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  • How to stay creative when going through tough emotional times (divorce, family death, etc)? [closed]

    - by gaearon
    Hi everyone. I believe this is not a duplicate of motivation question because I want to especially emphasize the emotional breakdown. You may conquer lack of motivation by working harder and getting through the dip, however this was not the case when I was separating with my girlfriend. I actually liked the project, it was (and it still is!) my first programming job at an amazing workplace and I wasn't being pressured in any way but I found myself absolutely unable to code, blankly staring at the screen, my thoughts disorganized, the feeling of emptiness all in my chest. I could perform some straightforward coding but anything that involves creative thinking, designing abstractions, solving new problems and, worst of all, fixing bugs in legacy code, completely wiped out my brain to the point I started avoiding work, which I never have done before. Coffee only used to make it worse. Eventually I got over that, and I remember the happy day I solved a problem elegantly and thought—hell, first time in a month! Thankfully the project wasn't top priority and I had the time to catch up. I wonder now, was there any other way to boost my productivity back then? I bet people would say I should've taken a break—and I think I really should have—but what if I needed the money? Didn't want to lose my job? Are there any ways to trick your brain into being creative despite emotional losses? From your experience, would it be worth talking to my boss, collegues?

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  • Using a Vertex Buffer and DrawUserIndexedPrimitives?

    - by MattMcg
    Let's say I have a large but static world and only a single moving object on said world. To increase performance I wish to use a vertex and index buffer for the static part of the world. I set them up and they work fine however if I throw in another draw call to DrawUserIndexedPrimitives (to draw my one single moving object) after the call to DrawIndexedPrimitives, it will error out saying a valid vertex buffer must be set. I can only assume the DrawUserIndexedPrimitive call destroyed/replaced the vertex buffer I set. In order to get around this I must call device.SetVertexBuffer(vertexBuffer) every frame. Something tells me that isn't correct as that kind of defeats the point of a buffer? To shed some light, the large vertex buffer is the final merged mesh of many repeated cubes (think Minecraft) which I manually create to reduce the amount of vertices/indexes needed (for example two connected cubes become one cuboid, the connecting faces are cut out), and also the amount of matrix translations (as it would suck to do one per cube). The moving objects would be other items in the world which are dynamic and not fixed to the block grid, so things like the NPCs who move constantly. How do I go about handling the large static world but also allowing objects to freely move about?

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  • Get to No as fast as possible

    - by Tim Hibbard
    There is a sales technique where the strategy is to get the customer to say “No deal” as soon as possible.  The idea being that by establishing terms that your customer is not comfortable with with, the sooner you can figure out what they will be willing to agree to.  The same principal can be applied to code design.  Instead of nested if…then statements, a code block should quickly eliminate the cases it is not equipped to handle and just focus on what it is meant to handle. This is code that will quickly become maintainable as requirements change: private void SaveClient(Client c) { if (c != null) { if (c.BirthDate != DateTime.MinValue) { foreach (Sale s in c.Sales) { if (s.IsProcessed) { SaveSaleToDatabase(s); } } SaveClientToDatabase(c); } } }   If an additional requirement comes along that requires the Client to have Manager approval or for a Sale to be under $20K, this code will get messy and unreadable. A better way to meet the same requirements would be: private void SaveClient(Client c) { if (c == null) { return; } if (c.BirthDate == DateTime.MinValue) { return; }   foreach (Sale s in c.Save) { if (!s.IsProcessed) { continue; } SaveSaleToDatabase(s); } SaveClientToDatabase(c); } This technique moves on quickly when it finds something it doesn’t like.  This makes it much easier to add a Manager approval constraint.  We would just insert the new requirement before the action takes place.

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  • Moving while doing loop animation in RPGMaker

    - by AzDesign
    I made a custom class to display character portrait in RPGMaker XP Here is the class : class Poser attr_accessor :images def initialize @images = Sprite.new @images.bitmap = RPG::Cache.picture('Character.png') #100x300 @images.x = 540 #place it on the bottom right corner of the screen @images.y = 180 end end Create an event on the map to create an instance as global variable, tada! image popped out. Ok nice. But Im not satisfied, Now I want it to have bobbing-head animation-like (just like when we breathe, sometimes bob our head up and down) so I added another method : def move(x,y) @images.x += x @images.y += y end def animate(x,y,step,delay) forward = true 2.times { step.times { wait(delay) if forward move(x/step,y/step) else move(-x/step,-y/step) end } wait(delay*3) forward = false } end def wait(time) while time > 0 time -= 1 Graphics.update end end I called the method to run the animation and it works, so far so good, but the problem is, WHILE the portrait goes up and down, I cannot move my character until the animation is finished. So that's it, I'm stuck in the loop block, what I want is to watch the portrait moving up and down while I walk around village, talk to npc, etc. Anyone can solve my problem ? Or better solution ? Thanks in advance

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  • General List of Common Programming Errors

    - by javamonkey79
    As one journey's from apprentice to journeyman to master I've noticed that one accumulates a list of best practices for things they've been bitten by. Personally, I write most of my stuff in java & SQL so my list tends to be slated towards them. I've accumulated the following: When doing list removal, always reverse iterate Avoid adding items to a list you are currently iterating on Watch out for NullPointerExceptions Now, I know there are language specific "common errors" links out there like this one. And I'm also aware of the pragmatic programmer tips, Martin Fowler's "code smells". Does anyone know of any good lists out there of things like I've listed above (re: list removal, adding items, etc). My guess is that there are some good QA folks out there that can probably throw me a bone here. I'm not looking for things the compiler can catch - I'm looking for common things that cause bugs. In the event that there isn't a list out there already then I welcome posting your own findings here. Thanks in advance!

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  • Accessing second hard drive

    - by Jonathan
    So I recently installed Ubuntu 10.10 64-bit on my computer. I installed it on my 60gb SSD hard drive, and in the installation it never acknowledged the existence of my second hard drive. The hard drive that I keep all my files on, and which I want to make my home folder if I can, is a Western Digital Caviar Black 1TB SATA 6Gb/s 64MB cache (WD1002FAEX). I've read the following: https://help.ubuntu.com/community/Mount but honestly cannot work out how to access the hard drive from my Ubuntu installation. I did have Windows 7 64-bit prior to installing Ubuntu. I have backed up all the files on the hard drive, but if I could just access them straight off that would be super cool. Does anyone know how I can use the second hard drive? Thank you for your help EDIT: The following directories are currently in my /dev/ folder: ati/, block/, bsg/, bus/, char/, cpu/, isk/, input/, mapper/, net/, pktcdvd/, pts/, shm/, snd/, and usb/ EDIT: Result from sudo fdisk -l Disk /dev/sda: 60.0 GB, 60022480896 bytes 255 heads, 63 sectors/track, 7297 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x000d2dfd Device Boot Start End Blocks Id System /dev/sda1 * 1 6994 56174592 83 Linux /dev/sda2 6994 7298 2438145 5 Extended /dev/sda5 6994 7298 2438144 82 Linux swap / Solaris @djeykib So very close to fixing it.. unfortunately on the last command you gave it says this: $ sudo apt-get install linux-lts-backport-natty Reading package lists... Done Building dependency tree Reading state information... Done E: Unable to locate package linux-lts-backport-natty Checking on http://www.ubuntuupdates.org/ppas reveals that it is only available for 10.04. Looks like I'll have to unplug and re-plug hardware if I want it working still :(

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  • Visual Studio 2012 first impressions...no Macros!

    - by bconlon
    Yesterday I installed Microsoft Visual Studio 2012 for the first time (all 8.5GB) and after 20 years of (mostly) happy times using VS they have removed Macros, one of the most handy features.The first thing I wanted to do when I upgraded my VS2010 project was to add a #elseif block to each file. This would usually be simple case of find in files of the previous #elseif and then Ctrl+Shift+R to record a macro which would be: F8 (to select the next file from find list), F3 (to find the correct position in file), Ctrl+V to paste the new code. Then all I would need to do is keep Ctrl+Shift+P (Play Macro) pressed until all the files were processed.But alas Ctrl+Shift+R does nothing! I won’t say that I use Macros every day but it was a very useful feature.To continue my moaning a little more, I also don't like the bland interface. This has been well documented by others, but now I have used it myself, I find it difficult to tell one grey area of screen from another and the lack of colour makes the icons unclear.I also don't see why the menus now need to SHOUT in capital letters?On the plus side, they have now added the ability to see WPF properties in the debugger...a bit of an oversight in Visual Studio 2010. Oh, but you still can't edit and continue on files that contain templated code.Whilst Visual Studio 2012 is not a complete disaster like Windows 8 (why develop a desk top OS to be the same as a Smart device OS), it does not float my boat.Rant over.#

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  • How can I find out what site a popup ad came from?

    - by ændrük
    This is the situation: I've been browsing the web for an hour in pursuit of some bit of technical information and have visited several dozen websites that I don't even remember anymore. I've finally found what I need so I start closing the web browser, only to discover that — aaargh! — there's a popup ad hiding underneath! My blood boils. What insidious website is responsible for this circumvention of my browser's popup blocker? I want to make it pay for its crime. I'll write angry emails. Leave bad reviews. Even block it from my Google search results — yes, that'll show it! But I've reached an impediment. The offending site has already been closed. Is it too late to deduce the advertisement's origin? Or can I somehow un-pop the popup? Here's a test page. With only the popup left on your screen, can you deduce that it was caused by visiting PasteHTML?

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  • Basic is Best

    - by Eric A. Stephens
    Fellow foodies will recognize the recent movement towards "farm-to-table" restaurants. These venues attempt to simplify their menus and source ingredients as close to the source as possible. I had the opportunity to dine at such a restaurant the other evening. I was gushing about the appetizer to my server when she described the preparation for the item and then punctuated her comments with "basic is best". I reminded my fellow enterprise architect diners there was an architecture lesson in that statement. They rolled their eyes and chuckled. But they also knew I was right. I'm reminded of Frederick Brooks' book The Mythical Man Month and his latest The Design of Design. The former must read book talks about complexity. But he refrains from damning all complexity. The world we live in and enterprises we strive to transform with enterprise architecture are complicated organisms, much like the human body. But sometimes a simple solution is the best approach. Fewer applications (think: portfolio rationalization). Fewer components. Fewer lines of code. Whatever level of abstraction you are working at, less is more. I'm reminded of the enterprise architecture principle "Control Technical Diversity". At one firm I created pithy catch phrases for each principles. I named this one "Less is More". But perhaps another variation is what my server said the other night, "Basic is Best".

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  • How can I properly create /dev/dvd?

    - by chazomaticus
    Certain programs look for /dev/dvd by default to find DVDs. When I first boot my computer without a DVD inserted, /dev/dvd exists and points to the correct place (/dev/sr0). However, when I insert a DVD, /dev/dvd disappears. I'd like it to stick around so I don't have to navigate to /dev/sr0 in programs that are looking for DVDs. How do I ensure that the /dev/dvd symlink exists and points to the right place? It looks like I can add something to /etc/udev/rules.d/70-persistent-cd.rules. This site gives a couple of examples, but the 70-persistent-cd.rules file says "add the ENV{GENERATED}=1 flag to your own rules", which isn't part of the examples. The man 7 udev page is impenetrable to me, and I'm not convinced the linked page gives 100% of the information I need. So, what can I do on a modern, Ubuntu 12.04 (or later) system to make /dev/dvd always exist and point to the right device? EDIT: Is it as simple as adding ENV{GENERATED}=1 to the rules in the linked page, something like this: SUBSYSTEM=="block", KERNEL=="sr0", SYMLINK+="dvd", GROUP="cdrom", ENV{GENERATED}=1 Is that the right information for modern Ubuntu? What is ENV{GENERATED} doing there, when it wasn't generated, but hand-written?

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  • Does LINQ require significantly more processing cycles and memory than lower-level data iteration techniques?

    - by Matthew Patrick Cashatt
    Background I am recently in the process of enduring grueling tech interviews for positions that use the .NET stack, some of which include silly questions like this one, and some questions that are more valid. I recently came across an issue that may be valid but I want to check with the community here to be sure. When asked by an interviewer how I would count the frequency of words in a text document and rank the results, I answered that I would Use a stream object put the text file in memory as a string. Split the string into an array on spaces while ignoring punctuation. Use LINQ against the array to .GroupBy() and .Count(), then OrderBy() said count. I got this answer wrong for two reasons: Streaming an entire text file into memory could be disasterous. What if it was an entire encyclopedia? Instead I should stream one block at a time and begin building a hash table. LINQ is too expensive and requires too many processing cycles. I should have built a hash table instead and, for each iteration, only added a word to the hash table if it didn't otherwise exist and then increment it's count. The first reason seems, well, reasonable. But the second gives me more pause. I thought that one of the selling points of LINQ is that it simply abstracts away lower-level operations like hash tables but that, under the veil, it is still the same implementation. Question Aside from a few additional processing cycles to call any abstracted methods, does LINQ require significantly more processing cycles to accomplish a given data iteration task than a lower-level task (such as building a hash table) would?

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  • Simple algorithm for a sudoku solver java

    - by user142050
    just a quick note first, I originally asked this question on stack overflow but was refered here instead. I've been stuck on this thing for a while, I just can't wrap my head around it. For a homework, I have to produce an algorithm for a sudoku solver that can check what number goes in a blank square in a row, in a column and in a block. It's a regular 9x9 sudoku and I'm assuming that the grid is already printed so I have to produce the part where it solves it. I've read a ton of stuff on the subject I just get stuck expressing it. I want the solver to do the following: If the value is smaller than 9, increase it by 1 If the value is 9, set it to zero and go back 1 If the value is invalid, increase by 1 I've already read about backtracking and such but I'm in the early stage of the class so I'd like to keep it as simple as possible. I'm more capable of writing in pseudo code but not so much with the algorithm itself and it's the algorithm that is needed for this exercise. Thanks in advance for your help guys.

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  • Reflective discovery of an inner class in an API

    - by wassup
    Let me ask you, as this bothers me for quite a while but appears to be subjectively the best solution for my problem, if reflective discovery of an inner class for API purposes is that bad idea? First, let me explain what I mean by saying "reflective discovery" and all that stuff. I am sketching an API for a Java database system, that'll be centered around block-based entities (don't ask me what that means - that's a long story), and those entities can be read and returned to the Java code as objects subclassed from the Entity class. I have an Entity.Factory class, that, by means of fluent interfaces, takes a Class<? extends Entity> argument and then, uses an instance of Section.Builder, Property.Builder, or whatever builder the entity has, to put it into the back-end storage. The idea about registering all entity types and their builders just doesn't appeal to me, so I thought that the closest solution to the problem that'd suffice my design needs would be to discover, using reflection, all inner classes of Entity classes and find one that's called Builder. Looking for some expert insight :) And if I missed some important design details (which could happen as I tried to make this question as concise as possible), just tell me and I'll add them.

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  • Partition Alignment Confusion

    - by user170757
    I have a new Samsung 840 250GB SSD on the way, and I want to make sure that everything is running optimally after install. I've spent many frustrating hours on the internet trying to understand how I should align the partitions of the SSD when it arrives (and even how to partition everything; my other drive is a 1TB HDD with files already on it). I'd like to know a foolproof way of setting everything up. Now, the only place I could find the erase block size of the 840 is here: http://thessdreview.com/Forums/ssd-beginners-guide-discussion/3630.htm I simply can't understand why such information isn't made freely accessible by manufacturers! But, anyway, this would suggest the EBS is 1536kb, which seems odd to me. It is to my understanding that you should now align by MiB (usually set at 1MiB). I assume that the figure above should actually be 1536k B=1.5MiB? This seems to suggest the partition alignment will be somewhat non-standard. So my question is: How do I align my partitions given this information? Please bear in mind that I have never used linux before; I'm doing my best to get everything set up so that I can begin to learn but am finding this process incredibly opaque and time consuming. If possible, a step by step guide through GParted would be great; at the moment I'm considering an NTFS partition ~20GB for Windows (playing games), an EXT4 ~20GB for ubuntu (for doing everything else) and a shared documents+games partition for everything else in NTFS file format. I'm not going to have any swap partition and use swap files instead.

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  • Why do I have an error when adding states in slick?

    - by SystemNetworks
    When I was going to create another state I had an error. This is my code: public static final int play2 = 3; and public Game(String gamename){ this.addState(new mission(play2)); } and public void initStatesList(GameContainer gc) throws SlickException{ this.getState(play2).init(gc, this); } I have an error in the addState. above the above code. I don't know where is the problem. But if you want the whole code it is here: package javagame; import org.newdawn.slick.*; import org.newdawn.slick.state.*; public class Game extends StateBasedGame{ public static final String gamename = "NET FRONT"; public static final int menu = 0; public static final int play = 1; public static final int train = 2; public static final int play2 = 3; public Game(String gamename){ super(gamename); this.addState(new Menu(menu)); this.addState(new Play(play)); this.addState(new train(train)); this.addState(new mission(play2)); } public void initStatesList(GameContainer gc) throws SlickException{ this.getState(menu).init(gc, this); this.getState(play).init(gc, this); this.getState(train).init(gc, this); this.enterState(menu); this.getState(play2).init(gc, this); } public static void main(String[] args) { try{ AppGameContainer app =new AppGameContainer(new Game(gamename)); app.setDisplayMode(1500, 1000, false); app.start(); }catch(SlickException e){ e.printStackTrace(); } } } //SYSTEM NETWORKS(C) 2012 NET FRONT

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  • Identify high CPU consumed thread for Java app

    - by Vincent Ma
    Following java code to emulate busy and Idle thread and start it. import java.util.concurrent.*;import java.lang.*; public class ThreadTest {    public static void main(String[] args) {        new Thread(new Idle(), "Idle").start();        new Thread(new Busy(), "Busy").start();    }}class Idle implements Runnable {    @Override    public void run() {        try {            TimeUnit.HOURS.sleep(1);        } catch (InterruptedException e) {        }    }}class Busy implements Runnable {    @Override    public void run() {        while(true) {            "Test".matches("T.*");        }    }} Using Processor Explorer to get this busy java processor and get Thread id it cost lots of CPU see the following screenshot: Cover to 4044 to Hexadecimal is oxfcc. Using VistulVM to dump thread and get that thread. see the following screenshot In Linux you can use  top -H to get Thread information. That it! Any question let me know. Thanks

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  • Robots &amp; Pencils Bring iOS Dev Camp/Dev School to Winnipeg

    - by D'Arcy Lussier
    My buddy Paul Thorsteinson from Robots and Pencils has come up with an elaborate way to collect his Mac power adaptor that I keep forgetting to mail to him – he’s coming to town with Jonathan Rasmusson to run an iPhone Dev Camp and two-day Dev School here in Winnipeg! From the email he sent me: We are going to be bringing our successful iOS dev school out to the 'Peg in October as well has hosting a dev camp on the Friday night (comparable to a .net user group type deal).  If you know any peeps in Manitoba who are interested in these, please pass along!  .Net developers are welcome to come and heckle as well ;) Winnipeg iPhone Dev Camp October 26th Marlborough Hotel, 5:30pm Cost: $10 http://ios-dev-camp-winnipeg-eorg.eventbrite.com/ ^for devs of any level interested in meeting other devs hearing talks of all levels.  Food and networking Winnipeg iPhone Dev School October 27th, 28th, Marlborough Hotel Cost: $899 + GST http://academy.robotsandpencils.com/training ^For devs looking to get their feet wet in iOS dev Paul has spoken at Prairie Dev Con before and is vastly knowledgeable in mobile development. You can see his work in Spy vs Spy, Catch the Princess, World Explorer for Minecraft, Deco Windshield (yes they run their entire business on their iPad), Anthm, Own This World and too many other apps. If you’re into iOS development, looking to get in, or wanting to improve your skills, consider these great professional development opportunities! D

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  • Sprite sorting issues

    - by TheBroodian
    I apologize for the vague title, I'm not sure how else to phrase this problem. I am using tIDE to assist me in my game's world development. To give a dynamic effect to map layers within tIDE, it has events that can be wired up to draw sprites before or after the draw of layers, to create foreground or background effects during runtime. This all works fine and well, however, the only way that I understand that this works, is by calling tIDE's internal spritebatch to create this effect. This creates a problem for me, because within tIDE's source code, its spritebatch's call block is set to SpriteSortMode.Deferred, and my characters have particle elements that I would like to draw in front of and behind themselves, via a drawdepth value. I can use a separate instance of spritebatch and call my character's draw method, and set sprite sorting there, but then my character is drawn ontop of all layers in my tIDE map. Which is even worse to me than my particles not being drawn as I want them to be. So, in summary, I want all of my crap to work, but at the moment the only way I can figure to do that is to ghetto rig the spritebatch within my characters' draw methods by calling a spritebatch.End();, then starting a new call to Begin() with SpriteSortMode.BackToFront, doing all of my characters' draw logic, and then calling another spritebatch.End(); followed once again by a new spritebatch.Begin(). Obviously that is pretty undesirable, but I don't know any other feasible alternatives. Anybody got any wisdom they could impart unto me as to how I could handle this?

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  • Why do I get disk I/O errors booting the 3.2 kernel on a xen vps server?

    - by Doug
    I have a xen vps, which I just upgraded to the new LTS 12 Precise Pangolin. However, I see this error on booting: [ 12.848076] end_request: I/O error, dev xvda, sector 12841 [ 12.848093] end_request: I/O error, dev xvda, sector 12841 [ 12.848103] Buffer I/O error on device xvda1, logical block 1605 [ 12.848110] lost page write due to I/O error on xvda1 [ 12.848129] Aborting journal on device xvda1. Results in / being mounted read-only. Reboot: [ 3.087257] EXT3-fs (xvda1): warning: ext3_clear_journal_err: Marking fs in need of filesystem check. [ 3.087677] EXT3-fs (xvda1): recovery complete [ 3.088514] EXT3-fs (xvda1): mounted filesystem with ordered data mode Begin: Running /scripts/local-bottom ... done. done. Begin: Running /scripts/init-bottom ... done. fsck from util-linux 2.20.1 PRGMRDISK1 contains a file system with errors, check forced. Checking disk drives for errors. This may take several minutes. Press C to cancel all checks in progress PRGMRDISK1: ***** REBOOT LINUX ***** PRGMRDISK1: 371152/6001184 files (2.8% non-contiguous), 4727949/12000000 blocks mountall: fsck / [308] terminated with status 3 mountall: System must be rebooted: / [ 151.566949] Restarting system. Name ID Mem VCPUs State Time(s) shadowmint 236 2048 1 --p--- 0.0 Reboot - back to 1. This is definitely an issue with the 3.2 kernel, because booting the 3.0.0 or 2.6.38 kernel series make this issue magically disappear. I'm certain this is some kind of weird xen thing, but no idea. Anyone? Anyhow, until this is resolve I strongly recommend against upgrading if you're running a xen server.

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  • What is the simplest way to render video into memory (for drawing to a texture) in .NET?

    - by sebf
    In my project I would like to be able to play back video on surfaces in the world. I intend to do this by having the video frames rendered to a block of memory, then use this to update a texture each frame. Everything is in place - except for the part that actually gets the video. I have looked on Google and found that the video library world is very expansive (and geared towards video processing), and am having trouble finding a suitable one. FFMpeg is very comprehensive, but is an entire suite and would take a good amount of work to integrate. So far the most promising library I've found is the one based on the VLC player libraries - by virtue of it using the same resources as VLC Player it is known to be very capable; it also renders to blocks of memory, but the API (at least of the one on Codeplex) is more of a port of the C++ API rather than a managed wrapper. The 'solution' can be any wrapper/API/library, but with characteristics that make it suitable for use in a rendering engine, namely: Renders the video frame data to memory, so it can be picked up and passed to a texture on the GPU easily. Super simple - all that is needed is a way to load, jump and render a frame programatically - ideally it would use the systems codecs and not require an assortment of plugins. Permissive license (LGPL or more free-er) .NET bindings at least; all the better if it is natively managed Can anyone suggest a lightweight, (.NET) library, that can take a video file, and spit out some frames into a byte[]?

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  • How could I implement 3D player collision with rotation in LWJGL?

    - by Tinfoilboy
    I have a problem with my current collision implementation. Currently for player collision, I just use an AABB where I check if another AABB is in the way of the player, as shown in this code. (The code below is a sample of checking for collisions in the Z axis) for (int z = (int) (this.position.getZ()); z > this.position.getZ() - moveSpeed - boundingBoxDepth; z--) { // The maximum Z you can get. int maxZ = (int) (this.position.getZ() - moveSpeed - boundingBoxDepth) + 1; AxisAlignedBoundingBox aabb = WarmupWeekend.getInstance().currentLevel.getAxisAlignedBoundingBoxAt(new Vector3f(this.position.getX(), this.position.getY(), z)); AxisAlignedBoundingBox potentialCameraBB = new AxisAlignedBoundingBox(this, "collider", new Vector3f(this.position.getX(), this.position.getY(), z), boundingBoxWidth, boundingBoxHeight, boundingBoxDepth); if (aabb != null) { if (potentialCameraBB.colliding(aabb) && aabb.COLLIDER_TYPE.equalsIgnoreCase("collider")) { break; } else if (!potentialCameraBB.colliding(aabb) && z == maxZ) { if (this.grounded) { playFootstep(); } this.position.z -= moveSpeed; break; } } else if (z == maxZ) { if (this.grounded) { playFootstep(); } this.position.z -= moveSpeed; break; } } Now, when I tried to implement rotation to this method, everything broke. I'm wondering how I could implement rotation to this block (and as all other checks in each axis are the same) and others. Thanks in advance.

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  • What is appropriate way for managing MySQL connection through C#

    - by Sylca
    My question, at the bottom line, is what is the appropriate(best) way to manage our connection towards MySQL db with C#. Well, currently I'm working on some C# (winforms type) <- MySQL application and I've been looking at Server Connections in MySQL Administrator, been witness of execution of my mysql_queries, connection opens an closes, ... an so on! In my C# code I'm working like this and this is an example: public void InsertInto(string qs_insert) { try { conn = new MySqlConnection(cs); conn.Open(); cmd = new MySqlCommand(); cmd.Connection = conn; cmd.CommandText = qs_insert; cmd.ExecuteNonQuery(); } catch (MySqlException ex) { MessageBox.Show(ex.ToString()); } finally { if (conn != null) { conn.Close(); } } } Meaning, every time I want to insert something in db table I call this table and pass insert query string to this method. Connection is established, opened, query executed, connection closed. So, we could conclude that this is the way I manage MySQL connection. For me and my point of view, currently, this works and its enough for my requirements. Well, you have Java & Hibernate, C# & Entity Framework and I'm doing this :-/ and it's confusing me. Should I use MySQL with Entity Framework? What is the best way for collaboration between C# and MySQL? I don't want to worry about is connection that I've opened closed, can that same connection be faster, ...

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  • Is browser and bot whitelisting a practical approach?

    - by Sn3akyP3t3
    With blacklisting it takes plenty of time to monitor events to uncover undesirable behavior and then taking corrective action. I would like to avoid that daily drudgery if possible. I'm thinking whitelisting would be the answer, but I'm unsure if that is a wise approach due to the nature of deny all, allow only a few. Eventually someone out there will be blocked unintentionally is my fear. Even so, whitelisting would also block plenty of undesired traffic to pay per use items such as the Google Custom Search API as well as preserve bandwidth and my sanity. I'm not running Apache, but the idea would be the same I'm assuming. I would essentially be depending on the User Agent identifier to determine who is allowed to visit. I've tried to take into account for accessibility because some web browsers are more geared for those with disabilities although I'm not aware of any specific ones at the moment. The need to not depend on whitelisting alone to keep the site away from harm is fully understood. Other means to protect the site still need to be in place. I intend to have a honeypot, checkbox CAPTCHA, use of OWASP ESAPI, and blacklisting previous known bad IP addresses.

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  • Updating the jump in game

    - by Luka Tiger
    I am making a Java game and I want my game to run the same on any FPS so I'm using time delta between each update. This is the update method of the Player: public void update(long timeDelta) { //speed is the movement speed of a player on X axis //timeDelta is expressed in nano seconds so I'm dividing it with 1000000000 to express it in seconds if (Input.keyDown(37)) this.velocityX -= speed * (timeDelta / 1000000000.0); if (Input.keyDown(39)) this.velocityX += speed * (timeDelta / 1000000000.0); if(Input.keyPressed(38)) { this.velocityY -= 6; } velocityY += g * (timeDelta/1000000000.0); //applying gravity move(velocityX, velocityY); /*this is method which moves a player according to velocityX and velocityY, and checking the collision */ this.velocityX = 0.0; } The strange thing is that when I have unlimited FPS (and update number) my player is jumping about 10 blocks. It jumps even higher when the FPS is increasing. If I limit FPS it is jumping 4 blocks. (BLOCK: 32x32) I have just realized that the problem is this: if(Input.keyPressed(38)) { this.velocityY -= 6; } I add -6 to velocityY which increases player's Y proportionally to the update number and not to the time. But I don't know how to fix this.

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  • Question on methods in Object Oriented Programming

    - by mal
    I’m learning Java at the minute (first language), and as a project I’m looking at developing a simple puzzle game. My question relates to the methods within a class. I have my Block type class; it has its many attributes, set methods, get methods and just plain methods. There are quite a few. Then I have my main board class. At the moment it does most of the logic, positioning of sprites collision detection and then draws the sprites etc... As I am learning to program as much as I’m learning to program games I’m curious to know how much code is typically acceptable within a given method. Is there such thing as having too many methods? All my draw functionality happens in one method, should I break this into a few ‘sub’ methods? My thinking is if I find at a later stage that the for loop I’m using to cycle through the array of sprites searching for collisions in the spriteCollision() method is inefficient I code a new method and just replace the old method calls with the new one, leaving the old code intact. Is it bad practice to have a method that contains one if statement, and place the call for that method in the for loop? I’m very much in the early stages of coding/designing and I need all the help I can get! I find it a little intimidating when people are talking about throwing together a prototype in a day too! Can’t wait until I’m that good!

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