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  • Simple Windows.Forms binding is failing using framework 4.0.

    - by jyoung
    This works under the .net framework 3.5 client. This fails under the .net framework 4.0 client. Was I doing something that was illegal under 3.5 but just happened to work, or is this a bug? Note that in my project 'PropInt' does not raise change events so using ctx[obj1.PropObj2, "PropInt"] is not an option. public class Obj1 { public Obj2 PropObj2 { get; set; } public Obj1() { PropObj2 = new Obj2(); } } public class Obj2 { public int PropInt { get; set; } } static class Program { [STAThread] static void Main() { var ctx = new BindingContext(); var obj1 = new Obj1(); var x1 = ctx[obj1, "PropObj2.PropInt"]; } }

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  • Flash CS, reference root from external class

    - by Lotus
    Hi, I made this class and I put it in the same package of Timeline.as (the Document Class): package { import flash.utils.Timer; import flash.events.TimerEvent; public class Counter2 extends Timer { public function Counter2(delay:Number, repeatCount:int=0) { super(delay, repeatCount); super.addEventListener(TimerEvent.TIMER, timerHandler); } public override function start():void { super.start(); } public override function stop():void { super.stop(); } public function timerHandler(evt:TimerEvent) { trace(evt.target.currentCount); } } } This class is instanciated in Timeline.as constructor. Is there any way to reference Timeline(root) from this class? And, if so, how? Thanks!

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  • Android 2.1 NullPointerException with TabWidgets

    - by ninjasense
    I have an issue I have not been able to figure out and it is only happening on devices running <2.1. It works fine on android 2.2. I have ansynchronous task that displays a loading dialog while it loads all the tabs. Here is the code for the TabActivity: public class OppTabsView extends TabActivity { Dialog dialog; String errorText; boolean save; final int OPP_SAVE = 0; public static boolean edited; public void onCreate(Bundle icicle) { try { super.onCreate(icicle); new DoInBackground().execute(); } catch (Exception e) { Toast.makeText(this, "Error occured. Please try again later.", Toast.LENGTH_SHORT).show(); } } @Override protected void onResume() { super.onResume(); } @Override protected void onStop() { super.onStop(); } @Override protected void onPause() { super.onPause(); } public boolean onCreateOptionsMenu(Menu menu) { menu.add(0, OPP_SAVE, 0, "Test"); return true; } public boolean onOptionsItemSelected(MenuItem item) { switch (item.getItemId()) { case OPP_SAVE: save = true; new DoInBackground().execute(); return true; } return false; } public void LoadOpp() { handler.sendEmptyMessage(0); } public void SaveOpp() { DoStuff(); } public void LoadLayout() { setContentView(R.layout.view_opptabs); /* TabHost will have Tabs */ TabHost tabHost = (TabHost) findViewById(android.R.id.tabhost); /* * TabSpec used to create a new tab. By using TabSpec only we can able * to setContent to the tab. By using TabSpec setIndicator() we can set * name to tab. */ /* tid1 is firstTabSpec Id. Its used to access outside. */ TabSpec firstTabSpec = tabHost.newTabSpec("tid1"); TabSpec secondTabSpec = tabHost.newTabSpec("tid1"); TabSpec thirdTabSpec = tabHost.newTabSpec("tid1"); /* TabSpec setIndicator() is used to set name for the tab. */ /* TabSpec setContent() is used to set content for a particular tab. */ firstTabSpec.setIndicator("General", getResources().getDrawable(R.drawable.tab_moneybag)) .setContent(new Intent(this, OppTabGeneral.class)); secondTabSpec.setIndicator("Details", getResources().getDrawable(R.drawable.tab_papers)).setContent( new Intent(this, OppTabDetails.class)); thirdTabSpec.setIndicator("Contact", getResources().getDrawable(R.drawable.tab_contact)).setContent( new Intent(this, OppTabContact.class)); /* Add tabSpec to the TabHost to display. */ tabHost.addTab(firstTabSpec); tabHost.addTab(secondTabSpec); tabHost.addTab(thirdTabSpec); } private void do_update() { if (save) { SaveOpp(); } else { LoadOpp(); } } Handler handler = new Handler() { public void handleMessage(Message msg) { LoadLayout(); } }; private class DoInBackground extends AsyncTask<Void, Void, Void> implements DialogInterface.OnCancelListener { protected void onPreExecute() { String verb = "Connecting"; if (save) { verb = "Saving"; } dialog = ProgressDialog.show(OppTabsView.this, "", verb + ". Please Wait...", true, true, this); } protected Void doInBackground(Void... v) { do_update(); return null; } protected void onPostExecute(Void v) { dialog.dismiss(); } public void onCancel(DialogInterface dialog) { cancel(true); dialog.dismiss(); finish(); } } } Here is the stack trace from the error: java.lang.NullPointerException at android.widget.TabWidget.dispatchDraw(TabWidget.java:206) at android.view.ViewGroup.drawChild(ViewGroup.java:1529) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) at android.view.ViewGroup.drawChild(ViewGroup.java:1529) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) at android.view.ViewGroup.drawChild(ViewGroup.java:1529) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) at android.view.View.draw(View.java:6538) at android.widget.FrameLayout.draw(FrameLayout.java:352) at android.view.ViewGroup.drawChild(ViewGroup.java:1531) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) at android.view.ViewGroup.drawChild(ViewGroup.java:1529) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) at android.view.View.draw(View.java:6538) at android.widget.FrameLayout.draw(FrameLayout.java:352) at com.android.internal.policy.impl.PhoneWindow$DecorView.draw(PhoneWindow.java:1830) at android.view.ViewRoot.draw(ViewRoot.java:1349) at android.view.ViewRoot.performTraversals(ViewRoot.java:1114) at android.view.ViewRoot.handleMessage(ViewRoot.java:1633) at android.os.Handler.dispatchMessage(Handler.java:99) at android.os.Looper.loop(Looper.java:123) at android.app.ActivityThread.main(ActivityThread.java:4363) at java.lang.reflect.Method.invokeNative(Native Method) at java.lang.reflect.Method.invoke(Method.java:521) at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:860) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:618) at dalvik.system.NativeStart.main(Native Method) I have tried stepping through it but the error seems to come out of no where, not at a specific line. Any help is greatly appreciated.

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  • UI Design Choices and How to Implement Them

    - by AKRamkumar
    I am making an application that is a dashboard/widget host. I am using MEF to load the plugins and I have a ui Concept Idea like this: http://i42.tinypic.com/scb6nd.png Is this a good design choice? How would I implement the Navigation? Is there any Design Patter you would reccomend for this? Note: My contract interface is this. public interface IDashboardPlugin { public string Name{get;} public string Description{get;} public string Author{get;} public UIElement UI{get;} }

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  • Grouping a generic list via LINQ in VB.NET

    - by CD Smith
    I need to take a collection and group it via Linq but all the examples I've seen fail in some manner or other with some syntax difference that I can't quite lick. My collection: Dim a As New List(Of ProcessAlert) a.Add(New ProcessAlert("0000112367", "[email protected]", "Alert", 2)) a.Add(New ProcessAlert("0000112367", "[email protected]", "Document", 2)) a.Add(New ProcessAlert("0000112367", "[email protected]", "Note", 2)) a.Add(New ProcessAlert("0000112367", "[email protected]", "Alert", 1)) a.Add(New ProcessAlert("0000112367", "[email protected]", "Document", 1)) a.Add(New ProcessAlert("0000112367", "[email protected]", "Note", 1)) Return a I need to turn this collection into a simple way to give this final outcome: "[email protected]", "Alert, Document, Note" "[email protected]", "Alert, Document, Note" Here's the definition of the ProcessAlert class: Public Class ProcessAlert Public LoanNumber As String Public EmailAddress As String Public AlertType As String Public AlertMethodID As Byte End Class Thanks in advance, CD

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  • Any sense to set obj = null(Nothing) in Dispose()?

    - by serhio
    Is there any sense to set custom object to null(Nothing in VB.NET) in the Dispose() method? Could this prevent memory leaks or it's useless?! Let's consider two examples: public class Foo : IDisposable { private Bar bar; // standard custom .NET object public Foo(Bar bar) { this.bar = bar; } public void Dispose() { bar = null; // any sense? } } public class Foo : RichTextBox { // this could be also: GDI+, TCP socket, SQl Connection, other "heavy" object private Bitmap backImage; public Foo(Bitmap backImage) { this.backImage = backImage; } protected override void Dispose(bool disposing) { if (disposing) { backImage = null; // any sense? } } }

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  • Interoperability when returning derived class by base class in WCF

    - by mt_serg
    I have some simple code: [DataContract] [KnownType(typeof(SpecialEvent))] public class Event { //data } [DataContract] public class SpecialEvent : Event { //data } [ServiceContract] public interface IService { [OperationContract] List<Event> GetEvents(); } [ServiceBehavior] public class Service : IService { public List<Event> GetEvents() { List<Event> events = new List<Event>(); events.Add(new Event()); events.Add(new SpecialEvent()); return events; } } I know that it works fine in case wcf to wcf. but what about interoperability? is it generate standart wsdl and any client can use the service or no?

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  • Populate properties decorated with an attribute

    - by PUT
    Are there any frameworks that assist me with this: (thinking that perhaps StructureMap can help me) Whenever I create a new instance of "MyClass" or any other class that inherits from IMyInterface I want all properties decorated with [MyPropertyAttribute] to be populated with values from a database or some other data storage using the property Name in the attribute. public class MyClass : IMyInterface { [MyPropertyAttribute("foo")] public string Foo { get; set; } } [AttributeUsage(AttributeTargets.Property)] public sealed class MyPropertyAttribute : System.Attribute { public string Name { get; private set; } public MyPropertyAttribute(string name) { Name = name; } }

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  • Indexer in C sharp.

    - by Jacksquad
    Hello guys, i got a problem while overloading indexer property. public class ClassName { private int[] a; private int[] b; private string[] c; private string[] d; public int this[int pos] { get{ return a[pos];} set{a[pos] = value;} } public int this[int pos] { get{ return b[pos];} set{b[pos] = value;} } public int this[int pos] { get{ return c[pos];} set{c[pos] = value;} } public int this[int pos] { get{ return d[pos];} set{d[pos] = value;} } } /* I AM GETTING "Error 1 'Class1 variables' already defines a member called 'this' with the same parameter types" Please suggest me how to implement this?

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  • What is the problem with this Java code dealing with Generics?

    - by devoured elysium
    interface Addable<E> { public E add(E x); public E sub(E y); public E zero(); } class SumSet<E extends Addable> implements Set<E> { private E element; public SumSet(E element) { this.element = element; } public E getSum() { return element.add(element.zero()); } } It seems that element.add() doesn't return an E extends Addable but rather an Object. Why is that? Has it anything to do with Java not knowing at run-time what the object types really are, so it just assumes them to be Objects(thus requiring a cast)? Thanks

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  • Adding items to Model Collection in ASP.NET MVC

    - by Stacey
    In an ASP.NET MVC application where I have the following model.. public class EventViewModel { public Guid Id { get; set; } public List<Guid> Attendants { get; set; } } passed to a view... public ActionResult Create(EventViewModel model) { // ... } I want to be able to add to the "Attendants" Collection from the View. The code to add it works just fine - but how can I ensure that the View model retains the list? Is there any way to do this without saving/opening/saving etc? I am calling my addition method via jQuery $.load. public void Insert(Guid attendant) { // add the attendant to the attendees list of the model - called via $.load } I would also like to add there is no database. There is no storage persistence other than plain files.

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  • Marshal managed string[] to unmanaged char**

    - by Vince
    This is my c++ struct (Use Multi-Byte Character Set) typedef struct hookCONFIG { int threadId; HWND destination; const char** gameApps; const char** profilePaths; } HOOKCONFIG; And .Net struct [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Auto)] public struct HOOKCONFIG { public int threadId; public IntPtr destination; // MarshalAs? public string[] gameApps; // MarshalAs? public string[] profilePaths; } I got some problem that how do I marshal the string array? When I access the struct variable "profilePaths" in C++ I got an error like this: An unhandled exception of type 'System.AccessViolationException' occurred in App.exe Additional information: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. MessageBox(0, cfg.profilePaths[0], "Title", MB_OK); // error ... Orz

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  • WCF DataContract class with methods

    - by jmlaplante
    This is more of a philosophical/best-practice sort of question rather than a technical problem. Are there any strong arguments against writing a DataContract class with methods that are to be used server-side only? Or what about additional properties that are not decorated with the DataMember attribute? For example: [DataContract] public class LogEntry { [DataMember] public string Message { get; set; } [DataMember] public string Severity { get; set; } public string SomeOtherProperty { get; set; } ... public void WriteToDatabase() { ... } } Not doing it seems like an awful lot of extra work that I would prefer to avoid, although using extension methods could make it easier. But, as a good developer, I am wondering if it is bad practice to do so.

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  • java: relationship of the Runnable and Thread interfaces

    - by Karl Patrick
    I realize that the method run() must be declared because its declared in the Runnable interface. But my question comes when this class runs how is the Thread object allowed if there is no import call to a particular package? how does runnable know anything about Thread or its methods? does the Runnable interface extend the Thread class? Obviously I don't understand interfaces very well. thanks in advance. class PrimeFinder implements Runnable{ public long target; public long prime; public boolean finished = false; public Thread runner; PrimeFinder(long inTarget){ target = inTarget; if(runner == null){ runner = new Thread(this); runner.start() } } public void run(){ } }

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  • A textbox class only accept integers in Java

    - by alex
    I just want to do a textbox class onl accepts integers.. I have done something, but i think it's not enough. Can anyone help me, please? Thanks... import java.awt.TextField public class textbox extends TextField{ private int value; public textbox(){ super(); } public textbox(int value){ setDeger(value); } public int getValue() { return value; } public void setValue(int value) { this.value = value; } }

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  • Data bind enum properties to grid and display description

    - by TrueWill
    This is a similar question to How to bind a custom Enum description to a DataGrid, but in my case I have multiple properties. public enum ExpectationResult { [Description("-")] NoExpectation, [Description("Passed")] Pass, [Description("FAILED")] Fail } public class TestResult { public string TestDescription { get; set; } public ExpectationResult RequiredExpectationResult { get; set; } public ExpectationResult NonRequiredExpectationResult { get; set; } } I'm binding a BindingList<TestResult> to a WinForms DataGridView (actually a DevExpress.XtraGrid.GridControl, but a generic solution would be more widely applicable). I want the descriptions to appear rather than the enum names. How can I accomplish this? (There are no constraints on the class/enum/attributes; I can change them at will.)

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  • Collision Detection problems in Voxel Engine (XNA)

    - by Darestium
    I am creating a minecraft like terrain engine in XNA and have had some collision problems for quite some time. I have checked and changed my code based on other peoples collision code and I still have the same problem. It always seems to be off by about a block. for instance, if I walk across a bridge which is one block high I fall through it. Also, if you walk towards a "row" of blocks like this: You are able to stand "inside" the left most one, and you collide with nothing in the right most side (where there is no block and is not visible on this image). Here is all my collision code: private void Move(GameTime gameTime, Vector3 direction) { float speed = playermovespeed * (float)gameTime.ElapsedGameTime.TotalSeconds; Matrix rotationMatrix = Matrix.CreateRotationY(player.Camera.LeftRightRotation); Vector3 rotatedVector = Vector3.Transform(direction, rotationMatrix); rotatedVector.Normalize(); Vector3 testVector = rotatedVector; testVector.Normalize(); Vector3 movePosition = player.position + testVector * speed; Vector3 midBodyPoint = movePosition + new Vector3(0, -0.7f, 0); Vector3 headPosition = movePosition + new Vector3(0, 0.1f, 0); if (!world.GetBlock(movePosition).IsSolid && !world.GetBlock(midBodyPoint).IsSolid && !world.GetBlock(headPosition).IsSolid) { player.position += rotatedVector * speed; } //player.position += rotatedVector * speed; } ... public void UpdatePosition(GameTime gameTime) { player.velocity.Y += playergravity * (float)gameTime.ElapsedGameTime.TotalSeconds; Vector3 footPosition = player.Position + new Vector3(0f, -1.5f, 0f); Vector3 headPosition = player.Position + new Vector3(0f, 0.1f, 0f); // If the block below the player is solid the Y velocity should be zero if (world.GetBlock(footPosition).IsSolid || world.GetBlock(headPosition).IsSolid) { player.velocity.Y = 0; } UpdateJump(gameTime); UpdateCounter(gameTime); ProcessInput(gameTime); player.Position = player.Position + player.velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; velocity = Vector3.Zero; } and the one and only function in the camera class: protected void CalculateView() { Matrix rotationMatrix = Matrix.CreateRotationX(upDownRotation) * Matrix.CreateRotationY(leftRightRotation); lookVector = Vector3.Transform(Vector3.Forward, rotationMatrix); cameraFinalTarget = Position + lookVector; Vector3 cameraRotatedUpVector = Vector3.Transform(Vector3.Up, rotationMatrix); viewMatrix = Matrix.CreateLookAt(Position, cameraFinalTarget, cameraRotatedUpVector); } which is called when the rotation variables are changed: public float LeftRightRotation { get { return leftRightRotation; } set { leftRightRotation = value; CalculateView(); } } public float UpDownRotation { get { return upDownRotation; } set { upDownRotation = value; CalculateView(); } } World class: public Block GetBlock(int x, int y, int z) { if (InBounds(x, y, z)) { Vector3i regionalPosition = GetRegionalPosition(x, y, z); Vector3i region = GetRegionPosition(x, y, z); return regions[region.X, region.Y, region.Z].Blocks[regionalPosition.X, regionalPosition.Y, regionalPosition.Z]; } return new Block(BlockType.none); } public Vector3i GetRegionPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; return new Vector3i(regionx, regiony, regionz); } public Vector3i GetRegionalPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int X = x % Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int Y = y % Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; int Z = z % Variables.REGION_SIZE_Z; return new Vector3i(X, Y, Z); } Any ideas how to fix this problem? EDIT 1: Graphic of the problem: EDIT 2 GetBlock, Vector3 version: public Block GetBlock(Vector3 position) { int x = (int)Math.Floor(position.X); int y = (int)Math.Floor(position.Y); int z = (int)Math.Ceiling(position.Z); Block block = GetBlock(x, y, z); return block; } Now, the thing is I tested the theroy that the Z is always "off by one" and by ceiling the value it actually works as intended. Altough it still could be greatly more accurate (when you go down holes you can see through the sides, and I doubt it will work with negitive positions). I also does not feel clean Flooring the X and Y values and just Ceiling the Z. I am surely not doing something correctly still.

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  • LINQ2SQL DataLayer / Repository Suggestion

    - by MindlessProgrammer
    My current respository is as follows , please suggest , i am currently using LINQ2SQL Data context per insert/delele/update namespace Lib.Repository { public class MotorRenewalDataRepository { public MotorRenewalDataRepository() { } public MotorRenewalData GetByID(long id) { using(var _context=DatabaseFactory.Create(false)) { return _context.MotorRenewalDatas.Where(p => p.MotorRenewalDataID == id).FirstOrDefault(); } } public MotorRenewalData Insert(MotorRenewalData entity) { using (var _context = DatabaseFactory.Create(false)) { _context.MotorRenewalDatas.InsertOnSubmit(entity); _context.SubmitChanges(); return entity; } } public void Update(MotorRenewalData entity) { using (var _context = DatabaseFactory.Create(true)) { var dbEntity = _context.MotorRenewalDatas.Where(p => p.MotorRenewalDataID == entity.MotorRenewalDataID) .FirstOrDefault(); Common.CopyObject<MotorRenewalData>(entity, dbEntity); _context.SubmitChanges(); } } } }

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  • Shallow Copy vs DeepCopy in C#.NET

    Hope below example helps to understand the difference. Please drop a comment if any doubts. using System; using System.IO; using System.Runtime.Serialization.Formatters.Binary; namespace ShallowCopyVsDeepCopy {     class Program     {         static void Main(string[] args)         {             var e1 = new Emp { EmpNo = 10, EmpName = "Smith", Department = new Dep { DeptNo = 100, DeptName = "Finance" } };             var e2 = e1.ShallowClone();             e1.Department.DeptName = "Accounts";             Console.WriteLine(e2.Department.DeptName);             var e3 = new Emp { EmpNo = 10, EmpName = "Smith", Department = new Dep { DeptNo = 100, DeptName = "Finance" } };             var e4 = e3.DeepClone();             e3.Department.DeptName = "Accounts";             Console.WriteLine(e4.Department.DeptName);         }     }     [Serializable]     class Dep     {         public int DeptNo { get; set; }         public String DeptName { get; set; }     }     [Serializable]     class Emp     {         public int EmpNo { get; set; }         public String EmpName { get; set; }         public Dep Department { get; set; }         public Emp ShallowClone()         {             return (Emp)this.MemberwiseClone();         }         public Emp DeepClone()         {             MemoryStream ms = new MemoryStream();             BinaryFormatter bf = new BinaryFormatter();             bf.Serialize(ms, this);             ms.Seek(0, SeekOrigin.Begin);             object copy = bf.Deserialize(ms);             ms.Close();             return copy as Emp;         }     } } span.fullpost {display:none;}

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  • Java newbie problem: package with private access

    - by HH
    Pack.java imports pack.TestPack; but it cannot access it. I cannot understand why it cannot access the class despite the import. Error Pack.java:7: TestPack() is not public in pack.TestPack; cannot be accessed from outside package System.out.println(new TestPack().getHello()); ^ 1 error Pack.java import pack.TestPack; import java.io.*; public class Pack { public static void main(String[] args){ System.out.println(new TestPack().getHello()); } } TestPack.java package pack; import java.util.*; import java.io.*; public class TestPack { private String hello="if you see me, you ar inside class TestPack"; public String getHello(){return hello;} TestPack(){} }

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  • The ultimate .NET file and directory utility library?

    - by Serge van den Oever
    I find myself writing file and directory utility functions all the time, and I was wondering if there is good file and directory library that already implements a more extensive set than available by default in System.IO. The kind of functions I'm looking for is things like: public static void GetTemporaryDirectory() { string tempDirectory = Path.Combine(Path.GetTempPath(), Path.GetRandomFileName()); Directory.CreateDirectory(tempDirectory); return tempDirectory; } public static void CreateEmptyFile(string filename) { File.Create(filename).Dispose(); } public static void CreateEmptyFile(string path, string filename) { File.Create(Path.Combine(path, filename)).Dispose(); } public static void CreateDirectory(string path) { Directory.CreateDirectory(path); } public static void CreateDirectory(string path, string childpath) { Directory.CreateDirectory(Path.Combine(path, childpath)); }

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  • Why can't I *override* and *new* a Property (C#) at the same time?

    - by Tim Lovell-Smith
    According to this question it seems like you can do this for Methods. What I want to know is why it doesn't work when I try it with properties. public class Foo { public virtual object Value { get; set; } } public class Foo<T> : Foo { public override object Value { get { return base.Value; } set { base.Value = (T)value; //inject type-checking on sets } } public new T Value { get { return (T)base.Value; } set { base.Value = value; } } } Error message from C# 4.0 RC1 Error 1 The type 'ClassLibrary1.Foo' already contains a definition for 'Value' ClassLibrary1\Class1.cs 31 22 ClassLibrary1

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  • Box2D blocky map. Body, Fixtures a huge map and performance

    - by Solom
    Right now I'm still in the planning phase of a my very first game. I'm creating a "Minecraft"-like game in 2D that features blocks that can be destroyed as well as players moving around the map. For creating the map I chose a 2D-Array of Integers that represent the Block ID. For testing purposes I created a huge map (16348 * 256) and in my prototype that didn't use Box2D everything worked like a charm. I only rendered those blocks that where within the bounds of my camera and got 60 fps straight. The problem started when I decided to use an existing physics-solution rather than implementing my own one. What I had was basically simple hitboxes around the blocks and then I had to manually check if the player collided with any of those in his neighborhood. For more advanced physics as well as the collision detection I want to switch over to Box2D. The problem I have right now is ... how to go about the bodies? I mean, the blocks are of a static bodytype. They don't move on their own, they just are there to be collided with. But as far as I can see it, every block needs his own body with a rectangular fixture attached to it, so as to be destroyable. But for a huge map such as mine, this turns out to be a real performance bottle-neck. (In fact even a rather small map [compared to the other] of 1024*256 is unplayable.) I mean I create thousands of thousands of blocks. Even if I just render those that are in my immediate neighborhood there are hundreds of them and (at least with the debugRenderer) I drop to 1 fps really quickly (on my own "monster machine"). I thought about strategies like creating just one body, attaching multiple fixtures and only if a fixture got hit, separate it from the body, create a new one and destroy it, but this didn't turn out quite as successful as hoped. (In fact the core just dumps. Ah hello C! I really missed you :X) Here is the code: public class Box2DGameScreen implements Screen { private World world; private Box2DDebugRenderer debugRenderer; private OrthographicCamera camera; private final float TIMESTEP = 1 / 60f; // 1/60 of a second -> 1 frame per second private final int VELOCITYITERATIONS = 8; private final int POSITIONITERATIONS = 3; private Map map; private BodyDef blockBodyDef; private FixtureDef blockFixtureDef; private BodyDef groundDef; private Body ground; private PolygonShape rectangleShape; @Override public void show() { world = new World(new Vector2(0, -9.81f), true); debugRenderer = new Box2DDebugRenderer(); camera = new OrthographicCamera(); // Pixel:Meter = 16:1 // Body definition BodyDef ballDef = new BodyDef(); ballDef.type = BodyDef.BodyType.DynamicBody; ballDef.position.set(0, 1); // Fixture definition FixtureDef ballFixtureDef = new FixtureDef(); ballFixtureDef.shape = new CircleShape(); ballFixtureDef.shape.setRadius(.5f); // 0,5 meter ballFixtureDef.restitution = 0.75f; // between 0 (not jumping up at all) and 1 (jumping up the same amount as it fell down) ballFixtureDef.density = 2.5f; // kg / m² ballFixtureDef.friction = 0.25f; // between 0 (sliding like ice) and 1 (not sliding) // world.createBody(ballDef).createFixture(ballFixtureDef); groundDef = new BodyDef(); groundDef.type = BodyDef.BodyType.StaticBody; groundDef.position.set(0, 0); ground = world.createBody(groundDef); this.map = new Map(20, 20); rectangleShape = new PolygonShape(); // rectangleShape.setAsBox(1, 1); blockFixtureDef = new FixtureDef(); // blockFixtureDef.shape = rectangleShape; blockFixtureDef.restitution = 0.1f; blockFixtureDef.density = 10f; blockFixtureDef.friction = 0.9f; } @Override public void render(float delta) { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); debugRenderer.render(world, camera.combined); drawMap(); world.step(TIMESTEP, VELOCITYITERATIONS, POSITIONITERATIONS); } private void drawMap() { for(int a = 0; a < map.getHeight(); a++) { /* if(camera.position.y - (camera.viewportHeight/2) > a) continue; if(camera.position.y - (camera.viewportHeight/2) < a) break; */ for(int b = 0; b < map.getWidth(); b++) { /* if(camera.position.x - (camera.viewportWidth/2) > b) continue; if(camera.position.x - (camera.viewportWidth/2) < b) break; */ /* blockBodyDef = new BodyDef(); blockBodyDef.type = BodyDef.BodyType.StaticBody; blockBodyDef.position.set(b, a); world.createBody(blockBodyDef).createFixture(blockFixtureDef); */ PolygonShape rectangleShape = new PolygonShape(); rectangleShape.setAsBox(1, 1, new Vector2(b, a), 0); blockFixtureDef.shape = rectangleShape; ground.createFixture(blockFixtureDef); rectangleShape.dispose(); } } } @Override public void resize(int width, int height) { camera.viewportWidth = width / 16; camera.viewportHeight = height / 16; camera.update(); } @Override public void hide() { dispose(); } @Override public void pause() { } @Override public void resume() { } @Override public void dispose() { world.dispose(); debugRenderer.dispose(); } } As you can see I'm facing multiple problems here. I'm not quite sure how to check for the bounds but also if the map is bigger than 24*24 like 1024*256 Java just crashes -.-. And with 24*24 I get like 9 fps. So I'm doing something really terrible here, it seems and I assume that there most be a (much more performant) way, even with Box2D's awesome physics. Any other ideas? Thanks in advance!

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  • error with string list in C#

    - by Chelsea_cole
    Same namespace: 2 forms. public class Account //frm1 { public string Username; public string Password; } public class ListAcc { public static List<Account> UserList; } private void button1_Click(object sender, EventArgs e) { List<Account> UserList = new List<Account>(); Account acc = new Account(); acc.Username = textBox1.Text; acc.Password = textBox2.Text; UserList.Add(acc); } private void button2_Click(object sender, EventArgs e) //frm2 { string p = frmDangky.ListAcc.UserList[0].Username; // null ->error string p = frmDangky.ListAcc.UserList[0].Password; // null ->error } Someone help me? :( why my string is NULL???????? The textBox is not empty... Thanks!

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  • PHP MVC: How to implement an effective Controller/View Association like ZendFramework guys do!

    - by Navi
    Hi, I am making my own PHP-MVC framework. i have a question regarding Controller and View Association. I love the way Zend framework uses view within Controller as follow: $this->view->data = 'Data here'; so it can be used in view as follow: echo $this->data; I am wondering how can i implement this association. I want to remove codes between /** **/ and want to replace with some magic functions. My codes for controller as as follow: class UserController extends Controller{ /************************************/ public function __construct(){ $this->view = new View(); $this->view->setLayout( 'home' ); } function __destruct(){ $this->view->render(); } /************************************/ public function index(){ $this->redirect('user/login'); } public function login(){ } public function register(){ } public function forgotPassword(){ } } Thanks and best regards, -Navi

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