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  • Using XNA's XML content pipeline to read arrays of objects with different subtypes

    - by Mcguirk
    Using XNA's XML content importer, is it possible to read in an array of objects with different subtypes? For instance, assume these are my class definitions: public abstract class MyBaseClass { public string MyBaseData; } public class MySubClass0 : MyBaseClass { public int MySubData0; } public class MySubClass1 : MyBaseClass { public bool MySubData1; } And this is my XML file: <XnaContent> <Asset Type="MyBaseClass[]"> <Item> <!-- I want this to be an instance of MySubClass0 --> <MyBaseData>alpha</MyBaseData> <MySubData0>314</MySubData0> </Item> <Item> <!-- I want this to be an instance of MySubClass1 --> <MyBaseData>bravo</MyBaseData> <MySubData1>true</MySubData1> </Item> </Asset> </XnaContent> How do I specify that I want the first Item to be an instance of MySubclass0 and the second Item to be an instance of MySubclass1?

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  • Java Slick2d - How to translate mouse coordinates to world coordinates

    - by Corey
    I am translating in my main class render. How do I get the mouse position where my mouse actually is after I scroll the screen public void render(GameContainer gc, Graphics g) throws SlickException { float centerX = 800/2; float centerY = 600/2; g.translate(centerX, centerY); g.translate(-player.playerX, -player.playerY); gen.render(g); player.render(g); } playerX = 800 /2 - sprite.getWidth(); playerY = 600 /2 - sprite.getHeight(); Image to help with explanation I tried implementing a camera but it seems no matter what I can't get the mouse position. I was told to do this worldX = mouseX + camX; but it didn't work the mouse was still off. Here is my Camera class if that helps: public class Camera { public float camX; public float camY; Player player; public void init() { player = new Player(); } public void update(GameContainer gc, int delta) { Input input = gc.getInput(); if(input.isKeyDown(Input.KEY_W)) { camY -= player.speed * delta; } if(input.isKeyDown(Input.KEY_S)) { camY += player.speed * delta; } if(input.isKeyDown(Input.KEY_A)) { camX -= player.speed * delta; } if(input.isKeyDown(Input.KEY_D)) { camX += player.speed * delta; } } Code used to convert mouse worldX = (int) (mouseX + cam.camX); worldY = (int) (mouseY + cam.camY);

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  • Meta-licensing of applications

    - by Gene
    I'm currently evaluating license management solutions for our customized and project-based applications, which are supported by a single server in the intranet of the customer. The applications use common functionality provided by the server (session handling, data synchronization, management capabilities, etc) and are installed on mobile devices. We allow our customers to run the applications on X devices and want to check on the server, whether the customer sticks to this limit (based on the sessions). We don't want licensing software to be installed on the devices itself (for example providing X serials to the customer) nor do we want to host an additional server for licensing in the intranet of the customer. If a client connects, our server should load the license for the application running on the client and verify, that there are sessions left. The licensing managers I looked at (12 products so far) focus on the application itself and don't allow me to implement such a floating behavior as described above. For example, this software could easily be used to create a "Standard Edition" or a "Professional Edition" of our server software, which is not our intention. In XHEO DeployLX there is a "Session Limit", which allows to limit the license to the currently established sessions in ASP.NET, which comes very close to my needs. I'm currently thinking of implementing a custom solution, which allows me to load and enforce custom-defined licenses per application on the server-side and a simple editor to define such licenses (which would contain a type and the limit itself), but I would appreciate an existing, easy to integrate commercial solution. I think it could be possible to use DeployLX for this task, but I would spend a lot of money for implementing most of the solution myself (except for the editor). Thanks in advance for any suggestions or hints. Gene

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  • Differentiate procedural language(c) from oop languages(c++)

    - by niko
    I have been trying to differentiate c and c++(or oop languages) but I don't understand where the difference is. Note I have never used c++ but I asked my friends and some of them to differentiate c and c++ They say c++ has oop concepts and also the public, private modes for definition of variables and which c does not have though. Seriously I have done vb.net programming for a while 2 to 3 months, I never faced a situation to use class concepts and modes of definition like public and private. So I thought what could be the use for these? My friend explained me a program saying that if a variable is public, it can be accessed anywhere I said why not declare it as a global variable like in c? He did not get back to my question and he said if a variable is private it cannot be accessed by some other functions I said why not define it as a local variable, even these he was unable to answer. No matter where I read private variables cannot be accessed whereas public variables can be then why not make public as global and private as local whats the difference? whats the real use of public and private ? please don't say it can be used by everyone, I suppose why not we use some conditions and make the calls? I have heard people saying security reasons, a friend said if a function need to be accessed it should be inherited first. He explained saying that only admin should be able to have some rights and not all so that functions are made private and inherited only by the admin to use Then I said why not we use if condition if ( login == "admin") invoke the function he still did not answer these question. Please clear me with these things, I have done vb.net and vba and little c++ without using oop concepts because I never found their real use while I was writing the code, I'm a little afraid am I too back in oop concepts?

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  • Should interfaces extend (and in doing so inherit methods of) other interfaces

    - by dreza
    Although this is a general question it is also specific to a problem I am currently experiencing. I currently have an interface specified in my solution called public interface IContextProvider { IDataContext { get; set; } IAreaContext { get; set; } } This interface is often used throughout the program and hence I have easy access to the objects I need. However at a fairly low level of a part of my program I need access to another class that will use IAreaContext and perform some operations off it. So I have created another factory interface to do this creation called: public interface IEventContextFactory { IEventContext CreateEventContext(int eventId); } I have a class that implements the IContextProvider and is injected using NinJect. The problem I have is that the area where I need to use this IEventContextFactory has access to the IContextProvider only and itself uses another class which will need this new interface. I don't want to have to instantiate this implementation of IEventContextFactory at the low level and would rather work with the IEventContextFactory interface throughout. However I also don't want to have to inject another parameter through the constructors just to have it passed through to the class that needs it i.e. // example of problem public class MyClass { public MyClass(IContextProvider context, IEventContextFactory event) { _context = context; _event = event; } public void DoSomething() { // the only place _event is used in the class is to pass it through var myClass = new MyChildClass(_event); myClass.PerformCalculation(); } } So my main question is, would this be acceptable or is it even common or good practice to do something like this (interface extend another an interface): public interface IContextProvider : IEventContextFactory or should I consider better alternatives to achieving what I need. If I have not provided enough information to give suggestions let me know and I can provide more.

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  • Block With Given ID Does Not Exist - Minecraft Mod

    - by inixsoftware
    I have tried to make my own Minecraft Block using Forge, but for some reason, when I use /give Playerxxx 1000 1 the game says, There is no block with id '1000' My Block Code: package net.minecraft.blockr; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; public class Basalt extends Block { public Basalt(int par1, Material par2Material) { super(par1, par2Material); this.setCreativeTab(CreativeTabs.tabBlock); } } Mod code: package net.minecraft.blockr; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.Mod.Init; import cpw.mods.fml.common.network.NetworkMod; import cpw.mods.fml.common.registry.GameRegistry; import cpw.mods.fml.common.registry.LanguageRegistry; import net.minecraft.block.Block; import net.minecraft.block.material.Material; @Mod(modid="blockr", name="Blockr Mod", version="PreAlpha v0.0.1") @NetworkMod(clientSideRequired=true, serverSideRequired=false) public class BlockrMod { public static Block basalt; @Init public void load() { basalt = new Basalt(1000, Material.ground).setUnlocalizedName("basalt"); GameRegistry.registerBlock(basalt, basalt.getUnlocalizedName()); LanguageRegistry.addName(basalt, "Basalt Block"); } public String getVersion() { return "0.0.1"; } } What exactly is going wrong? My package is blockr (as my mod is called blockr) I know my mod was loaded as I see in Forge under Mods I see my mod

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  • Filtering GridViewComboBoxColumn in RadGridView for WPF

    The GridViewComboBox column is used to display lookup data in user friendly manner. For our demo we bind RadGridView for WPF to a collection of custom Location objects. As you may notice – each location has a selectable Country field.  Here is the underlying ‘data model’: public class Location {  public int CountryID { get; set; }  public string CityName { get; set; } } public class Country {  public int ID { get; set; }  public string Name { get; set; } }   The location object contains the integer CountryID. Each CountryID corresponds to a certain country and with the help of GridViewComboBoxColumn we see some human readable country names instead of the underlying numeric IDs. Now The Problem: Unfortunately the filter control does not know that our Country IDs are associated with Country objects, so it displays the ...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Constructor vs setter validations

    - by Jimmy
    I have the following class : public class Project { private int id; private String name; public Project(int id, String name, Date creationDate, int fps, List<String> frames) { if(name == null ){ throw new NullPointerException("Name can't be null"); } if(id == 0 ){ throw new IllegalArgumentException("id can't be zero"); } this.name = name; this.id = id; } public int getId() { return id; } public void setId(int id) { this.id = id; } public String getName() { return name; } public void setName(String name) { this.name = name; } } I have three questions: Do I use the class setters instead of setting the fields directly. One of the reason that I set it directly, is that in the code the setters are not final and they could be overridden. If the right way is to set it directly and I want to make sure that the name filed is not null always. Should I provide two checks, one in the constructor and one in the setter. I read in effective java that I should use NullPointerException for null parameters. Should I use IllegalArgumentException for other checks, like id in the example.

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  • How do I load tmx files with Slick2d?

    - by mbreen
    I just started using Slick2D and learned how simple it is to load in a tilemap and display it. I tried atleast a dozen different tmx files from numerous examples to see if it was the actual file that was corrupted. Everytime I get this error: Exception in thread "main" java.lang.RuntimeException: Resource not found: data/maps/desert.tmx at org.newdawn.slick.util.ResourceLoader.getResourceAsStream(ResourceLoader.java:69) at org.newdawn.slick.tiled.TiledMap.<init>(TiledMap.java:101) at game.Game.init(Game.java:17) at game.Tunneler.initStatesList(Tunneler.java:37) at org.newdawn.slick.state.StateBasedGame.init(StateBasedGame.java:164) at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:390) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at game.Tunneler.main(Tunneler.java:29) Here is my Game class: package game; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; import org.newdawn.slick.tiled.TiledMap; public class Game extends BasicGameState{ private int stateID = -1; private TiledMap map = null; public Game(int stateID){ this.stateID = stateID; } public void init(GameContainer container, StateBasedGame game) throws SlickException{ map = new TiledMap("data/maps/desert.tmx","maps");//ERROR } public void render(GameContainer container, StateBasedGame game, Graphics g) throws SlickException{ //map.render(0,0); } public void update(GameContainer container, StateBasedGame game, int delta) throws SlickException{ } public int getID(){return stateID;} } I've tried to see if anyone else has had similar problems but haven't turned up anything. I am able to load other files, so I don't believe it's a compiler issue. My menu class can load images and display them just fine. Also, the filepath is correct. Please let me know if you have any pointers that might help me sort this out.

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  • Model won't render in my XNA game

    - by Daniel Lopez
    I am trying to create a simple 3D game but things aren't working out as they should. For instance, the mode will not display. I created a class that does the rendering so I think that is where the problem lies. P.S I am using models from the MSDN website so I know the models are compatible with XNA. Code: class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Draw() { Matrix world = Matrix.CreateTranslation(modelpos) * rotationy; Matrix view = Matrix.CreateLookAt(this.CameraPosition, this.ModelPosition, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1.0f, 10000f); model.Draw(world, view, projection); } } If you need more code just make a comment.

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  • General questions regarding open-source licensing

    - by ndg
    I'm looking to release an open-source iOS software project but I'm very new to the licensing side of the things. While I'm aware that the majority of answers here will not lawyers, I'd appreciate it if anyone could steer me in the right direction. With the exception of the following requirements I'm happy for developers to largely do whatever they want with the projects source code. I'm not interested in any copyleft licensing schemes, and while I'd like to encourage attribution in derivative works it is not required. As such, my requirements are as follows: Original source can be distributed and re-distributed (verbatim) both commercially and non-commercially as long as the original copyright information, website link and license is maintained. I wish to retain rights to any of the multi-media distributed as part of the project (sound effects, graphics, logo marks, etc). Such assets will be included to allow other developers to easily execute the project, but cannot be re-distributed in any manner. I wish to retain rights to the applications name and branding. Futher to selecting an applicable license, I have the following questions: The project makes use of a number of third-party libraries (all licensed under variants of the MIT license). I've included individual licenses within the source (and application) and believe I've met all requirements expressed in these licenses, but is there anything else that needs to be done before distributing them as part of my open-source project? Also included in my project is a single proprietary, close-sourced library that's used to power a small part of the application. I'm obviously unable to include this in the source release, but what's the best way of handling this? Should I simply weak-link the project and exclude it entirely from the Git project?

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  • Rotate around the centre of the screen

    - by Dan Scott
    I want my camera to rotate around the centre of screen and I'm not sure how to achieve that. I have a rotation in the camera but I'm not sure what its rotating around. (I think it might be rotating around the position.X of camera, not sure) If you look at these two images: http://imgur.com/E9qoAM7,5qzyhGD#0 http://imgur.com/E9qoAM7,5qzyhGD#1 The first one shows how the camera is normally, and the second shows how I want the level to look when I would rotate the camera 90 degrees left or right. My camera: public class Camera { private Matrix transform; public Matrix Transform { get { return transform; } } private Vector2 position; public Vector2 Position { get { return position; } set { position = value; } } private float rotation; public float Rotation { get { return rotation; } set { rotation = value; } } private Viewport viewPort; public Camera(Viewport newView) { viewPort = newView; } public void Update(Player player) { position.X = player.PlayerPos.X + (player.PlayerRect.Width / 2) - viewPort.Width / 4; if (position.X < 0) position.X = 0; transform = Matrix.CreateTranslation(new Vector3(-position, 0)) * Matrix.CreateRotationZ(Rotation); if (Keyboard.GetState().IsKeyDown(Keys.D)) { rotation += 0.01f; } if (Keyboard.GetState().IsKeyDown(Keys.A)) { rotation -= 0.01f; } } } (I'm assuming you would need to rotate around the centre of the screen to achieve this)

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  • First Minecraft mod not working: make a new sword

    - by yamikoWebs
    I am making my first mod and cannot see what is wrong with it. I am using MCP and Modloader. For my first mod I was going to make swords. I started with making a new EnumToolMaterials WOOD(0, 59, 2.0F, 0, 15), STONE(1, 131, 4.0F, 1, 5), IRON(2, 250, 6.0F, 2, 14), LAPIS(3, 750, 7.0F, 2, 14), OBSIDIAN(3, 1000, 7.5F, 3, 12), EMERALD(3, 1561, 8.0F, 3, 10),//diamond GREEN(3, 2000, 9.0F, 4, 10),//emerald GOLD(0, 200, 12.0F, 0, 22); then here is the mod class public class _Mod_Yamiko extends BaseMod{ /* mod itemts */ public static final Item swordLapis = (new ItemSword(600, EnumToolMaterial.LAPIS)).setItemName("swordLapis"); public static final Item swordObsidian = (new ItemSword(601, EnumToolMaterial.OBSIDIAN)).setItemName("swordObsidian"); public static final Item swordGreen = (new ItemSword(602, EnumToolMaterial.GREEN)).setItemName("swordGreen"); public void load(){ //set images swordLapis.iconIndex = ModLoader.addOverride("/gui/items.png","/gui/swordLapis.png"); ModLoader.addName(swordLapis, "Lapis Sword"); //craft ModLoader.addRecipe(new ItemStack(_Mod_Yamiko.swordLapis, 1), new Object[]{ " X ", " X ", " Y ", 'X', Block.dirt, 'Y', Item.stick }); } public String getVersion(){ return "0.1"; } } Then I made a 16×16 .png image. I am not sure where to save it so I recompiled and reobfuscated, took the mod files and put it in my local Minecraft install, added the image where it be should be. No problems when playing but I cannot make the new sword.

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  • Number of Weeks between 2 Dates in SQL Server and Oracle

    This post gives you queries in Oracle and SQL Server to find number of weeks between 2 given dates Microsoft SQL Server Syntax: SELECT DATEDIFF (ww, '01/01/1753', '12/31/9999'); Oracle Syntax: SELECT floor(              (to_date('12/31/9999','mm/dd/yyyy')               - to_date('01/01/1753','mm/dd/yyyy')              )              / 7) diff FROM DUAL; span.fullpost {display:none;}

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  • C# vector class - Interpolation design decision

    - by Benjamin
    Currently I'm working on a vector class in C# and now I'm coming to the point, where I've to figure out, how i want to implement the functions for interpolation between two vectors. At first I came up with implementing the functions directly into the vector class... public class Vector3D { public static Vector3D LinearInterpolate(Vector3D vector1, Vector3D vector2, double factor) { ... } public Vector3D LinearInterpolate(Vector3D other, double factor { ... } } (I always offer both: a static method with two vectors as parameters and one non-static, with only one vector as parameter) ...but then I got the idea to use extension methods (defined in a seperate class called "Interpolation" for example), since interpolation isn't really a thing only available for vectors. So this could be another solution: public class Vector3D { ... } public static class Interpolation { public static Vector3D LinearInterpolate(this Vector3D vector, Vector3D other, double factor) { ... } } So here an example how you'd use the different possibilities: { var vec1 = new Vector3D(5, 3, 1); var vec2 = new Vector3D(4, 2, 0); Vector3D vec3; vec3 = vec1.LinearInterpolate(vec2, 0.5); //1 vec3 = Vector3D.LinearInterpolate(vec1, vec2, 0.5); //2 //or with extension-methods vec3 = vec1.LinearInterpolate(vec2, 0.5); //3 (same as 1) vec3 = Interpolation.LinearInterpolation(vec1, vec2, 0.5); //4 } So I really don't know which design is better. Also I don't know if there's an ultimate rule for things like this or if it's just about what someone personally prefers. But I really would like to hear your opinions, what's better (and if possible why ).

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  • Number of Weeks between 2 Dates in SQL Server and Oracle

    This post gives you queries in Oracle and SQL Server to find number of weeks between 2 given dates Microsoft SQL Server Syntax: SELECT DATEDIFF (ww, '01/01/1753', '12/31/9999'); Oracle Syntax: SELECT floor(              (to_date('12/31/9999','mm/dd/yyyy')               - to_date('01/01/1753','mm/dd/yyyy')              )              / 7) diff FROM DUAL; span.fullpost {display:none;}

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  • Announcing Spacewalk Support for Oracle Linux Basic and Premier Customers

    - by Michele Casey
    Over the years, customers migrating to Oracle Linux have asked for options to provide a transitional solution for their existing system management tools (such as Red Hat Satellite Server) while evaluating and planning migrations to Oracle's Enterprise Manager, which is offered at no additional charge with Oracle Linux Support Subscriptions.  Based on this request, we are pleased to announce support for the open-source community project, Spacewalk, which is the basis for both Red Hat Satellite Server and SUSE Manager.  Effective today, customers with Oracle Linux Basic and Premier Support subscriptions have access to a fully supported Spacewalk build which can be setup to easily manage Oracle Linux systems.   Spacewalk support for Oracle Linux requires Oracle Linux 6, x86_64 for the server and provides support for Oracle Linux 5 and Oracle Linux 6 (x86, x86_64) clients.  This solution requires Oracle Database 11g Release 2 as the  supported database repository for Spacewalk with Oracle Linux.  Within the next several weeks, a limited use license for the Oracle Database will be included with this offer.  Until this is complete, customers may use an existing Oracle database license or they may begin by downloading a 30-day trial license from eDelivery.  Customers with Oracle Linux Basic and Premier subscriptions will automatically have access to the channel hosting the supported build.  Please review the release notes for further instructions. Oracle Enterprise Manager is still the recommended enterprise solution for managing Oracle Linux systems and we want to provide the easiest transition path for our customers.  We are excited to offer this solution to our Oracle Linux customers while they plan and implement their migration to Oracle Enterprise Manager. 

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  • Pause and Resume and get the value of a countdown timer by savedInstanceState [closed]

    - by Catherine grace Balauro
    I have developed a countdown timer and I am not sure how to pause and resume the timer as the TextView for the timer is being clicked. Click to start then click again to pause and to resume, click again the timer's text view. This is my code: Timer = (TextView)this.findViewById(R.id.time); //TIMER Timer.setOnClickListener(TimerClickListener); counter = new MyCount(600000, 1000); }//end of create private OnClickListener TimerClickListener = new OnClickListener() { public void onClick(View v) { updateTimeTask(); } private void updateTimeTask() { if (decision==0){ counter.start(); decision=1;} else if(decision==2){ counter.onResume1(); decision=1; } else{ counter.onPause1(); decision=2; }//end if }; }; class MyCount extends CountDownTimer { public MyCount(long millisInFuture, long countDownInterval) { super(millisInFuture, countDownInterval); }//MyCount public void onResume1(){ onResume(); } public void onPause1() { onPause();} public void onFinish() { Timer.setText("00:00"); p1++; if (p1<=4){ TextView PScore = (TextView) findViewById(R.id.pscore); PScore.setText(p1 + ""); }//end if }//finish public void onTick(long millisUntilFinished) { Integer milisec = new Integer(new Double(millisUntilFinished).intValue()); Integer cd_secs = milisec / 1000; Integer minutes = (cd_secs % 3600) / 60; Integer seconds = (cd_secs % 3600) % 60; Timer.setText(String.format("%02d", minutes) + ":" + String.format("%02d", seconds)); //long timeLeft = millisUntilFinished / 1000; }//on tick }//class MyCount protected void onResume() { super.onResume(); //handler.removeCallbacks(updateTimeTask); //handler.postDelayed(updateTimeTask, 1000); }//onResume @Override protected void onPause() { super.onPause(); //do stuff }//onPause I am only beginner in android programming and I don't know how to get the value of the countdown timer using savedInstanceState. How do I do this?

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  • How do I implement SkyBox in xna 4.0 Reach Profile (for Windows Phone 7)?

    - by Biny
    I'm trying to Implement SkyBox in my phone game. Most of the samples in the web are for HiDef profile, and they are using custom effects (that not supported on Windows Phone). I've tried to follow this guide. But for some reason my SkyBox is not rendered. This is my SkyBox class: using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Rocuna.Core; using Rocuna.GameEngine.Graphics; using Rocuna.GameEngine.Graphics.Components; namespace Rocuna.GameEngine.Extension.WP7.Graphics { /// <summary> /// Sky box element for phone games. /// </summary> public class SkyBox : SkyBoxBase { /// <summary> /// Initializes a new instance of the <see cref="SkyBoxBase"/> class. /// </summary> /// <param name="game">The Game that the game component should be attached to.</param> public SkyBox(TextureCube cube, Game game) : base(game) { Cube = cube; CubeFaces = new Texture2D[6]; PositionOffset = new Vector3(20, 20, 20); CreateGraphic(512); StripTexturesFromCube(); InitializeData(Game.GraphicsDevice); } #region Properties /// <summary> /// Gets or sets the position offset. /// </summary> /// <value> /// The position offset. /// </value> public Vector3 PositionOffset { get; set; } /// <summary> /// Gets or sets the position. /// </summary> /// <value> /// The position. /// </value> public Vector3 Position { get; set; } /// <summary> /// Gets or sets the cube. /// </summary> /// <value> /// The cube. /// </value> public TextureCube Cube { get; set; } /// <summary> /// Gets or sets the pixel array. /// </summary> /// <value> /// The pixel array. /// </value> public Color[] PixelArray { get; set; } /// <summary> /// Gets or sets the cube faces. /// </summary> /// <value> /// The cube faces. /// </value> public Texture2D[] CubeFaces { get; set; } /// <summary> /// Gets or sets the vertex buffer. /// </summary> /// <value> /// The vertex buffer. /// </value> public VertexBuffer VertexBuffer { get; set; } /// <summary> /// Gets or sets the index buffer. /// </summary> /// <value> /// The index buffer. /// </value> public IndexBuffer IndexBuffer { get; set; } /// <summary> /// Gets or sets the effect. /// </summary> /// <value> /// The effect. /// </value> public BasicEffect Effect { get; set; } #endregion protected override void LoadContent() { } public override void Update(GameTime gameTime) { var camera = Game.GetService<GraphicManager>().CurrentCamera; this.Position = camera.Position + PositionOffset; base.Update(gameTime); } public override void Draw(GameTime gameTime) { DrawOrder = int.MaxValue; var graphics = Effect.GraphicsDevice; graphics.DepthStencilState = new DepthStencilState() { DepthBufferEnable = false }; graphics.RasterizerState = new RasterizerState() { CullMode = CullMode.None }; graphics.BlendState = new BlendState(); graphics.SamplerStates[0] = SamplerState.AnisotropicClamp; graphics.SetVertexBuffer(VertexBuffer); graphics.Indices = IndexBuffer; Effect.Texture = CubeFaces[0]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 0, 2); Effect.Texture = CubeFaces[1]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 6, 2); Effect.Texture = CubeFaces[2]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 12, 2); Effect.Texture = CubeFaces[3]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 18, 2); Effect.Texture = CubeFaces[4]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 24, 2); Effect.Texture = CubeFaces[5]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 30, 2); base.Draw(gameTime); } #region Fields private List<VertexPositionNormalTexture> _vertices = new List<VertexPositionNormalTexture>(); private List<ushort> _indices = new List<ushort>(); #endregion #region Private methods private void InitializeData(GraphicsDevice graphicsDevice) { VertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormalTexture), _vertices.Count, BufferUsage.None); VertexBuffer.SetData<VertexPositionNormalTexture>(_vertices.ToArray()); // Create an index buffer, and copy our index data into it. IndexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), _indices.Count, BufferUsage.None); IndexBuffer.SetData<ushort>(_indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. Effect = new BasicEffect(graphicsDevice); Effect.TextureEnabled = true; Effect.EnableDefaultLighting(); } private void CreateGraphic(float size) { Vector3[] normals = { Vector3.Right, Vector3.Left, Vector3.Up, Vector3.Down, Vector3.Backward, Vector3.Forward, }; Vector2[] textureCoordinates = { Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, }; var index = 0; foreach (var normal in normals) { var side1 = new Vector3(normal.Z, normal.X, normal.Y); var side2 = Vector3.Cross(normal, side1); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 1); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 3); AddVertex((normal - side1 - side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal - side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 - side2) * size / 2, normal, textureCoordinates[index++]); } } protected void StripTexturesFromCube() { PixelArray = new Color[Cube.Size * Cube.Size]; for (int s = 0; s < CubeFaces.Length; s++) { CubeFaces[s] = new Texture2D(Game.GraphicsDevice, Cube.Size, Cube.Size, false, SurfaceFormat.Color); switch (s) { case 0: Cube.GetData<Color>(CubeMapFace.PositiveX, PixelArray); CubeFaces[s].SetData<Color>(PixelArray); break; case 1: Cube.GetData(CubeMapFace.NegativeX, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 2: Cube.GetData(CubeMapFace.PositiveY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 3: Cube.GetData(CubeMapFace.NegativeY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 4: Cube.GetData(CubeMapFace.PositiveZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 5: Cube.GetData(CubeMapFace.NegativeZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; } } } protected void AddVertex(Vector3 position, Vector3 normal, Vector2 textureCoordinates) { _vertices.Add(new VertexPositionNormalTexture(position, normal, textureCoordinates)); } protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); _indices.Add((ushort)index); } protected int CurrentVertex { get { return _vertices.Count; } } #endregion } }

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  • How to remove a box2d body when collision happens?

    - by Ayham
    I’m still new to java and android programming and I am having so much trouble Removing an object when collision happens. I looked around the web and found that I should never handle removing BOX2D bodies during collision detection (a contact listener) and I should add my objects to an arraylist and set a variable in the User Data section of the body to delete or not and handle the removing action in an update handler. So I did this: First I define two ArrayLists one for the faces and one for the bodies: ArrayList<Sprite> myFaces = new ArrayList<Sprite>(); ArrayList<Body> myBodies = new ArrayList<Body>(); Then when I create a face and connect that face to its body I add them to their ArrayLists like this: face = new AnimatedSprite(pX, pY, pWidth, pHeight, this.mBoxFaceTextureRegion); Body BoxBody = PhysicsFactory.createBoxBody(mPhysicsWorld, face, BodyType.DynamicBody, objectFixtureDef); mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(face, BoxBody, true, true)); myFaces.add(face); myBodies.add(BoxBody); now I add a contact listener and an update handler in the onloadscene like this: this.mPhysicsWorld.setContactListener(new ContactListener() { private AnimatedSprite face2; @Override public void beginContact(final Contact pContact) { } @Override public void endContact(final Contact pContact) { } @Override public void preSolve(Contact contact,Manifold oldManifold) { } @Override public void postSolve(Contact contact,ContactImpulse impulse) { } }); scene.registerUpdateHandler(new IUpdateHandler() { @Override public void reset() { } @Override public void onUpdate(final float pSecondsElapsed) { } }); My plan is to detect which two bodies collided in the contact listener by checking a variable from the user data section of the body, get their numbers in the array list and finally use the update handler to remove these bodies. The questions are: Am I using the arraylist correctly? How to add a variable to the User Data (the code please). I tried removing a body in this update handler but it still throws me NullPointerException , so what is the right way to add an update handler and where should I add it. Any other advices to do this would be great. Thanks in advance.

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  • Java: How to Make a Player Class in a Tile-Based RPG

    - by A.K.
    So I've been following a JavaHub tutorial that basically uses a pixel engine similar to MiniCraft. I've attempted to make a Player Class as such, and I'm basically making a mock Pokemon game for learning's sake: package pokemon.entity; import java.awt.Rectangle; import pokemon.gfx.Screen; import pokemon.levelgen.Tile; import pokemon.entity.SpritesManage;; public class Player { int x, y; int vx, vy; public Rectangle AshRec; public Sprite AshSprite; Screen screen; Sprite[][] AshSheet; public Player() { AshSprite = SpritesManage.AshSheet[1][0]; AshRec = new Rectangle(0, 0, 16, 16); x = 0; y = 0; vx = 1; vy = 1; screen.renderSprite(0, 0, AshSprite); } public void update() { move(); checkCollision(); } private void checkCollision() { } private void move() { AshRec.x += vx; AshRec.y += vy; } public void render(Screen screen, int x, int y) { screen.renderSprite(x, y, AshSprite); } } I guess what I really want to do is have the Player centered in the screen and have the sprite drawn based on an Input Handler. I'm just stumped as to how to sync these together.

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  • Obtain reference to Parent object during instantiation

    - by GoldBishop
    I have a situation where a custom class is a property of another class. What i need to be able to do, if it is possible at all, is obtain a reverse to the "parent" class (ie the the class that holds the current class as a property). For Instance: Public Class Class1 ... public readonly property Prop11 as Class2 public property Prop12 as String ... End Class Public Class Class2 ... private _par as Class1 private _var21 as string ... Public Sub New(...) me._par = ???? ... End Sub public readonly property Prop21 as string Get return me._par.Prop12 & me._var21 End Get End Property ... End Class Ultimately, i am trying to access other properties within Class1 from Class2 as they do have substance for information from within Class2. There are several other classes within Class1 that provide descriptive information to other classes contained within it as properties but the information is not extensible to all of the classes through Inheritance, as Class1 is being used as a resource bin for the property classes and the application itself. Diagram, lazy design ;): Application <- Class1.Prop12 Application <- Class1.Prop11.Prop21 Question: Is it possible to get a recursion through this design setup?

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  • Plan for your OpenWorld experience

    - by jeffrey.waterman
    Here is a partial list of the events which will take place at Oracle OpenWorld 2012, please take time out of your conference activities to get to these important, and informative, events: Attend the Sessions: General Session: Public Sector Wednesday, 3 October 10:15 a.m. – 11:15 a.m. Westin San Francisco Market Street – Metropolitan III Oracle Exadata, Oracle Exalogic, Oracle Exalytics, and Big Data Solutions in the Public Sector Wednesday, 3 October 11:45 a.m. – 12:45 p.m. Westin San Francisco Market Street – City Room Best Practices in the Use of Middleware for Information Sharing Across Agencies Wednesday, 3 October 1:15 p.m. – 2:15 p.m. Westin San Francisco Market Street – City Room Upgrading PeopleSoft Applications in the Public Sector Wednesday, 3 October 1:15 p.m. – 2:15 p.m. Westin San Francisco Market Street – Franciscan I Shared Services in Public Sector Organizations Wednesday, 3 October 3:30 p.m. – 4:30 p.m. Westin San Francisco Market Street – City Room Achieving Agility Through Closed-Loop Oracle Policy Automation Wednesday, 3 October 5:00 p.m. – 6:00 p.m. Westin San Francisco Market Street – Franciscan I The Value of Oracle E-Business Suite in the Public Sector Wednesday, 3 October 5:00 p.m. – 6:00 p.m. Westin San Francisco Market Street – City Ballroom Public Sector Reception Monday, 1 October 6:30pm – 9:30 pm Jillian’s, 101 Fourth Street

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  • Should I make a seperate unit test for a method, if it only modifies the parent state?

    - by Dante
    Should classes, that modify the state of the parent class, but not itself, be unit tested separately? And by separately, I mean putting the test in the corresponding unit test class, that tests that specific class. I'm developing a library based on chained methods, that return a new instance of a new type in most cases, where a chained method is called. The returned instances only modify the root parent state, but not itself. Overly simplified example, to get the point across: public class BoxedRabbits { private readonly Box _box; public BoxedRabbits(Box box) { _box = box; } public void SetCount(int count) { _box.Items += count; } } public class Box { public int Items { get; set; } public BoxedRabbits AddRabbits() { return new BoxedRabbits(this); } } var box = new Box(); box.AddRabbits().SetCount(14); Say, if I write a unit test under the Box class unit tests: box.AddRabbits().SetCount(14) I could effectively say, that I've already tested the BoxedRabbits class as well. Is this the wrong way of approaching this, even though it's far simpler to first write a test for the above call, then to first write a unit test for the BoxedRabbits separately?

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  • Is there an idiot's guide to software licensing somewhere?

    - by Karpie
    Basically, my knowledge on the issue is zilch other than the fact that open-source and closed-source exists. I'm a web developer (not a designer in the slightest), so I look online for things like icons. I've always been a big fan of these icons, which have a Creative Commons Attribution 2.5 License. As far as I can see, this license says 'do whatever you want with them as long as you have a link back to me somewhere'. Is that assumption correct? Just today I found a new icon set, with a much more confusing license (found here), and to be quite honest I have no idea if I'm allowed to use them or not. At the moment I want to just use them for toy stuff that might never see the light of day, but then my source code is stored on Github, is it legal to store the icons there where they're publicly accessible? If I put them on my personal website that might have ads on it to make me five cents every now and then, is that legal? If I use them on a site that offers a free service to users, is that legal? If that site then starts making money (via things like paid subscriptions) or gets bought out by someone (highly unlikely but one day possible) is that legal? Is there some noob guide out there that explains all this stuff, because I would hate to start using this sort of stuff now only to have to change it all later. Even if I buy the icons, there's still licensing issues that I don't understand! :( And this sort of stuff keeps popping up more and more often...

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