered again. I can't find the way to fix this behaviour I beg your help, and I hope it's my mistake and not a LibGdx issue. I use OpenGL ES 2.0, stated in AndroidManifest.xml, if it is of any help. Thank you in advance. My Screen render method(game loop) is as follows: @Override public void render(float delta) { Gdx.gl.glClearColor(0.1f, 0.1f, 0.1f, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); controller.update(delta); renderer.render(); } When world state is PAUSED controller.update does nothing at all, there is a switch in it. And renderer.render() is as follows: public void render() { int worldState=this.world.getWorldState(); updateCamera(); spriteBatch.begin(); drawPlanets(); drawTarget(); drawShips(); if(worldState==World.PAUSED) { drawLevelPaused(); } else if(worldState==World.LEVEL_WON) { drawLevelWin(); } spriteBatch.end(); } And those methods are: private void updateCamera() { this.offset=world.getCameraOffset(); } private void drawPlanets() { for(Planet planet : this.world.getPlanets()) { this.spriteBatch.draw(this.textures.getTexture(planet.getTexture()), (planet.getPosition().x - this.offset[0]) * ppuX, (planet.getPosition().y - this.offset[1]) * ppuY); } } private void drawTarget() { Target target=this.world.getTarget(); this.spriteBatch.draw(this.textures.getTexture(target.getTexture()), (target.getPosition().x - this.offset[0]) * ppuX, (target.getPosition().y - this.offset[1]) * ppuY); } private void drawShips() { for(Ship ship : this.world.getShips()) { this.spriteBatch.draw(this.textures.getTexture(ship.getTexture()), (ship.getPosition().x - this.offset[0]) * ppuX, (ship.getPosition().y - this.offset[1]) * ppuY, ship.getBounds().width*ppuX/2, ship.getBounds().height*ppuY/2, ship.getBounds().width*ppuX, ship.getBounds().height*ppuY, 1.0f, 1.0f, ship.getAngle()-90.0f); } if(this.world.getStillShipVisibility()) { Ship ship=this.world.getStillShip(); Arrow arrow=this.world.getArrow(); this.spriteBatch.draw(this.textures.getTexture(ship.getTexture()), (ship.getPosition().x - this.offset[0]) * ppuX, (ship.getPosition().y - this.offset[1]) * ppuY, ship.getBounds().width*ppuX/2, ship.getBounds().height*ppuY/2, ship.getBounds().width*ppuX, ship.getBounds().height*ppuY, 1f, 1f, ship.getAngle() - 90f); this.spriteBatch.draw(this.textures.getTexture(arrow.getTexture()), (ship.getCenter().x - this.offset[0] - arrow.getBounds().width/2) * ppuX, (ship.getCenter().y - this.offset[1]) * ppuY, arrow.getBounds().width*ppuX/2, 0, arrow.getBounds().width*ppuX, arrow.getBounds().height*ppuY, 1f, arrow.getRate(), ship.getAngle() - 90f); } } private void drawLevelPaused() { this.shapeRenderer.begin(ShapeType.FilledRectangle); this.shapeRenderer.setColor(0f, 0f, 0f, 0.8f); this.shapeRenderer.filledRect(0, 0, this.width/this.ppuX, PAUSE_MARGIN_HEIGHT/this.ppuY); this.shapeRenderer.filledRect(0, (this.height-PAUSE_MARGIN_HEIGHT)/this.ppuY, this.width/this.ppuX, PAUSE_MARGIN_HEIGHT/this.ppuY); this.shapeRenderer.end(); for(Button button : this.world.getPauseButtons()) { this.spriteBatch.draw(this.textures.getTexture(button.getTexture()), (button.getPosition().x - this.offset[0]) * this.ppuX, (button.getPosition().y - this.offset[1]) * this.ppuY); } }

    Read the article

  • How do I use setFilmSize in panda3d to achieve the correct view?

    - by lhk
    I'm working with Panda3d and recently switched my game to isometric rendering. I moved the virtual camera accordingly and set an orthographic lens. Then I implemented the classes "Map" and "Canvas". A canvas is a dynamically generated mesh: a flat quad. I'm using it to render the ingame graphics. Since the game itself is still set in a 3d coordinate system I'm planning to rely on these canvases to draw sprites. I could have named this class "Tile" but as I'd like to use it for non-tile sketches (enemies, environment) as well I thought canvas would describe it's function better. Map does exactly what it's name suggests. Its constructor receives the number of rows and columns and then creates a standard isometric map. It uses the canvas class for tiles. I'm planning to write a map importer that reads a file to create maps on the fly. Here's the canvas implementation: class Canvas: def __init__(self, texture, vertical=False, width=1,height=1): # create the mesh format=GeomVertexFormat.getV3t2() format = GeomVertexFormat.registerFormat(format) vdata=GeomVertexData("node-vertices", format, Geom.UHStatic) vertex = GeomVertexWriter(vdata, 'vertex') texcoord = GeomVertexWriter(vdata, 'texcoord') # add the vertices for a flat quad vertex.addData3f(1, 0, 0) texcoord.addData2f(1, 0) vertex.addData3f(1, 1, 0) texcoord.addData2f(1, 1) vertex.addData3f(0, 1, 0) texcoord.addData2f(0, 1) vertex.addData3f(0, 0, 0) texcoord.addData2f(0, 0) prim = GeomTriangles(Geom.UHStatic) prim.addVertices(0, 1, 2) prim.addVertices(2, 3, 0) self.geom = Geom(vdata) self.geom.addPrimitive(prim) self.node = GeomNode('node') self.node.addGeom(self.geom) # this is the handle for the canvas self.nodePath=NodePath(self.node) self.nodePath.setSx(width) self.nodePath.setSy(height) if vertical: self.nodePath.setP(90) # the most important part: "Drawing" the image self.texture=loader.loadTexture(""+texture+".png") self.nodePath.setTexture(self.texture) Now the code for the Map class class Map: def __init__(self,rows,columns,size): self.grid=[] for i in range(rows): self.grid.append([]) for j in range(columns): # create a canvas for the tile. For testing the texture is preset tile=Canvas(texture="../assets/textures/flat_concrete",width=size,height=size) x=(i-1)*size y=(j-1)*size # set the tile up for rendering tile.nodePath.reparentTo(render) tile.nodePath.setX(x) tile.nodePath.setY(y) # and store it for later access self.grid[i].append(tile) And finally the usage def loadMap(self): self.map=Map(10, 10, 1) this function is called within the constructor of the World class. The instantiation of world is the entry point to the execution. The code is pretty straightforward and runs good. Sadly the output is not as expected: Please note: The problem is not the white rectangle, it's my player object. The problem is that although the map should have equal width and height it's stretched weirdly. With orthographic rendering I expected the map to be a perfect square. What did I do wrong ? UPDATE: I've changed the viewport. This is how I set up the orthographic camera: lens = OrthographicLens() lens.setFilmSize(40, 20) base.cam.node().setLens(lens) You can change the "aspect" by modifying the parameters of setFilmSize. I don't know exactly how they are related to window size and screen resolution but after testing a little the values above seem to work for me. Now everything is rendered correctly as long as I don't resize the window. Every change of the window's size as well as switching to fullscreen destroys the correct rendering. I know that implementing a listener for resize events is not in the scope of this question. However I wonder why I need to make the Film's height two times bigger than its width. My window is quadratic ! Can you tell me how to find out correct setting for the FilmSize ? UPDATE 2: I can imagine that it's hard to envision the behaviour of the game. At first glance the obvious solution is to pass the window's width and height in pixels to setFilmSize. There are two problems with that approach. The parameters for setFilmSize are ingame units. You'll get a way to big view if you pass the pixel size For some strange reason the image is distorted if you pass equal values for width and height. Here's the output for setFilmSize(800,800) You'll have to stress your eyes but you'll see what I mean

    Read the article

  • Slick2D Rendering Lots of Polygons

    - by Hazzard
    I'm writing an little isometric game using Slick. The world terrain is made up of lots of quadrilaterals. In a small world that is 128 by 128 squares, over 16,000 quadrilaterals need to be rendered. This puts my pretty powerful computer down to 30 fps. I've though about caching "chunks" of the world so only single chunks would ever need updating at a time, but I don't know how to do this, and I am sure there are other ways to optimize it besides that. Maybe I'm doing the whole thing wrong, surely fancy 3D games that run fine on my machine are more intensive than this. My question is how can I improve the FPS and am I doing something wrong? Or does it actually take that much power to render those polygons? -- Here is the source code for the render method in my game state. It iterates through a 2d array or heights and draws polygons based on the height. public void render(GameContainer container, StateBasedGame game, Graphics gfx) throws SlickException { gfx.translate(offsetX * d + container.getWidth() / 2, offsetY * d + container.getHeight() / 2); gfx.scale(d, d); for (int y = 0; y < placeholder.length; y++) {// x & y are isometric // diag for (int x = 0; x < placeholder[0].length; x++) { Polygon poly; int hor = TestState.TILE_WIDTH * (x - y);// hor and ver are orthagonal int W = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y + 1][x];//points to go off of int S = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y + 1][x + 1]; int E = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y][x + 1]; int N = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y][x]; if (placeholder[y][x] == null) { poly = new Polygon();//Create actual surface polygon poly.addPoint(-TestState.TILE_WIDTH + hor, W); poly.addPoint(hor, S + TestState.TILE_HEIGHT); poly.addPoint(TestState.TILE_WIDTH + hor, E); poly.addPoint(hor, N - TestState.TILE_HEIGHT); float z = ((float) heights[y][x + 1] - heights[y + 1][x]) / 32 + 0.5f; placeholder[y][x] = new Tile(poly, new Color(z, z, z)); //ShapeRenderer.fill(placeholder[y][x]); } if (true) {//ONLY draw tile if it's on screen gfx.setColor(placeholder[y][x].getColor()); ShapeRenderer.fill(placeholder[y][x]); //gfx.fill(placeholder[y][x]); //placeholder[y][x]. //DRAW EDGES if (y + 1 == placeholder.length) {//draw South foundation edges gfx.setColor(Color.gray); Polygon found = new Polygon(); found.addPoint(-TestState.TILE_WIDTH + hor, W); found.addPoint(hor, S + TestState.TILE_HEIGHT); found.addPoint(hor, TestState.TILE_HEIGHT * (x + y + 1)); found.addPoint(-TestState.TILE_WIDTH + hor, TestState.TILE_HEIGHT * (x + y)); gfx.fill(found); } if (x + 1 == placeholder[0].length) {//north gfx.setColor(Color.darkGray); Polygon found = new Polygon(); found.addPoint(TestState.TILE_WIDTH + hor, E); found.addPoint(hor, S + TestState.TILE_HEIGHT); found.addPoint(hor, TestState.TILE_HEIGHT * (x + y + 1)); found.addPoint(TestState.TILE_WIDTH + hor, TestState.TILE_HEIGHT * (x + y)); gfx.fill(found); }//*/ } } } }

    Read the article

  • My 2D collision code does not work as expected. How do I fix it?

    - by farmdve
    I have a simple 2D game with a tile-based map. I am new to game development, I followed the LazyFoo tutorials on SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). The game is simple, but the code is a lot so I can only post snippets. // Player moved out of the map if((player.box.x < 0)) player.box.x += GetVelocity(player, 0); if((player.box.y < 0)) player.box.y += GetVelocity(player, 1); if((player.box.x > (LEVEL_WIDTH - DOT_WIDTH))) player.box.x -= GetVelocity(player, 0); if((player.box.y > (LEVEL_HEIGHT - DOT_HEIGHT))) player.box.y -= GetVelocity(player, 1); // Now that we are here, we check for collisions if(touches_wall(player.box)) { if(player.box.x < player.prev_x) { player.box.x += GetVelocity(player, 0); } if(player.box.x > player.prev_x) { player.box.x -= GetVelocity(player, 0); } if(player.box.y < player.prev_y) { player.box.y += GetVelocity(player, 1); } if(player.box.y > player.prev_y) { player.box.y -= GetVelocity(player, 1); } } player.prev_x = player.box.x; player.prev_y = player.box.y; Let me explain, player is a structure with the following contents typedef struct { Rectangle box; //Player position on a map(tile or whatever). int prev_x, prev_y; // Previous positions int key_press[3]; // Stores which key was pressed/released. Limited to three keys. E.g Left,right and perhaps jump if possible in 2D int velX, velY; // Velocity for X and Y coordinate. //Health int health; bool main_character; uint32_t jump_ticks; } Player; And Rectangle is just a typedef of SDL_Rect. GetVelocity is a function that according to the second argument, returns the velocity for the X or Y axis. This code I have basically works, however inside the if(touches_wall(player.box)) if statement, I have 4 more. These 4 if statements are responsible for detecting collision on all 4 sides(up,down,left,right). However, they also act as a block for any other movement. Example: I move down the object and collide with the wall, as I continue to move down and still collide with the wall, I wish to move left or right, which is indeed possible(not to mention in 3D games), but remember the 4 if statements? They are preventing me from moving anywhere. The original code on the LazyFoo Productions website has no problems, but it was written in C++, so I had to rewrite most of it to work, which is probably where the problem comes from. I also use a different method of moving, than the one in the examples. Of course, that was just an example. I wish to be able to move no matter at which wall I collide. Before this bit of code, I had another one that had more logic in there, but it was flawed.

    Read the article

< Previous Page | 180 181 182 183 184 185 186 187 188 189 190 191  | Next Page >