Search Results

Search found 10536 results on 422 pages for 'flash player'.

Page 186/422 | < Previous Page | 182 183 184 185 186 187 188 189 190 191 192 193  | Next Page >

  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

    Read the article

  • Some more multitasking java issues

    - by owca
    I had a task to write simple game simulating two players picking up 1-3 matches one after another until the pile is gone. I managed to do it for computer choosing random value of matches but now I'd like to go further and allow humans to play the game. Here's what I already have : http://paste.pocoo.org/show/200660/ Class Player is a computer player, and PlayerMan should be human being. Problem is, that thread of PlayerMan should wait until proper value of matches is given but I cannot make it work this way. When I type the values it sometimes catches them and decrease amount of matches but that's not exactly what I was up to :) Logics is : I check the value of current player. If it corresponds to this of the thread currently active I use scanner to catch the amount of matches. Else I wait one second (I know it's kinda harsh solution, but I have no other idea how to do it). Class Shared keeps the value of current player, and also amount of matches. By the way, is there any way I can make Player and Shared attributes private instead of public and still make the code work ? CONSOLE and INPUT-DIALOG is just for choosing way of inserting values. class PlayerMan extends Player{ static final int CONSOLE=0; static final int INPUT_DIALOG=1; private int input; public PlayerMan(String name, Shared data, int c){ super(name, data); input = c; } @Override public void run(){ Scanner scanner = new Scanner(System.in); int n = 0; System.out.println("Matches on table: "+data.matchesAmount); System.out.println("which: "+data.which); System.out.println("number: "+number); while(data.matchesAmount != 0){ if(number == data.which){ System.out.println("Choose amount of matches (from 1 to 3): "); n = scanner.nextInt(); if(data.matchesAmount == 1){ System.out.println("There's only 1 match left !"); while(n != 1){ n = scanner.nextInt(); } } else{ do{ n = scanner.nextInt(); } while(n <= 1 && n >= 3); } data.matchesAmount = data.matchesAmount - n; System.out.println(" "+ name+" takes "+n+" matches."); if(number != 0){ data.which = 0; } else{ data.which = 1; } } else{ try { Thread.sleep(1000); } catch(InterruptedException exc) { System.out.println("End of thread."); return; } } System.out.println("Matches on table: "+data.matchesAmount); } if(data.matchesAmount == 0){ System.out.println("Winner is player: "+name); stop(); } } }

    Read the article

  • Cutom event dispatchment location

    - by Martino Wullems
    Hello, I've been looking into custom event (listeners) for quite some time, but never succeeded in making one. There are so many different mehods, extending the Event class, but also Extending the EventDispatcher class, very confusing! I want to settle with this once and for all and learn the appriopate technique. package{ import flash.events.Event; public class CustomEvent extends Event{ public static const TEST:String = 'test'; //what exac is the purpose of the value in the string? public var data:Object; public function CustomEvent(type:String, bubbles:Boolean = false, cancelable:Boolean = false, data:Object = null):void { this.data = data; super(); } } } As far as I know a custom class where you set the requirements for the event to be dispatched has to be made: package { import flash.display.MovieClip; public class TestClass extends MovieClip { public function TestClass():void { if (ConditionForHoldToComplete == true) { dispatchEvent(new Event(CustomEvent.TEST)); } } } } I'm not sure if this is correct, but it should be something along the lines of this. Now What I want is something like a mouseevent, which can be applied to a target and does not require a specific class. It would have to work something like this: package com.op_pad._events{ import flash.events.MouseEvent; import flash.utils.Timer; import flash.events.TimerEvent; import flash.events.EventDispatcher; import flash.events.Event; public class HoldEvent extends Event { public static const HOLD_COMPLETE:String = "hold completed"; var timer:Timer; public function SpriteEvent(type:String, bubbles:Boolean=true, cancelable:Boolean=false) { super( type, bubbles, cancelable ); timer = new Timer(1000, 1); //somehow find the target where is event is placed upon -> target.addEventlistener target.addEventListener(MouseEvent.MOUSE_DOWN, startTimer); target.addEventListener(MouseEvent.MOUSE_UP, stopTimer); } public override function clone():Event { return new SpriteEvent(type, bubbles, cancelable); } public override function toString():String { return formatToString("MovieEvent", "type", "bubbles", "cancelable", "eventPhase"); } ////////////////////////////////// ///// c o n d i t i o n s ///// ////////////////////////////////// private function startTimer(e:MouseEvent):void { timer.start(); timer.addEventListener(TimerEvent.TIMER_COMPLETE, complete); } private function stopTimer(e:MouseEvent):void { timer.stop() } public function complete(e:TimerEvent):void { dispatchEvent(new HoldEvent(HoldEvent.HOLD_COMPLETE)); } } } This obviously won't work, but should give you an idea of what I want to achieve. This should be possible because mouseevent can be applied to about everything.The main problem is that I don't know where I should set the requirements for the event to be executed to be able to apply it to movieclips and sprites. Thanks in advance

    Read the article

  • Sessions not persisting between requests

    - by klonq
    My session objects are only stored within the request scope on google app engine and I can't figure out how to persist objects between requests. The docs are next to useless on this matter and I can't find anyone who's experienced a similar problem. Please help. When I store session objects in the servlet and forward the request to a JSP using: getServletContext().getRequestDispatcher("/example.jsp").forward(request,response); Everything works like it should. But when I store objects to the session and redirect the request using: response.sendRedirect("/example/url"); The session objects are lost to the ether. In fact when I dump session key/value pairs on new requests there is absolutely nothing, session objects only appear within the request scope of servlets which create session objects. It appears to me that the objects are not being written to Memcache or Datastore. In terms of configuring sessions for my application I have set <sessions-enabled>true</sessions-enabled> In appengine-web.xml. Is there anything else I am missing? The single paragraph of documentation on sessions also notes that only objects which implement Serializable can be stored in the session between requests. I have included an example of the code which is not working below. The obvious solution is to not use redirects, and this might be ok for the example given below but some application data does need to be stored in the session between requests so I need to find a solution to this problem. EXAMPLE: The class FlashMessage gives feedback to the user from server-side operations. if (email.send()) { FlashMessage flash = new FlashMessage(FlashMessage.SUCCESS, "Your message has been sent."); session.setAttribute(FlashMessage.SESSION_KEY, flash); // The flash message will not be available in the session object in the next request response.sendRedirect(URL.HOME); } else { FlashMessage flash = new FlashMessage(FlashMessage.ERROR, FlashMessage.INVALID_FORM_DATA); session.setAttribute(FlashMessage.SESSION_KEY, flash); // The flash message is displayed without problem getServletContext().getRequestDispatcher(Templates.CONTACT_FORM).forward(request,response); } FlashMessage.java import java.io.Serializable; public class FlashMessage implements Serializable { private static final long serialVersionUID = 8109520737272565760L; // I have tried using different, default and no serialVersionUID public static final String SESSION_KEY = "flashMessage"; public static final String ERROR = "error"; public static final String SUCCESS = "success"; public static final String INVALID_FORM_DATA = "Your request failed to validate."; private String message; private String type; public FlashMessage (String type, String message) { this.type = type; this.message = message; } public String display(){ return "<div id='flash' class='" + type + "'>" + message + "</div>"; } }

    Read the article

  • When an active_record is saved, is it saved before or after its associated object(s)?

    - by SeeBees
    In rails, when saving an active_record object, its associated objects will be saved as well. But has_one and has_many association have different order in saving objects. I have three simplified models: class Team < ActiveRecord::Base has_many :players has_one :coach end class Player < ActiveRecord::Base belongs_to :team validates_presence_of :team_id end class Coach < ActiveRecord::Base belongs_to :team validates_presence_of :team_id end I use the following code to test these models: t = Team.new team.coach = Coach.new team.save! team.save! returns true. But in another test: t = Team.new team.players << Player.new team.save! team.save! gives the following error: > ActiveRecord::RecordInvalid: > Validation failed: Players is invalid I figured out that when team.save! is called, it first calls player.save!. player needs to validate the presence of the id of the associated team. But at the time player.save! is called, team hasn't been saved yet, and therefore, team_id doesn't yet exist for player. This fails the player's validation, so the error occurs. But on the other hand, team is saved before coach.save!, otherwise the first example will get the same error as the second one. So I've concluded that when a has_many bs, a.save! will save bs prior to a. When a has_one b, a.save! will save a prior to b. If I am right, why is this the case? It doesn't seem logical to me. Why do has_one and has_many association have different order in saving? Any ideas? And is there any way I can change the order? Say I want to have the same saving order for both has_one and has_many. Thanks.

    Read the article

  • How to calculate where bullet hits

    - by lkjoel
    I have been trying to write an FPS in C/X11/OpenGL, but the issue that I have encountered is with calculating where the bullet hits. I have used a horrible technique, and it only sometimes works: pos size, p; size.x = 0.1; size.z = 0.1; // Since the game is technically top-down (but in a 3D perspective) // Positions are in X/Z, no Y float f; // Counter float d = FIRE_MAX + 1 /* Shortest Distance */, d1 /* Distance being calculated */; x = 0; // Index of object to hit for (f = 0.0; f < FIRE_MAX; f += .01) { // Go forwards p.x = player->pos.x + f * sin(toRadians(player->rot.x)); p.z = player->pos.z - f * cos(toRadians(player->rot.x)); // Get all objects that collide with the current position of the bullet short* objs = _colDetectGetObjects(p, size, objects); for (i = 0; i < MAX_OBJECTS; i++) { if (objs[i] == -1) { continue; } // Check the distance between the object and the player d1 = sqrt( pow((objects[i].pos.x - player->pos.x), 2) + pow((objects[i].pos.z - player->pos.z), 2)); // If it's closer, set it as the object to hit if (d1 < d) { x = i; d = d1; } } // If there was an object, hit it if (x > 0) { hit(&objects[x], FIRE_DAMAGE, explosions, currtime); break; } } It just works by making a for-loop and calculating any objects that might collide with where the bullet currently is. This, of course, is very slow, and sometimes doesn't even work. What would be the preferred way to calculate where the bullet hits? I have thought of making a line and seeing if any objects collide with that line, but I have no idea how to do that kind of collision detection. EDIT: I guess my question is this: How do I calculate the nearest object colliding in a line (that might not be a straight 45/90 degree angle)? Or are there any simpler methods of calculating where the bullet hits? The bullet is sort of like a laser, in the sense that gravity does not affect it (writing an old-school game, so I don't want it to be too realistic)

    Read the article

  • Terminating a long-executing thread and then starting a new one in response to user changing parameters via UI in an applet

    - by user1817170
    I have an applet which creates music using the JFugue API and plays it for the user. It allows the user to input a music phrase which the piece will be based on, or lets them choose to have a phrase generated randomly. I had been using the following method (successfully) to simply stop and start the music, which runs in a thread using the Player class from JFugue. I generate the music using my classes and user input from the applet GUI...then... private playerThread pthread; private Thread threadPlyr; private Player player; (from variables declaration) public void startMusic(Pattern p) // pattern is a JFugue object which holds the generated music { if (pthread == null) { pthread = new playerThread(); } else { pthread = null; pthread = new playerThread(); } if (threadPlyr == null) { threadPlyr = new Thread(pthread); } else { threadPlyr = null; threadPlyr = new Thread(pthread); } pthread.setPattern(p); threadPlyr.start(); } class playerThread implements Runnable // plays midi using jfugue Player { private Pattern pt; public void setPattern(Pattern p) { pt = p; } @Override public void run() { try { player.play(pt); // takes a couple mins or more to execute resetGUI(); } catch (Exception exception) { } } } And the following to stop music when user presses the stop/start button while Player.isPlaying() is true: public void stopMusic() { threadPlyr.interrupt(); threadPlyr = null; pthread = null; player.stop(); } Now I want to implement a feature which will allow the user to change parameters while the music is playing, create an updated music pattern, and then play THAT pattern. Basically, the idea is to make it simulate "real time" adjustments to the generated music for the user. Well, I have been beating my head against the wall on this for a couple of weeks. I've read all the standard java documentation, researched, read, and searched forums, and I have tried many different ideas, none of which have succeeded. The problem I've run into with all approaches I've tried is that when I start the new thread with the new, updated musical pattern, all the old threads ALSO start, and there is a cacophony of unintelligible noise instead of my desired output. From what I've gathered, the issue seems to be that all the methods I've come across require that the thread is able to periodically check the value of a "flag" variable and then shut itself down from within its "run" block in response to that variable. However, since my thread makes a call that takes several minutes minimum to execute (playing the music), and I need to terminate it WHILE it is executing this, there is really no safe way to do so. So, I'm wondering if there is something I'm missing when it comes to threads, or if perhaps I can accomplish my goal using a totally different approach. Any ideas or guidance is greatly appreciated! Thank you!

    Read the article

  • How to make sure my GPO are applied in the correct order

    - by Florent
    I'm deploying VMware player through a GPO, and I'd like to apply specific ACLs to the install folder, and to the D:\VMWARE folder I'm creating during the player install. I also have to add the vmware user account the "can log on locally" right. To do so, I've created a GPO whose scope is the same as my Vmware player install GPO. This GPO works well, BUT when applied at the same time as my deployment GPO, it seems to be applied before the deploy GPO, and then : - Cannot find the vmware user account - Cannot find the c:\program files\vmware folder - Cannot find the D:\vmware folder because none of them have already been created by the vmware player install. And the only way for me to apply my security GPO is to execute gpudate /force command manually, which i don't want to use (it's supposed to be an automatic install) I've checked the gpo processing order, my security GPO should be applied AFTER my install GPO (security GPO is number 1, deploy GPO is number to), but it don't seem to be the case. Does anyone got an idea to solve this ?

    Read the article

  • Using ethernet cables?

    - by Farhad Yusufali
    I have an HDTV which supports internet connectivity through an ethernet port or wirelessly (but this requires an additional wireless USB adapter, which I don't have). I also have a blue ray player than supports internet connectivity through an ethernet port or wirelessly (natively - no other devices are needed). I want to connect my TV to the internet but my router is too far away. My blueray player however is already connected wirelessly. If I connected my TV to my Blueray player via ethernet, would my TV be able to connect to the internet? To clarify: Wireless Signal - Blue Ray Player - Ethernet Cable - TV Would this work?

    Read the article

  • How do I specify a crossdomain policy file to allow Flash to grab a bitmap from an RTMP (Wowza) vide

    - by Ken Smith
    I'm trying to get a bitmap/snapshot of a Wowza video stream playing on my client, like so: var bitmapData:BitmapData = new BitmapData(view.videoPlayerComponent.width, view.videoPlayerComponent.height); bitmapData.draw(view.videoPlayerComponent); When I do this, I get this error message: SecurityError: Error #2123: Security sandbox violation: BitmapData.draw: http://localhost:51150/Resources/WRemoteWebCam.swf cannot access rtmp://localhost/videochat/smithkl42._default/. No policy files granted access. I presume the error comes from not being able to locate the appropriate crossdomain.xml file. I'm not quite sure where it's looking for it, and a wireshark sniff was inconclusive, so I've tried placing one in each of the following places: http://localhost/crossdomain.xml http://localhost:1935/crossdomain.xml http://localhost:51150/crossdomain.xml I can retrieve the file successfully from each of those three locations. (I'm pretty sure that the last one wouldn't have any effect, since it's just the location of the web site which hosts the page that hosts the .swf file, but on the off chance...) These are the contents of the file that it's grabbing in each instance: <cross-domain-policy> <allow-access-from domain="*" to-ports="*" /> </cross-domain-policy> And it's still throwing that same error message. I've also followed the instructions on the Wowza forums, to turn on StreamVideoSampleAccess in the [install]\conf[appname]\Application.xml, with no joy: <Client> <IdleFrequency>-1</IdleFrequency> <Access> <StreamReadAccess>*</StreamReadAccess> <StreamWriteAccess>*</StreamWriteAccess> <StreamAudioSampleAccess>*</StreamAudioSampleAccess> <StreamVideoSampleAccess>*</StreamVideoSampleAccess> <SharedObjectReadAccess>*</SharedObjectReadAccess> <SharedObjectWriteAccess>*</SharedObjectWriteAccess> </Access> </Client> Any thoughts?

    Read the article

  • I can't download or stream for more then 3 sec, and then the conection activity just dies

    - by JMHein
    Just got a new internet connection installed at my sisters place, but it randomly just stops working. At first it was only affecting flash videos. they would randomly just stop buffering. I did a lot of research on this and found that there can be many things that cause this exact trouble. I then tried IE and some flash would stream fine, but still random deaths. So I told my brother in law to reset the router and modem and that fixed the problem for them but not my laptop. I then started trying to fix the flash problem only to fined that downloads of any kind were affected. Now it is so bad that 50% of page loads will never finish because the connection drops to 0% usage with in a split sec. I can't get flash reinstalled because the installer is trying to download but the download dies at 8% I tried up loading a large file by FTP to a web server with no troubles. Yet any activity on my end that takes longer then about 1 sec to finish, just never finishes I can watch the network log in the taskmanager and it spikes for ruffly one sec then drops back to zero and when I go back to the web page it says it is still loading and no matter how long I let it sit it never does any thing more till I reload then it will again create a very short spike of activity on the connection and then drop to zero. Also if I start a download and it does drop off I can restart the download where it left off and get up to 100Kb/s for around the same one sec then it drops to around 14Kb/s then zero a sec latter... I am running Win 7 home prem x64 with FF11 and IE8 I have simply tried every thing I can short of calling up the ISP which very likely will get me no where fast. any advice on what step to take to figure this out would be nice. I am not even sure it is not just an ISP problem. (at least I should be able to get flash reinstalled once I get back home)

    Read the article

  • Ubuntu issues when moving hard disk to new system

    - by Tim
    I'm working on a legacy project with a small single board computer running Ubuntu 10.04 on a compact flash card. I need to be able to save away a working image (via dd) and copy said image to other compact flash cards for use in other single board computers (with identical hardware) I'm able to copy the image to other flash cards and bootup on other systems no problem. But I'm seeing strange behavior. For instance, I can't use sudo on the new system (“sudo: must be setuid root”). I've gone down the path of trying to fix this, but have run into a slew of other issues. General question is: what do I need to be aware of when moving a hard disk containing Ubuntu (in my case a compact flash card) to another computer? I was hoping it would be seamless to Ubuntu since it's moving to a system with identical hardware. Is there something that needs to be done to make it "portable"?

    Read the article

  • How to adjust Aspect Ratio in Windows Media Center

    - by Svish
    Is there any way of adjusting the aspect ratio of movies I view in Windows Media Center on Windows 7 RTM x64? Any hidden features? Any brilliant light weight plugins? Using Shark007 Codecs, and otherwise just default Media Center and Media Player. I know I could reprocess the videos, but that would probably ruin the already bad quality. I also know I could use VLC media player, but I really would like to find a solution that works in Media Center, since VLC media player isn't especially Remote Control and media collection friendly... Update: By the way, I know I can Ctrl+Drag an edge of the media center in window mode and change the aspect ratio of the player, but that doesn't do anything to the video.

    Read the article

  • Linux Live CD cannot play video

    - by lamwaiman1988
    I want to switch from windows to linux, but before the switch I would like to try them out in the Live CD. I downloaded the iso and created a multiboot usb stick ( by YUMI Multiboot USB Creator ). I can boot into Ubuntu Desktop 12.04 64 bit LTS and Linux Mint 13 Mate 64 bit. I can access the hard drive from there and I tried some video with the default player comes with them ( e.g: GNOME Player and VLC Player ). The player opened but the video didn't play. However, I can play the same video in Puppy Linux. ( Puppy Linux doesn't has a choice over 32-bit or 64-bit ) Maybe my CPU didn't support 64 bit? Here is a snap from CPUZ: CPU: AMD Phenom II X3 710

    Read the article

  • Flash AS3 and XML: way to fix line breaks in htmlText that uses <b> tags in the xml?

    - by HeroicNate
    I'm importing text in from an xml file and i'm using htmlText to try to keep some styling with tags. I have both the regular and bold face font embedded, and the bolding works fine. The problem is that it ads spaces around the words in bold like a paragraph indent and then makes a line-break after them. What's going on, is there a way to fix? fromxmlText.htmlText = theXML.contenttext; If I pull the text in from a txt file it will work fine, but taking it out of an xml file causing funky formatting. lil' help?

    Read the article

  • How can private IPV4 addresses get past iptables NAT (tcp RST,FIN)

    - by gscott
    I've got a router performing simple NAT translation using iptables iptables -t nat -o -j MASQUERADE This works fine almost all of the time except for one particular case where some TCP RST and FIN packets are leaving the router un-NAT'd. In this scenario I setup 1 or 2 client computers streaming Flash video (eg www.nasa.gov/ntv) At the router I then tear down and re-establish the public interface (which is a modem) As expected the Flash streams stall out. After the connection is re-established and I try to refresh the Flash pages, I see some TCP RST and [FIN,ACK] packets leaving the public interface (I assume as Flash attempts to recover its stream). I don't know how these packets can leave the router non-NAT'd

    Read the article

  • Work around for yahoo mail slowness (using 100% cpu)

    - by Tony Lee
    My yahoo mail is very slow sometimes. When it is, I notice that IE8 is using 100% cpu. Using sysinternals process explorer I discovered the thread using all the cpu in IE8 has Flash in the stackwalk. I upgraded flash from 9 to 10, but the problem persists. I'm about to edit hosts to block the flash content by redirecting the yahoo and ad click dns entries. Is there some easier way to get flash to behave? The fix for the long run will be switching to gmail.

    Read the article

  • Resizing mysterious partition written by DDing an ISO file

    - by Jon
    I downloaded clonezilla and then wrote it to a USB flash drive with this: dd if=clonezilla.iso of=/dev/sdb I've confirmed that the system boots and clonezilla runs from the flash drive. I want to store a clonezilla backup on the same flash drive clonezilla is running on, but I tried it and ran out of space, so I started looking at how to resize the mysterious partition type that was generated from the ISO. fdisk -l /dev/sdb .... Device Boot Start End Blocks Id System /dev/sdb1 * 1 111 113664 17 Hidden HPFS/NTFS .... I've tried using ntfsresize from the Debian ntfsprogs package. I'm trying gparted next, but thought I'd ask here if anyone knows a neat way to resize a partition created on flash from a liveCD image. Thanks in advance Jon ps. Assume Debian 6 please.

    Read the article

  • how to uninstall program that is not listed in the uninstaller

    - by Nrew
    I really love this video converter called total video converter. But there's one thing that it annoys me about it. The video player which is installed along with it. And the installer doesnt even allow you to customize. The video converter is installed along with the video player. And if you search for the total video player in the uninstaller. Nothing is there except for total video converter. What do I do?Can I go into the registry and delete something there so that I can rid of this video player installed along with total video converter?

    Read the article

  • Is there an encoding method that is mutual to flash and php?

    - by Gus
    I'm base64 encoding a JPG in AS3 and passing it to PHP where it would be decoded. It appears that AS3's encodeToBase64String() function and and PHP's base64_decode() function do not use the same algorithm. Is there a library or API for either language that would allow it to interface with the other? Alternatively, does anyone even know what PHP's default base64 map is? My Google searching is not yielding results.

    Read the article

  • Is it possible to get all member variables in flash(AS3)?

    - by Parris
    Hi, I am trying grab all the member variables in AS3, and then foreach one i would like to process it in various ways. I would need the name and then if it is a collection of some type I would like to loop through that collection as well. I am attempting to essentially serialize in a somewhat custom fashion. Thanks!

    Read the article

< Previous Page | 182 183 184 185 186 187 188 189 190 191 192 193  | Next Page >