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  • Saving an interface instance into a Bundle

    - by user22241
    All I've have an interface that allows me to switch between different scenes in my Android game. When the home key is pressed, I am saving all of my states (score, sprite positions etc) into a Bundle. When re-launching, I am restoring all my states and all is OK - however, I can't figure out how to save my 'Scene', thus when I return, it always starts at the default screen which is the 'Main Menu'. How would I go about saving my 'Scene' (into a Bundle)? Code import android.view.MotionEvent; public interface Scene{ void render(); void updateLogic(); boolean onTouchEvent(MotionEvent event); } I assume the interface is the relevant piece of code which is why I've posted that snippet. I set my scene like so: ('options' is an object of my Options class which extends MainMenu (Another custom class) which, in turn implements the interface 'Scene') SceneManager.getInstance().setCurrentScene(options); //Current scene is optionscreen

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  • Are flag variables an absolute evil?

    - by dukeofgaming
    I remember doing a couple of projects where I totally neglected using flags and ended up with better architecture/code; however, it is a common practice in other projects I work at, and when code grows and flags are added, IMHO code-spaghetti also grows. Would you say there are any cases where using flags is a good practice or even necessary?, or would you agree that using flags in code are... red flags and should be avoided/refactored; me, I just get by with doing functions/methods that check for states in real time instead. Edit: Not talking about compiler flags

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  • Turn-Based RPG Battle Instance Layout For Larger Groups

    - by SoulBeaver
    What a title, eh? I'm currently designing a videogame; a turn-based RPG like Final Fantasy (because everybody knows Final Fantasy). It's a 2D sprite game. These are my ideas for combat: -The player has a group of 15 members (main character included) -During battle, five of the group are designated as active, and appear in the battle. -These five may be switched out at leisure, or when one of the five die. -At any time, the Waiting members can cast buffs, be healed by the active members, or perform special attacks. -Battles should contain 10+ monsters at least. I'm aiming for 20, but I'm not sure if that's possible yet. -Battles should feel larger than normal due to the interaction of Waiting members, active members and the increased amount of monsters per battle. -The player has two rows in which to put the Active members: front and back. -Depending on the implementation, I might allow comboing of player attacks and skills. These are just design ideas, so beware! I have not been able to test this out yet- I have no idea yet if any of these ideas bunched together will make for a compelling game. What sounds good on paper doesn't necessarily have to be good in practice! What I'm asking now is how to create the layout for this. My starting point are the battles in Final Fantasy VI, with up to 5-6 monsters on the left and the characters on the right- monsters on both sides if it's a pincer attack. However, this view would not work feasible with my goal of 20 monsters and 5 characters. All the monsters on the left would appear cluttered unless I scale them far far back. If I create a pincer-like map, then there would be no real pincer-attack possible. If I space the monsters out I force the player to scroll the screen- a game mechanic I've come across and not enjoyed imho. My question is: does anybody have any layouts or guides for designing battle maps in turn-based RPGs, especially with a larger number of enemies taken into consideration? How should it look? I am not asking for specific combat mechanics, just the layout for the moment.

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  • Using Instance Nodes, worth it?

    - by Twitch
    I am making a 2d game where there are various environments with lots and lots of objects. There is a forest scene with like 1200 objects in total(trees mainly), of which around 100 are visible on the camera at any given time, as you move through the level. These are comprised of around 20 different kind of trees and other props. Each object is usually 2-6 triangles with a transparent texture. My developer asked me to replace each object in the scene with a node, and keeping only a minimal amount of actual objects which would be 300+ or so(?), since there are a few modified unique meshes. So he can instantiate the actual objects to keep the game light. Is this actually effective? And if so how much? I 've read about draw calls and such and I suppose that if I combine each texture (10 kinds of trees) in 1 mesh it will have the same effect?

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  • Passing variables from PHP to C++

    - by Alex
    I’m new to this so I’m sorry if my question is trivial. I have the following situation: I need to call a program from PHP and pass some vars and/or sets of key-value pairs to it. Now, my question is: how do I pass these vars, through arguments to the called function (e.g. exec("/path/to/program flag1 flag2 [key1=A,key2=B]");)? Or is there a better method to achieve this? Somebody suggested me to write them into a txt file and pass the path to it to as an argument instead (e.g. exec("/path/to/program path_to_txt_file);), but I’m not to excited about this method.

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  • Instantiating objects in Java

    - by Davis Naglis
    I'm learning now Java from scratch and when I started to learn about instantiating objects, I don't understand - in which cases do I need to instantiate objects? For example I'm studying from TutsPlus course about it and there is example about "Rectangle" class. Instructor says that it needs to be instantiated. So I started to doubt about - when do I need to instantiate those objects when writing Java code?

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  • Extension methods on a null object instance – something you did not know

    - by nmarun
    Extension methods gave developers with a lot of bandwidth to do interesting (read ‘cool’) things. But there are a couple of things that we need to be aware of while using these extension methods. I have a StringUtil class that defines two extension methods: 1: public static class StringUtils 2: { 3: public static string Left( this string arg, int leftCharCount) 4: { 5: if (arg == null ) 6: { 7: throw new ArgumentNullException( "arg" ); 8: } 9: return arg.Substring(0, leftCharCount); 10...(read more)

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  • Provisioning a New SQL Server Instance – Part Two

    So how should you install and configure SQL Server 2012 properly? Glenn Berry completes his two-part series by explaining the steps needed to complete the preparation and do the actual installation. Keep your database and application development in syncSQL Connect is a Visual Studio add-in that brings your databases into your solution. It then makes it easy to keep your database in sync, and commit to your existing source control system. Find out more.

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  • How to Connect to a SQL Server Named Instance

    My network admins have tightened down the network and while we were once able to connect to our named instances via MySQLServer\MyNamedInstance, we're now only able to connect if we specify the port. What happened and what do I need to tell them to fix the issue? Get Smart with SQL Backup Pro Powerful centralised management, encryption and more.SQL Backup Pro was the smartest kid at school Discover why.

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  • Déploiement et configuration réseau d'une instance CloudStack, deuxième tutoriel d'une série sur Cloudstack

    Bonjour, Citation: CloudStack est un logiciel de cloud computing open source pour la création, la gestion et le déploiement de services de cloud d'infrastructure. Il utilise des hyperviseurs existants tels que KVM, vSphere, XenServer et / XCP pour la virtualisation. En plus de sa propre API, CloudStack prend également en charge les Amazon Web Services. Voici une série de tests effectués par Ikoula sur ce logiciel. Je vous présente ce deuxième tutoriel sur Cloudstack:Déploiement...

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  • SQL Server 2012 AlwaysOn: Multisite Failover Cluster Instance

    SQL Server Failover Clustering, which includes support for both local and multisite failover configurations, is part of the SQL Server 2012 AlwaysOn implementation suite, designed to provide high availability and disaster recovery for SQL Server. The multisite failover clustering technology has been enhanced significantly in SQL Server 2012. The multisite failover cluster architecture, enhancements in SQL Server 2012 to the technology, and some best practices to help with deployment of the technology are the primary focus of this paper.

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  • Name for this antipattern? Fields as local variables

    - by JSB????
    In some code I'm reviewing, I'm seeing stuff that's the moral equivalent of the following: public class Foo { private Bar bar; public MethodA() { bar = new Bar(); bar.A(); bar = null; } public MethodB() { bar = new Bar(); bar.B(); bar = null; } } The field bar here is logically a local variable, as its value is never intended to persist across method calls. However, since many of the methods in Foo need an object of type Bar, the original code author has just made a field of type Bar. This is obviously bad, right? Is there a name for this antipattern?

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  • Error Setting Java Environment Variables

    - by Cherie Riesberg
    Problem:  Not exactly SharePoint, but the issue is when setting the %JAVA_HOME% environment variable, Java installs to the Program Files directory by default.  The space in the path seems to stop the variable from being read.  You get an error. Solution:  Change Program Files to Progra~1, so the path now looks like this: C:\Progra~1\Java\jdk1.6.0_23\bin\; You can type %JAVA_HOME%\bin\javac to test.  Output should look like this: Usage: javac <options> <source files> where possible options include: ...

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  • Error during installation of an SQL server Failover Cluster Instance

    A common issue I've run into while helping with SQL Server Failover Cluster (FCI) installations is the failure of the Network Name. In the following post I'll discuss a bit of background, the common root cause, and how to resolve it. Countless happy developers. One award-winning bundle.The SQL Developer Bundle can transform the way you and your team work, aiding collaboration, efficiency, and consistency. Download your free trial now.

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  • How to Document and Configure SQL Server Instance Settings

    Occasionally, when you install identical databases on two different SQL Server instances, they will behave in surprisingly different ways. Why? Most likely, it is down to different configuration settings. There are around seventy of these settings and the DBA needs to be aware of the effect that many of them have. Brad McGehee explains them all in enough detail to help with most common configuration problems, and suggests some best practices.

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  • Why is that SQL Server Instance under stress?

    There are several reliable indications, using SQL Queries, of what is causing SQL Server performance problems. Some of these are fairly obvious, but others aren't. Grant shows how you can get clues from any SQL Server as to the cause of stress. Schedule Azure backupsRed Gate’s Cloud Services makes it simple to create and schedule backups of your SQL Azure databases to Azure blob storage or Amazon S3. Try it for free today.

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  • Object array updates one instance repeatedly [on hold]

    - by MGN001
    I'm making a 2D shooter, and the player object holds an array of bullets that represent how many shots the player can have on screen at once. At least, this is what I'm trying for. What's happening is that each time any of the objects in the array is called, it seems to update a single object in memory. So, if I fire and then fire again, the object "starts over" from where I shot from and moves twice as fast. I've spent weeks trying to fix this and I've managed nothing. Hopefully another pair of eyes will see something I've missed. Player.cpp #include "Player.h" const int startLives = 3; const int maxHealth = 2; const float speed = 1; const int maxVelocity = 500; const int topBound = WINDOW_HEIGHT / 5 * 3; const int slowRate = 500; const int accRate = 1000; const int maxBullets = 5; const float spriteWidth = 99; const float spriteHeight = 75; const Vector2f startPosition = { (WINDOW_WIDTH / 2) - (spriteWidth / 2), (WINDOW_HEIGHT / 4 * 3) - (spriteHeight / 2) }; Bullet bullets[maxBullets]; Bullet * bulletPointers[maxBullets]; SDL_Texture * playerHealthy; SDL_Texture * playerDamaged; SDL_Texture * currentSprite; SDL_Rect * rect; Vector2f position; Vector2f velocity; int Health; int Lives; Player::Player() { rect = new SDL_Rect(); } Player::~Player() { SDL_DestroyTexture(playerHealthy); SDL_DestroyTexture(playerDamaged); SDL_DestroyTexture(currentSprite); rect = NULL; } void Player::Initialize(SDL_Renderer * renderer) { SDL_Surface * temp; temp = IMG_Load(".\\Sprites\\player.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } playerHealthy = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\playerDamaged.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } playerDamaged = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\laserGreen.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } SDL_Texture * bullet = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\laserGreenShot.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } SDL_Texture * explosion = SDL_CreateTextureFromSurface(renderer, temp); for (int i = 0; i < maxBullets; i++) { bullets[i].Initialize(renderer, bullet, explosion); bulletPointers[i] = NULL; } temp = NULL; rect->h = spriteHeight; rect->w = spriteWidth; Reset(); } void Player::Update(Input input, float deltaTime) { if (abs(velocity.x) < slowRate * deltaTime) { velocity.x = 0; } else if (velocity.x > 0) { velocity.x -= slowRate * deltaTime; } else if (velocity.x < 0) { velocity.x += slowRate * deltaTime; } if (abs(velocity.y) < slowRate * deltaTime) { velocity.y = 0; } if (velocity.y > 0) { velocity.y -= slowRate * deltaTime; } else if (velocity.y < 0) { velocity.y += slowRate * deltaTime; } if (Health <= 0) { --Lives; Spawn(); } velocity.x += UnitVector(input.InputNew.movement).x * accRate * deltaTime; velocity.y += UnitVector(input.InputNew.movement).y * accRate * deltaTime; if (Magnitude(velocity) > maxVelocity) { velocity.x = UnitVector(velocity).x * maxVelocity; velocity.y = UnitVector(velocity).y * maxVelocity; } position.x += velocity.x * deltaTime * speed; position.y += velocity.y * deltaTime * speed; if (input.InputNew.JumpLeft && !input.InputOld.JumpLeft) { position.x -= spriteWidth; } if (input.InputNew.JumpRight && !input.InputOld.JumpRight) { position.x += spriteWidth; } Boundaries(); rect->x = position.x; rect->y = position.y; if (input.InputNew.Fire && !input.InputOld.Fire) { Fire(); } for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] != NULL) { bullets[i].Update(deltaTime); if (bullets[i].getPosition().y < -33) { bulletPointers[i] = NULL; } } } } void Player::Draw(SDL_Renderer * renderer) { for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] != NULL) { bullets[i].Draw(renderer); } } SDL_RenderCopy(renderer, currentSprite, NULL, rect); } void Player::Spawn() { position = startPosition; Health = maxHealth; currentSprite = playerHealthy; rect->x = position.x; rect->y = position.y; } void Player::Boundaries() { if (position.x < 0) { position.x = 0; velocity.x *= -1; } else if (position.x > WINDOW_WIDTH - spriteWidth) { position.x = WINDOW_WIDTH - spriteWidth; velocity.x *= -1; } if (position.y < topBound) { position.y = topBound; velocity.y *= -1; } else if (position.y > WINDOW_HEIGHT - spriteHeight) { position.y = WINDOW_HEIGHT - spriteHeight; velocity.y *= -1; } } int Player::getLives() { return Lives; } void Player::Reset() { Lives = startLives; Spawn(); } void Player::Fire() { for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] == NULL) { bulletPointers[i] = &bullets[i]; bullets[i].Fire(position,velocity.x/2); break; } } } Bullet.cpp #include "Bullet.h" const int speed = 500; Vector2f bulletVelocity; float ExplosionMax = 0.5f; float ExplosionTimer; const Vector2f fireOffset = { 45.5f, 10.0f }; const Vector2f explosionOffset = { 23.5f, -27.0f }; const Vector2i bulletSize = { 9, 33 }; const Vector2i explosionSize = { 56, 54 }; Vector2f bulletPosition; SDL_Texture * bulletSprite; SDL_Texture * explosionSprite; SDL_Texture * bulletCurrentSprite; SDL_Rect * bulletRect; Bullet::Bullet() { } Bullet::~Bullet() { } void Bullet::Initialize(SDL_Renderer * renderer, SDL_Texture * bullet, SDL_Texture * explosion) { bulletSprite = bullet; explosionSprite = explosion; bulletRect = new SDL_Rect(); } void Bullet::Update(float deltaTime) { bulletPosition.y -= bulletVelocity.y * deltaTime; bulletPosition.x += bulletVelocity.x * deltaTime; bulletRect->x = static_cast<int>(bulletPosition.x); bulletRect->y = static_cast<int>(bulletPosition.y); } void Bullet::Draw(SDL_Renderer * renderer) { SDL_RenderCopy(renderer, bulletCurrentSprite, NULL, bulletRect); } void Bullet::Fire(Vector2f pos, float xSpeed) { bulletPosition.x = pos.x + fireOffset.x; bulletPosition.y = pos.y + fireOffset.y; bulletVelocity.x = xSpeed; bulletVelocity.y = speed; bulletCurrentSprite = bulletSprite; bulletRect->h = bulletSize.y; bulletRect->w = bulletSize.x; bulletRect->x = static_cast<int>(bulletPosition.x); bulletRect->y = static_cast<int>(bulletPosition.y); } Vector2f Bullet::getPosition() { return bulletPosition; } void Bullet::Hit() { bulletCurrentSprite = explosionSprite; bulletVelocity = { 0.0f, 0.0f }; ExplosionTimer = ExplosionMax; bulletPosition.x += explosionOffset.x; bulletPosition.y += explosionOffset.y; bulletRect->w = explosionSize.x; bulletRect->h = explosionSize.y; }

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  • Track user through Google Universal Analytics

    - by raygo
    I want to track a user from my site, give an id to Google Analytics and later be able to see which pages that id visited and for how long did that id view the pages. I've tried custom variables with the classic analytics. I tried enabling the User-ID feature in the Universal Analytics. Neither of these have given me what I want yet. Is there any way to accomplish this with Universal Analytics? UPDATE This is a sample code with a user whose id is 2. I try to set the userid in different ways to see if at least in one way it shows. <script> (function(i,s,o,g,r,a,m){i['GoogleAnalyticsObject']=r;i[r]=i[r]||function(){ (i[r].q=i[r].q||[]).push(arguments)},i[r].l=1*new Date();a=s.createElement(o), m=s.getElementsByTagName(o)[0];a.async=1;a.src=g;m.parentNode.insertBefore(a,m) })(window,document,'script','//www.google-analytics.com/analytics.js','ga'); ga('create', 'UA-XXXXXXX-1', 'domain.com', { 'userId': '2' }); ga('set', '&uid', '2'); // Set the user ID using signed-in user_id. var dimensionValue = '2'; ga('set', 'dimension1', dimensionValue); ga('send', 'pageview'); </script>

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  • Prefer class members or passing arguments between internal methods?

    - by geoffjentry
    Suppose within the private portion of a class there is a value which is utilized by multiple private methods. Do people prefer having this defined as a member variable for the class or passing it as an argument to each of the methods - and why? On one hand I could see an argument to be made that reducing state (ie member variables) in a class is generally a good thing, although if the same value is being repeatedly used throughout a class' methods it seems like that would be an ideal candidate for representation as state for the class to make the code visibly cleaner if nothing else. Edit: To clarify some of the comments/questions that were raised, I'm not talking about constants and this isn't relating to any particular case rather just a hypothetical that I was talking to some other people about. Ignoring the OOP angle for a moment, the particular use case that I had in mind was the following (assume pass by reference just to make the pseudocode cleaner) int x doSomething(x) doAnotherThing(x) doYetAnotherThing(x) doSomethingElse(x) So what I mean is that there's some variable that is common between multiple functions - in the case I had in mind it was due to chaining of smaller functions. In an OOP system, if these were all methods of a class (say due to refactoring via extracting methods from a large method), that variable could be passed around them all or it could be a class member.

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  • Do there exist programming languages where a variable can truly know its own name?

    - by Job
    In PHP and Python one can iterate over the local variables and, if there is only once choice where the value matches, you could say that you know what the variable's name is, but this does not always work. Machine code does not have variable names. C compiles to assembly and does not have any native reflection capabilities, so it would not know it's name. (Edit: per Anton's answer the pre-processor can know the variable's name). Do there exist programming languages where a variable would know it's name? It gets tricky if you do something like b = a and b does not become a copy of a but a reference to the same place. EDIT: Why in the world would you want this? I can think of one example: error checking that can survive automatic refactoring. Consider this C# snippet: private void CheckEnumStr(string paramName, string paramValue) { if (paramName != "pony" && paramName != "horse") { string exceptionMessage = String.Format( "Unexpected value '{0}' of the parameter named '{1}'.", paramValue, paramName); throw new ArgumentException(exceptionMessage); } } ... CheckEnumStr("a", a); // Var 'a' does not know its name - this will not survive naive auto-refactoring There are other libraries provided by Microsoft and others that allow to check for errors (sorry the names have escaped me). I have seen one library which with the help of closures/lambdas can accomplish error checking that can survive refactoring, but it does not feel idiomatic. This would be one reason why I might want a language where a variable knows its name.

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  • MySQL Triggers - How to capture external web variables? (eg. web username, ip)

    - by Ken
    Hi, I'm looking to create an audit trail for my PHP web app's database (eg. capture inserts, updates, deletes). MySQL triggers seem to be just the thing -- but how do I capture the IP address and the web username (as opposed to the mysql username, localhost) of the user who invoked the trigger? Thanks so much. -Ken P.S. I'm working with this example code I found: DROP TRIGGER IF EXISTS history_trigger $$ CREATE TRIGGER history_trigger BEFORE UPDATE ON clients FOR EACH ROW BEGIN IF OLD.first_name != NEW.first_name THEN INSERT INTO history_clients ( client_id , col , value , user_id , edit_time ) VALUES ( NEW.client_id, 'first_name', NEW.first_name, NEW.editor_id, NEW.last_mod ); END IF; IF OLD.last_name != NEW.last_name THEN INSERT INTO history_clients ( client_id , col , value , user_id , edit_time ) VALUES ( NEW.client_id, 'last_name', NEW.last_name, NEW.editor_id, NEW.last_mod ); END IF; END; $$

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  • PHPMailer safe practices - Send escaped / sanitized variables or not ?

    - by FreekOne
    I'm using the PHPMailer-Lite class to build an email sending script and I'm not sure if I should use addslashses() on the $name variable when adding it to the constructor. If somebody's last name would be O'Riley (or any other name that contains characters which should normally be sanitized before handling) and I would send it unescaped, wouldn't it mess with the script/email sending ? Is it safe to send it unescaped ? As a side note, I would also like to avoid having my message body say "Hello, O\'Riley". Looking at the source, I saw that it only trims the whitespace and line ending (\r\n) characters from the received $name variable, so any advice on this would be more than welcome. Thank you all in advance !

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