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  • Implementation of instance testing in Java, C++, C#

    - by Jake
    For curiosity purposes as well as understanding what they entail in a program, I'm curious as to how instance testing (instanceof/is/using dynamic_cast in c++) works. I've tried to google it (particularly for java) but the only pages that come up are tutorials on how to use the operator. How do the implementations vary across those langauges? How do they treat classes with identical signatures? Also, it's been drilled into my head that using instance testing is a mark of bad design. Why exactly is this? When is that applicable, instanceof should still be used in methods like .equals() and such right? I was also thinking of this in the context of exception handling, again particularly in Java. When you have mutliple catch statements, how does that work? Is that instance testing or is it just resolved during compilation where each thrown exception would go to?

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  • RPi and Java Embedded GPIO: Sensor Connections for Java Enabled Interface

    - by hinkmond
    Now we're ready to connect the hardware needed to make a static electricity sensor for the Raspberry Pi and use Java code to access it through a GPIO port. First, very carefully bend the NTE312 (or MPF-102) transistor "gate" pin (see the diagram on the back of the package or refer to the pin diagram on the Web). You can see it in the inset photo on the bottom left corner. I bent the leftmost pin of the NTE312 transistor as I held the flat part toward me. That is going to be your antenna. So, connect one of the jumper wires to the bent pin. I used the dark green jumper wire (looks almost black; coiled at the bottom) in the photo. Then push the other 2 pins of the transistor into your breadboard. Connect one of the pins to Pin # 1 (3.3V) on the GPIO header of your RPi. See the diagram if you need to glance back at it. In the photo, that's the orange jumper wire. And connect the final unconnected transistor pin to Pin # 22 (GPIO25) on the RPi header. That's the blue jumper wire in my photo. For reference, connect the LED anode (long pin on a common anode LED/short pin on a common cathode LED, check your LED pin diagram) to the same breadboard hole that is connecting to Pin # 22 (same row of holes where the blue wire is connected), and connect the other pin of the LED to GROUND (row of holes that connect to the black wire in the photo). Test by blowing up a balloon, rubbing it on your hair (or your co-worker's hair, if you are hair-challenged) to statically charge it, and bringing it near your antenna (green wire in the photo). The LED should light up when it's near and go off when you pull it away. If you need more static charge, find a co-worker with really long hair, or rub the balloon on a piece of silk (which is just as good but not as fun). Next blog post is where we do some Java coding to access this sensor on your RPi. Finally, back to software! Ha! Hinkmond

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  • Overloading interface buttons, what are the best practices?

    - by XMLforDummies
    Imagine you'll have always a button labeled "Continue" in the same position in your app's GUI. Would you rather make a single button instance that takes different actions depending on the current state? private State currentState = State.Step1; private ContinueButton_Click() { switch(currentState) { case State.Step1: DoThis(); currentState = State.Step2; break; case State.Step2: DoThat(); break; } } Or would you rather have something like this? public Form() { this.ContinueStep2Button.Visible = false; } private ContinueStep1Button_Click() { DoThis(); this.ContinueStep1Button.Visible = false; this.ContinueStep2Button.Visible = true; } private ContinueStep2Button_Click() { DoThat(); }

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  • [News] Repenser les IDE avec l'interface Code Bubbles

    Andrew Bragdon, ?tudiant surdou? d'une universit? am?ricaine, a repens? les interfaces graphiques des IDE pour remplacer les fen?tres par des bulles communicantes. Une id?e farfelue ? Pas du tout, la d?mo (ou plut?t la vid?o) est bluffante : "A bubble is a fully editable and interactive view of a fragment such as a method or collection of member variables. Bubbles, in contrast to windows, have minimal border decoration, avoid clipping their contents by using automatic code reflow and elision, and do not overlap but instead push each other out of the way". A d?couvrir absolument, c'est un concept d'avenir...

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  • Concevoir la prochaine génération d'interface utilisateur multiplateformes avec Qt, un article de Jo

    Les interfaces graphiques de nos applications évoluent. Les widgets classiques sont progressivement remplacés par des images, plus explicites, plus agréables à regarder et plus conviviales. Qt 4.6 a apporté de nombreux outils permettant de faciliter le développement de telles applications. Cet article présente comment intégrer facilement des animations, des effets graphiques et des machines à états dans vos applications : http://qt-quarterly.developpez.com/q...generation-ui/ Découvrez également d'autres techniques dans nos précédents tutoriels écrits par la rédaction de Developpez (http://qt.develop...

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  • Question on the implementation of my Entity System

    - by miguel.martin
    I am currently creating an Entity System, in C++, it is almost completed (I have all the code there, I just have to add a few things and test it). The only thing is, I can't figure out how to implement some features. This Entity System is based off a bit from the Artemis framework, however it is different. I'm not sure if I'll be able to type this out the way my head processing it. I'm going to basically ask whether I should do something over something else. Okay, now I'll give a little detail on my Entity System itself. Here are the basic classes that my Entity System uses to actually work: Entity - An Id (and some methods to add/remove/get/etc Components) Component - An empty abstract class ComponentManager - Manages ALL components for ALL entities within a Scene EntitySystem - Processes entities with specific components Aspect - The class that is used to help determine what Components an Entity must contain so a specific EntitySystem can process it EntitySystemManager - Manages all EntitySystems within a Scene EntityManager - Manages entities (i.e. holds all Entities, used to determine whether an Entity has been changed, enables/disables them, etc.) EntityFactory - Creates (and destroys) entities and assigns an ID to them Scene - Contains an EntityManager, EntityFactory, EntitySystemManager and ComponentManager. Has functions to update and initialise the scene. Now in order for an EntitySystem to efficiently know when to check if an Entity is valid for processing (so I can add it to a specific EntitySystem), it must recieve a message from the EntityManager (after a call of activate(Entity& e)). Similarly the EntityManager must know when an Entity is destroyed from the EntityFactory in the Scene, and also the ComponentManager must know when an Entity is created AND destroyed. I do have a Listener/Observer pattern implemented at the moment, but with this pattern I may remove a Listener (which is this case is dependent on the method being called). I mainly have this implemented for specific things related to a game, i.e. Teams, Tagging of entities, etc. So... I was thinking maybe I should call a private method (using friend classes) to send out when an Entity has been activated, deleted, etc. i.e. taken from my EntityFactory void EntityFactory::killEntity(Entity& e) { // if the entity doesn't exsist in the entity manager within the scene if(!getScene()->getEntityManager().doesExsist(e)) { return; // go back to the caller! (should throw an exception or something..) } // tell the ComponentManager and the EntityManager that we killed an Entity getScene()->getComponentManager().doOnEntityWillDie(e); getScene()->getEntityManager().doOnEntityWillDie(e); // notify the listners for(Mouth::iterator i = getMouth().begin(); i != getMouth().end(); ++i) { (*i)->onEntityWillDie(*this, e); } _idPool.addId(e.getId()); // add the ID to the pool delete &e; // delete the entity } As you can see on the lines where I am telling the ComponentManager and the EntityManager that an Entity will die, I am calling a method to make sure it handles it appropriately. Now I realise I could do this without calling it explicitly, with the help of that for loop notifying all listener objects connected to the EntityFactory's Mouth (an object used to tell listeners that there's an event), however is this a good idea (good design, or what)? I've gone over the PROS and CONS, I just can't decide what I want to do. Calling Explicitly: PROS Faster? Since these functions are explicitly called, they can't be "removed" CONS Not flexible Bad design? (friend functions) Calling through Listener objects (i.e. ComponentManager/EntityManager inherits from a EntityFactoryListener) PROS More Flexible? Better Design? CONS Slower? (virtual functions) Listeners can be removed, i.e. may be removed and not get called again during the program, which could cause in a crash. P.S. If you wish to view my current source code, I am hosting it on BitBucket.

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  • Is it worth it to switch from home-grown remote command interface to using JMX

    - by Sam Goldberg
    Without knowing too much about JMX, I've always assumed that it would be the best approach for building in remote management to our standalone Java server application. Our server application has some minimal remote control capability, using text commands sent via TCP/IP socket to it. Using the home grown approach, it is fairly to add a new command. (Just create new command text, and the code to handle that in the message receiver). On the other hand, we have hardly implemented any commands, even though there are many things we would like to be able to execute remotely. I am trying to weigh the value of moving to incorporating JMX (learning it, and building the interfaces), versus just sticking with the home-grown approach. Does anyone have any experience or advice regarding changing an existing application to use JMX?

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  • How to remove the graphical user interface?

    - by Praveen Kumar
    Ok my question is that, I want to run a heavy application, on a Virtual Machine (VirtualBox) with just 2 GB RAM (Windows 7 32Bit Host has 4 GB, 3.5 GB effective). Initially I thought of installing Ubuntu Server 12.04.1, which doesn't come with a GUI, so I thought it would be efficient in performance, but I have only Ubuntu 12.04 Desktop. My question is, is it possible to remove the GUI parts in Ubuntu 12.04 Desktop (Not Server), keeping only the core OS, after installation in a virtual machine? Or, is there anyway to improve the performance of the OS? If you need more information, I am ready to provide. I don't want the GUI or anything, even a small terminal window is fine for me, I can access files through FTP.

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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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  • Wi-fi interface fails to authenticate on secured networks

    - by Eduardo Bezerra
    the problem is that I can't connect to wireless networks that have security enabled. I can connect fine to the unsecured network of my university, but not to the secured one in the same building. Also, it fails to connect to my home wireless router, which uses wpa2 encryption. Any ideas? I have a Broadcom Corporation BCM43224 802.11a/b/g/n (rev 01), with pci id [14e4:4353], running Ubuntu 12.10 on a macbook pro 6,2. I'm using bcmwl-kernel-source package with kernel module wl to enable my wi-fi device.

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  • File system implementation in MongoDB with GridFS

    - by Ralph
    I am working on two projects that will both implement a Webdav server backed by a MongoDB GridFS. In each case, there is the potential for the system to store tens of millions of files spread across thousands of hierarchical directories. I can come up with two different ways of storing the directory structure: As a "true" hierarchical file system, with directories containing the IDs (_id) of subdirectories and regular files. The paths will be separated by slashes (/) as in a POSIX-compliant file system. The path /a/b/c will be represented as a directory a containing a directory b containing a file c. As a flat file system, where file names include the slashes. The path /a/b/c will be stored as a single file with the name /a/b/c What are the advantages and disadvantages of each, with respect to a "real" folder-based file system?

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  • Software Architecture - From design to sucessful implementation

    - by user20358
    As the subject goes; once a software architect puts down the high level design and approach to a software that is to be developed from scratch, how does the team ensure that it is implemented successfully? To my mind the following things will need to be done Proper understanding of requirements Setting down coding practices and guidelines Regular code reviews to ensure the guidelines are being adhered to Revisiting the requirements phase and making necessary changes to design based on client inputs if there are any changes to requirements Proper documentation of what is being done in code Proper documentation of requirements and changes to them Last but not the least, implementing the design via object oriented code where appropriate Did I miss anything? Would love to hear any mistakes that you have learned from in your project experiences. What went wrong, what could have been done better. Thanks for taking the time..

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  • nomachine NX: Text missing on all gtk interface (Unity and Gnome Classic)

    - by hansioux
    [Edit] I later realized my issue only occurs when I am using NX to remote access my machine. Therefore I edited the title and description. I have also found the temp solution, which is to "disable render extension" in the custom display settings. But doing so makes the NX experience very slow laggy, and not that nice to look at. [/EDIT] I did a fresh install on a new computer, and was trying to setup my fonts. When I log in remotely via NX, my the text are missing on all gtk based interfaces. That means most menues (except for unity), right click menues, applications themselves, terminal, and so on. About the only thing unaffected is firefox. all the texts are showing just fine for firefox. So that probably already says something about text permissions. I went to check if my fonts have the correct permissions and they do. I removed my custom settings from /etc/fonts/config.d, and still the texts are missing. There is a work around by using "disable render extension" in the custom display settings. How do I fix this issue permanently?

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  • Personalisation of the Ubuntu interface

    - by Ben
    It's quite hard to phrase this question as the answer is very subjective and I don't know the right terminology to ask for what I want, but I will try my best. I love linux and would love to use it full-time as my main OS but the one think I have a problem with is the look of it. In my opinion it looks like it was designed for a child and I like my computer to look stylish rather than dated (this is opinion obviously). I like the look of OSX but there are certain things that I don't like, so no, I am not asking the age old question of "how do I make ubunutu look like OSX"...most of the attempts I have seen of this have been pretty poor when put up against the real thing so I just want to take certain things from it. Things I'd like to take from OSX: Spotlight (I don't like the Unity dashboard-esque thingy) Expose Spaces Dock (at the bottom) Icons (apart from the apple one) Look of file manager - its more pleasant to navigate around the file system. Closing an application window doesn't actually quit the program, so when you next launch it - it is instantaneous. Global menu (at the top) What are the latest Ubuntu alternatives to these? When it comes to actually changing the look of Ubuntu what should I be looking at? I know the following exists: Shell theme Icons Fonts ...but is there anything else I need to look into to actually change the look? I hear the term "Window Manager" thrown around, but I don't actually know what that is. What are good sources for reviews/links to the latest and greatest customisation techniques? Ubuntu now comes with Unity which I don't like very much. What are my alternatives? Should I look into Gnome3 or switch to classic desktop which is Gnome2 if I recall correctly? I hope I haven't put too much in one question and that it makes sense. Thanks.

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  • Version control implementation advice on legacy websites?

    - by Eric
    Assuming no experience with version control systems, just local to live web development. I've been dropped in on a few legacy website projects, and want an easier and more robust way to be able to quickly push and revert changes en masse. I'm currently the only developer on these projects, but more may be added in the future and I think it would be beneficial to set up a system that others can use.

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  • implementation of text editor in shell programming

    - by Arka Ghosh
    i have made a text editor in C. when i am changing the extension of that file from .c to .sh and compiling the file in the terminal,some error is shown,like for the global variables an external error is shown,and for the functions i have declared errors are shown there also.please help me to solve this. I am sending my code.. include include include int i,j,ec,fg,ec2; char fn[20],e,c,d; FILE *fp1,*fp2,fp; void Create(); void Append(); void Delete(); void Display(); int main() { do { printf("\n\t\t** TEXT EDITOR *"); printf("\n\n\tMENU:\n\t..\n "); printf("\n\t1.CREATE\n\t2.DISPLAY\n\t3.APPEND\n\t4.DELETE\n\t5.EXIT\n"); printf("\n\tEnter your choice: "); scanf("%d",&ec); switch(ec) { case 1: Create(); break; case 2: Display(); break; case 3: Append(); break; case 4: Delete(); break; case 5: exit(1); } }while(1); } void Create() { fp1=fopen("temp.txt","w"); printf("\n\tEnter the text and press '.' to save\n\n\t"); while(1) { c=getchar(); fputc(c,fp1); if(c == '.') { fclose(fp1); printf("\n\tEnter then new filename: "); scanf("%s",fn); fp1=fopen("temp.txt","r"); fp2=fopen(fn,"w"); while(!feof(fp1)) { c=getc(fp1); putc(c,fp2); } fclose(fp2); break; }} } void Display() { printf("\n\tEnter the file name: "); scanf("%s",fn); fp1=fopen(fn,"r"); if(fp1==NULL) { printf("\n\tFile not found!"); goto end1; } while(!feof(fp1)) { c=getc(fp1); printf("%c",c); } end1: fclose(fp1); printf("\n\n\tPress any key to continue.."); } void Delete() { printf("\n\tEnter the file name: "); scanf("%s",fn); fp1=fopen(fn,"r"); if(fp1==NULL) { printf("\n\tFile not found!"); goto end2; } fclose(fp1); if(remove(fn)==0) { printf("\n\n\tFile has been deleted successfully!"); goto end2; } else printf("\n\tError!\n"); end2: printf("\n\n\tPress any key to continue.."); getchar(); } void Append() { printf("\n\tEnter the file name: "); scanf("%s",fn); fp1=fopen(fn,"r"); if(fp1==NULL) { printf("\n\tFile not found!"); goto end3; } while(!feof(fp1)) { c=getc(fp1); printf("%c",c); } fclose(fp1); printf("\n\tType the text and press 'Ctrl+s' to append.\n"); fp1=fopen(fn,"a"); while(1) { c=getchar(); if(c==19) goto end3; if(c==13) { d='\n'; fputc(d,fp1); } else { fputc(c,fp1); } } end3: fclose(fp1); }

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  • Negamax implementation doesn't appear to work with tic-tac-toe

    - by George Jiglau
    I've implemented Negamax as it can be found on wikipedia, which includes alpha/beta pruning. However, it seems to favor a losing move, which should be an invalid result. The game is Tic-Tac-Toe, I've abstracted most of the game play so it should be rather easy to spot an error within the algorithm. Here is the code, nextMove, negamax or evaluate are probably the functions that contain the fault: #include <list> #include <climits> #include <iostream> //#define DEBUG 1 using namespace std; struct Move { int row, col; Move(int row, int col) : row(row), col(col) { } Move(const Move& m) { row = m.row; col = m.col; } }; struct Board { char player; char opponent; char board[3][3]; Board() { } void read(istream& stream) { stream >> player; opponent = player == 'X' ? 'O' : 'X'; for(int row = 0; row < 3; row++) { for(int col = 0; col < 3; col++) { char playa; stream >> playa; board[row][col] = playa == '_' ? 0 : playa == player ? 1 : -1; } } } void print(ostream& stream) { for(int row = 0; row < 3; row++) { for(int col = 0; col < 3; col++) { switch(board[row][col]) { case -1: stream << opponent; break; case 0: stream << '_'; break; case 1: stream << player; break; } } stream << endl; } } void do_move(const Move& move, int player) { board[move.row][move.col] = player; } void undo_move(const Move& move) { board[move.row][move.col] = 0; } bool isWon() { if (board[0][0] != 0) { if (board[0][0] == board[0][1] && board[0][1] == board[0][2]) return true; if (board[0][0] == board[1][0] && board[1][0] == board[2][0]) return true; } if (board[2][2] != 0) { if (board[2][0] == board[2][1] && board[2][1] == board[2][2]) return true; if (board[0][2] == board[1][2] && board[1][2] == board[2][2]) return true; } if (board[1][1] != 0) { if (board[0][1] == board[1][1] && board[1][1] == board[2][1]) return true; if (board[1][0] == board[1][1] && board[1][1] == board[1][2]) return true; if (board[0][0] == board[1][1] && board[1][1] == board[2][2]) return true; if (board[0][2] == board [1][1] && board[1][1] == board[2][0]) return true; } return false; } list<Move> getMoves() { list<Move> moveList; for(int row = 0; row < 3; row++) for(int col = 0; col < 3; col++) if (board[row][col] == 0) moveList.push_back(Move(row, col)); return moveList; } }; ostream& operator<< (ostream& stream, Board& board) { board.print(stream); return stream; } istream& operator>> (istream& stream, Board& board) { board.read(stream); return stream; } int evaluate(Board& board) { int score = board.isWon() ? 100 : 0; for(int row = 0; row < 3; row++) for(int col = 0; col < 3; col++) if (board.board[row][col] == 0) score += 1; return score; } int negamax(Board& board, int depth, int player, int alpha, int beta) { if (board.isWon() || depth <= 0) { #if DEBUG > 1 cout << "Found winner board at depth " << depth << endl; cout << board << endl; #endif return player * evaluate(board); } list<Move> allMoves = board.getMoves(); if (allMoves.size() == 0) return player * evaluate(board); for(list<Move>::iterator it = allMoves.begin(); it != allMoves.end(); it++) { board.do_move(*it, -player); int val = -negamax(board, depth - 1, -player, -beta, -alpha); board.undo_move(*it); if (val >= beta) return val; if (val > alpha) alpha = val; } return alpha; } void nextMove(Board& board) { list<Move> allMoves = board.getMoves(); Move* bestMove = NULL; int bestScore = INT_MIN; for(list<Move>::iterator it = allMoves.begin(); it != allMoves.end(); it++) { board.do_move(*it, 1); int score = -negamax(board, 100, 1, INT_MIN + 1, INT_MAX); board.undo_move(*it); #if DEBUG cout << it->row << ' ' << it->col << " = " << score << endl; #endif if (score > bestScore) { bestMove = &*it; bestScore = score; } } if (!bestMove) return; cout << bestMove->row << ' ' << bestMove->col << endl; #if DEBUG board.do_move(*bestMove, 1); cout << board; #endif } int main() { Board board; cin >> board; #if DEBUG cout << "Starting board:" << endl; cout << board; #endif nextMove(board); return 0; } Giving this input: O X__ ___ ___ The algorithm chooses to place a piece at 0, 1, causing a guaranteed loss, do to this trap(nothing can be done to win or end in a draw): XO_ X__ ___ Perhaps it has something to do with the evaluation function? If so, how could I fix it?

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  • Les accesseurs et les détails d'implémentation, un billet de Guillaume Belz

    C'est une discussion qui revient régulièrement sur le chat de Developpez.com. Une personne demande comment fait-on pour accéder aux variables membres privées d'une classe et on lui répond de créer des getter et setter. Viens alors un C++ien moyen (c'est-à-dire un casse-pied, en général moi) qui hurle au scandale et sort l'adage bien connu : "les accesseurs, c'est le mal". S'en suit une discussion sur pourquoi les accesseurs sont à éviter, quand j'ai le temps et l'humeur.

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  • Safe zone implementation in Asteroids

    - by Moaz
    I would like to implement a safe zone for asteroids so that when the ship gets destroyed, it shouldn't be there unless it is safe from other asteroids. I tried to check the distance between each asteroid and the ship, and if it is above threshold, it sets a flag to the ship that's a safe zone, but sometimes it work and sometimes it doesn't. What am I doing wrong? Here's my code: for (list<Asteroid>::iterator itr_astroid = asteroids.begin(); itr_astroid!=asteroids.end(); ) { if(currentShip.m_state == Ship::Ship_Dead) { float distance = itr_astroid->getCenter().distance(Vec2f(getWindowWidth()/2,getWindowHeight()/2)); if( distance>200) { currentShip.m_saveField = true; break; } else { currentShip.m_saveField = false; itr_astroid++; } } else { itr_astroid++; } } At ship's death: if(m_state == Ship_Dead && m_saveField==true) { --m_lifeSpan; } if(m_lifeSpan<=0 && m_saveField == true) { m_state = Ship_Alive; m_Vel = Vec2f(0,0); m_Pos.x = app::getWindowWidth()/2; m_Pos.y = app::getWindowHeight()/2; m_lifeSpan = 100; }

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  • When should one use the Abstract, Implements, or extends keywords?

    - by kdavis8
    I'm just now moving from a beginner to intermediate level android programmer in the java language. i can successfully write a game framework of classes that work together to accomplish a task beyond basic things, like hello world. but i'm having issues with some pretty basic OOP concepts; When should i derive from an abstract class? When is it more efficient to use an Interface instead of simply sub classing a parent? Basically, between extends, implements, and the abstract keywords, which keywords should be used instead of the others? i'm not looking for a basic definition, as i know them. i need to no when and why i should apply them to my code? what advantages does one have over the other? which is best for game development?

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  • Why is a linked list implementation considered linear?

    - by VeeKay
    My apologies for asking such a simple question. Instead of posting such basic question in SO, I felt that this is more apt a question here. I tried finding an answer for this but none of them are logically appealing or convincing to my understanding. Typically, computer memory is always linear. So is the term non linear used for a data structure in a logical sense? If so, to logically achieve non linearity in a linear computer memory, we use pointers. Right? In that case, if pointers are virtual implementations for achieving non linearity, Why would a data structure like linked list be considered linear if in reality the nodes are never physically adjacent?

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  • graphical interface when using assembly language

    - by Hellbent
    Im looking to use assembly language to make a great game, not just an average game but a really great game. I want to learn a framework to use in assembly. I know thats not possible without learning the framework in c first. So im thinking of learning sdl in c and then learn, teach myself, how to interpret the program and run it as assembly language code which shouldnt be that hard. Then i will have a window and some graphics routines to display the game while using assembly to code everything in. I need to spend some time learning sdl and then some more time learning how to code all those statements using assembly while calling c functions and knowing what registers returned calls use and what they leave etc. My question is , Is this a good way to go or is there something better to get a graphical window display using assembly language? Regards HellBent

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  • Confused about javascript module pattern implementation

    - by Damon
    I have a class written on a project I'm working on that I've been told is using the module pattern, but it's doing things a little differently than the examples I've seen. It basically takes this form: (function ($, document, window, undefined) { var module = { foo : bar, aMethod : function (arg) { className.bMethod(arg); }, bMethod : function (arg) { console.log('spoons'); } }; window.ajaxTable = ajaxTable; })(jQuery, document, window); I get what's going on here. But I'm not sure how this relates to most of the definitions I've seen of the module (or revealing?) module pattern. like this one from briancray var module = (function () { // private variables and functions var foo = 'bar'; // constructor var module = function () { }; // prototype module.prototype = { constructor: module, something: function () { } }; // return module return module; })(); var my_module = new module(); Is the first example basically like the second except everything is in the constructor? I'm just wrapping my head around patterns and the little things at the beginnings and endings always make me not sure what I should be doing.

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