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  • Addressing a variable in VB

    - by Jeff
    Why doesn't Visual Basic.NET have the addressof operator like C#? In C#, one can int i = 123; int* addr = &i; But VB has no equivalent counter part. It seems like it should be important. UPDATE Since there's some interest, Im copying my response to Strilanc below. The case I ran into didnt necessitate pointers by any means, but I was trying to trouble shoot a unit test that was failing and there was some confusion over whether or not an object being used at one point in the stack was the same object as an object several methods away.

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  • Blogger sub-directory

    - by user137263
    There has long been a debate on the internet about SEO in relation to using either sub-domains or sub-directories for blogs. I am not terribly interested in that debate. I merely want to redirect my blogger blog to my domain, the easiest way possible, and in a manner least likely to impair the current functionality of my server/websites. I believe that the simplest way in which to do this is to use a subdirectory for the blog (although I am slightly concerned that the CNAME record will be shared by both) My question is this: how to use custom domain sub-directories when blogger refuse their use; complaining that the "URL must not end with a path" when a user attempts to establish such a custom domain? Google searches on this matter are oddly useless, as most results return Blogger's forum entries that always seem to direct to Blogger's Help home page o.O (using the search facilities of Blogger's Help directory itself fails to unearth these forum posts). Any pointers (no pun intended) would be greatly appreciated.

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  • I can't scroll my tilemap ... HELP!

    - by Sri Harsha Chilakapati
    Hello and I'm trying to make my own game engine in Java. I have completed all the necessary ones but I can't figure it out with the TileGame class. It just can't scroll. Also there are no exceptions. Here I'm listing the code. TileGame.java @Override public void draw(Graphics2D g) { if (back!=null){ back.render(g); } if (follower!=null){ follower.render(g); follower.draw(g); } for (int i=0; i<actors.size(); i++){ Actor actor = actors.get(i); if (actor!=follower&&getVisibleRect().intersects(actor.getBounds())){ g.drawImage(actor.getAnimation().getFrameImage(), actor.x - OffSetX, actor.y - OffSetY, null); actor.draw(g); } } } /** * This method returns the visible rectangle * @return The visible rectangle */ public Rectangle getVisibleRect(){ return new Rectangle(OffSetX, OffSetY, global.WIDTH, global.HEIGHT); } @Override public void update(){ if (follower!=null){ if (scrollHorizontally){ OffSetX = global.WIDTH/2 - Math.round((float)follower.x) - tileSize; OffSetX = Math.min(OffSetX, 0); OffSetX = Math.max(OffSetX, global.WIDTH - mapWidth); } if (scrollVertically){ OffSetY = global.HEIGHT/2 - Math.round((float)follower.y) - tileSize; OffSetY = Math.min(OffSetY, 0); OffSetY = Math.max(OffSetY, global.HEIGHT - mapHeight); } } for (int i=0; i<actors.size(); i++){ Actor actor1 = actors.get(i); if (getVisibleRect().contains(actor1.x, actor1.y)){ actor1.update(); for (int j=0; j<actors.size(); j++){ Actor actor2 = actors.get(j); if (actor1.isCollidingWith(actor2)){ actor1.collision(actor2); actor2.collision(actor1); } } } } } but the problem is that all the actors are working, but it just won't scroll. Help Please.. Thanks in Advance.

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  • Stack Trace Logger [migrated]

    - by Chris Okyen
    I need to write a parent Java class that classes using recursion can extend. The parent class will be be able to realize whenever the call stack changes ( you enter a method, temporarily leave it to go to another method call, or you are are finsihed with the method ) and then print it out. I want it to print on the console, but clear the console as well every time so it shows the stack horizantaly so you can see the height of each stack to see what popped off and what popped on... Also print out if a baseline was reached for recursive functions. First. How can I using the StackTraceElements and Thread classes to detect automatically whenever the stack has popped or pushed an element on without calling it manually? Second, how would I do the clearing thing? For instance , if I had the code: public class recursion(int i) { private static void recursion(int i) { if( i < 10) System.out.println('A'); else { recursion(i / 10 ); System.out.println('B'); } } public static void main(String[] argv) { recursion(102); } } It would need to print out the stack when entering main(), when entering recursion(102) from main(), when it enters recursion(102 / 10), which is recursion(10), from recursion(102), when it enters recursion(10 / 10), which is recursion(1) from recursion(10). Print out a message out when it reaches the baseline recursion(1).. then print out the stacks of reversed revisitation of function recursion(10), recursion(102) and main(). finally print out we are exiting main().

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  • Implementing a "state-machine" logic for methods required by an object in C++

    - by user827992
    What I have: 1 hypothetical object/class + other classes and related methods that gives me functionality. What I want: linking this object to 0 to N methods in realtime on request when an event is triggered Each event is related to a single method or a class, so a single event does not necessarily mean "connect this 1 method only" but can also mean "connect all the methods from that class or a group of methods" Avoiding linked lists because I have to browse the entire list to know what methods are linked, because this does not ensure me that the linked methods are kept in a particular order (let's say an alphabetic order by their names or classes), and also because this involve a massive amount of pointers usage. Example: I have an object Employee Jon, Jon acquires knowledge and forgets things pretty easily, so his skills may vary during a period of time, I'm responsible for what Jon can add or remove from his CV, how can I implement this logic?

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  • ORA-7445 Troubleshooting

    - by [email protected]
        QUICKLINK: Note 153788.1 ORA-600/ORA-7445 Lookup tool Note 1082674.1 : A Video To Demonstrate The Usage Of The ORA-600/ORA-7445 Lookup Tool [Video]   Have you observed an ORA-07445 error reported in your alert log? While the ORA-600 error is "captured" as a handled exception in the Oracle source code, the ORA-7445 is an unhandled exception error due to an OS exception which should result in the creation of a core file.  An ORA-7445 is a generic error, and can occur from anywhere in the Oracle code. The precise location of the error is identified by the core file and/or trace file it produces.  Looking for the best way to diagnose? Whenever an ORA-7445 error is raised a core file is generated.  There may be a trace file generated with the error as well.   Prior to 11g, the core files are located in the CORE_DUMP_DEST directory.   Starting with 11g, there is a new advanced fault diagnosability infrastructure to manage trace data.  Diagnostic files are written into a root directory for all diagnostic data called the ADR home.   Core files at 11g will go to the ADR HOME/cdump directory.   For more information on the Oracle 11g Diagnosability feature see Note 453125.1 11g Diagnosability Frequently Asked Questions Note 443529.1 11g Quick Steps to Package and Send Critical Error Diagnostic Information to Support[Video]   NOTE:  While the core file is captured in the Diagnosability infrastructure, the file may not be included with a diagnostic package.1.  Check the Alert LogThe alert log may indicate additional errors or other internal errors at the time of the problem.   In some cases, the ORA-7445 error will occur along with ORA-600, ORA-3113, ORA-4030 errors.  The ORA-7445 error can be side effects of the other problems and you should review the first error and associated core file or trace file and work down the list of errors.   Note 1020463.6 DIAGNOSING ORA-3113 ERRORS Note 1812.1 TECH:  Getting a Stack Trace from a CORE file Note 414966.1 RDA Documentation Index   If the ORA-7445 errors are not associated with other error conditions, ensure the trace data is not truncated. If you see a message at the end of the file   "MAX DUMP FILE SIZE EXCEEDED"   the MAX_DUMP_FILE_SIZE parameter is not setup high enough or to 'unlimited'. There could be vital diagnostic information missing in the file and discovering the root issue may be very difficult.  Set the MAX_DUMP_FILE_SIZE appropriately and regenerate the error for complete trace information. For pointers on deeper analysis of these errors see   Note 390293.1 Introduction to 600/7445 Internal Error Analysis Note 211909.1 Customer Introduction to ORA-7445 Errors 2.  Search 600/7445 Lookup Tool Visit My Oracle Support to access the ORA-00600 Lookup tool (Note 153788.1). The ORA-600/ORA-7445 Lookup tool may lead you to applicable content in My Oracle Support on the problem and can be used to investigate the problem with argument data from the error message or you can pull out key stack pointers from the associated trace file to match up against known bugs.3.  "Fine tune" searches in Knowledge Base As the ORA-7445 error indicates an unhandled exception in the Oracle source code, your search in the Oracle Knowledge Base will need to focus on the stack data from the core file or the trace file. Keep in mind that searches on generic argument data will bring back a large result set.  The more you can learn about the environment and code leading to the errors, the easier it will be to narrow the hit list to match your problem. Note 153788.1 ORA-600/ORA-7445 TroubleshooterNote 1082674.1 A Video To Demonstrate The Usage Of The ORA-600/ORA-7445 Lookup Tool [Video] NOTE:  If no trace file is captured, see Note 1812.1 TECH:  Getting a Stack Trace from a CORE file.  Core files are managed through 11g Diagnosability, but are not packaged with other diagnostic data automatically.  The core files can be quite large, but may be useful during analysis within Oracle Support.4.  If assistance is required from Oracle Should it become necessary to get assistance from Oracle Support on an ORA-7445 problem, please provide at a minimum, the Alert log  Associated tracefile(s) or incident package at 11g Patch level  information Core file(s)  Information about changes in configuration and/or application prior to  issues  If error is reproducible, a self-contained reproducible testcase: Note.232963.1 How to Build a Testcase for Oracle Data Server Support to Reproduce ORA-600 and ORA-7445 Errors RDA report or Oracle Configuration Manager information Oracle Configuration Manager Quick Start Guide Note 548815.1 My Oracle Support Configuration Management FAQ Note 414966.1 RDA Documentation Index ***For reference to the content in this blog, refer to Note.1092832.1 Master Note for Diagnosing ORA-600

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  • ParticleSystem in Slick2d (with MarteEngine)

    - by Bro Kevin D.
    First of all, sorry if this sounds very newbie-ish. I'm stuck at making a ParticleSystem I made using Pedigree to work in my game. It's basically an explosion that I want to display whenever an enemy dies. The ParticleSystem has two emitters, smoke and explosion I tried putting it in my Enemy (extends Entity) class Enemy extends Entity class @Override public void update(GameContainer gc, int delta) throws SlickException { super.update(gc, delta); /** bunch of codes */ explosionSystem.update(delta); } @Override public void render(GameContainer gc, Graphics gfx) throws SlickException { super.render(gc, gfx); if(isDestroyed) { explosionSystem.render(x,y); if(explosionSystem.getEmitter(1).completed()) { this.destroy(); } } } And it does not render. I'm not sure if this is the proper way of implementing it, as I've considered creating an Entity to serve as controller for all the Enemies. Right now, I'm just adding enemies every second. So how do I render the ParticleSystem when the enemy dies? If anyone can point me to the right direction. Thank you for your time.

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  • 12.04 Ubuntu studio PREEMPT_RT kernel options

    - by Nate Iverson
    My audio processing needs require a preempt_rt kernel. I roughly followed the guide: https://wiki.ubuntu.com/KernelTeam/GitKernelBuild with a little help from: https://rt.wiki.kernel.org/index.php/RT_PREEMPT_HOWTO Currently I am using the 3.4 branch (which is the most recent at the time of this post): http://www.kernel.org/pub/linux/kernel/projects/rt/ I think I have a reasonable kernel config ( for my machine at least ). Multiple trials confirm I need the option: CONFIG_PREEMPT_RT_FULL=y I have the following questions: Is anyone maintaining a recent CONFIG_PREEMPT_RT_FULL kernel in a ppa? Is there any interest in providing a CONFIG_PREEMPT_RT_FULL in the official ubuntu-studio distribution? Does anyone have recent config pointers for a CONFIG_PREEMPT_RT_FULL kernel?

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  • How can I make a game like doodlejump XNA c#

    - by Ramy
    I wanted to know how can I make the background scroll down like doodlejump. I have a game made and I have to transform it so it's like doodle jump, but I'm wonder how or where to look so I can make he background keep moving as in progressing through the background till let's say the character dies. namespace IFM20884 { using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; public abstract class BackgroundScroll : Sprite { private float speedOfBackground = 0.2f; // speed that the background moves public BackgroundScroll (GraphicsDeviceManager graphics) : base(graphics.GraphicsDevice.Viewport.Width / 2f, graphics.GraphicsDevice.Viewport.Height / 2f) { } //Getter public float speedOfBackground { get { return this.speedOfBackground ; } set { this.speedOfBackground = value; } } public override void Update(GameTime gameTime, GraphicsDeviceManager graphics) { //Makes background go down. ForcePosition(Position.X, Position.Y + (gameTime.ElapsedGameTime.Milliseconds * this.speedOfBackground )); if (Position.Y - (Height / 2) > graphics.GraphicsDevice.Viewport.Height) { ForcePosition(Position.X, Position.Y - this.Height); } } public override void Draw(SpriteBatch spriteBatch) { ForcePosition(Position.X, Position.Y - this.Height); base.Draw(spriteBatch); ForcerPosition(Position.X, Position.Y + this.Height); base.Draw(spriteBatch); } } }

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  • Issue with multiplayer interpolation

    - by Ben Cracknell
    In a fast-paced multiplayer game I'm working on, there is an issue with the interpolation algorithm. You can see it clearly in the image below. Cyan: Local position when a packet is received Red: Position received from packet (goal) Blue: Line from local position to goal when packet is received Black: Local position every frame As you can see, the local position seems to oscillate around the goals instead of moving between them smoothly. Here is the code: // local transform position when the last packet arrived. Will lerp from here to the goal private Vector3 positionAtLastPacket; // location received from last packet private Vector3 goal; // time since the last packet arrived private float currentTime; // estimated time to reach goal (also the expected time of the next packet) private float timeToReachGoal; private void PacketReceived(Vector3 position, float timeBetweenPackets) { positionAtLastPacket = transform.position; goal = position; timeToReachGoal = timeBetweenPackets; currentTime = 0; Debug.DrawRay(transform.position, Vector3.up, Color.cyan, 5); // current local position Debug.DrawLine(transform.position, goal, Color.blue, 5); // path to goal Debug.DrawRay(goal, Vector3.up, Color.red, 5); // received goal position } private void FrameUpdate() { currentTime += Time.deltaTime; float delta = currentTime/timeToReachGoal; transform.position = FreeLerp(positionAtLastPacket, goal, currentTime / timeToReachGoal); // current local position Debug.DrawRay(transform.position, Vector3.up * 0.5f, Color.black, 5); } /// <summary> /// Lerp without being locked to 0-1 /// </summary> Vector3 FreeLerp(Vector3 from, Vector3 to, float t) { return from + (to - from) * t; } Any idea about what's going on?

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  • Day 6 - Game Menuing Woes and Future Screen Sneak Peeks

    - by dapostolov
    So, after my last post on Day 5 I dabbled with my game class design. I took the approach where each game objects is tightly coupled with a graphic. The good news is I got the menu working but not without some hard knocks and game growing pains. I'll explain later, but for now...here is a class diagram of my first stab at my class structure and some code...   Ok, there are few mistakes, however, I'm going to leave it as is for now... As you can see I created an inital abstract base class called GameSprite. This class when inherited will provide a simple virtual default draw method:        public virtual void DrawSprite(SpriteBatch spriteBatch)         {             spriteBatch.Draw(Sprite, Position, Color.White);         } The benefits of coding it this way allows me to inherit the class and utilise the method in the screen draw method...So regardless of what the graphic object type is it will now have the ability to render a static image on the screen. Example: public class MyStaticTreasureChest : GameSprite {} If you remember the window draw method from Day 3's post, we could use the above code as follows...         protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             foreach(var gameSprite in ListOfGameObjects)            {                 gameSprite.DrawSprite(spriteBatch);            }             spriteBatch.End();             base.Draw(gameTime);         } I have to admit the GameSprite object is pretty plain as with its DrawSprite method... But ... we now have the ability to render 3 static menu items on the screen ... BORING! I want those menu items to do something exciting, which of course involves animation... So, let's have a peek at AnimatedGameSprite in the above game diagram. The idea with the AnimatedGameSprite is that it has an image to animate...such as ... characters, fireballs, and... menus! So after inheriting from GameSprite class, I added a few more options such as UpdateSprite...         public virtual void UpdateSprite(float elapsed)         {             _totalElapsed += elapsed;             if (_totalElapsed > _timePerFrame)             {                 _frame++;                 _frame = _frame % _framecount;                 _totalElapsed -= _timePerFrame;             }         }  And an overidden DrawSprite...         public override void DrawSprite(SpriteBatch spriteBatch)         {             int FrameWidth = Sprite.Width / _framecount;             Rectangle sourcerect = new Rectangle(FrameWidth * _frame, 0, FrameWidth, Sprite.Height);             spriteBatch.Draw(Sprite, Position, sourcerect, Color.White, _rotation, _origin, _scale, SpriteEffects.None, _depth);         } With these two methods...I can animate and image, all I had to do was add a few more lines to the screens Update Method (From Day 3), like such:             float elapsed = (float) gameTime.ElapsedGameTime.TotalSeconds;             foreach (var item in ListOfAnimatedGameObjects)             {                 item.UpdateSprite(elapsed);             } And voila! My images begin to animate in one spot, on the screen... Hmm, but how do I interact with the menu items using a mouse...well the mouse cursor was easy enough... this.IsMouseVisible = true; But, to have it "interact" with an image was a bit more tricky...I had to perform collision detection!             mouseStateCurrent = Mouse.GetState();             var uiEnabledSprites = (from s in menuItems                                    where s.IsEnabled                                    select s).ToList();             foreach (var item in uiEnabledSprites)             {                 var r = new Rectangle((int)item.Position.X, (int)item.Position.Y, item.Sprite.Width, item.Sprite.Height);                 item.MenuState = MenuState.Normal;                 if (r.Intersects(new Rectangle(mouseStateCurrent.X, mouseStateCurrent.Y, 0, 0)))                 {                     item.MenuState = MenuState.Hover;                     if (mouseStatePrevious.LeftButton == ButtonState.Pressed                         && mouseStateCurrent.LeftButton == ButtonState.Released)                     {                         item.MenuState = MenuState.Pressed;                     }                 }             }             mouseStatePrevious = mouseStateCurrent; So, basically, what it is doing above is iterating through all my interactive objects and detecting a rectangle collision and the object , plays the state animation (or static image).  Lessons Learned, Time Burned... So, I think I did well to start, but after I hammered out my prototype...well...things got sloppy and I began to realise some design flaws... At the time: I couldn't seem to figure out how to open another window, such as the character creation screen Input was not event based and it was bugging me My menu design relied heavily on mouse input and I couldn't use keyboard. Mouse input, is tightly bound with graphic rendering / positioning, so its logic will have to be in each scene. Menu animations would stop mid frame, then continue when the action occured again. This is bad, because...what if I had a sword sliding onthe screen? Then it would slide a quarter of the way, then stop due to another action, then render again mid-slide... it just looked sloppy. Menu, Solved!? To solve the above problems I did a little research and I found some great code in the XNA forums. The one worth mentioning was the GameStateManagementSample. With this sample, you can create a basic "text based" menu system which allows you to swap screens, popup screens, play the game, and quit....basic game state management... In my next post I'm going to dwelve a bit more into this code and adapt it with my code from this prototype. Text based menus just won't cut it for me, for now...however, I'm still going to stick with my animated menu item idea. A sneak peek using the Game State Management Sample...with no changes made... Cool Things to Mention: At work ... I tend to break out in random conversations every-so-often and I get talking about some of my challenges with this game (or some stupid observation about something... stupid) During one conversation I was discussing how I should animate my images; I explained that I knew I had to use the Update method provided, but I didn't know how (at the time) to render an image at an appropriate "pace" and how many frames to use, etc.. I also got thinking that if a machine rendered my images faster / slower, that was surely going to f-up my animations. To which a friend, Sheldon,  answered, surely the Draw method is like a camera taking a snapshot of a scene in time. Then it clicked...I understood the big picture of the game engine... After some research I discovered that the Draw method attempts to keep a framerate of 60 fps. From what I understand, the game engine will even leave out a few calls to the draw method if it begins to slow down. This is why we want to put our sprite updates in the update method. Then using a game timer (provided by the engine), we want to render the scene based on real time passed, not framerate. So even the engine renders at 20 fps, the animations will still animate at the same real time speed! Which brings up another point. Why 60 fps? I'm speculating that Microsoft capped it because LCD's dont' refresh faster than 60 fps? On another note, If the game engine knows its falling behind in rendering...then surely we can harness this to speed up our games. Maybe I can find some flag which tell me if the game is lagging, and what the current framerate is, etc...(instead of coding it like I did last time) Sheldon, suggested maybe I can render like WoW does, in prioritised layers...I think he's onto something, however I don't think I'll have that many graphics to worry about such a problem of graphic latency. We'll see. People to Mention: Well,as you are aware I hadn't posted in a couple days and I was surprised to see a few emails and messenger queries about my game progress (and some concern as to why I stopped). I want to thank everyone for their kind words of support and put everyone at ease by stating that I do intend on completing this project. Granted I only have a few hours each night, but, I'll do it. Thank you to Garth for mailing in my next screen! That was a nice surprise! The Sneek Peek you've been waiting for... Garth has also volunteered to render me some wizard images. He was a bit shocked when I asked for them in 2D animated strips. He said I was going backward (and that I have really bad Game Development Lingo). But, I advised Garth that I will use 3D images later...for now...2D images. Garth also had some great game design ideas to add on. I advised him that I will save his ideas and include them in the future design document (for the 3d version?). Lastly, my best friend Alek, is going to join me in developing this game. This was a project we started eons ago but never completed because of our careers. Now, priorities change and we have some spare time on our hands. Let's see what trouble Alek and I can get into! Tonight I'll be uploading my prototypes and base game to a source control for both of us to work off of. D.

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  • Good Practices for development team in large projects

    - by Moshe Magnes
    Since I started learning C a few years ago, I have never been a part of a team that worked on a project. Im very interested to know what are the best practices for writing large projects in C. One of the things i want to know, is when (not how) do I split my project into different source files. My previous experience is with writing a header-source duo (the functions defined in the header are written in the source). I want to know what are the best practices for splitting a project, and some pointers on important things when writing a project as part of a team.

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  • The Java Specialist: An Interview with Java Champion Heinz Kabutz

    - by Janice J. Heiss
    Dr. Heinz Kabutz is well known for his Java Specialists’ Newsletter, initiated in November 2000, where he displays his acute grasp of the intricacies of the Java platform for an estimated 70,000 readers; for his work as a consultant; and for his workshops and trainings at his home on the Island of Crete where he has lived since 2006 -- where he is known to curl up on the beach with his laptop to hack away, in between dips in the Mediterranean. Kabutz was born of German parents and raised in Cape Town, South Africa, where he developed a love of programming in junior high school through his explorations on a ZX Spectrum computer. He received a B.S. from the University of Cape Town, and at 25, a Ph.D., both in computer science. He will be leading a two-hour hands-on lab session, HOL6500 – “Finding and Solving Java Deadlocks,” at this year’s JavaOne that will explore what causes deadlocks and how to solve them. Q: Tell us about your JavaOne plans.A: I am arriving on Sunday evening and have just one hands-on-lab to do on Monday morning. This is the first time that a non-Oracle team is doing a HOL at JavaOne under Oracle's stewardship and we are all a bit nervous about how it will turn out. Oracle has been immensely helpful in getting us set up. I have a great team helping me: Kirk Pepperdine, Dario Laverde, Benjamin Evans and Martijn Verburg from jClarity, Nathan Reynolds from Oracle, Henri Tremblay of OCTO Technology and Jeff Genender of Savoir Technologies. Monday will be hard work, but after that, I will hopefully get to network with fellow Java experts, attend interesting sessions and just enjoy San Francisco. Oh, and my kids have already given me a shopping list of things to get, like a GoPro Hero 2 dive housing for shooting those nice videos of Crete. (That's me at the beginning diving down.) Q: What sessions are you attending that we should know about?A: Sometimes the most unusual sessions are the best. I avoid the "big names". They often are spread too thin with all their sessions, which makes it difficult for them to deliver what I would consider deep content. I also avoid entertainers who might be good at presenting but who do not say that much.In 2010, I attended a session by Vladimir Yaroslavskiy where he talked about sorting. Although he struggled to speak English, what he had to say was spectacular. There was hardly anybody in the room, having not heard of Vladimir before. To me that was the highlight of 2010. Funnily enough, he was supposed to speak with Joshua Bloch, but if you remember, Google cancelled. If Bloch has been there, the room would have been packed to capacity.Q: Give us an update on the Java Specialists’ Newsletter.A: The Java Specialists' Newsletter continues being read by an elite audience around the world. The apostrophe in the name is significant.  It is a newsletter for Java specialists. When I started it twelve years ago, I was trying to find non-obvious things in Java to write about. Things that would be interesting to an advanced audience.As an April Fool's joke, I told my readers in Issue 44 that subscribing would remain free, but that they would have to pay US$5 to US$7 depending on their geographical location. I received quite a few angry emails from that one. I would have not earned that much from unsubscriptions. Most readers stay for a very long time.After Oracle bought Sun, the Java community held its breath for about two years whilst Oracle was figuring out what to do with Java. For a while, we were quite concerned that there was not much progress shown by Oracle. My newsletter still continued, but it was quite difficult finding new things to write about. We have probably about 70,000 readers, which is quite a small number for a Java publication. However, our readers are the top in the Java industry. So I don't mind having "only" 70000 readers, as long as they are the top 0.7%.Java concurrency is a very important topic that programmers think they should know about, but often neglect to fully understand. I continued writing about that and made some interesting discoveries. For example, in Issue 165, I showed how we can get thread starvation with the ReadWriteLock. This was a bug in Java 5, which was corrected in Java 6, but perhaps a bit too much. Whereas we could get starvation of writers in Java 5, in Java 6 we could now get starvation of readers. All of these interesting findings make their way into my courseware to help companies avoid these pitfalls.Another interesting discovery was how polymorphism works in the Server HotSpot compiler in Issue 157 and Issue 158. HotSpot can inline methods from interfaces that have only one implementation class in the JVM. When a new subclass is instantiated and called for the first time, the JVM will undo the previous optimization and re-optimize differently.Here is a little memory puzzle for your readers: public class JavaMemoryPuzzle {  private final int dataSize =      (int) (Runtime.getRuntime().maxMemory() * 0.6);  public void f() {    {      byte[] data = new byte[dataSize];    }    byte[] data2 = new byte[dataSize];  }  public static void main(String[] args) {    JavaMemoryPuzzle jmp = new JavaMemoryPuzzle();    jmp.f();  }}When you run this you will always get an OutOfMemoryError, even though the local variable data is no longer visible outside of the code block.So here comes the puzzle, that I'd like you to ponder a bit. If you very politely ask the VM to release memory, then you don't get an OutOfMemoryError: public class JavaMemoryPuzzlePolite {  private final int dataSize =      (int) (Runtime.getRuntime().maxMemory() * 0.6);  public void f() {    {      byte[] data = new byte[dataSize];    }    for(int i=0; i<10; i++) {      System.out.println("Please be so kind and release memory");    }    byte[] data2 = new byte[dataSize];  }  public static void main(String[] args) {    JavaMemoryPuzzlePolite jmp = new JavaMemoryPuzzlePolite();    jmp.f();    System.out.println("No OutOfMemoryError");  }}Why does this work? When I published this in my newsletter, I received over 400 emails from excited readers around the world, most of whom sent me the wrong explanation. After the 300th wrong answer, my replies became unfortunately a bit curt. Have a look at Issue 174 for a detailed explanation, but before you do, put on your thinking caps and try to figure it out yourself. Q: What do you think Java developers should know that they currently do not know?A: They should definitely get to know more about concurrency. It is a tough subject that most programmers try to avoid. Unfortunately we do come in contact with it. And when we do, we need to know how to protect ourselves and how to solve tricky system errors.Knowing your IDE is also useful. Most IDEs have a ton of shortcuts, which can make you a lot more productive in moving code around. Another thing that is useful is being able to read GC logs. Kirk Pepperdine has a great talk at JavaOne that I can recommend if you want to learn more. It's this: CON5405 – “Are Your Garbage Collection Logs Speaking to You?” Q: What are you looking forward to in Java 8?A: I'm quite excited about lambdas, though I must confess that I have not studied them in detail yet. Maurice Naftalin's Lambda FAQ is quite a good start to document what you can do with them. I'm looking forward to finding all the interesting bugs that we will now get due to lambdas obscuring what is really going on underneath, just like we had with generics.I am quite impressed with what the team at Oracle did with OpenJDK's performance. A lot of the benchmarks now run faster.Hopefully Java 8 will come with JSR 310, the Date and Time API. It still boggles my mind that such an important API has been left out in the cold for so long.What I am not looking forward to is losing perm space. Even though some systems run out of perm space, at least the problem is contained and they usually manage to work around it. In most cases, this is due to a memory leak in that region of memory. Once they bundle perm space with the old generation, I predict that memory leaks in perm space will be harder to find. More contracts for us, but also more pain for our customers. Originally published on blogs.oracle.com/javaone.

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  • The Java Specialist: An Interview with Java Champion Heinz Kabutz

    - by Janice J. Heiss
    Dr. Heinz Kabutz is well known for his Java Specialists’ Newsletter, initiated in November 2000, where he displays his acute grasp of the intricacies of the Java platform for an estimated 70,000 readers; for his work as a consultant; and for his workshops and trainings at his home on the Island of Crete where he has lived since 2006 -- where he is known to curl up on the beach with his laptop to hack away, in between dips in the Mediterranean. Kabutz was born of German parents and raised in Cape Town, South Africa, where he developed a love of programming in junior high school through his explorations on a ZX Spectrum computer. He received a B.S. from the University of Cape Town, and at 25, a Ph.D., both in computer science. He will be leading a two-hour hands-on lab session, HOL6500 – “Finding and Solving Java Deadlocks,” at this year’s JavaOne that will explore what causes deadlocks and how to solve them. Q: Tell us about your JavaOne plans.A: I am arriving on Sunday evening and have just one hands-on-lab to do on Monday morning. This is the first time that a non-Oracle team is doing a HOL at JavaOne under Oracle's stewardship and we are all a bit nervous about how it will turn out. Oracle has been immensely helpful in getting us set up. I have a great team helping me: Kirk Pepperdine, Dario Laverde, Benjamin Evans and Martijn Verburg from jClarity, Nathan Reynolds from Oracle, Henri Tremblay of OCTO Technology and Jeff Genender of Savoir Technologies. Monday will be hard work, but after that, I will hopefully get to network with fellow Java experts, attend interesting sessions and just enjoy San Francisco. Oh, and my kids have already given me a shopping list of things to get, like a GoPro Hero 2 dive housing for shooting those nice videos of Crete. (That's me at the beginning diving down.) Q: What sessions are you attending that we should know about?A: Sometimes the most unusual sessions are the best. I avoid the "big names". They often are spread too thin with all their sessions, which makes it difficult for them to deliver what I would consider deep content. I also avoid entertainers who might be good at presenting but who do not say that much.In 2010, I attended a session by Vladimir Yaroslavskiy where he talked about sorting. Although he struggled to speak English, what he had to say was spectacular. There was hardly anybody in the room, having not heard of Vladimir before. To me that was the highlight of 2010. Funnily enough, he was supposed to speak with Joshua Bloch, but if you remember, Google cancelled. If Bloch has been there, the room would have been packed to capacity.Q: Give us an update on the Java Specialists’ Newsletter.A: The Java Specialists' Newsletter continues being read by an elite audience around the world. The apostrophe in the name is significant.  It is a newsletter for Java specialists. When I started it twelve years ago, I was trying to find non-obvious things in Java to write about. Things that would be interesting to an advanced audience.As an April Fool's joke, I told my readers in Issue 44 that subscribing would remain free, but that they would have to pay US$5 to US$7 depending on their geographical location. I received quite a few angry emails from that one. I would have not earned that much from unsubscriptions. Most readers stay for a very long time.After Oracle bought Sun, the Java community held its breath for about two years whilst Oracle was figuring out what to do with Java. For a while, we were quite concerned that there was not much progress shown by Oracle. My newsletter still continued, but it was quite difficult finding new things to write about. We have probably about 70,000 readers, which is quite a small number for a Java publication. However, our readers are the top in the Java industry. So I don't mind having "only" 70000 readers, as long as they are the top 0.7%.Java concurrency is a very important topic that programmers think they should know about, but often neglect to fully understand. I continued writing about that and made some interesting discoveries. For example, in Issue 165, I showed how we can get thread starvation with the ReadWriteLock. This was a bug in Java 5, which was corrected in Java 6, but perhaps a bit too much. Whereas we could get starvation of writers in Java 5, in Java 6 we could now get starvation of readers. All of these interesting findings make their way into my courseware to help companies avoid these pitfalls.Another interesting discovery was how polymorphism works in the Server HotSpot compiler in Issue 157 and Issue 158. HotSpot can inline methods from interfaces that have only one implementation class in the JVM. When a new subclass is instantiated and called for the first time, the JVM will undo the previous optimization and re-optimize differently.Here is a little memory puzzle for your readers: public class JavaMemoryPuzzle {  private final int dataSize =      (int) (Runtime.getRuntime().maxMemory() * 0.6);  public void f() {    {      byte[] data = new byte[dataSize];    }    byte[] data2 = new byte[dataSize];  }  public static void main(String[] args) {    JavaMemoryPuzzle jmp = new JavaMemoryPuzzle();    jmp.f();  }}When you run this you will always get an OutOfMemoryError, even though the local variable data is no longer visible outside of the code block.So here comes the puzzle, that I'd like you to ponder a bit. If you very politely ask the VM to release memory, then you don't get an OutOfMemoryError: public class JavaMemoryPuzzlePolite {  private final int dataSize =      (int) (Runtime.getRuntime().maxMemory() * 0.6);  public void f() {    {      byte[] data = new byte[dataSize];    }    for(int i=0; i<10; i++) {      System.out.println("Please be so kind and release memory");    }    byte[] data2 = new byte[dataSize];  }  public static void main(String[] args) {    JavaMemoryPuzzlePolite jmp = new JavaMemoryPuzzlePolite();    jmp.f();    System.out.println("No OutOfMemoryError");  }}Why does this work? When I published this in my newsletter, I received over 400 emails from excited readers around the world, most of whom sent me the wrong explanation. After the 300th wrong answer, my replies became unfortunately a bit curt. Have a look at Issue 174 for a detailed explanation, but before you do, put on your thinking caps and try to figure it out yourself. Q: What do you think Java developers should know that they currently do not know?A: They should definitely get to know more about concurrency. It is a tough subject that most programmers try to avoid. Unfortunately we do come in contact with it. And when we do, we need to know how to protect ourselves and how to solve tricky system errors.Knowing your IDE is also useful. Most IDEs have a ton of shortcuts, which can make you a lot more productive in moving code around. Another thing that is useful is being able to read GC logs. Kirk Pepperdine has a great talk at JavaOne that I can recommend if you want to learn more. It's this: CON5405 – “Are Your Garbage Collection Logs Speaking to You?” Q: What are you looking forward to in Java 8?A: I'm quite excited about lambdas, though I must confess that I have not studied them in detail yet. Maurice Naftalin's Lambda FAQ is quite a good start to document what you can do with them. I'm looking forward to finding all the interesting bugs that we will now get due to lambdas obscuring what is really going on underneath, just like we had with generics.I am quite impressed with what the team at Oracle did with OpenJDK's performance. A lot of the benchmarks now run faster.Hopefully Java 8 will come with JSR 310, the Date and Time API. It still boggles my mind that such an important API has been left out in the cold for so long.What I am not looking forward to is losing perm space. Even though some systems run out of perm space, at least the problem is contained and they usually manage to work around it. In most cases, this is due to a memory leak in that region of memory. Once they bundle perm space with the old generation, I predict that memory leaks in perm space will be harder to find. More contracts for us, but also more pain for our customers.

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  • Constructor vs setter validations

    - by Jimmy
    I have the following class : public class Project { private int id; private String name; public Project(int id, String name, Date creationDate, int fps, List<String> frames) { if(name == null ){ throw new NullPointerException("Name can't be null"); } if(id == 0 ){ throw new IllegalArgumentException("id can't be zero"); } this.name = name; this.id = id; } public int getId() { return id; } public void setId(int id) { this.id = id; } public String getName() { return name; } public void setName(String name) { this.name = name; } } I have three questions: Do I use the class setters instead of setting the fields directly. One of the reason that I set it directly, is that in the code the setters are not final and they could be overridden. If the right way is to set it directly and I want to make sure that the name filed is not null always. Should I provide two checks, one in the constructor and one in the setter. I read in effective java that I should use NullPointerException for null parameters. Should I use IllegalArgumentException for other checks, like id in the example.

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  • Pythonic Java. Yes, or no?

    - by OscarRyz
    Python use of indentation for code scope was initially very polemic and now is considered one of the best language features, because it helps ( almost by forcing us ) to have a consistent style. Well, I saw this post http://bit.ly/hmvTe9 where someone posted Java code with ; y {} aligned to the right margin to look more pythonic. It was very shocking at first ( as a matter of fact, if I ever see Java code like that in one of my projects I would be scared! ) However, there is something interesting here. Do we need all those braces and semicolons? How would the code would look like without them? class Person int age void greet( String a ) if( a == "" ) out.println("Hello stranger") else out.printf("Hello %s%n", a ) int age() return this.age class Main void main() new Person().greet("") Looks good to me, but in such small piece of code is hard to appreciate it, and since I don't Python too much, I can't tell by looking at existing libraries if it would be cleaner or not. So I took the first file of a library named: jAlarms I found and this is the result: ( WARNING : the following image may be disturbing for some people ) http://pxe.pastebin.com/eU1R4xsh Obviously it doesn't compile. This would be a compiling version using right aligned {} and ; http://pxe.pastebin.com/2uijtbYM Question What would happen if we could code like this? Would it make things clearer? Would it make it harder? I see braces, and semicolons as help to the parser and we, as humans have get used to them, but do we really need them? I guess is hard to tell specially since many mainstream languages do use braces, C, C++, Java, C# JavaScript Assuming the compiler wouldn't have problems without them, would you use them? Please comment.

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  • Why Freezing when sending email?

    - by Outlaw Lemur
    So i have a kinect program which when it detects a human, it saves images of them and sends your email a notification email, the thing is that when it sends the email, it freezes and stops running, Why does it do this? Email Notification Code: void SendNotificationEmail() { string email = textBox1.Text; string message = "Someone has been detected in your house!\n Go to www.kinected.webs.com to view your photos now!!!!"; System.Net.Mail.MailMessage emailsend = new System.Net.Mail.MailMessage(); emailsend.To.Add(email); emailsend.Subject = "There is an Intruder In Your Home!"; emailsend.From = new System.Net.Mail.MailAddress("[email protected]"); emailsend.Body = message; System.Net.Mail.SmtpClient smtp = new System.Net.Mail.SmtpClient("smtp.mail.yahoo.com."); smtp.Send(emailsend); } When its supposed to fire: void nui_ColorFrameReady2(object sender, ImageFrameReadyEventArgs e) { // 32-bit per pixel, RGBA image xxx PlanarImage Image = e.ImageFrame.Image; //int deltaFrames = totalFrames - lastFrameWithMotion; //if (totalFrames2 <= stopFrameNumber & deltaFrames > 300) { ++totalFrames2; string bb1 = Convert.ToString(totalFrames2); // string file_name_3 = "C:\\Research\\Kinect\\Proposal\\Depth_Img" + bb1 + ".jpg"; xxx string file_name_4 = "C:\\temp\\Kinect1_Img" + bb1 + ".jpg"; video.Source = BitmapSource.Create( Image.Width, Image.Height, 96, 96, PixelFormats.Bgr32, null, Image.Bits, Image.Width * Image.BytesPerPixel); BitmapSource image4 = BitmapSource.Create( Image.Width, Image.Height, 96, 96, PixelFormats.Bgr32, null, Image.Bits, Image.Width * Image.BytesPerPixel); if (PersonDetected == 1) { if (totalFrames2 % 10 == 0) { image4.Save(file_name_4, Coding4Fun.Kinect.Wpf.ImageFormat.Jpeg); SendNotificationEmail(); PersonDetected = 0; // lastFrameWithMotion = totalFrames; // topFrameNumber += 100; } } } } Thanks for any help!

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  • XNA - Render texture to a rendertarget 2d via SpriteBatch error

    - by Jared B
    I got simple code that uses SpriteBatch to draw a texture onto a RenderTarget2D... private void drawScene(GameTime g) { GraphicsDevice.Clear(skyColor); GraphicsDevice.SetRenderTarget(targetScene); drawSunAndMoon(); effect.Fog = true; GraphicsDevice.SetVertexBuffer(line); effect.MainEffect.CurrentTechnique.Passes[0].Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); GraphicsDevice.SetRenderTarget(null); SceneTexture = targetScene; } private void drawPostProcessing(GameTime g) { effect.SceneTexture = SceneTexture; GraphicsDevice.SetRenderTarget(targetBloom); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, null, null, null); { if(Bloom) effect.BlurEffect.CurrentTechnique.Passes[0].Apply(); spriteBatch.Draw(targetScene, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), Color.White); } spriteBatch.End(); BloomTexture = targetBloom; GraphicsDevice.SetRenderTarget(null); } Both methods are called from Draw(GameTime gameTime). First drawScene is called, then drawPostProcessing is called. The thing is, I can't run the code because "the render target must not be set on the device when it is used as a texture." at line spriteBatch.Draw(targetScene, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), Color.White); I already found the solution, which is to draw the actual renderTarget (targetScene) to the texture so it doesn't create a reference to the loaded rendertarget. However, to my knowledge, the only way of doing this is to write: GraphicsDevice.SetRenderTarget(OutputTarget) SpriteBatch.Draw(InputTarget, ...) GraphicsDevice.SetRenderTarget(null) Which encounters the same exact problem I'm having right now. So, the question I'm asking is: how would I render InputTarget to OutputTarget without reference issues?

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  • Introducing NFakeMail

    - by João Angelo
    Ever had to resort to custom code to control emails sent by an application during integration and/or system testing? If you answered yes then you should definitely continue reading. NFakeMail makes it easier for developers to do integration/system testing on software that sends emails by providing a fake SMTP server. You’ll no longer have to manually validate the email sending process. It’s developed in C# and IronPython and targets the .NET 4.0 framework. With NFakeMail you can easily automate the testing of components that rely on sending mails while doing its job. Let’s take a look at some sample code, we start with a simple class containing a method that sends emails. class Notifier { public void Notify() { using (var smtpClient = new SmtpClient("localhost", 10025)) { smtpClient.Send("[email protected]", "[email protected]", "S1", "."); smtpClient.Send("[email protected]", "[email protected]", "S2", ".."); } } } Then to automate the tests for this method we only need to the following: [Test] public void Notify_T001() { using (var server = new FakeSmtpServer(10025)) { new Notifier().Notify(); // Verifies two messages are received in the next five seconds var messages = server.WaitForMessages(count: 2, timeout: 5000); // Verifies the message sender Debug.Assert(messages.All(m => m.From.Address == "[email protected]")); } } The created FakeSmtpServer instance will act as a simple SMTP server and intercept the messages sent by the Notifier class. It’s even possible to verify some fields of each intercepted message and by default all intercepted messages are saved to the file system in MIME format.

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  • PyGame QIX clone, filling areas

    - by astropanic
    I'm playing around with PyGame. Now I'm trying to implement a QIX clone. I have my game loop, and I can move the player (cursor) on the screen. In QIX, the movment of the player leaves a trace (tail) on the screen, creating a polyline. If the polyline with the screen boundaries creates a polygon, the area is filled. How I can accomplish this behaviour ? How store the tail in memory ? How to detect when it build a closed shape that should be filled ? I don't need an exact working solution, some pointers, algo names would be cool.

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  • how to double buffer in multiple classes with java

    - by kdavis8
    I am creating a Java 2D video game. I can load graphics just fine, but when it gets into double buffering I have issues. My source code package myPackage; import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Toolkit; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; public class GameView extends JFrame { private BufferedImage backbuffer; private Graphics2D g2d; public GameView() { setBounds(0, 0, 500, 500); setVisible(true); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); backbuffer = new BufferedImage(getHeight(), getWidth(), BufferedImage.TYPE_INT_BGR); g2d = backbuffer.createGraphics(); Toolkit tk = Toolkit.getDefaultToolkit(); Image img = tk.getImage(this.getClass().getResource("cage.png")); g2d.setColor(Color.red); //g2d.drawString("Hello",100,100); g2d.drawImage(img, 100, 100, this); repaint(); } public static void main(String args[]) { new GameView(); } public void paint(Graphics g) { g2d = (Graphics2D)g; g2d.drawImage(backbuffer, 0, 0, this); } }

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  • XNA - Error while rendering a texture to a 2D render target via SpriteBatch

    - by Jared B
    I've got this simple code that uses SpriteBatch to draw a texture onto a RenderTarget2D: private void drawScene(GameTime g) { GraphicsDevice.Clear(skyColor); GraphicsDevice.SetRenderTarget(targetScene); drawSunAndMoon(); effect.Fog = true; GraphicsDevice.SetVertexBuffer(line); effect.MainEffect.CurrentTechnique.Passes[0].Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); GraphicsDevice.SetRenderTarget(null); SceneTexture = targetScene; } private void drawPostProcessing(GameTime g) { effect.SceneTexture = SceneTexture; GraphicsDevice.SetRenderTarget(targetBloom); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, null, null, null); { if (Bloom) effect.BlurEffect.CurrentTechnique.Passes[0].Apply(); spriteBatch.Draw( targetScene, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), Color.White); } spriteBatch.End(); BloomTexture = targetBloom; GraphicsDevice.SetRenderTarget(null); } Both methods are called from my Draw(GameTime gameTime) function. First drawScene is called, then drawPostProcessing is called. The thing is, when I run this code I get an error on the spriteBatch.Draw call: The render target must not be set on the device when it is used as a texture. I already found the solution, which is to draw the actual render target (targetScene) to the texture so it doesn't create a reference to the loaded render target. However, to my knowledge, the only way of doing this is to write: GraphicsDevice.SetRenderTarget(outputTarget) SpriteBatch.Draw(inputTarget, ...) GraphicsDevice.SetRenderTarget(null) Which encounters the same exact problem I'm having right now. So, the question I'm asking is: how would I render inputTarget to outputTarget without reference issues?

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  • Unity scaling instantiated GameObject at Start() doesn't "keep"

    - by Shivan Dragon
    I have a very simple scenario: A box-like Prefab which is imported from Blender automatically (I have the .blend file in the Assets folder). A script that has two public GameObject fields. In one I place the above prefab, and in the other I place a terrain object (which I've created in Unity's graphical view): public Collider terrain; public GameObject aStarCellHighlightPrefab; This script is attached to the camera. The idea is to have the Blender prefab instantiated, have the terrain set as its parent, and then scale said prefab instance up. I first did it like this, in the Start() method: void Start () { cursorPositionOnTerrain = new RaycastHit(); aStarCellHighlight = (GameObject)Instantiate(aStarCellHighlightPrefab, new Vector3(300,300,300), terrain.transform.rotation); aStarCellHighlight.name = "cellHighlight"; aStarCellHighlight.transform.parent = terrain.transform; aStarCellHighlight.transform.localScale = new Vector3(100,100,100); } and first thought it didn't work. However later I noticed that it did in fact work, in the sense where the scale was applied right at the start, but then right after the prefab instance came back to its initial scale. Putting the scale code in the Update() methods fixes it in the sense where now it stays scaled all the time: void Update () { aStarCellHighlight.transform.localScale = new Vector3(100,100,100); //... } However I've noticed that when I run this code, the object is first displayed without the scale being applied, and it takes about 5-10 seconds for the scale to happen. During this time everything works fine (like input and logging, etc). The scene is very simple, it's not like it has a lot of stuff to load or anything (there's a Ray cast from the camera on to the terrain, but that seems to happen without such delays). My (2 part) question is: Why doesn't it take the scale transform when I do it at the beginning in the Start() method. Why do I have to keep scaling it in the Update() method? Why does it take so long for the scale to "apply/show up".

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  • EF4 CPT5 Code First Remove Cascading Deletes

    - by Dane Morgridge
    I have been using EF4 CTP5 with code first and I really like the new code.  One issue I was having however, was cascading deletes is on by default.  This may come as a surprise as using Entity Framework with anything but code first, this is not the case.  I ran into an exception with some one-to-many relationships I had: Introducing FOREIGN KEY constraint 'ProjectAuthorization_UserProfile' on table 'ProjectAuthorizations' may cause cycles or multiple cascade paths. Specify ON DELETE NO ACTION or ON UPDATE NO ACTION, or modify other FOREIGN KEY constraints. Could not create constraint. See previous errors. To get around this, you can use the fluent API and put some code in the OnModelCreating: 1: protected override void OnModelCreating(System.Data.Entity.ModelConfiguration.ModelBuilder modelBuilder) 2: { 3: modelBuilder.Entity<UserProfile>() 4: .HasMany(u => u.ProjectAuthorizations) 5: .WithRequired(a => a.UserProfile) 6: .WillCascadeOnDelete(false); 7: } This will work to remove the cascading delete, but I have to use the fluent API and it has to be done for every one-to-many relationship that causes the problem. I am personally not a fan of cascading deletes in general (for several reasons) and I’m not a huge fan of fluent APIs.  However, there is a way to do this without using the fluent API.  You can in the OnModelCreating, remove the convention that creates the cascading deletes altogether. 1: protected override void OnModelCreating(System.Data.Entity.ModelConfiguration.ModelBuilder modelBuilder) 2: { 3: modelBuilder.Conventions.Remove<OneToManyCascadeDeleteConvention>(); 4: } Thanks to Jeff Derstadt from Microsoft for the info on removing the convention all together.  There is a way to build a custom attribute to remove it on a case by case basis and I’ll have a post on how to do this in the near future.

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  • Model won't render in my XNA game

    - by Daniel Lopez
    I am trying to create a simple 3D game but things aren't working out as they should. For instance, the mode will not display. I created a class that does the rendering so I think that is where the problem lies. P.S I am using models from the MSDN website so I know the models are compatible with XNA. Code: class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Draw() { Matrix world = Matrix.CreateTranslation(modelpos) * rotationy; Matrix view = Matrix.CreateLookAt(this.CameraPosition, this.ModelPosition, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1.0f, 10000f); model.Draw(world, view, projection); } } If you need more code just make a comment.

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