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  • java.lang.ClassNotFoundException error using enum as a key in Map

    - by LCYSoft
    <util:map id="myMap" key-type="com.myClass.Foo.myEnum" value-type="com.myClass.Foo"> <entry> <key> <value type="com.myClass.Foo.myEnum">ONE</value> </key> <ref bean="myObj"/> </entry> </util:map> package com.myClass public class Foo { public enum myEnum {ONE, TWO;} } I am trying to create a map from Spriong 2.5. Map<myEnum, Foo> myMap; I am getting nested exception is java.lang.ClassNotFoundException:com.myClass.Foo.myEnum I definitely have com.myClass.Foo.myEnumin com.myClass.Foo I don't know why I am getting java.lang.ClassNotFoundException Thanks in advance

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  • Map wont show rigth in Joomla

    - by user1653126
    I have the following code of a map using api google, I have tested the code in several html editor and its work perfectly, but when i upload in my web page doesn’t work. The map appears all zoomed in some random point in the ocean. I create an article in Joomla 1.5.20, paste the code. Its shows right in the preview but not in the web page. I disable filtering and use none editor and still won’t work. Thanks for the help. <!DOCTYPE html> <html> <head> <meta name="viewport" content="initial-scale=1.0, user-scalable=no" /> <style type="text/css"> html { height: 100% } body { height: 100%; margin: 0; padding: 0 } #map_canvas { height: 100% } </style> <script type="text/javascript" src="http://maps.googleapis.com/maps/api/js?key=AIzaSyBInlv7FuwtKGhzBP0oISDoB2Iu79HNrPU&sensor=false"> </script> <script type="text/javascript"> var map; // lets define some vars to make things easier later var kml = { a: { name: "Productor", url: "https://maps.google.hn/maps/ms?authuser=0&vps=2&hl=es&ie=UTF8&msa=0&output=kml&msid=200984447026903306654.0004c934a224eca7c3ad4" }, b: { name: "A&S", url: "https://maps.google.hn/maps/ms?ie=UTF8&authuser=0&msa=0&output=kml&msid=200984447026903306654.0004c94bac74cf2304c71" } // keep adding more if ye like }; // initialize our goo function initializeMap() { var options = { center: new google.maps.LatLng(13.324182,-87.080071), zoom: 9, mapTypeId: google.maps.MapTypeId.TERRAIN } map = new google.maps.Map(document.getElementById("map_canvas"), options); var ctaLayer = new google.maps.KmlLayer('https://maps.google.hn/maps/ms?authuser=0&vps=5&hl=es&ie=UTF8&oe=UTF8&msa=0&output=kml&msid=200984447026903306654.0004c94bc3bce6f638aa1'); ctaLayer.setMap(map); var ctaLayer = new google.maps.KmlLayer('https://maps.google.hn/maps/ms?authuser=0&vps=2&ie=UTF8&msa=0&output=kml&msid=200984447026903306654.0004c94ec7e838242b67d'); ctaLayer.setMap(map); createTogglers(); }; google.maps.event.addDomListener(window, 'load', initializeMap); // the important function... kml[id].xxxxx refers back to the top function toggleKML(checked, id) { if (checked) { var layer = new google.maps.KmlLayer(kml[id].url, { preserveViewport: true, suppressInfoWindows: true }); google.maps.event.addListener(layer, 'click', function(kmlEvent) { var text = kmlEvent.featureData.description; showInContentWindow(text); }); function showInContentWindow(text) { var sidediv = document.getElementById('content_window'); sidediv.innerHTML = text; } // store kml as obj kml[id].obj = layer; kml[id].obj.setMap(map); } else { kml[id].obj.setMap(null); delete kml[id].obj; } }; // create the controls dynamically because it's easier, really function createTogglers() { var html = "<form><ul>"; for (var prop in kml) { html += "<li id=\"selector-" + prop + "\"><input type='checkbox' id='" + prop + "'" + " onclick='highlight(this,\"selector-" + prop + "\"); toggleKML(this.checked, this.id)' \/>" + kml[prop].name + "<\/li>"; } html += "<li class='control'><a href='#' onclick='removeAll();return false;'>" + "Limpiar el Mapa<\/a><\/li>" + "<\/ul><\/form>"; document.getElementById("toggle_box").innerHTML = html; }; // easy way to remove all objects function removeAll() { for (var prop in kml) { if (kml[prop].obj) { kml[prop].obj.setMap(null); delete kml[prop].obj; } } }; // Append Class on Select function highlight(box, listitem) { var selected = 'selected'; var normal = 'normal'; document.getElementById(listitem).className = (box.checked ? selected: normal); }; </script> <style type="text/css"> .selected { font-weight: bold; } </style> </head> <body> <div id="map_canvas" style="width: 80%; height: 400px; float:left"></div> <div id="toggle_box" style="position: absolute; top: 100px; right: 640px; padding: 10px; background: #fff; z-index: 5; "></div> <div id="content_window" style="width:10%; height:10%; float:left"></div> </body> </html>

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  • Problem on Loading Map Into div

    - by ashenr
    I'm using Google Maps API v3. When I'm loading map into a div, it doesnt load as I expected.. The map area takes the whole div, but the map only loads into top left of the div(only a part).. All the controls including zooming, are loading normally, How can I fix this ?

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  • How to save coordinates with Google Map?

    - by Pavel
    Hey everyone. I'm currently developing an app which uses tabs and google map. What I want to do is to get the gps positions, say 3, and store them in sql db (which I'm already doing) and then display them on the map. I already created canvas, added to overlay but those points disappear when I'm changing tabs so I thought if there is a way to somehow store those coords with google map so I can retrieve them and display them nicely whenever I'm clicking the "map tab"? Please can anyone help?

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  • map.resources, :as => root?

    - by Newy
    I'd like to map my Users to root - so '/:id'. I do the following now map.connect ':id', :controller = 'users', :action = 'show' ... but I'd also like the links that are generated by Rails to have this format. Can I do a map.resources ... :as = :root or something similar?

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  • Can AutoMapper create a map for an interface and then map with a derived type?

    - by TheCloudlessSky
    I have an interface IFoo: public interface IFoo { int Id { get; set; } } And then a concrete implementation: public class Bar : IFoo { public int Id { get; set; } public string A { get; set; } } public class Baz : IFoo { public int Id { get; set; } public string B { get; set; } } I'd like to be able to map all IFoo but specifying their derived type instead: Mapper.CreateMap<int, IFoo>().AfterMap((id, foo) => foo.Id = id); And then map (without explicitly creating maps for Bar and Baz): var bar = Mapper.Map<int, Bar>(123); // bar.Id == 123 var baz = Mapper.Map<int, Baz>(456); // baz.Id == 456 But this doesn't work in 1.1. I know I could specify all Bar and Baz but if there are 20 of these, I'd like to not have to manage them and rather just have what I did above for creating the map. Is this possible?

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  • Routing to a Controller with no View in Angular

    - by Rick Strahl
    I've finally had some time to put Angular to use this week in a small project I'm working on for fun. Angular's routing is great and makes it real easy to map URL routes to controllers and model data into views. But what if you don't actually need a view, if you effectively need a headless controller that just runs code, but doesn't render a view?Preserve the ViewWhen Angular navigates a route and and presents a new view, it loads the controller and then renders the view from scratch. Views are not cached or stored, but displayed and then removed. So if you have routes configured like this:'use strict'; // Declare app level module which depends on filters, and services window.myApp = angular.module('myApp', ['myApp.filters', 'myApp.services', 'myApp.directives', 'myApp.controllers']). config(['$routeProvider', function($routeProvider) { $routeProvider.when('/map', { template: "partials/map.html ", controller: 'mapController', reloadOnSearch: false, animation: 'slide' }); … $routeProvider.otherwise({redirectTo: '/map'}); }]); Angular routes to the mapController and then re-renders the map.html template with the new data from the $scope filled in.But, but… I don't want a new View!Now in most cases this works just fine. If I'm rendering plain DOM content, or textboxes in a form interface that is all fine and dandy - it's perfectly fine to completely re-render the UI.But in some cases, the UI that's being managed has state and shouldn't be redrawn. In this case the main page in question has a Google Map on it. The map is  going to be manipulated throughout the lifetime of the application and the rest of the pages. In my application I have a toolbar on the bottom and the rest of the content is replaced/switched out by the Angular Views:The problem is that the map shouldn't be redrawn each time the Location view is activated. It should maintain its state, such as the current position selected (which can move), and shouldn't redraw due to the overhead of re-rendering the initial map.Originally I set up the map, exactly like all my other views - as a partial, that is rendered with a separate file, but that didn't work.The Workaround - Controller Only RoutesThe workaround for this goes decidedly against Angular's way of doing things:Setting up a Template-less RouteIn-lining the map view directly into the main pageHiding and showing the map view manuallyLet's see how this works.Controller Only RouteThe template-less route is basically a route that doesn't have any template to render. This is not directly supported by Angular, but thankfully easy to fake. The end goal here is that I want to simply have the Controller fire and then have the controller manage the display of the already active view by hiding and showing the map and any other view content, in effect bypassing Angular's view display management.In short - I want a controller action, but no view rendering.The controller-only or template-less route looks like this: $routeProvider.when('/map', { template: " ", // just fire controller controller: 'mapController', animation: 'slide' });Notice I'm using the template property rather than templateUrl (used in the first example above), which allows specifying a string template, and leaving it blank. The template property basically allows you to provide a templated string using Angular's HandleBar like binding syntax which can be useful at times. You can use plain strings or strings with template code in the template, or as I'm doing here a blank string to essentially fake 'just clear the view'. In-lined ViewSo if there's no view where does the HTML go? Because I don't want Angular to manage the view the map markup is in-lined directly into the page. So instead of rendering the map into the Angular view container, the content is simply set up as inline HTML to display as a sibling to the view container.<div id="MapContent" data-icon="LocationIcon" ng-controller="mapController" style="display:none"> <div class="headerbar"> <div class="right-header" style="float:right"> <a id="btnShowSaveLocationDialog" class="iconbutton btn btn-sm" href="#/saveLocation" style="margin-right: 2px;"> <i class="icon-ok icon-2x" style="color: lightgreen; "></i> Save Location </a> </div> <div class="left-header">GeoCrumbs</div> </div> <div class="clearfix"></div> <div id="Message"> <i id="MessageIcon"></i> <span id="MessageText"></span> </div> <div id="Map" class="content-area"> </div> </div> <div id="ViewPlaceholder" ng-view></div>Note that there's the #MapContent element and the #ViewPlaceHolder. The #MapContent is my static map view that is always 'live' and is initially hidden. It is initially hidden and doesn't get made visible until the MapController controller activates it which does the initial rendering of the map. After that the element is persisted with the map data already loaded and any future access only updates the map with new locations/pins etc.Note that default route is assigned to the mapController, which means that the mapController is fired right as the page loads, which is actually a good thing in this case, as the map is the cornerstone of this app that is manipulated by some of the other controllers/views.The Controller handles some UISince there's effectively no view activation with the template-less route, the controller unfortunately has to take over some UI interaction directly. Specifically it has to swap the hidden state between the map and any of the other views.Here's what the controller looks like:myApp.controller('mapController', ["$scope", "$routeParams", "locationData", function($scope, $routeParams, locationData) { $scope.locationData = locationData.location; $scope.locationHistory = locationData.locationHistory; if ($routeParams.mode == "currentLocation") { bc.getCurrentLocation(false); } bc.showMap(false,"#LocationIcon"); }]);bc.showMap is responsible for a couple of display tasks that hide/show the views/map and for activating/deactivating icons. The code looks like this:this.showMap = function (hide,selActiveIcon) { if (!hide) $("#MapContent").show(); else { $("#MapContent").hide(); } self.fitContent(); if (selActiveIcon) { $(".iconbutton").removeClass("active"); $(selActiveIcon).addClass("active"); } };Each of the other controllers in the app also call this function when they are activated to basically hide the map and make the View Content area visible. The map controller makes the map.This is UI code and calling this sort of thing from controllers is generally not recommended, but I couldn't figure out a way using directives to make this work any more easily than this. It'd be easy to hide and show the map and view container using a flag an ng-show, but it gets tricky because of scoping of the $scope. I would have to resort to storing this setting on the $rootscope which I try to avoid. The same issues exists with the icons.It sure would be nice if Angular had a way to explicitly specify that a View shouldn't be destroyed when another view is activated, so currently this workaround is required. Searching around, I saw a number of whacky hacks to get around this, but this solution I'm using here seems much easier than any of that I could dig up even if it doesn't quite fit the 'Angular way'.Angular nice, until it's notOverall I really like Angular and the way it works although it took me a bit of time to get my head around how all the pieces fit together. Once I got the idea how the app/routes, the controllers and views snap together, putting together Angular pages becomes fairly straightforward. You can get quite a bit done never going beyond those basics. For most common things Angular's default routing and view presentation works very well.But, when you do something a bit more complex, where there are multiple dependencies or as in this case where Angular doesn't appear to support a feature that's absolutely necessary, you're on your own. Finding information on more advanced topics is not trivial especially since versions are changing so rapidly and the low level behaviors are changing frequently so finding something that works is often an exercise in trial and error. Not that this is surprising. Angular is a complex piece of kit as are all the frameworks that try to hack JavaScript into submission to do something that it was really never designed to. After all everything about a framework like Angular is an elaborate hack. A lot of shit has to happen to make this all work together and at that Angular (and Ember, Durandel etc.) are pretty amazing pieces of JavaScript code. So no harm, no foul, but I just can't help feeling like working in toy sandbox at times :-)© Rick Strahl, West Wind Technologies, 2005-2013Posted in Angular  JavaScript   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • jQuery selector issue finding image with usemap attribute

    - by Greg K
    I have an image map in my page: <div id="books"> <img src="images/books.png" width="330" height="298" border="0" \ usemap="#map_books" /> <map name="map_books" id="map_books" alt="books"> <area shape="poly" coords="17,73,81,288,210,248,254,264, ..." \ href="/about" alt="books" /> </map> </div> I have a function that tries to find the image in the document using this map: function(elemId) { // elemId = "#map_books" if ($(elemId).attr("tagName") == "MAP") { // find image using this map var selector = "img [usemap=\\" + elemId + "]"; var img = $(selector); if (img.length == 0) { console.log("Could not find image using " + selector); } } It fails to find the image. Could not find image using img [usemap=\#map_books] I've escaped the elemId because it starts with a hash and tried variations of selectors. $("img [usemap$=" + elemId.substring(1) + "]") $("img").find("[usemap=\\" + elemId + "]") Neither find the image. Any ideas?

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  • New article available in "SOA Suite Essentials for WLI Users" series: Dynamic Data Lookup in a Busin

    - by simone.geib
    It is my pleasure to announce the publishing of another article in our "SOA Suite Essentials for WLI Users" series: "Dynamic Data Lookup in a Business Process: Meta Data Cache Control in Oracle WebLogic Integration and Domain Value Maps in SOA Suite". This article explains how dynamic data can be retrieved in a business process using Domain Value Maps in SOA Suite and shows the similarities to the WLI XML MetaData Cache Control. Lots of customers have asked about this comparison and I hope they will find it useful. The article follows "Setting Web Service and JCA Adapter Endpoints Dynamically in Oracle SOA Suite" which describes how web services and JCA adapter endpoints in SOA Suite can be changed at run-time, and so completes the use case where a BPEL process writes to a file (via file adapter) and the output directory and the file name are set dynamically. Please let me know what you think about the series and this specific article.

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  • Level Editor + Game -> Duplicating rendering/game specific code?

    - by Utkarsh Sinha
    I've been reading about how to design code for a game. One thing I haven't been able to figure out is - how do you manage writing an outside-game level editor (not an 'in-game level editor') without 'copying' code from the game? For example, you might have to copy all code about the different types of entities you can have. You'll have to add the game rendering code. My guess is this can be done by making a DLL out of the 'engine' part of the game. Then, share it between the actual game and the level editor. Or is there a better/easier way to do this?

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  • What are some useful things you can do with Mvc Modelbinders?

    - by George Mauer
    It occurs to me that the ModelBinder mechanism in ASP MVC public interface IModelBinder { object BindModel(System.Web.Mvc.ControllerContext controllerContext, System.Web.Mvc.ModelBindingContext bindingContext); } Is insanely powerful. What are some cool uses of this mechanism that you've done/seen? I guess since the concept is similar in other frameworks there's no reason to limit it to Asp Mvc

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  • Level editor event system, how to translate event to game action

    - by Martino Wullems
    Hello, I've been busy trying to create a level editor for a tile based game i'm working on. It's all going pretty fine, the only thing i'm having trouble with is creating a simple event system. Let's say the player steps on a particulair tile that had the action "teleport" assigned to it in the editor. The teleport string is saved in the tile object as a variable. When creating the tilegrid an actionmanager class scans the action variable and assigns actions to the variable. public static class ActionManager { public static function ParseTileAction(tile:Tile) { switch(tile.action) { case "TELEPORT": //assign action here break; } } } Now this is an collision event, so I guess I should also provide an object to colide with the tile. But what if it would have to count for collision with all objects in the world? Also, checking for collisions in the actionmanager class doesn't seem very efficient. Am I even on the right track here? I'm new to game design so I could be completly off track. Any tips on how handeling and creating events using an editor is usually done would be great. The main problem i'm having is the Thanks in advance.

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  • Problem with Ogmo Editor (is Tiled Editor a solution?)

    - by Mentoliptus
    I made a level editor for a puzzle game with Ogmo Editor and gave it to our designer/level designer. When he downloaded and started Ogmo, his CPU went to 100%. I looked at my CPU usage while Ogmo is running, and it goes from 20% to 30% (which is also high for an application alike Ogmo). He has a Windows 7 VM running on his Mac and I have a normal Windows PC, can this be a problem? I found a thread on FlashFunk forum that confirms that Ogmo has CPU usage issues. Has anybody maybe solved this issue? The solution seems to use Tiled Editor, but I never used it before. Is it difficult to change a level editor from Ogmo to Tiled? Can they export in the same format (XML with CSV elements for my puzzle game)?

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  • GEO Tool - commercial use

    - by Jens
    what i want to do: offer my clients the possibility to display their store as a small graphic (like google maps). just a small png with the location of the store. only the specific client is able to see this images and he pays for this area (not only for that :) ). So i'm looking for a api or whatever else to geocode(?) the adress and render a small (280*160px) image. google offers a premium licence (not cheap) ms bing openstreetmap - i'm not able to understand the 10^10 licences ;( any ideas?

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  • Size limit while using UICollectionView as tiled map for iOS game?

    - by Alexander Winn
    I'm working on a turn-based strategy game for iOS, (picture Civilization 2 as a template example), and I'm considering using a UICollectionView as my game map. Each cell would be a tile, and I could use the "didSelectCell" method to handle player interaction with each tile. Here's my question: I know that UICollectionViewCells are dequeued and reused by the OS, so does that mean that the map could support an effectively infinitely-large map, so long as only a few cells are onscreen at a time? However many cells were onscreen would be held in memory, and obviously the data source would take up some memory, but would my offscreen map be limited to a certain size or could it be enormous so long as the number of cells visible at any one time wasn't too much for the device to handle? Basically, is there any memory weight to offscreen cells, or do only visible cells have any impact? Also, does a UICollectionView seem like a bad idea for a game map, in a way I haven't thought of yet? It seems like it work well, but I haven't tried it yet so any thoughts are welcome.

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  • Why does the location of my vehicle spawner change when I open a matinee?

    - by Gareth Jones
    I'm doing work with InterActors and vehicle spawners in Unreal Tournament 3's editor, and have it set up like so: (The Walkway its on is the InterActor) However if I go in Kemsit and open the matinee that handles the InterActor, this happens: It does look to me like the editor is moving it out of the way so I can see the InterActor (which would be very clever) because only the image of the vehicle moves, not the gizmo, nor does the vehicle spawn in that location in game. Is this the case?

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  • Game editor integration with the engine?

    - by Daniel
    What I am trying to figure out is what is the best way to integrate the editor(level, effects, model, etc...) in the most effective way? Now the first thing I thought would be to create the game engine(*) extremely modular. For example I took the example of game states. You could have multiple game states that all have their own update() and draw() methods among others. Each game state class would inherit from a base GameState class. This allows for a more modular approach and a useful one at that. Now would the most efficient approach be to implement the editor along with the modular engine, or create two different designs for both the game, and editor? I thought to take the game state example and extend it to window states, and well could be used for a lot more systems. Is there a better implementation of this design(game state) for use in other systems used in the engine? *: Now I know the term game engine is sorta irrelevant, and misused in many situations. What I am referring to as the "game engine" is the combination of the systems that the game must interact with for short. Also this is more of a theory / design question than an implementation. Even though both mix, i'd rather like to have a more general idea on how the editor is built in an efficient way and still using the same engine code as what the game uses. Thanks, Daniel P.S If you need more clarification or extra bits just leave a comment.

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  • C++ property system interface for game editors (reflection system)

    - by Cristopher Ismael Sosa Abarca
    I have designed an reusable game engine for an project, and their functionality is like this: Is a completely scripted game engine instead of the usual scripting languages as Lua or Python, this uses Runtime-Compiled C++, and an modified version of Cistron (an component-based programming framework).to be compatible with Runtime-Compiled C++ and so on. Using the typical GameObject and Component classes of the Component-based design pattern, is serializable via JSON, BSON or Binary useful for selecting which objects will be loaded the next time. The main problem: We want to use our custom GameObjects and their components properties in our level editor, before used hardcoded functions to access GameObject base class virtual functions from the derived ones, if do you want to modify an property specifically from that class you need inside into the code, this situation happens too with the derived classes of Component class, in little projects there's no problem but for larger projects becomes tedious, lengthy and error-prone. I've researched a lot to find a solution without luck, i tried with the Ogitor's property system (since our engine is Ogre-based) but we find it inappropiate for the component-based design and it's limited only for the Ogre classes and can lead to performance overhead, and we tried some code we find in the Internet we tested it and worked a little but we considered the macro and lambda abuse too horrible take a look (some code omitted): IWE_IMPLEMENT_PROP_BEGIN(CBaseEntity) IWE_PROP_LEVEL_BEGIN("Editor"); IWE_PROP_INT_S("Id", "Internal id", m_nEntID, [](int n) {}, true); IWE_PROP_LEVEL_END(); IWE_PROP_LEVEL_BEGIN("Entity"); IWE_PROP_STRING_S("Mesh", "Mesh used for this entity", m_pModelName, [pInst](const std::string& sModelName) { pInst->m_stackMemUndoType.push(ENT_MEM_MESH); pInst->m_stackMemUndoStr.push(pInst->getModelName()); pInst->setModel(sModelName, false); pInst->saveState(); }, false); IWE_PROP_VECTOR3_S("Position", m_vecPosition, [pInst](float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_POSITION); pInst->m_stackMemUndoVec3.push(pInst->getPosition()); pInst->saveState(); pInst->m_vecPosition.Get()[0] = fX; pInst->m_vecPosition.Get()[1] = fY; pInst->m_vecPosition.Get()[2] = fZ; pInst->setPosition(pInst->m_vecPosition); }, false); IWE_PROP_QUATERNION_S("Orientation (Quat)", m_quatOrientation, [pInst](float fW, float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_ROTATE); pInst->m_stackMemUndoQuat.push(pInst->getOrientation()); pInst->saveState(); pInst->m_quatOrientation.Get()[0] = fW; pInst->m_quatOrientation.Get()[1] = fX; pInst->m_quatOrientation.Get()[2] = fY; pInst->m_quatOrientation.Get()[3] = fZ; pInst->setOrientation(pInst->m_quatOrientation); }, false); IWE_PROP_LEVEL_END(); IWE_IMPLEMENT_PROP_END() We are finding an simplified way to this, without leading confusing the programmers, (will be released to the public) i find ways to achieve this but they are only available for the common scripting as Lua or editors using C#. also too portable, we can write "wrappers" for different GUI toolkits as Qt or GTK, also i'm thinking to using Boost.Wave to get additional macro functionality without creating my own compiler. The properties designed to use in the editor they are removed in the game since the save file contains their data and loads it using an simple 'load' function to reduce unnecessary code bloat may will be useful if some GameObject property wants to be hidden instead. In summary, there's a way to implement an reflection(property) system for a level editor based in properties from derived classes? Also we can use C++11 and Boost (restricted only to Wave and PropertyTree)

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  • Managing text-maps in a 2D array on to be painted on HTML5 Canvas

    - by weka
    So, I'm making a HTML5 RPG just for fun. The map is a <canvas> (512px width, 352px height | 16 tiles across, 11 tiles top to bottom). I want to know if there's a more efficient way to paint the <canvas>. Here's how I have it right now. How tiles are loaded and painted on map The map is being painted by tiles (32x32) using the Image() piece. The image files are loaded through a simple for loop and put into an array called tiles[] to be PAINTED on using drawImage(). First, we load the tiles... and here's how it's being done: // SET UP THE & DRAW THE MAP TILES tiles = []; var loadedImagesCount = 0; for (x = 0; x <= NUM_OF_TILES; x++) { var imageObj = new Image(); // new instance for each image imageObj.src = "js/tiles/t" + x + ".png"; imageObj.onload = function () { console.log("Added tile ... " + loadedImagesCount); loadedImagesCount++; if (loadedImagesCount == NUM_OF_TILES) { // Onces all tiles are loaded ... // We paint the map for (y = 0; y <= 15; y++) { for (x = 0; x <= 10; x++) { theX = x * 32; theY = y * 32; context.drawImage(tiles[5], theY, theX, 32, 32); } } } }; tiles.push(imageObj); } Naturally, when a player starts a game it loads the map they last left off. But for here, it an all-grass map. Right now, the maps use 2D arrays. Here's an example map. [[4, 1, 4, 1, 4, 1, 4, 1, 4, 1, 4, 1, 1, 1, 1, 1], [1, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 1, 1, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 13, 13, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 13, 13, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 13, 13, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 1, 1, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 13, 13, 13, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 13, 11, 11, 11, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 1, 1, 1, 1, 1, 1, 1, 13, 13, 13, 13, 13, 1], [1, 1, 1, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 1, 1, 1]]; I get different maps using a simple if structure. Once the 2d array above is return, the corresponding number in each array will be painted according to Image() stored inside tile[]. Then drawImage() will occur and paint according to the x and y and times it by 32 to paint on the correct x-y coordinate. How multiple map switching occurs With my game, maps have five things to keep track of: currentID, leftID, rightID, upID, and bottomID. currentID: The current ID of the map you are on. leftID: What ID of currentID to load when you exit on the left of current map. rightID: What ID of currentID to load when you exit on the right of current map. downID: What ID of currentID to load when you exit on the bottom of current map. upID: What ID of currentID to load when you exit on the top of current map. Something to note: If either leftID, rightID, upID, or bottomID are NOT specific, that means they are a 0. That means they cannot leave that side of the map. It is merely an invisible blockade. So, once a person exits a side of the map, depending on where they exited... for example if they exited on the bottom, bottomID will the number of the map to load and thus be painted on the map. Here's a representational .GIF to help you better visualize: As you can see, sooner or later, with many maps I will be dealing with many IDs. And that can possibly get a little confusing and hectic. The obvious pros is that it load 176 tiles at a time, refresh a small 512x352 canvas, and handles one map at time. The con is that the MAP ids, when dealing with many maps, may get confusing at times. My question Is this an efficient way to store maps (given the usage of tiles), or is there a better way to handle maps? I was thinking along the lines of a giant map. The map-size is big and it's all one 2D array. The viewport, however, is still 512x352 pixels. Here's another .gif I made (for this question) to help visualize: Sorry if you cannot understand my English. Please ask anything you have trouble understanding. Hopefully, I made it clear. Thanks.

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  • How is the terrain generated in Commandos and Commandos game clones/look-alikes?

    - by teodron
    The Commandos series of games and its similar western counterpart, Desperados, use a mix of 2D and 3D elements to achieve a very pleasing and immersive atmosphere. Apart from the concept that alone made the series a best-seller, the graphics eye-candy was also a much appreciated asset of that game. I was very curious on what was the technique used to model and adorn the realistic terrains in those titles? Below are some screenshots that could be relevant as a reference for whomever has a candidate answer: The tiny details and patternless distribution of ornamental textures make me think that these terrains were not generated using a standard heightmap-blendmap method.

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  • Game Editor - When screen is clicked, how do you identify which object that is clicked?

    - by Deukalion
    I'm trying to create a Game Editor, currently just placing different types of Shapes and such. I'm doing this in Windows Forms while drawing the 3D with XNA. So, if I have a couple of Shapes on the screen and I click the screen I want to be able to identify "which" of these objects you clicked. What is the best method for this? Since having two objects one behind the other, it should be able to recognize the one in front and not the one behind it and also if I rotate the camera and click on the one behind it - it should identify it and not the first one. Are there any smart ways to go about this?

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  • How does the new google maps make buildings and cityscapes 3D?

    - by Aerovistae
    Anyone who's seen the new Google maps has no doubt taken note of the incredible amount of three-dimensional detail in select American cities such as Boston, New York, Chicago, and San Francisco. They've even modeled the trees, bridges and some of the boats in the harbor! Minor architectural details are present. It's crazy. Looking at it up close, I've found there's a rectangular area around each of those cities, and anything within them is 3Dified, but it cuts off hard and fast at the edge, even if it's in the middle of a building. The edge of the rectangle is where the 3D stops. This leads me to think it's being done algorithmically (which would make sense, given the scale of the project, how many trees and buildings and details there are), and yet I can't imagine how that's possible. How could an algorithm model all these things without extensive data on their shapes and contours? How could it model the individual wires of a bridge, or the statues in a park? It must be done by hand, and yet how could it be for so much detail! Does anyone have any insight on this?

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  • Best container to store this information

    - by user2368481
    I'm trying to write a smallish system as a homework excercise, I don't have much experience with containers and I'm not sure the best way of storing this data would be: Incident Records object holds instants of Incident Report. Report is a superclass which has 3 subclasses, Police, Fire or Medical. Record must must record which of these types apply, and which response teams are to be involved. So Record has to keep track of the Report objects, the type of the report (Police, Fire or Medical) and the teams involved in the reports. I was initially thinking of an array but that wouldn't be sufficient to hold all the info. Record<>---------Report<|----------Police, Fire or Medical

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  • Recommendations for a free GIS library supporting raster images

    - by gspr
    Hi. I'm quite new to the whole field of GIS, and I'm about to make a small program that essentially overlays GPS tracks on a map together with some other annotations. I primarily need to allow scanned (thus raster) maps (although it would be nice to support proper map formats and something like OpenStreetmap in the long run). My first exploratory program uses Qt's graphics view framework and overlays the GPS points by simply projecting them onto the tangent plane to the WGS84 ellipsoid at a calibration point. This gives half-decent accuracy, and actually looks good. But then I started wondering. To get the accuracy I need (i.e. remove the "half" in "half-decent"), I have to correct for the map projection. While the math is not a problem in itself, supporting many map projection feels like needless work. Even though a few projections would probably be enough, I started thinking about just using something like the PROJ.4 library to do my projections. But then, why not take it all the way? Perhaps I might aswell use a full-blown map library such as Mapnik (edit: Quantum GIS also looks very nice), which will probably pay off when I start to want even more fancy annotations or some other symptom of featuritis. So, finally, to the question: What would you do? Would you use a full-blown map library? If so, which one? Again, it's important that it supports using (and zooming in and out with) raster maps and has pretty overlay features. Or would you just keep it simple, and go with Qt's own graphics view framework together with something like PROJ.4 to handle the map projections? I appreciate any feedback! Some technicalities: I'm writing in C++ with a Qt-based GUI, so I'd prefer something that plays relatively nicely with those. Also, the library must be free software (as in FOSS), and at least decently cross-platform (GNU/Linux, Windows and Mac, at least). Edit: OK, it seems I didn't do quite enough research before asking this question. Both Quantum GIS and Mapnik seem very well suited for my purpose. The former especially so since it's based on Qt.

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