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  • Automatically tidy up JSP/JSF files

    - by er4z0r
    Hi, I am working on a webapplication and I do most of the XHTML stuff in an editor. Every once in a while I froget to close a tag or mess up the nesting (we all get distracted sometimes ;-)). So I commpile, package and run my webapp (using maven mvn clean package jetty:run-war only to notice that displaying the view (where I messed up the jsp) fails with an exception while trying to render. So I wondered: Is there some tool that I can include into my build-cycle that automatically catches and rectifies those careless mistakes?

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  • PageMethods security

    - by TenaciousImpy
    Hi, I'm trying to 'AJAX-ify' my site in order to improve the UI experience. In terms of performance, I'm also trying to get rid of the UpdatePanel. I've come across a great article over at Encosia showing a way of posting using PageMethods. My question is, how secure are page methods in a production environment? Being public, can anyone create a JSON script to POST directly to the server, or are there cross-domain checks taking place? My PageMethods would also write the data into the database (after filtering). I'm using Forms Authentication in my pages and, on page load, it redirects unauthenticated users to the login page. Would the Page Methods on this page also need to check authentication if the user POSTs directly to the method, or is that authentication inherited for the entire page? (Essentially, does the entire page cycle occur even if a user has managed to post only to the PageMethod)? Thanks

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  • .NET invoking against an arbitrary control.

    - by kerkeslager
    I have a method which takes in a .NET control and calls invoke against it like so: Form.Invoke(Target); However, I've run into an issue numerous times calling this method where due to timing or whatever, the form handle on the form doesn't exist, causing a Invoke or BeginInvoke cannot be called on a control until the window handle has been created error. In frustration, I jokingly changed the code to: MainForm.Invoke(Target); where MainForm is the main window of the application (the form handle for the main form is created at startup and remains active for the entire life cycle of the application). I ran all the tests and manually tested the application and everything seems to work fine despite the fact that this is used everywhere. So my question is, what exactly is the meaning of invoking against a specific control? Is there any downside to just always invoking against a control you know will be active? If not, why does .NET have you invoke against a control in the first place (instead of just creating a static GuiThread.InvokeOnGuiThread(Blah);)?

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  • How to overcome drawbacks and enjoy the job of a software tester?

    - by mgj
    Dear all, One notion that has been prevalent mostly as rumours for many aspiring programmers is that the testing phase of the SDLC(Software Development Life Cycle) is not that challenging and interesting as one's job as a tester after a period of time becomes monotonous because a person does the same thing repeatedly over and over again. Boredom is a very important issue a software tester has to deal with. With regard to this I have the following questions: How can one overcome this in their day to day activities of their job as a software tester? What are the possible new avenues a tester can explore on a general note in a s/w co. ? Could you also please highlight what challenge's a tester could also face in real life situations.Something that would make their job also interesting and fun-filled. Thanks..:)

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  • Why don't purely functional languages use reference counting?

    - by Zifre
    In purely functional languages, data is immutable. With reference counting, creating a reference cycle requires changing already created data. It seems like purely functional languages could use reference counting without worrying about the possibility of cycles. Am is right? If so, why don't they? I understand that reference counting is slower than GC in many cases, but at least it reduces pause times. It would be nice to have the option to use reference counting in cases where pause times are bad.

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  • Model Based Testing Strategies

    - by Doubt
    What strategies have you used with Model Based Testing? Do you use it exclusively for integration testing, or branch it out to other areas (unit/functional/system/spec verification)? Do you build focused "sealed" models or do you evolve complex onibus models over time? When in the product cycle do you invest in creating MBTs? What sort of base test libraries do you exclusively create for MBTs? What difference do you make in your functional base test libraries to better support MBTs?

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  • Adding a drop down menu with jquery

    - by Pete Herbert Penito
    Hi everyone! Here's the situation I have a webpage which has one drop down called prefer. I wanted the user to be able to choose one option and then have a link next to it called "Add" which generates another textbox with the same options, i was going to use jquery to show an additional drop down. But if possible I wanted to put the select box in an array and then loop through this process infinitely. so I could call select name="prefer[]" and somehow put in a variable which increases. Afterwards, I could use php to cycle through the array and utilize each one. Could I do this with Javascript somehow?

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  • How to determine the modulus of a Float in Ada 95

    - by mat_geek
    I need to determine the amount left of a time cycle. To do that in C I would use fmod. But in ada I can find no reference to a similar function. It needs to be accurate and it needs to return a float for precision. So how do I determine the modulus of a Float in Ada 95? elapsed := time_taken mod 10.348; left := 10.348 - elapsed; delay Duration(left);

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  • Implementing a horizontal compass on the iPhone - algorithm?

    - by Andrew Johnson
    A horizontal compass looks something like this if you are facing due East (90 degrees). 85----90---95 If you were facing due 355 degrees northwest, it would look like this: 350----355---0 As you turn the compass, the number should cycle from 0 - 360 - 0 So, my question is, how would you implement a view like this on the iPhone? I had a couple of ideas: Make one long image with all numbers and tick marks, and shift it left/right when the compass heading changes Create pieces of the view as tiles and append them when the compass heading changes. Create a line of tick marks that shifts with the compass heading, and just write numbers on it as needed. How would you attack this problem? Im mainly looking for algorithmic advice, but if you ave code or pseudo-code to demonstrate, that would be helpful too.

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  • jQuery plug-in with additional methods.

    - by Kieron
    I've a jQuery plug-in that operates on some ULs, adding and removing classes etc. During the life-cycle of the page, I'll need to add/ remove some classes in code, and as my plug-in needs to perform some additional operations when this happens I came up with the following: // This is the initialiser method... $.fn.objectBuilder = function (options) {...}; // These are the two new methods I need. $.fn.objectBuilder.setSelected(element) {...}; $.fn.objectBuilder.removeSelected() {...}; I'd then like to call them like this: $("#ob1").objectbuilder.removeSelected(); Any thoughts? Thanks, Kieron edit I suppose what I'm asking is, whats the best way of adding additional methods to a jQuery plug-in where it'll have access to the root object, in this case #obj when the method is called.

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  • Visual Python - Visualize graphs relating to a movement

    - by Francisco P.
    Hello, everyone! I'm working with visual python on a project where I need to simulate a physical movement. I'd like to present, in a different window than the one the actual, 3D sim is running, two graphs, both related to the movement: How the velocity and angular velocity progress over time. How the movement and rotation progress over time. All these vars are refreshed once per cycle (inside a while(true)) How can I accomplish this? Thank you for your time!

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  • Are government programming jobs good?

    - by Absolute0
    I am a passionate software developer and greatly enjoy programming. However I was recently contacted regarding a developer lead position for a government job at NYC for the fire department. The pay is pretty good, and I would assume the position has good job security and stability. But I am hesitant to even go for an interview as it seems like an exaggerated version of Office Space with a lot of Bureaucracy and mindless paper work. The description is as follows: The Lead Applications Developer, supporting the Programming Group, will be responsible for all phases of the system development life cycle including performing system analysis, requirements definition, database design, preparation of scopes of work, and development of project plans. Supervise programming staff and manage projects involving the design, implementation, maintenance, and enhancement of complex Oracle based user applications using Oracle Development tools. Applications will be deployed using Oracle Application Server utilizing programming languages such as JAVA, JSF, JSP, Oracle ADF, PL/SQL, and XML with J2EE and EJB technology. Anyone with previous government experience can share their two cents on this? Thank you.

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  • Using Java to retrieve the CPU Usage for Window's Processes

    - by stjowa
    Hello all, I am looking for a Java solution to finding the CPU usage for a running process in Windows. After looking around the web, there seems to be little information on a solution in Java. Keep in mind, I am not looking to find the CPU usage for the JVM, but any process running in Windows at the time. I am able to retrieve the memory usage in Java by using the exec("tasklist.exe ... ") to retrieve and parse process information. Although there is an aggregate CPU cycle timer for each process, I do not see a CPU usage column. Any help would be greatly appreciated. Also, if possible, I would like to stay away from C libraries; however, if there is no other alternative, a solution by that means would be appropriate. Thanks a lot, Steve

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  • How to rotate an SSE/AVX vector

    - by user1584773
    I need to perform a rotate operation with as little clock cycle as possible. In the first case let's assume __m128i as source and dest type source: || A0 || A1 || A2 || A3 || dest : || A1 || A2 || A3 || A0 || dest = (__m128i)_mm_shuffle_epi32((__m128i)source, _MM_SHUFFLE(0,3,2,1)); Now I want to do the same whit AVX intrinsics So let's assume this time __m256i as source and dest type source: || A0 || A1 || A2 || A3 || A4 || A5 || A6 || A7 || dest : || A1 || A2 || A3 || A4 || A5 || A6 || A7 || A0 || The Avx intrinsics is missing most of the corresponding SSE integer operations. Maybe there is some way go get the desider output working with the floating point version. I've tryed with: dest = (__m256i)_mm256_shuffle_ps((__m256)source, (__m256)source, _MM_SHUFFLE(0,3,2,1)); but what I get is: || A0 || A2 || A3 || A4 || A5 || A6 || A7 || A1 || Any Idea on how to solve this in an efficient way? (without mixing SSE and AVX operation and without "manually" inverting A0 and A1 Thanks in advance!

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  • SSD and programming

    - by Simon Johnson
    I'm trying to put together a business case for getting every developer in our company an Intel SSD drive. The main codebase contains roughly 400,000 lines of code. My theory is that since the code is scattered about in maybe 1500 files, an SSD drive would be substantially faster for compiles. The logic being that many small reads really punishes the seak-time bottle-neck of a traditional hard-drive. Am I right? Is SSD worth the money in productivity gains by reducing the edit/compile cycle time?

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  • PHP gallery, thumbnail listing

    - by Benjamin
    Hi everyone, I am planning a dynamic PHP photo gallery and having difficulty deciding on the best way to display the thumbnails after they have been retrieved via MySQL. I considered using an inline unordered list but this resulted in the thumbs being stacked one on top of the other (touching). Also tried a table but not sure how I would start the next row after x number of thumbnails. Any suggestions on page layout for this purpose? I will be using Lightbox to cycle through the photos themselves, that isn't the issue. Also, would a while() loop be best for fetching the list of thumbs and inserting the appropriate HTML? Thanks! -Ben

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  • Suggestions for debugging print stylesheets?

    - by Jim Puls
    I've recently been working on a print stylesheet for a website, and I realized that I was at a loss for effective ways to tweak it. It's one thing to have a reload cycle for working on the on-screen layout: change code command-tab reload but that whole process gets much more arduous when you're trying to print: change code command-tab reload print squint at print-preview image open PDF in Preview for further inspection Are there tools I'm missing out on here? Does WebKit's inspector have a "pretend this is paged media" checkbox? Is there some magic that Firebug (shudder) can do?

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  • How to make a DropDownList control display some items in bold ASP.Net

    - by james lewis
    I'm working with a custom DropDownList control in ASP.Net and there's been a request to display certain items in the list with a bold typeface (NOTE - the control inherits from CompositeDataBoundControl so it can be data bound... not DropDownListBox). The control is bound to a table and there's a column in the table named IsUsed - if this is set to true, the corresponding item in the list should be rendered bold. (It should be noted here that this will only ever be viewed in FireFox.) My experience is all in the middle \ backend tiers so the presentation layer is very new to me - can someone point me in the right direction? My initial thought was that somewhere in the custom control I would have access to all the rows that are returned from the data source which I could cycle through etc but I'm not sure if that's possible... There's also RenderContents which I can override... looks interesting! Any help appreciated - cheers. James

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  • Measuring Web Page Performance on Client vs. Server

    - by Yaakov Ellis
    I am working with a web page (ASP.net 3.5) that is very complicated and in certain circumstances has major performance issues. It uses Ajax (through the Telerik AjaxManager) for most of its functionality. I would like to be able to measure in some way the amounts of time for the following, for each request: On client submitting request to server Client-to-Server On server initializing request On server processing request Server-to-Client Client rendering, JavaScript processing I have monitored the database traffic and cannot find any obvious culprit. On the other hand, I have a suspicion that some of the Ajax interactions are causing performance issues. However, until I have a way to track the times involved, make a baseline measurement, and measure performance as I tweak, it will be hard to work on the issue. So what is the best way to measure all of these? Is there one tool that can do it? Combination of FireBug and logging inserted into different places in the page life-cycle?

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • Developer workload management software: recommendations?

    - by PaddyC
    In my place, we use two issue tracking tools, one for production bugs, and another for issues on projects in development. These tools are good for managers. However, at an individual level, other work can also arrive through desk visits, email, or the phone, and those allocating the work aren't always interested in issue tracking systems. I've recently rolled off an 18-month project where I got into a cycle of overtime, and I found that I didn't always have good visibility of all work assigned to me. As a result, I was always very busy, and felt constantly laden down with work, but didn't have the clear data to show my manager (or, ironically, the time to stop and gather the information!). A handwritten list, updated at the end of each day, is a good start, but can anyone recommend better tools to help me get a clear view of my own workload? Ideally, I'm thinking of software tools for developers, which could incorporate estimates, but all suggestions welcome. Thanks, Paddy

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  • 256 colors, foreground and background

    - by push.cx
    This is a tale of two scripts and is related to a previous question. The two scripts are at http://gist.github.com/50692. The ansi.rb script displays all 256 colors on all 256 background colors. The ncurses.rb script displays all 256 foreground colors but the background displays the basic 16 and then seems to cycle through various attributes like blinking and reverse video. So what gives? Is this the bug in ncurses that it uses a signed integer for color pairs? (ie 'tput colors' says 256 but 'tput pairs' says 32767 instead 65536) It seems like if that were the case the first half of the colors pairs would display properly but the second half would repeat or get into the attributes as the int wraps.

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  • Image Gallery with JQuery Lightbox

    - by Michael
    Hi there, I've used the JQuery lightbox on a couple of websites, by having a gallery of thumbnails and the thumbnails as links to the bigger photos, such as: <a href="Images/Gallery/1.jpg" class="lightbox"> <img src="Images/Gallery/Thumbnails/1T.jpg" width="136" height="97" /> </a> My question is, using lightbox - can I make it so that I have a thumbnail image that when clicked takes you to a folder with a few pictures to cycle through, rather than just linking to one photo like in the example above? I've tried with one link like above and in the Gallery folder having more than one image, but I don't get any navigation buttons, just the one image that is linked to.

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  • Add Web Reference prompts for credentials with "Discovery Credential" dialog but won't accept valid

    - by Eden
    I'm attempting to add a web reference to my ASP.Net 3.0 project. This is a reference to the SQL Server Reporting Services web service. I have verified the service is up and running, but when I try to add the web reference in my project, I am prompted for my credentials, which I enter, and then prompted again and again and again. I have to hit cancel to stop the vicious cycle. When I do that the service definition comes up in the window, but the "Add Reference" button is disabled so I can't add the reference to my project. I have limited knowledge of SQL Reporting Services configurations. If anyone knows how to resolve this problem I'd really appreicate it.

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  • Bitbanging a PIO on Coldfire/ucLinux

    - by G Forty
    Here's the problem: I need to program some hardware via 2 pins of the PIO (1 clock, 1 data). Timing constraints are tight - 10ms clock cycle time. All this, of course, whilst I maintain very high level services (CAN bus, TCP/IP). The downstream unit also ACKS by asserting a PIO pin, configured as an input, high. So this loop has to both read and write. I need to send 16 bits in the serial stream. Is there an established way to do this sort of thing or should I simply get the hardware guys to add a PIC or somesuch. I'd much prefer to avoid exotics like RTAI extensions at this stage. I did once see a reference to user-mode IO which implied a possible interrupt driven driver but lost track of it. Any pointers welcomed.

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