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  • Co-worker uses ridiculous commenting convention, how to cope? [closed]

    - by Jessica Friedman
    A co-worker in the small start-up I work at writes (C++) code like this: // some class class SomeClass { // c'tor SomeClass(); // d'tor ~SomeClass(); // some function void someFunction(int x, int y); }; // some function void SomeClass::someFunction(int x, int y) { // init worker m_worker.init(); // log LOG_DEBUG("Worker initialized"); // find current cache auto it = m_currentCache.find(); // flush if (it->flush() == false) { // return return false } // return return true } This is how he writes 100% of his code: a spacer line, a useless comment which says nothing other than what is plainly stated in the following statement, and the statement itself. This is absolutely driving me insane. A simple class written by him spans 3 times as much as it's supposed to, It looks well commented but the comments contain no new information. In fact the code is completely undocumented in any normal definition of "documentation". All of the comments are just a repetition of what is written in C++ in the following line. I've confronted him several times about it and each time he seems to understand what I am saying but then goes on to not change his coding and not fix old code which is written like this. I've went on and on again and again about the distinct disadvantages of writing code like this but nothing get through to him. Other co-workers doesn't seem to mind it as much and management doesn't seem to really care. What do I do? (sorry for the rant)

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  • XAMPP: Deamon is already running, but it's NOT apache

    - by TedvG
    This one is giving me a headache... I have installed XAMPP for Linux 1.7.7 on Ubuntu 12.10. I haven't installed the latest version because of the new security "feature" which makes XAMPP so secure I can't get it running... But that's another story. After it installed and ran ok for a couple of months, I now get the famous "XAMPP: Another web server daemon is already running." error while starting XAMPP. Now I've googled extensively and can rule out the following: There is no other Apache installation, just XAMPP There are no apache or apache 2 services running There are no services running that use port 80 (checked with netstat -an grep -w 80) I have also done a fresh install of xampp 1.7.7, but that gives me the same result. I think I have tried every solution on the first two result-pages of google and am nowhere nearer to a solution. Can anyone give me pointers on how to find the mysterious "Webdeamon" that is already running?

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  • Reloading Resources on Resume

    - by Siddharth
    I'm having a problem with my game. If I press the "Home button" the game is paused... everythings fine, but if I then go back to the game all the resources are reloaded before I can continue the game. And it takes quite a bit. Is this normal, or is there a way to avoid the reloading? I have write following code in onResume and onPause method. It loads same texture again and again on resume of game. @Override protected void onPause() { super.onPause(); if (Utility.flagSound && mScene != null) { if (mScene.getUserData().equals(Constants.GAME_SCENE)) Utility.isPlayLevelMusic = false; else Utility.isPlayLevelMusic = true; audioManager.gameBgMusic.pause(); audioManager.levelBgMusic.pause(); } if (this.mEngine != null && this.mEngine.isRunning()) { this.mEngine.stop(); } } @Override protected void onResume() { super.onResume(); if (audioManager != null && Utility.flagSound && dataManager != null) { if (Utility.flagSound) { if (Utility.isPlayLevelMusic) audioManager.levelBgMusic.play(); else audioManager.gameBgMusic.play(); } } if (this.mEngine != null && !this.mEngine.isRunning()) { this.mEngine.start(); } } I would be glad if anybody could help...

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  • Using PreApplicationStartMethod for ASP.NET 4.0 Application to Initialize assemblies

    - by ChrisD
    Sometimes your ASP.NET application needs to hook up some code before even the Application is started. Assemblies supports a custom attribute called PreApplicationStartMethod which can be applied to any assembly that should be loaded to your ASP.NET application, and the ASP.NET engine will call the method you specify within it before actually running any of code defined in the application. Lets discuss how to use it using Steps : 1. Add an assembly to an application and add this custom attribute to the AssemblyInfo.cs. Remember, the method you speicify for initialize should be public static void method without any argument. Lets define a method Initialize. You need to write : [assembly:PreApplicationStartMethod(typeof(MyInitializer.InitializeType), "InitializeApp")] 2. After you define this to an assembly you need to add some code inside InitializeType.InitializeApp method within the assembly. public static class InitializeType {     public static void InitializeApp()     {           // Initialize application     } } 3. You must reference this class library so that when the application starts and ASP.NET starts loading the dependent assemblies, it will call the method InitializeApp automatically. Warning Even though you can use this attribute easily, you should be aware that you can define these kind of method in all of your assemblies that you reference, but there is no guarantee in what order each of the method to be called. Hence it is recommended to define this method to be isolated and without side effect of other dependent assemblies. The method InitializeApp will be called way before the Application_start event or even before the App_code is compiled. This attribute is mainly used to write code for registering assemblies or build providers. Read Documentation I hope this post would come helpful.

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  • Move a 2D square on y axis on android GLES2

    - by Dan
    I am trying to create a simple game for android, to start i am trying to make the square move down the y axis but the way i am doing it dosent move the square at all and i cant find any tutorials for GLES20 The on draw frame function in the render class updates the users position based on accleration dew to gravity, gets the transform matrix from the user class which is used to move the square down, then the program draws it. All that happens is that the square is drawn, no motion happens public void onDrawFrame(GL10 gl) { user.update(0.0, phy.AccelerationDewToGravity); GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); // Re draws black background GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 12, user.SquareVB);//triangleVB); GLES20.glEnableVertexAttribArray(maPositionHandle); GLES20.glUniformMatrix4fv(maPositionHandle, 1, false, user.getTransformMatrix(), 0); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); } The update function in the player class is public void update(double vh, double vv) { Vh += vh; // Increase horrzontal Velosity Vv += vv; // Increase vertical velosity //Matrix.translateM(mMMatrix, 0, (int)Vh, (int)Vv, 0); Matrix.translateM(mMMatrix, 0, mMMatrix, 0, (float)Vh, (float)Vv, 0); }

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  • Breakout ball collision detection, bouncing against the walls

    - by Sri Harsha Chilakapati
    I'm currently trying to program a breakout game to distribute it as an example game for my own game engine. http://game-engine-for-java.googlecode.com/ But the problem here is that I can't get the bouncing condition working properly. Here's what I'm using. public void collision(GObject other){ if (other instanceof Bat || other instanceof Block){ bounce(); } else if (other instanceof Stone){ other.destroy(); bounce(); } //Breakout.HIT.play(); } And here's by bounce() method public void bounce(){ boolean left = false; boolean right = false; boolean up = false; boolean down = false; if (dx < 0) { left = true; } else if (dx > 0) { right = true; } if (dy < 0) { up = true; } else if (dy > 0) { down = true; } if (left && up) { dx = -dx; } if (left && down) { dy = -dy; } if (right && up) { dx = -dx; } if (right && down) { dy = -dy; } } The ball bounces the bat and blocks but when the block is on top of the ball, it won't bounce and moves upwards out of the game. What I'm missing? Is there anything to implement? Please help me.. Thanks

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  • Efficiently representing a dynamic transform hierarchy

    - by Mattia
    I'm looking for a way to represent a dynamic transform hierarchy (i.e. one where nodes can be inserted and removed arbitrarily) that's a bit more efficient than using a standard tree of pointers . I saw the answers to this question ( Efficient structure for representing a transform hierarchy. ), but as far as I can determine the tree-as-array approach only works for static hierarchies or dynamic ones where nodes have a fixed number of children (both deal-breakers for me). I'm probably wrong about that but could anyone point out how? If I'm not wrong are there other alternatives that work for dynamic hierarchies?

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  • Proportional speed movement between mouse and cube

    - by user1350772
    Hi i´m trying to move a cube with the freeglut mouse "glutMotionFunc(processMouseActiveMotion)" callback, my problem is that the movement is not proportional between the mouse speed movement and the cube movement. MouseButton function: #define MOVE_STEP 0.04 float g_x=0.0f; glutMouseFunc(MouseButton); glutMotionFunc(processMouseActiveMotion); void MouseButton(int button, int state, int x, int y){ if(button == GLUT_LEFT_BUTTON && state== GLUT_DOWN){ initial_x=x; } } When the left button gets clicked the x cordinate is stored in initial_x variable. void processMouseActiveMotion(int x,int y){ if(x>initial_x){ g_x-= MOVE_STEP; }else{ g_x+= MOVE_STEP; } initial_x=x; } When I move the mouse I look in which way it moves comparing the mouse new x coordinate with the initial_x variable, if xinitial_x the cube moves to the right, if not it moves to the left. Any idea how can i move the cube according to the mouse movement speed? Thanks EDIT 1 The idea is that when you click on any point of the screen and you drag to the left/right the cube moves proportionally of the mouse mouvement speed.

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  • Shooter in iOS and a visible Aim line before shooting

    - by London2423
    I have to questions. I am trying to develop a game that is iOS but I did it first in my computer so I can tested there. I was able to must of it for PC but I am having a very hard time with iOS port The problem I do have is that I don't know how to shout in iOS. To be more specific how to line render in iOS This is the script I use in my computer using UnityEngine; using System.Collections; public class NewBehaviourScript : MonoBehaviour { LineRenderer line; void Start () { line = gameObject.GetComponent<LineRenderer>(); line.enabled = false; } void Update () { if (Input.GetButtonDown ("Fire1")) { StopCoroutine ("FireLaser"); StartCoroutine ("FireLaser"); } } IEnumerator FireLaser () { line.enabled = true; while (Input.GetButton("Fire1")) { Ray ray = new Ray(transform.position, transform.forward); RaycastHit hit; line.SetPosition (0, ray.origin); if (Physics.Raycast (ray, out hit,100)) { line.SetPosition(1,hit.point); if (hit.rigidbody) { hit.rigidbody.AddForceAtPosition(transform.forward * 5, hit.point); } } else line.SetPosition (1, ray.GetPoint (100)); yield return null; } line.enabled = false; { } } } Which part I have to change for iOS? I already did in the iOS the touch giu event so my player move around in the xcode/Iphone but I need some help with the shouting part. The second part of the question is where I do have to insert or change the script in order to first aim and I DO see the line of aim and then shout. Now the player can only shout. It can not aim at the gameobject, see the the line coming out of the gun aiming at the object and then shout? How I can do that. Everyone tell me Line render but that's what i did Thank you

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  • XNA: How to make the Vaus Spacecraft move left and right on directional keys pressed?

    - by Will Marcouiller
    I'm currently learning XNA per suggestion from this question's accepted answer: Where to start writing games, any tutorials or the like? I have then installed everything to get ready to work with XNA Game Studio 4.0. General Objective Writing an Arkanoid-like game. I want to make my ship move when I press either left or right keys. Code Sample protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here #if WINDOWS if (Keyboard.GetState().IsKeyDown(Keys.Escape)) this.Exit(); else { if (Keyboard.GetState().IsKeyDown(Keys.Left)) MoveLeft(gameTime); } #endif // Move the sprite around. BounceEnergyBall(gameTime); base.Update(gameTime); } void MoveLeft(GameTime gameTime) { // I'm not sure how to play with the Vector2 object and its position here!... _vausSpacecraftPos /= _vausSpacecraftSpeed.X; // This line makes the spacecraft move diagnol-top-left. } Question What formula shall I use, or what algorithm shall I consider to make my spaceship move as expected left and right properly? Thanks for your thoughts! Any clue will be appreciated. I am on my learning curve though I have years of development behind me (already)!

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  • Inside the DLR – Invoking methods

    - by Simon Cooper
    So, we’ve looked at how a dynamic call is represented in a compiled assembly, and how the dynamic lookup is performed at runtime. The last piece of the puzzle is how the resolved method gets invoked, and that is the subject of this post. Invoking methods As discussed in my previous posts, doing a full lookup and bind at runtime each and every single time the callsite gets invoked would be far too slow to be usable. The results obtained from the callsite binder must to be cached, along with a series of conditions to determine whether the cached result can be reused. So, firstly, how are the conditions represented? These conditions can be anything; they are determined entirely by the semantics of the language the binder is representing. The binder has to be able to return arbitary code that is then executed to determine whether the conditions apply or not. Fortunately, .NET 4 has a neat way of representing arbitary code that can be easily combined with other code – expression trees. All the callsite binder has to return is an expression (called a ‘restriction’) that evaluates to a boolean, returning true when the restriction passes (indicating the corresponding method invocation can be used) and false when it does’t. If the bind result is also represented in an expression tree, these can be combined easily like so: if ([restriction is true]) { [invoke cached method] } Take my example from my previous post: public class ClassA { public static void TestDynamic() { CallDynamic(new ClassA(), 10); CallDynamic(new ClassA(), "foo"); } public static void CallDynamic(dynamic d, object o) { d.Method(o); } public void Method(int i) {} public void Method(string s) {} } When the Method(int) method is first bound, along with an expression representing the result of the bind lookup, the C# binder will return the restrictions under which that bind can be reused. In this case, it can be reused if the types of the parameters are the same: if (thisArg.GetType() == typeof(ClassA) && arg1.GetType() == typeof(int)) { thisClassA.Method(i); } Caching callsite results So, now, it’s up to the callsite to link these expressions returned from the binder together in such a way that it can determine which one from the many it has cached it should use. This caching logic is all located in the System.Dynamic.UpdateDelegates class. It’ll help if you’ve got this type open in a decompiler to have a look yourself. For each callsite, there are 3 layers of caching involved: The last method invoked on the callsite. All methods that have ever been invoked on the callsite. All methods that have ever been invoked on any callsite of the same type. We’ll cover each of these layers in order Level 1 cache: the last method called on the callsite When a CallSite<T> object is first instantiated, the Target delegate field (containing the delegate that is called when the callsite is invoked) is set to one of the UpdateAndExecute generic methods in UpdateDelegates, corresponding to the number of parameters to the callsite, and the existance of any return value. These methods contain most of the caching, invoke, and binding logic for the callsite. The first time this method is invoked, the UpdateAndExecute method finds there aren’t any entries in the caches to reuse, and invokes the binder to resolve a new method. Once the callsite has the result from the binder, along with any restrictions, it stitches some extra expressions in, and replaces the Target field in the callsite with a compiled expression tree similar to this (in this example I’m assuming there’s no return value): if ([restriction is true]) { [invoke cached method] return; } if (callSite._match) { _match = false; return; } else { UpdateAndExecute(callSite, arg0, arg1, ...); } Woah. What’s going on here? Well, this resulting expression tree is actually the first level of caching. The Target field in the callsite, which contains the delegate to call when the callsite is invoked, is set to the above code compiled from the expression tree into IL, and then into native code by the JIT. This code checks whether the restrictions of the last method that was invoked on the callsite (the ‘primary’ method) match, and if so, executes that method straight away. This means that, the next time the callsite is invoked, the first code that executes is the restriction check, executing as native code! This makes this restriction check on the primary cached delegate very fast. But what if the restrictions don’t match? In that case, the second part of the stitched expression tree is executed. What this section should be doing is calling back into the UpdateAndExecute method again to resolve a new method. But it’s slightly more complicated than that. To understand why, we need to understand the second and third level caches. Level 2 cache: all methods that have ever been invoked on the callsite When a binder has returned the result of a lookup, as well as updating the Target field with a compiled expression tree, stitched together as above, the callsite puts the same compiled expression tree in an internal list of delegates, called the rules list. This list acts as the level 2 cache. Why use the same delegate? Stitching together expression trees is an expensive operation. You don’t want to do it every time the callsite is invoked. Ideally, you would create one expression tree from the binder’s result, compile it, and then use the resulting delegate everywhere in the callsite. But, if the same delegate is used to invoke the callsite in the first place, and in the caches, that means each delegate needs two modes of operation. An ‘invoke’ mode, for when the delegate is set as the value of the Target field, and a ‘match’ mode, used when UpdateAndExecute is searching for a method in the callsite’s cache. Only in the invoke mode would the delegate call back into UpdateAndExecute. In match mode, it would simply return without doing anything. This mode is controlled by the _match field in CallSite<T>. The first time the callsite is invoked, _match is false, and so the Target delegate is called in invoke mode. Then, if the initial restriction check fails, the Target delegate calls back into UpdateAndExecute. This method sets _match to true, then calls all the cached delegates in the rules list in match mode to try and find one that passes its restrictions, and invokes it. However, there needs to be some way for each cached delegate to inform UpdateAndExecute whether it passed its restrictions or not. To do this, as you can see above, it simply re-uses _match, and sets it to false if it did not pass the restrictions. This allows the code within each UpdateAndExecute method to check for cache matches like so: foreach (T cachedDelegate in Rules) { callSite._match = true; cachedDelegate(); // sets _match to false if restrictions do not pass if (callSite._match) { // passed restrictions, and the cached method was invoked // set this delegate as the primary target to invoke next time callSite.Target = cachedDelegate; return; } // no luck, try the next one... } Level 3 cache: all methods that have ever been invoked on any callsite with the same signature The reason for this cache should be clear – if a method has been invoked through a callsite in one place, then it is likely to be invoked on other callsites in the codebase with the same signature. Rather than living in the callsite, the ‘global’ cache for callsite delegates lives in the CallSiteBinder class, in the Cache field. This is a dictionary, typed on the callsite delegate signature, providing a RuleCache<T> instance for each delegate signature. This is accessed in the same way as the level 2 callsite cache, by the UpdateAndExecute methods. When a method is matched in the global cache, it is copied into the callsite and Target cache before being executed. Putting it all together So, how does this all fit together? Like so (I’ve omitted some implementation & performance details): That, in essence, is how the DLR performs its dynamic calls nearly as fast as statically compiled IL code. Extensive use of expression trees, compiled to IL and then into native code. Multiple levels of caching, the first of which executes immediately when the dynamic callsite is invoked. And a clever re-use of compiled expression trees that can be used in completely different contexts without being recompiled. All in all, a very fast and very clever reflection caching mechanism.

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  • How do I port my Ubuntu from my Desktop to Laptop

    - by Bragboy
    Hi, I am currently using Ubuntu 10.04 installed on my desktop box. I have got a new laptop and I will be using it from now on. But I will have to do the setup all over again (setting up applications/updates). Plus many of my preferences and tweaks I've had in my desktop will be lost and those too I will have to all over again. Is there an easy way where I can just take image or something and use it in my laptop?? Any help/pointers/links are much appreciated.

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  • Java keyboard input [on hold]

    - by dØd
    I'm trying to implement a input system that can detect whether a certain key was held or was only pressed briefly. So far I have this: KEY_INTERACTION_TRESHOLD = 400ms //inside a constructor shouldMeasure = true; @Override public void keyPressed(KeyEvent e) { if (shouldMeasure) { startTime = System.currentTimeMillis(); shouldMeasure = false; return; } System.out.println("Button is held down"); e.consume(); } @Override public void keyReleased(KeyEvent e) { if (System.currentTimeMillis() - startTime < KEY_INTERACTION_TRESHOLD) { System.out.println("Button was only pressed briefly"); } startTime = 0; shouldMeasure = true; e.consume(); } Now this works, but the problem is that there is this delay between when I press a key to hold and when the message 'Button is held down' gets displayed. I understand why this delay occurs (for example when you press and hold a letter there will be a similar delay between the first and the second letter printed out), but I would like to somehow avoid it. I'm using only the Java API.

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  • How to automatically render all opaque meshes with a specific shader?

    - by dsilva.vinicius
    I have a specular outline shader that I want to be used on all opaque meshes of the scene whenever a specific camera renders. The shader is working properly when it is manually applied to some material. The shader is as follows: Shader "Custom/Outline" { Properties { _Color ("Main Color", Color) = (.5,.5,.5,1) _OutlineColor ("Outline Color", Color) = (1,0.5,0,1) _Outline ("Outline width", Range (0.0, 0.1)) = .05 _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} } SubShader { Tags { "Queue"="Overlay" "RenderType"="Opaque" } Pass { Name "OUTLINE" Tags { "LightMode" = "Always" } Cull Off ZWrite Off // Uncomment to show outline always. //ZTest Always CGPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : POSITION; float4 color : COLOR; }; float _Outline; float4 _OutlineColor; v2f vert(appdata v) { // just make a copy of incoming vertex data but scaled according to normal direction v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal); float2 offset = TransformViewToProjection(norm.xy); o.pos.xy += offset * o.pos.z * _Outline; o.color = _OutlineColor; return o; } float4 frag(v2f fromVert) : COLOR { return fromVert.color; } ENDCG } UsePass "Specular/FORWARD" } FallBack "Specular" } The camera used fot the effect has just a script component which setups the shader replacement: using UnityEngine; using System.Collections; public class DetectiveEffect : MonoBehaviour { public Shader EffectShader; // Use this for initialization void Start () { this.camera.SetReplacementShader(EffectShader, "RenderType=Opaque"); } // Update is called once per frame void Update () { } } Unfortunately, whenever I use this camera I just see the background color. Any ideas?

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  • Augmenting functionality of subclasses without code duplication in C++

    - by Rob W
    I have to add common functionality to some classes that share the same superclass, preferably without bloating the superclass. The simplified inheritance chain looks like this: Element -> HTMLElement -> HTMLAnchorElement Element -> SVGElement -> SVGAlement The default doSomething() method on Element is no-op by default, but there are some subclasses that need an actual implementation that requires some extra overridden methods and instance members. I cannot put a full implementation of doSomething() in Element because 1) it is only relevant for some of the subclasses, 2) its implementation has a performance impact and 3) it depends on a method that could be overridden by a class in the inheritance chain between the superclass and a subclass, e.g. SVGElement in my example. Especially because of the third point, I wanted to solve the problem using a template class, as follows (it is a kind of decorator for classes): struct Element { virtual void doSomething() {} }; // T should be an instance of Element template<class T> struct AugmentedElement : public T { // doSomething is expensive and uses T virtual void doSomething() override {} // Used by doSomething virtual bool shouldDoSomething() = 0; }; class SVGElement : public Element { /* ... */ }; class SVGAElement : public AugmentedElement<SVGElement> { // some non-trivial check bool shouldDoSomething() { /* ... */ return true; } }; // Similarly for HTMLAElement and others I looked around (in the existing (huge) codebase and on the internet), but didn't find any similar code snippets, let alone an evaluation of the effectiveness and pitfalls of this approach. Is my design the right way to go, or is there a better way to add common functionality to some subclasses of a given superclass?

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  • Why is my model's scale changing after rotating it?

    - by justnS
    I have just started a simple flight simulator and have implemented Roll and pitch. In the beginning, testing went very well; however, after about 15-20 seconds of constantly moving the thumbsticks in a random or circular motion, my model's scale begins to grow. At first I thought the model was moving closer to the camera, but i set break points when it was happening and can confirm the translation of my orientation matrix remains 0,0,0. Is this a result of Gimbal Lock? Does anyone see an obvious error in my code below? public override void Draw( Matrix view, Matrix projection ) { Matrix[] transforms = new Matrix[Model.Bones.Count]; Model.CopyAbsoluteBoneTransformsTo( transforms ); Matrix translateMatrix = Matrix.Identity * Matrix.CreateFromAxisAngle( _orientation.Right, MathHelper.ToRadians( pitch ) ) * Matrix.CreateFromAxisAngle( _orientation.Down, MathHelper.ToRadians( roll ) ); _orientation *= translateMatrix; foreach ( ModelMesh mesh in Model.Meshes ) { foreach ( BasicEffect effect in mesh.Effects ) { effect.World = _orientation * transforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } } public void Update( GamePadState gpState ) { roll = 5 * gpState.ThumbSticks.Left.X; pitch = 5 * gpState.ThumbSticks.Left.Y; }

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  • Zoom Layer centered on a Sprite

    - by clops
    I am in process of developing a small game where a space-ship travels through a layer (doh!), in some situations the spaceship comes close to an enemy space ship, and the whole layer is zoomed in on the two with the zoom level being dependent on the distance between the ship and the enemy. All of this works fine. The main question, however, is how do I keep the zoom being centered on the center point between the two space-ships and make sure that the two are not off-screen? Currently I control the zooming in the GameLayer object through the update method, here is the code (there is no layer repositioning here yet): -(void) prepareLayerZoomBetweenSpaceship{ CGPoint mainSpaceShipPosition = [mainSpaceShip position]; CGPoint enemySpaceShipPosition = [enemySpaceShip position]; float distance = powf(mainSpaceShipPosition.x - enemySpaceShipPosition.x, 2) + powf(mainSpaceShipPosition.y - enemySpaceShipPosition.y,2); distance = sqrtf(distance); /* Distance > 250 --> no zoom Distance < 100 --> maximum zoom */ float myZoomLevel = 0.5f; if(distance < 100){ //maximum zoom in myZoomLevel = 1.0f; }else if(distance > 250){ myZoomLevel = 0.5f; }else{ myZoomLevel = 1.0f - (distance-100)*0.0033f; } [self zoomTo:myZoomLevel]; } -(void) zoomTo:(float)zoom { if(zoom > 1){ zoom = 1; } // Set the scale. if(self.scale != zoom){ self.scale = zoom; } } Basically my question is: How do I zoom the layer and center it exactly between the two ships? I guess this is like a pinch zoom with two fingers!

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  • An alternative to multiple inheritance when creating an abstraction layer?

    - by sebf
    In my project I am creating an abstraction layer for some APIs. The purpose of the layer is to make multi-platform easier, and also to simplify the APIs to the feature set that I need while also providing some functionality, the implementation of which will be unique to each platform. At the moment, I have implemented it by defining and abstract class, which has methods which creates objects that implement interfaces. The abstract class and these interfaces define the capabilities of my abstraction layer. The implementation of these in my layer should of course be arbitrary from the POV view of my application, but I have done it, for my first API, by creating chains of subclasses which add more specific functionality as the features of the APIs they expose become less generic. An example would probably demonstrate this better: //The interface as seen by the application interface IGenericResource { byte[] GetSomeData(); } interface ISpecificResourceOne : IGenericResource { int SomePropertyOfResourceOne {get;} } interface ISpecificResourceTwo : IGenericResource { string SomePropertyOfResourceTwo {get;} } public abstract class MyLayer { ISpecificResourceOne CreateResourceOne(); ISpecificResourceTwo CreateResourceTwo(); void UseResourceOne(ISpecificResourceOne one); void UseResourceTwo(ISpecificResourceTwo two); } //The layer as created in my library public class LowLevelResource : IGenericResource { byte[] GetSomeData() {} } public class ResourceOne : LowLevelResource, ISpecificResourceOne { int SomePropertyOfResourceOne {get{}} } public class ResourceTwo : ResourceOne, ISpecificResourceTwo { string SomePropertyOfResourceTwo {get {}} } public partial class Implementation : MyLayer { override UseResourceOne(ISpecificResourceOne one) { DoStuff((ResourceOne)one); } } As can be seen, I am essentially trying to have two inheritance chains on the same object, but of course I can't do this so I simulate the second version with interfaces. The thing is though, I don't like using interfaces for this; it seems wrong, in my mind an interface defines a contract, any class that implements that interface should be able to be used where that interface is used but here that is clearly not the case because the interfaces are being used to allow an object from the layer to masquerade as something else, without the application needing to have access to its definition. What technique would allow me to define a comprehensive, intuitive collection of objects for an abstraction layer, while their implementation remains independent? (Language is C#)

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  • What are the most common stumbling blocks when it comes to learning programming, in order of difficulty?

    - by blueberryfields
    I seem to remember that linked lists, recursion, pointers, and memory management are all good examples of stumbling blocks - places where the aspiring programmer typically ends up spending significant time trying to understand a concept before moving on and improving, and many end up giving up and not improving. I'm looking for a complete/comprehensive list of these types of stumbling blocks, in rough estimated order of difficulty to learn, with the goal of making sure that an educational program for programmers is structured to properly guide students through them Is this information available somewhere? Ideally, the difficulty to learn will be measured in some sort of objective manner (ie, % of students which consistently fail to learn the concept) What sources are most appropriate for obtaining this information?

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  • Recasting and Drawing in SDL

    - by user1078123
    I have some code that essentially draws a column on the screen of a wall in a raycasting-type 3d engine. I am trying to optimize it, as it takes about 10 milliseconds do draw a million pixels using this, and the vast majority of game time is spent in this loop. However, I don't quite understand what's occurring, particularly the recasting (I modified the "pixel manipulation" sample code from the SDL documentation). "canvas" is the surface I am drawing to, and "hello" is the surface containing the texture for the column. int c = (curcol)* canvas->format->BytesPerPixel; void *canvaspixels = canvas->pixels; Uint16 texpitch = hello->pitch; int lim = (drawheight +startdraw) * canvpitch +c + (int) canvaspixels; Uint8 *k = (Uint8 *)hello->pixels + (hit)* hello->format->BytesPerPixel; for (int j= (startdraw)*(canvpitch)+c + (int) canvaspixels; (j< lim); j+= canvpitch){ Uint8 *q = (Uint8 *) ((int(h))*(texpitch)+k); *(Uint32 *)j = *(Uint32 *)q; h += s; } We have void pointers (not sure how those are even represented), 8, 16, and 32 bit ints (h and s are floats), all being intermingled, and while it works, it is quite confusing.

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  • Why can't I compare two Texture2D's?

    - by Fiona
    I am trying to use an accessor, as it seems to me that that is the only way to accomplish what I want to do. Here is my code: Game1.cs public class GroundTexture { private Texture2D dirt; public Texture2D Dirt { get { return dirt; } set { dirt = value; } } } public class Main : Game { public static Texture2D texture = tile.Texture; GroundTexture groundTexture = new GroundTexture(); public static Texture2D dirt; protected override void LoadContent() { Tile tile = (Tile)currentLevel.GetTile(20, 20); dirt = Content.Load<Texture2D>("Dirt"); groundTexture.Dirt = dirt; Texture2D texture = tile.Texture; } protected override void Update(GameTime gameTime) { if (texture == groundTexture.Dirt) { player.TileCollision(groundBounds); } base.Update(gameTime); } } I removed irrelevant information from the LoadContent and Update functions. On the following line: if (texture == groundTexture.Dirt) I am getting the error Operator '==' cannot be applied to operands of type 'Microsoft.Xna.Framework.Graphics.Texture2D' and 'Game1.GroundTexture' Am I using the accessor correctly? And why do I get this error? "Dirt" is Texture2D, so they should be comparable. This using a few functions from a program called Realm Factory, which is a tile editor. The numbers "20, 20" are just a sample of the level I made below: tile.Texture returns the sprite, which here is the content item Dirt.png Thank you very much! (I posted this on the main Stackoverflow site, but after several days didn't get a response. Since it has to do mainly with Texture2D, I figured I'd ask here.)

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  • Critical Patch Update for October 2012 Now Available

    - by Steven Chan (Oracle Development)
    The Critical Patch Update (CPU) for October 2012 was released on July 16, 2012. Oracle strongly recommends applying the patches as soon as possible. The Critical Patch Update Advisory is the starting point for relevant information. It includes a list of products affected, pointers to obtain the patches, a summary of the security vulnerabilities, and links to other important documents. Supported products that are not listed in the "Supported Products and Components Affected" Section of the advisory do not require new patches to be applied. Also, it is essential to review the Critical Patch Update supporting documentation referenced in the Advisory before applying patches, as this is where you can find important pertinent information. The Critical Patch Update Advisory is available at the following location: Oracle Technology Network The next four Critical Patch Update release dates are: January 15, 2013 April 16, 2013 July 16, 2013 October 15, 2013 E-Business Suite Releases 11i and 12 Reference Oracle E-Business Suite Releases 11i and 12 Critical Patch Update Knowledge Document (October 2012) (Note 1486535.1)

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  • C++ and system exceptions

    - by Abyx
    Why standard C++ doesn't respect system (foreign or hardware) exceptions? E.g. when null pointer dereference occurs, stack isn't unwound, destructors aren't called, and RAII doesn't work. The common advice is "to use system API". But on certain systems, specifically Win32, this doesn't work. To enable stack unwinding for this C++ code // class Foo; // void bar(const Foo&); bar(Foo(1, 2)); one should generate something like this C code Foo tempFoo; Foo_ctor(&tempFoo); __try { bar(&tempFoo); } __finally { Foo_dtor(&tempFoo); } Foo_dtor(&tempFoo); and it's impossible to implement this as C++ library. Upd: Standard doesn't forbid handling system exceptions. But it seems that popular compilers like g++ doesn't respect system exceptions on any platforms just because standard doesn't require this. The only thing that I want - is to use RAII to make code readable and program reliable. I don't want to put hand-crafted try\finally around every call to unknown code. For example in this reusable code, AbstractA::foo is such unknown code: void func(AbstractA* a, AbstractB* b) { TempFile file; a->foo(b, file); } Maybe one will pass to func such implementation of AbstractA, which every Friday will not check if b is NULL, so access violation will happen, application will terminate and temporary file will not be deleted. How many months uses will suffer because of this issue, until either author of func or author of AbstractA will do something with it? Related: Is `catch(...) { throw; }` a bad practice?

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  • migrating from struts2, looking for a new framework

    - by adhg
    We are supposed to start a relatively big project that will require lots of computation and analysis. Presentation (UI) for the end user is very crucial (graphs, tabels...) So far we've been using struts2. It's ok+. It has some drawbacks (specially if you work with tiles and all that XML) but if you get the lingo - you're ok. One option on the table is to continue using struts2 with jquery and all the other stuff that we've been doing for so long. Alternatively, I think we have an opportunity to learn something new and maybe a bit better then struts2. My question is this: Anyone has migrated from struts2 to something new and can share the experience. Or had some great experience witha particular java framework. Many thanks for any pointers.

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  • Empty interface to combine multiple interfaces

    - by user1109519
    Suppose you have two interfaces: interface Readable { public void read(); } interface Writable { public void write(); } In some cases the implementing objects can only support one of these but in a lot of cases the implementations will support both interfaces. The people who use the interfaces will have to do something like: // can't write to it without explicit casting Readable myObject = new MyObject(); // can't read from it without explicit casting Writable myObject = new MyObject(); // tight coupling to actual implementation MyObject myObject = new MyObject(); None of these options is terribly convenient, even more so when considering that you want this as a method parameter. One solution would be to declare a wrapping interface: interface TheWholeShabam extends Readable, Writable {} But this has one specific problem: all implementations that support both Readable and Writable have to implement TheWholeShabam if they want to be compatible with people using the interface. Even though it offers nothing apart from the guaranteed presence of both interfaces. Is there a clean solution to this problem or should I go for the wrapper interface? UPDATE It is in fact often necessary to have an object that is both readable and writable so simply seperating the concerns in the arguments is not always a clean solution. UPDATE2 (extracted as answer so it's easier to comment on) UPDATE3 Please beware that the primary usecase for this is not streams (although they too must be supported). Streams make a very specific distinction between input and output and there is a clear separation of responsibilities. Rather, think of something like a bytebuffer where you need one object you can write to and read from, one object that has a very specific state attached to it. These objects exist because they are very useful for some things like asynchronous I/O, encodings,...

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