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  • Code reading: where can i read great, modern, and well-documented C++ code?

    - by baol
    Reading code is one of the best ways to learn new idioms, tricks, and techniques. Sadly it's very common to find badly written C++ code. Some use C++ as it was C, others as if it was Java, some just shoot in their feet. I believe gtkmm is a good example of C++ design, but a binding could not be the better code to read (you need to know the C library behind that). Boost libraries (at least the one I read) tend to be less readable than I'd like. Can you mention open source projects (or other projects which source is freely readable) that are good example of readable, modern, well-documented, and auto-contained, C++ code to learn from? (I believe that one project per answer will be better, and I'd include the motivation that led you to selecting that one.)

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  • problems to setup the ruby on rails facebooker plugin

    - by fenec
    i am developing a facebook application with rails and the facebooker plugin from my local machine and have problems to set it up. here is my facebooker.yml file enter code here development: api_key: myAPIKey secret_key: mySecretKey canvas_page_name: http://apps.facebook.com/rafikbennacer/ callback_url: http://207.172.82.237:3000 pretty_errors: true set_asset_host_to_callback_url: true tunnel: public_host_username: public_host: public_port: 4007 local_port: 3000 server_alive_interval: 0 I got my Callback URL accessible from the outside by doing a port forwarding on my router, everything seems to work but i still have this message error when i go to http://apps.facebook.com/rafikbennacer/: Errors while loading page from application Received HTTP error code 404 while loading http://207.172.82.237:3000/ Please try again later. We appreciate your patience as the developers of test1 and Facebook resolve this issue. Thanks! where am i wrong in my configuration , how can i trouble shoot this error? thank you

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  • Replication - syncronizing most of the data some of the time

    - by uncle brad
    I have some data that isn't properly "partitioned" (for lack of a better word). All inserts, processing and reporting happen on the same table. The bulk of the processing happens not long after the insert and not long after that it becomes immutable (we're talking days). I could do all inserts and processing on a new table that I replicate to the old table. When I detect that the data has become immutable I would delete the data from the new table, but I would edit the delete replication stored procedure so that the delete did not replicate. How bad an idea is this? It seems attractive at the moment (I haven't slept on it yet) because it might mitigate a performance problem with only very small changes to the application. It also seems like it might be a good way to shoot myself in the foot.

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  • Stackoverflow style data list view

    - by kst
    Hi Buddies I'm beginner in ASP.Net.I'm know developing the small project for searching data from DB. I use ASP.Net web form and ADO.Net.I would like to show the data list like stackoverflow because I don't want to use GridView. I've some data fields to show example. Title Description Date Keyword Please check out my screen shoot now I use Literal for draft. so Please point to me what control I should use and that control will attach with Pager for the data list. Important: Please let me know how to make layout template for the data list (Details) Thanks

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  • Which is more efficient regular expression?

    - by Vagnerr
    I'm parsing some big log files and have some very simple string matches for example if(m/Some String Pattern/o){ #Do something } It seems simple enough but in fact most of the matches I have could be against the start of the line, but the match would be "longer" for example if(m/^Initial static string that matches Some String Pattern/o){ #Do something } Obviously this is a longer regular expression and so more work to match. However I can use the start of line anchor which would allow an expression to be discarded as a failed match sooner. It is my hunch that the latter would be more efficient. Can any one back me up/shoot me down :-)

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  • Need help in using Eclipse JEE version to develop a servlet project

    - by michael
    Hi, I have downloaded eclipse jee version (3.5) and I would like to use it to develop a servlet project on tomcat. So I * install tomcat and add it as my server in my eclipse environment. * create a Dynamic Web Project called 'TestServlet' * create a new servlet called 'MainServlet' and then I deploy my project to the tomcat server via eclipse and 'run the server in debug' mode. But when I use the browser to hit 'http://localhost:8080/TestServlet/MainServlet' I see no resource found (that page is generated by Tomcat, so I know my Tomcat is running). Can you please tell me what am I missing? Or how can I trouble shoot my problem? I think it must be some path /name is not set correctly.

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  • books about Firewall development

    - by VP
    Hi, i was just asked today, but i couldn't answer precisely so that's why i'm asking here :-) There is any book about Firewall design and implementations (Unix environment and C)? For sure, i could recommend TCP/IP books, and what i did, but there is some design decisions, that are not related with TCP/IP. For sure, i said about the netfilter/iptables (RTFSC) but as well we cannot assume that the netfilter/iptables is the best approach since we don't have too many baselines (ok, we could compare it with PF, but again, read source code to understand design decisions is not always the best way). So if anybody knows a book about this theme, please shoot it!

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  • Java Font Display Problem

    - by Yan Cheng CHEOK
    I realize that, in my certain customer side, when I use the font provided by Graphics2D itself, and decrease the size by 1, it cannot display properly. private void drawInformationBox(Graphics2D g2, JXLayer<? extends V> layer) { if (MainFrame.getInstance().getJStockOptions().getYellowInformationBoxOption() == JStockOptions.YellowInformationBoxOption.Hide) { return; } final Font oldFont = g2.getFont(); final Font paramFont = new Font(oldFont.getFontName(), oldFont.getStyle(), oldFont.getSize()); final FontMetrics paramFontMetrics = g2.getFontMetrics(paramFont); final Font valueFont = new Font(oldFont.getFontName(), oldFont.getStyle() | Font.BOLD, oldFont.getSize() + 1); final FontMetrics valueFontMetrics = g2.getFontMetrics(valueFont); /* * This date font cannot be displayed properly. Why? */ final Font dateFont = new Font(oldFont.getFontName(), oldFont.getStyle(), oldFont.getSize() - 1); final FontMetrics dateFontMetrics = g2.getFontMetrics(dateFont); Rest of the font is OK. Here is the screen shoot (See the yellow box. There are 3 type of different font within the yellow box) :

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  • Flash relationship map

    - by John
    Hi, Does anyone know any Flash fla's which are out there and free which do something similar to http://audiomap.tuneglue.net/ (you have to type in a search term to see it in action). What I'm after is the flash to create the node in the middle which expands out into children and then each of those children can be expanded out into more children, etc. while keeping their distance from one another so as to not overlap. I'd like it so that if you clicked on a node to expand it, it would shoot off to a web site and get an xml feed which could then be used to create the children. Thanks

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  • ftp connects but files aren't visible browsing

    - by YsoL8
    Hello If this should be on that other site, please don't shoot me, as I can't remember the name or the url. I have an ftp account in Dreamweaver that connects to the remote site and appears to be uploading files as normal. But when I browse to the location I can't see any new files or changes to the index page. (I've uploaded index.php and connect.php). I'm getting a 404 page. I suspect the host directory is wrong, but looking at the file tree, I can't see the folder I'm supposed to be using, so I'm uploading to the apparent site root. Any guidance on this?

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  • php/mysql question, retrieving information

    - by chance
    Hey SO, I have a question, pretty new at PHP and MySql but was curious is it possible to display only the most recent column to a table, from a database? I know it is possible to display a list of all information, or if you have just one column of information in your table to display that using the Here is my code for my basic script (just loads 1 column of information) I would like it to only print out the recent column i added to the table $con = mysql_connect ("localhost","username","password"); if (!$con) { die ('Could not connect:' . mysql_error()0; } mysql_select_db("db_name", $con); $result = mysql_query(Select column FROM table"); while($row = mysql_fetch_array($result)) { echo $row['column']; } mysql_close($con); * keep in mind, im not looking for someone to shoot me my code with it completed, though it would be handy, however just giving me the options of what I have to do, or what the script is called would be plentiful enough for my research, thanks!

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  • printf("... %c ...",'\0') and family - what will happen?

    - by SF.
    How will various functions that take printf format string behave upon encountering the %c format given value of \0/NULL? How should they behave? Is it safe? Is it defined? Is it compiler-specific? e.g. sprintf() - will it crop the result string at the NULL? What length will it return? Will printf() output the whole format string or just up to the new NULL? Will va_args + vsprintf/vprintf be affected somehow? If so, how? Do I risk memory leaks or other problems if I e.g. shoot this NULL at a point in std::string.c_str()? What are the best ways to avoid this caveat (sanitize input?)

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  • JavaFX Dialogs, Anyone?

    - by HecklerMark
    A common question about JavaFX, especially for those coming from a Swing background, is "How do I do Dialogs?" The reason this is a question at all is that, currently, there is no baked-in capability to do dialog boxes within a pure JavaFX 2.x application. But come on...you wouldn't be reading about this at all if you weren't a resourceful programmer. You have ways of making things happen.  :-) I ran across a decent patch of code recently that handles many of the dialog chores for you. Pros and cons follow, but pointing your browser to this link on Github (appropriately named JavaFXDialog) will get you off to a good start. Here are some screen shots the original code author, Anton Smirnov, provided: Nothing fancy, just clean and functional. Now, about those pros and cons. From my perspective, here's the bottom line: Pros Already developed. Time required to implement is limited to downloading and decompressing the file, doing a bit of reading, and writing a few lines of code to try things out. Easy. Most of the work is done, and the interface is pretty simple. Open source. If you want to make changes - and I'm already thinking along those lines, so you may as well admit you will, too - you can do it. Cons Documentation. What you see on the Wiki page is the extent of it. Lack of activity. As of the date this article was published, the code hasn't been updated in several months...so the project is a bit stale. To be fair, the cons listed above won't cause anyone to lose sleep. After all, you don't expect constant revisions against something that works well enough for most purposes, and if your needs exceed what is there, it's easy to mod the code yourself or "roll your own" if you prefer. The lack of documentation isn't a show-stopper either due to the limited functionality and complexity of the code. Wrapping It Up If you need a quick, drop-in dialog capability for your JavaFX 2.x app, give it a try and see what you think. And if you're already using something you like, please share it as well! I'd love to hear from you, take a look at what you pass along, and maybe do a "dialog shoot-out" article in the future. So..what works for you?  :-) All the best, Mark

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  • Microsoft Technical Computing

    - by Daniel Moth
    In the past I have described the team I belong to here at Microsoft (Parallel Computing Platform) in terms of contributing to Visual Studio and related products, e.g. .NET Framework. To be more precise, our team is part of the Technical Computing group, which is still part of the Developer Division. This was officially announced externally earlier this month in an exec email (from Bob Muglia, the president of STB, to which DevDiv belongs). Here is an extract: "… As we build the Technical Computing initiative, we will invest in three core areas: 1. Technical computing to the cloud: Microsoft will play a leading role in bringing technical computing power to scientists, engineers and analysts through the cloud. Existing high- performance computing users will benefit from the ability to augment their on-premises systems with cloud resources that enable ‘just-in-time’ processing. This platform will help ensure processing resources are available whenever they are needed—reliably, consistently and quickly. 2. Simplify parallel development: Today, computers are shipping with more processing power than ever, including multiple cores, but most modern software only uses a small amount of the available processing power. Parallel programs are extremely difficult to write, test and trouble shoot. However, a consistent model for parallel programming can help more developers unlock the tremendous power in today’s modern computers and enable a new generation of technical computing. We are delivering new tools to automate and simplify writing software through parallel processing from the desktop… to the cluster… to the cloud. 3. Develop powerful new technical computing tools and applications: We know scientists, engineers and analysts are pushing common tools (i.e., spreadsheets and databases) to the limits with complex, data-intensive models. They need easy access to more computing power and simplified tools to increase the speed of their work. We are building a platform to do this. Our development efforts will yield new, easy-to-use tools and applications that automate data acquisition, modeling, simulation, visualization, workflow and collaboration. This will allow them to spend more time on their work and less time wrestling with complicated technology. …" Our Parallel Computing Platform team is directly responsible for item #2, and we work very closely with the teams delivering items #1 and #3. At the same time as the exec email, our marketing team unveiled a website with interviews that I invite you to check out: Modeling the World. Comments about this post welcome at the original blog.

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  • Objective-C Moving UIView along a curved path

    - by PruitIgoe
    I'm not sure if I am approaching this the correct way. In my app, when a user touches the screen I capture the point and create an arc from a fixed point to that touch point. I then want to move a UIView along that arc. Here's my code: ViewController.m //method to "shoot" object - KIP_Projectile creates the arc, KIP_Character creates the object I want to move along the arc ... //get arc for trajectory KIP_Projectile* vThisProjectile = [[KIP_Projectile alloc] initWithFrame:CGRectMake(51.0, fatElvisCenterPoint-30.0, touchPoint.x, 60.0)]; vThisProjectile.backgroundColor = [UIColor clearColor]; [self.view addSubview:vThisProjectile]; ... KIP_Character* thisChar = [[KIP_Character alloc] initWithFrame:CGRectMake(51, objCenterPoint-5, imgThisChar.size.width, imgThisChar.size.height)]; thisChar.backgroundColor = [UIColor clearColor]; thisChar.charID = charID; thisChar.charType = 2; thisChar.strCharType = @"Projectile"; thisChar.imgMyImage = imgThisChar; thisChar.myArc = vThisProjectile; [thisChar buildImage]; [thisChar traceArc]; in KIP_Projectile I build the arc using this code: - (CGMutablePathRef) createArcPathFromBottomOfRect : (CGRect) rect : (CGFloat) arcHeight { CGRect arcRect = CGRectMake(rect.origin.x, rect.origin.y + rect.size.height - arcHeight, rect.size.width, arcHeight); CGFloat arcRadius = (arcRect.size.height/2) + (pow(arcRect.size.width, 2) / (8*arcRect.size.height)); CGPoint arcCenter = CGPointMake(arcRect.origin.x + arcRect.size.width/2, arcRect.origin.y + arcRadius); CGFloat angle = acos(arcRect.size.width / (2*arcRadius)); CGFloat startAngle = radians(180) + angle; CGFloat endAngle = radians(360) - angle; CGMutablePathRef path = CGPathCreateMutable(); CGPathAddArc(path, NULL, arcCenter.x, arcCenter.y, arcRadius, startAngle, endAngle, 0); return path; } - (void)drawRect:(CGRect)rect { CGContextRef currentContext = UIGraphicsGetCurrentContext(); _myArcPath = [self createArcPathFromBottomOfRect:self.bounds:30.0]; CGContextSetLineWidth(currentContext, 1); CGFloat red[4] = {1.0f, 0.0f, 0.0f, 1.0f}; CGContextSetStrokeColor(currentContext, red); CGContextAddPath(currentContext, _myArcPath); CGContextStrokePath(currentContext); } Works fine. The arc is displayed with a red stroke on the screen. In KIP_Character, which has been passed it's relevant arc, I am using this code but getting no results. - (void) traceArc { CGMutablePathRef myArc = _myArc.myArcPath; // Set up path movement CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"]; pathAnimation.calculationMode = kCAAnimationPaced; pathAnimation.fillMode = kCAFillModeForwards; pathAnimation.removedOnCompletion = NO; pathAnimation.path = myArc; CGPathRelease(myArc); [self.layer addAnimation:pathAnimation forKey:@"savingAnimation"]; } Any help here would be appreciated.

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  • problem in array of shooter sprites which contain different colour bubbles

    - by prakash s
    everyone i am developing bubble shooter game in cocos2d I have placed shooter array which contain different color bubbles like this 00000000 it is 8 bubbles array if i tap the screen, first bubbles should move for shooting the target .png .And if i again tap the screen again 2nd position bubble should move for shooting the target.png bubbles,how it will possible for me because i have already created the array of target which contain different color bubbles, here i write the code : - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { // Choose one of the touches to work with UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; // Set up initial location of projectile CGSize winSize = [[CCDirector sharedDirector] winSize]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png",@"6.png",@"7.png", @"8.png", nil]; for(int i = 0; i < images.count; ++i) { int index = (arc4random() % 8)+1; NSString *image = [NSString stringWithFormat:@"%d.png", index]; CCSprite*projectile = [CCSprite spriteWithFile:image]; //CCSprite *projectile = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0,256,256)]; [self addChild:projectile]; [movableSprites addObject:projectile]; float offsetFraction = ((float)(i+1))/(images.count+1); //projectile.position = ccp(20, winSize.height/2); //projectile.position = ccp(18,0 ); //projectile.position = ccp(350*offsetFraction, 20.0f); projectile.position = ccp(10/offsetFraction, 20.0f); // projectile.position = ccp(projectile.position.x,projectile.position.y); // Determine offset of location to projectile int offX = location.x - projectile.position.x; int offY = location.y - projectile.position.y; // Bail out if we are shooting down or backwards if (offX <= 0) return; // Ok to add now - we've double checked position //[self addChild:projectile]; // Determine where we wish to shoot the projectile to int realX = winSize.width + (projectile.contentSize.width/2); float ratio = (float) offY / (float) offX; int realY = (realX * ratio) + projectile.position.y; CGPoint realDest = ccp(realX, realY); // Determine the length of how far we're shooting int offRealX = realX - projectile.position.x; int offRealY = realY - projectile.position.y; float length = sqrtf((offRealX*offRealX)+(offRealY*offRealY)); float velocity = 480/1; // 480pixels/1sec float realMoveDuration = length/velocity; // Move projectile to actual endpoint [projectile runAction:[CCSequence actions: [CCMoveTo actionWithDuration:realMoveDuration position:realDest], [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)], nil]]; // Add to projectiles array projectile.tag = 1; [_projectiles addObject:projectile]; } }

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  • Paypal PDT and IPN , how does it work?

    - by slow diver
    PDT Payment Data Transfer is getting the transaction data of the purchase that was made on paypal site and you want to fetch that on your own site and display to the user. Also you may want to store it in your database for archive and tracking purposes. But I cannot exactly follow the documentation here What I am not getting is Once you have activated PDT, every time a buyer makes a website payment and is redirected to your return URL, a transaction token will be passed along as a "GET" variable to this return URL. In order to properly use PDT and display transaction details to your customer, you should fetch the transaction token, variable name "tx", and retreive transaction details from PayPal by constructing an HTTP POST to PayPal. Your POST should be sent to https://www.paypal.com/cgi-bin/webscr. You must post the transaction token using the variable "tx" and the value of the transaction token previously received (e.g. "tx=transaction_token"), and the special identity token using the variable at and the value of your PDT identity token (e.g. "at=identity_token"). You will also need to append a variable named "cmd" with the value "_notify-synch", for example "cmd=_notify-synch", to the POST string. IPN I have setup Instant Payment Notification through setting according to this documentation. This is basically logging into your paypal account and enable IPN while specifying a url where the notification will be sent. This is used to complete an order so that the product can be shipped. What I did is setup a PHP page. I have created a table and whenever that page is called (or hit), it registers an entry in the table so I know a notification came from Paypal. But it does not work either. What am I really doing wrong? The first thing I want to trouble shoot though is when the buyer pays the amount, he is automatically redirected to my site. I have enabled this but automatic redirection just does not work. Instead he is shown the url as an option after payment confirmation is shown. Can someone guide my how the PDT process goes? Where do I make the request for PDT, is it along the very first request (Buy Now button) or it is sent later? Addition I found some good sampling code of how everything should work but it still does not work. I use this code http://officetrio.com/modules/free-php-paypal-ipn-script.php for IPN. I am using this for PDT. This one uses SSL, I changed SSL to regular HTTP (copied paypal version), still does not work. http://ykyuen.wordpress.com/2010/02/17/paypal-payment-data-transfer-sample-code/

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  • Why does my sprite glitch when moving? [closed]

    - by rphello101
    Using Slick 2D/Java, I'm using the mouse to rotate a sprite and WASD to move it (A and D are used to strafe). I finally got the directional keys and rotation to work in sync, but I'm having problems with sporadic movement. It seems that the move speed is not always set to the value I have it at. Sometimes the sprite with just shoot across the screen. Furthermore, it seems that at 0 degrees, when the left key is pressed, the sprite moves backwards, not to the left. There also seems to be quite a bit of glitching when two keys are pressed, like left and up. Anyone see anything obvious? Here is the rotational code: int mX = Mouse.getX(); int mY = HEIGHT - Mouse.getY(); int pX = sprite.x+sprite.image.getWidth()/2; int pY = sprite.y+sprite.image.getHeight()/2; double mAng; if(mX!=pX){ mAng = Math.toDegrees(Math.atan2(mY - pY, mX - pX)); if(mAng==0 && mX<=pX) mAng=180; } else{ if(mY>pY) mAng=90; else mAng=270; } sprite.angle = mAng; sprite.image.setRotation((float) mAng); Movement code: Input input = gc.getInput(); Vector2f direction = new Vector2f(); Vector2f velocity = new Vector2f(); Vector2f left; Vector2f right; direction.x = (float) Math.cos(Math.toRadians(sprite.angle)); direction.y = (float) Math.sin(Math.toRadians(sprite.angle)); if(direction.length()>0) direction = direction.normalise(); left = new Vector2f(-direction.y, direction.x); right = new Vector2f(direction.y, -direction.x); velocity.x = (float) (direction.x * sprite.moveSpeed); velocity.y = (float) (direction.y * sprite.moveSpeed); if(input.isKeyDown(sprite.up)){ sprite.x += velocity.x*delta; sprite.y += velocity.y*delta; }if (input.isKeyDown(sprite.down)){ sprite.x -= velocity.x*delta; sprite.y -= velocity.y*delta; }if (input.isKeyDown(sprite.left)){ sprite.x += left.x * sprite.moveSpeed * delta; sprite.y += left.y * sprite.moveSpeed * delta; }if (input.isKeyDown(sprite.right)){ sprite.x += right.x * sprite.moveSpeed * delta; sprite.y += right.y * sprite.moveSpeed * delta; }

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  • rotate sprite and shooting bullets from the end of a cannon

    - by Alberto
    Hi all i have a problem in my Andengine code, I need , when I touch the screen, shoot a bullet from the cannon (in the same direction of the cannon) The cannon rotates perfectly but when I touch the screen the bullet is not created at the end of the turret This is my code: private void shootProjectile(final float pX, final float pY){ int offX = (int) (pX-canon.getSceneCenterCoordinates()[0]); int offY = (int) (pY-canon.getSceneCenterCoordinates()[1]); if (offX <= 0) return ; if(offY>=0) return; double X=canon.getX()+canon.getWidth()*0,5; double Y=canon.getY()+canon.getHeight()*0,5 ; final Sprite projectile; projectile = new Sprite( (float) X, (float) Y, mProjectileTextureRegion,this.getVertexBufferObjectManager() ); mMainScene.attachChild(projectile); int realX = (int) (mCamera.getWidth()+ projectile.getWidth()/2.0f); float ratio = (float) offY / (float) offX; int realY = (int) ((realX*ratio) + projectile.getY()); int offRealX = (int) (realX- projectile.getX()); int offRealY = (int) (realY- projectile.getY()); float length = (float) Math.sqrt((offRealX*offRealX)+(offRealY*offRealY)); float velocity = (float) 480.0f/1.0f; float realMoveDuration = length/velocity; MoveModifier modifier = new MoveModifier(realMoveDuration,projectile.getX(), realX, projectile.getY(), realY); projectile.registerEntityModifier(modifier); } @Override public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) { if (pSceneTouchEvent.getAction() == TouchEvent.ACTION_MOVE){ double dx = pSceneTouchEvent.getX() - canon.getSceneCenterCoordinates()[0]; double dy = pSceneTouchEvent.getY() - canon.getSceneCenterCoordinates()[1]; double Radius = Math.atan2(dy,dx); double Angle = Radius * 180 / Math.PI; canon.setRotation((float)Angle); return true; } else if (pSceneTouchEvent.getAction() == TouchEvent.ACTION_DOWN){ final float touchX = pSceneTouchEvent.getX(); final float touchY = pSceneTouchEvent.getY(); double dx = pSceneTouchEvent.getX() - canon.getSceneCenterCoordinates()[0]; double dy = pSceneTouchEvent.getY() - canon.getSceneCenterCoordinates()[1]; double Radius = Math.atan2(dy,dx); double Angle = Radius * 180 / Math.PI; canon.setRotation((float)Angle); shootProjectile(touchX, touchY); } return false; } Anyone know how to calculate the coordinates (X,Y) of the end of the barrel to draw the bullet?

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  • Stop trying to be perfect

    - by Kyle Burns
    Yes, Bob is my uncle too.  I also think the points in the Manifesto for Software Craftsmanship (manifesto.softwarecraftsmanship.org) are all great.  What amazes me is that tend to confuse the term “well crafted” with “perfect”.  I'm about to say something that will make Quality Assurance managers and many development types as well until you think about it as a craftsman – “Stop trying to be perfect”. Now let me explain what I mean.  Building software, as with building almost anything, often involves a series of trade-offs where either one undesired characteristic is accepted as necessary to achieve another desired one (or maybe stave off one that is even less desirable) or a desirable characteristic is sacrificed for the same reasons.  This implies that perfection itself is unattainable.  What is attainable is “sufficient” and I think that this really goes to the heart both of what people are trying to do with Agile and with the craftsmanship movement.  Simply put, sufficient software drives the greatest business value.   I've been in many meetings where “how can we keep anything from ever going wrong” has become the thing that holds us in analysis paralysis.  I've also been the guy trying way too hard to perfect some function to make sure that every edge case is accounted for.  Somewhere in there, something a drill instructor said while I was in boot camp occurred to me.  In response to being asked a question by another recruit having to do with some edge case (I can barely remember the context), he said “What if grasshoppers had machine guns?  Would the birds still **** with them?”  It sounds funny, but there's a lot of wisdom in those words.   “Sufficient” is different for every situation and it’s important to understand what sufficient means in the context of the work you’re doing.  If I’m writing a timesheet application (and please shoot me if I am), I’m going to have a much higher tolerance for imperfection than if you’re writing software to control life support systems on spacecraft.  I’m also likely to have less need for high volume performance than if you’re writing software to control stock trading transactions.   I’d encourage anyone who has read this far to instead of trying to be perfect, try to create software that is sufficient in every way.  If you’re working to make a component that is sufficient “better”, ask yourself if there is any component left that is not yet sufficient.  If the answer is “yes” you’re working on the wrong thing and need to adjust.  If the answer is “no”, why aren’t you shipping and delivering business value?

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  • Creating a frozen bubble clone

    - by Vaughan Hilts
    This photo illustrates the environment: http://i.imgur.com/V4wbp.png I'll shoot the cannon, it'll bounce off the wall and it's SUPPOSED to stick to the bubble. It does at pretty much every other angle. The problem is always reproduced here, when hit off the wall into those bubbles. It also exists in other cases, but I'm not sure what triggers it. What actually happens: The ball will sometimes set to the wrong cell, and my "dropping" code will detect it as a loner and drop it off the stage. *There are many implementations of "Frozen Bubble" on the web, but I can't for the life of me find a good explanation as to how the algorithm for the "Bubble Sticking" works. * I see this: http://www.wikiflashed.com/wiki/BubbleBobble https://frozenbubblexna.svn.codeplex.com/svn/FrozenBubble/ But I can't figure out the algorithims... could anyone explain possibly the general idea behind getting the balls to stick? Code in question: //Counstruct our bounding rectangle for use var nX = currentBall.x + ballvX * gameTime; var nY = currentBall.y - ballvY * gameTime; var movingRect = new BoundingRectangle(nX, nY, 32, 32); var able = false; //Iterate over the cells and draw our bubbles for (var x = 0; x < 8; x++) { for (var y = 0; y < 12; y++) { //Get the bubble at this layout var bubble = bubbleLayout[x][y]; var rowHeight = 27; //If this slot isn't empty, draw if (bubble != null) { var bx = 0, by = 0; if (y % 2 == 0) { bx = x * 32 + 270; by = y * 32 + 45; } else { bx = x * 32 + 270 + 16; by = y * 32 + 45; } //Check var targetBox = new BoundingRectangle(bx, by, 32, 32); if (targetBox.intersects(movingRect)) { able = true; } } } } cellY = Math.round((currentBall.y - 45) / 32); if (cellY % 2 == 0) cellX = Math.round((currentBall.x - 270) / 32); else cellX = Math.round((currentBall.x - 270 - 16) / 32); Any ideas are very much welcome. Things I've tried: Flooring and Ceiling values Changing the wall bounce to a lower value Slowing down the ball None of these seem to affect it. Is there something in my math I'm not getting?

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  • SQL Azure Security: DoS Part II

    - by Herve Roggero
    Ah!  When you shoot yourself in the foot... a few times... it hurts! That's what I did on Sunday, to learn more about the behavior of the SQL Azure Denial Of Service prevention feature. This article is a short follow up to my last post on this feature. In this post, I will outline some of the lessons learned that were the result of testing the behavior of SQL Azure from two machines. From the standpoint of SQL Azure, they look like one machine since they are behind a NAT. All logins affected The first thing to note is that all the logins are affected. If you lock yourself out to a specific database, none of the logins will work on that database. In fact the database size becomes "--" in the SQL Azure Portal.   Less than 100 sessions I was able to see 50+ sessions being made in SQL Azure (by looking at sys.dm_exec_sessions) before being locked out. The the DoS feature appears to be triggered in part by the number of open sessions. I could not determine if the lockout is triggered by the speed at which connection requests are made however.   Other Databases Unaffected This was interesting... the DoS feature works at the database level. Other databases were available for me to use.   Just Wait Initially I thought that going through SQL Azure and connecting from there would reset the database and allow me to connect again. Unfortunately this doesn't seem to be the case. You will have to wait. And the more you lock yourself out, the more you will have to wait... The first time the database became available again within 30 seconds or so; the second time within 2-3 minutes and the third time... within 2-3 hours...   Successful Logins The DoS feature appears to engage only for valid logins. If you have a login failure, it doesn't seem to count. I ran a test with over 100 login failures without being locked.

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  • Why does creating dynamic bodies in JBox2D freeze my app?

    - by Amplify91
    My game hangs/freezes when I create dynamic bullet objects with Box2D and I don't know why. I am making a game where the main character can shoot bullets by the user tapping on the screen. Each touch event spawns a new FireProjectileEvent that is handled properly by an event queue. So I know my problem is not trying to create a new body while the box2d world is locked. My bullets are then created and managed by an object pool class like this: public Projectile getProjectile(){ for(int i=0;i<mProjectiles.size();i++){ if(!mProjectiles.get(i).isActive){ return mProjectiles.get(i); } } return mSpriteFactory.createProjectile(); } mSpriteFactory.createProjectile() leads to the physics component of the Projectile class creating its box2d body. I have narrowed the issue down to this method and it looks like this: public void create(World world, float x, float y, Vec2 vertices[], boolean dynamic){ BodyDef bodyDef = new BodyDef(); if(dynamic){ bodyDef.type = BodyType.DYNAMIC; }else{ bodyDef.type = BodyType.STATIC; } bodyDef.position.set(x, y); mBody = world.createBody(bodyDef); PolygonShape dynamicBox = new PolygonShape(); dynamicBox.set(vertices, vertices.length); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = dynamicBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.0f; mBody.createFixture(fixtureDef); mBody.setFixedRotation(true); } If the dynamic parameter is set to true my game freezes before crashing, but if it is false, it will create a projectile exactly how I want it just doesn't function properly (because a projectile is not a static object). Why does my program fail when I try to create a dynamic object at runtime but not when I create a static one? I have other dynamic objects (like my main character) that work fine. Any help would be greatly appreciated. This is a screenshot of a method profile I did: Especially notable is number 8. I'm just still unsure what I'm doing wrong. Other notes: I am using JBox2D 2.1.2.2. (Upgraded from 2.1.2.1 to try to fix this problem) When the application freezes, if I hit the back button, it appears to move my game backwards by one update tick. Very strange.

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  • How do you make a bullet ricochet off a vertical wall?

    - by Bagofsheep
    First things first. I am using C# with XNA. My game is top-down and the player can shoot bullets. I've managed to get the bullets to ricochet correctly off horizontal walls. Yet, despite using similar methods (e.g. http://stackoverflow.com/questions/3203952/mirroring-an-angle) and reading other answered questions about this subject I have not been able to get the bullets to ricochet off a vertical wall correctly. Any method I've tried has failed and sometimes made ricocheting off a horizontal wall buggy. Here is the collision code that calls the ricochet method: //Loop through returned tile rectangles from quad tree to test for wall collision. If a collision occurs perform collision logic. for (int r = 0; r < returnObjects.Count; r++) if (Bullets[i].BoundingRectangle.Intersects(returnObjects[r])) Bullets[i].doCollision(returnObjects[r]); Now here is the code for the doCollision method. public void doCollision(Rectangle surface) { if (Ricochet) doRicochet(surface); else Trash = true; } Finally, here is the code for the doRicochet method. public void doRicochet(Rectangle surface) { if (Position.X > surface.Left && Position.X < surface.Right) { //Mirror the bullet's angle. Rotation = -1 * Rotation; //Moves the bullet in the direction of its rotation by given amount. moveFaceDirection(Sprite.Width * BulletScale.X); } else if (Position.Y > surface.Top && Position.Y < surface.Bottom) { } } Since I am only dealing with vertical and horizontal walls at the moment, the if statements simply determine if the object is colliding from the right or left, or from the top or bottom. If the object's X position is within the boundaries of the tile's X boundaries (left and right sides), it must be colliding from the top, and vice verse. As you can see, the else if statement is empty and is where the correct code needs to go.

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  • HTML5 platformer collision detection problem

    - by fnx
    I'm working on a 2D platformer game, and I'm having a lot of trouble with collision detection. I've looked trough some tutorials, questions asked here and Stackoverflow, but I guess I'm just too dumb to understand what's wrong with my code. I've wanted to make simple bounding box style collisions and ability to determine on which side of the box the collision happens, but no matter what I do, I always get some weird glitches, like the player gets stuck on the wall or the jumping is jittery. You can test the game here: Platform engine test. Arrow keys move and z = run, x = jump, c = shoot. Try to jump into the first pit and slide on the wall. Here's the collision detection code: function checkCollisions(a, b) { if ((a.x > b.x + b.width) || (a.x + a.width < b.x) || (a.y > b.y + b.height) || (a.y + a.height < b.y)) { return false; } else { handleCollisions(a, b); return true; } } function handleCollisions(a, b) { var a_top = a.y, a_bottom = a.y + a.height, a_left = a.x, a_right = a.x + a.width, b_top = b.y, b_bottom = b.y + b.height, b_left = b.x, b_right = b.x + b.width; if (a_bottom + a.vy > b_top && distanceBetween(a_bottom, b_top) + a.vy < distanceBetween(a_bottom, b_bottom)) { a.topCollision = true; a.y = b.y - a.height + 2; a.vy = 0; a.canJump = true; } else if (a_top + a.vy < b_bottom && distanceBetween(a_top, b_bottom) + a.vy < distanceBetween(a_top, b_top)) { a.bottomCollision = true; a.y = b.y + b.height; a.vy = 0; } else if (a_right + a.vx > b_left && distanceBetween(a_right, b_left) < distanceBetween(a_right, b_right)) { a.rightCollision = true; a.x = b.x - a.width - 3; //a.vx = 0; } else if (a_left + a.vx < b_right && distanceBetween(a_left, b_right) < distanceBetween(a_left, b_left)) { a.leftCollision = true; a.x = b.x + b.width + 3; //a.vx = 0; } } function distanceBetween(a, b) { return Math.abs(b-a); }

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