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  • Making an efficient collision detection system

    - by Sri Harsha Chilakapati
    I'm very new to game development (just started 3 months ago) and I'm learning through creating a game engine. It's located here. In terms of collision, I know only brute-force detection, in which case, the game slows down if there are a number of objects. So my question is How should I program the collisions? I want them to happen automatically for every object and call the object's collision(GObject other) method on each collision. Are there any new algorithms which can make this fast? If so, can anybody shed some light on this topic?

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  • Oracle Communications Calendar Server: Upgrading to Version 7 Update 3

    - by joesciallo
    It's been some time since I have posted an entry. Now, with the release of Oracle Communications Calendar Server 7 Update 3, it seems high time to jump start this blog again. To begin with, check out what's new in this release: Authenticating Against an External Directory Booking Window for Calendars Changes to the davadmin Command Enable and Disable Account Autocreation LDAP Pools New Configuration Parameters New Languages New populate-davuniqueid Utility New Schema Objects Non-active Calendar Accounts Are No Longer Searched or Fetched Remote Document Store Authentication The upgrade is a bit more complicated than normal, as you must first apply some new schema elements to your Directory Server(s). To do so, you need to get the comm_dssetup 6.4 patch, patch the comm_dssetup script, and then run the patched comm_dssetup against your Directory Server(s) instances. In addition, if you are using the nsUniqueId attribute as your deployment's unique identifier, you'll want to change that to the new davUniqueId attribute. Consult the Upgrade Procedure for details, as well as DaBrain's blog, before forging ahead with this upgrade. Additional quick links: Problems Fixed in This Release Known Issues Calendar Server Unique Identifier Changes to the davadmin command Get the Calendar Server patch Get the comm_dssetup patch

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  • Recordings Available - Features & Functions Forms Module

    - by MHundal
    ETPM provides robust Forms functionality that allows implementations to configure Registration & Tax Forms, configure Form Rules and process the Forms.  The Forms Definition allows for defining the Form Sections and Form Lines.  The Forms Generator uses the Forms Definition details to create the necessary Business Objects, Application Security and User Interfaces to allow interaction with the Forms.  Form Rules are used for validation of the Form Line details and creating entities in the system (creating taxpayers, accounts, financial transactions, etc...). The following recordings provide an overview of the Forms Definition Process, Form Rules and other important concepts part of the Forms Module. Forms Module Overview:  https://oracletalk.webex.com/oracletalk/ldr.php?AT=pb&SP=MC&rID=66851417&rKey=7de22df4978e7974 Forms Configuration Overview:  https://oracletalk.webex.com/oracletalk/ldr.php?AT=pb&SP=MC&rID=66964342&rKey=ea564cfd701bb32d Form Rules Overview:  https://oracletalk.webex.com/oracletalk/ldr.php?AT=pb&SP=MC&rID=66966652&rKey=2e02c1e28e058d70  

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  • Should actors in a game be responsible for drawing themselves?

    - by alex
    I am very new to game development, but not to programming. I am (again) playing around with a Pong type game using JavaScript's canvas element. I have created a Paddle object which has the following properties... width height x y colour I also have a Pong object which has properties such as... width height backgroundColour draw(). The draw() method currently is resetting the canvas and that is where a question came up. Should the Paddle object have a draw() method responsible for its drawing, or should the draw() of the Pong object be responsible for drawing its actors (I assume that is the correct term, please correct me if I'm incorrect). I figured that it would be advantagous for the Paddle to draw itself, as I instantiate two objects, Player and Enemy. If it were not in the Pong's draw(), I'd need to write similar code twice. What is the best practice here? Thanks.

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  • Ask the Readers: The Two-Step Login Verification Process – Security Boost or Just Another Hassle?

    - by Asian Angel
    Google recently introduced a new optional two-step login verification process for Google accounts to help increase account security. What we would like to know this week is if you think this will really help improve account security, should be implemented by others in addition to Google, or would simply add a new layer of hassle to using your accounts Latest Features How-To Geek ETC How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The Legend of Zelda – 1980s High School Style [Video] Suspended Sentence is a Free Cross-Platform Point and Click Game Build a Batman-Style Hidden Bust Switch Make Your Clock Creates a Custom Clock for your Android Homescreen Download the Anime Angels Theme for Windows 7 CyanogenMod Updates; Rolls out Android 2.3 to the Less Fortunate

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  • Data Source Security Part 5

    - by Steve Felts
    If you read through the first four parts of this series on data source security, you should be an expert on this focus area.  There is one more small topic to cover related to WebLogic Resource permissions.  After that comes the test, I mean example, to see with a real set of configuration parameters what the results are with some concrete values. WebLogic Resource Permissions All of the discussion so far has been about database credentials that are (eventually) used on the database side.  WLS has resource credentials to control what WLS users are allowed to access JDBC resources.  These can be defined on the Policies tab on the Security tab associated with the data source.  There are four permissions: “reserve” (get a new connection), “admin”, “shrink”, and reset (plus the all-inclusive “ALL”); we will focus on “reserve” here because we are talking about getting connections.  By default, JDBC resource permissions are completely open – anyone can do anything.  As soon as you add one policy for a permission, then all other users are restricted.  For example, if I add a policy so that “weblogic” can reserve a connection, then all other users will fail to reserve connections unless they are also explicitly added.  The validation is done for WLS user credentials only, not database user credentials.  Configuration of resources in general is described at “Create policies for resource instances” http://docs.oracle.com/cd/E24329_01/apirefs.1211/e24401/taskhelp/security/CreatePoliciesForResourceInstances.html.  This feature can be very useful to restrict what code and users can get to your database. There are the three use cases: API Use database credentials User for permission checking getConnection() True or false Current WLS user getConnection(user,password) False User/password from API getConnection(user,password) True Current WLS user If a simple getConnection() is used or database credentials are enabled, the current user that is authenticated to the WLS system is checked. If database credentials are not enabled, then the user and password on the API are used. Example The following is an actual example of the interactions between identity-based-connection-pooling-enabled, oracle-proxy-session, and use-database-credentials. On the database side, the following objects are configured.- Database users scott; jdbcqa; jdbcqa3- Permission for proxy: alter user jdbcqa3 grant connect through jdbcqa;- Permission for proxy: alter user jdbcqa grant connect through jdbcqa; The following WebLogic Data Source objects are configured.- Users weblogic, wluser- Credential mapping “weblogic” to “scott”- Credential mapping "wluser" to "jdbcqa3"- Data source descriptor configured with user “jdbcqa”- All tests are run with Set Client ID set to true (more about that below).- All tests are run with oracle-proxy-session set to false (more about that below). The test program:- Runs in servlet- Authenticates to WLS as user “weblogic” Use DB Credentials Identity based getConnection(scott,***) getConnection(weblogic,***) getConnection(jdbcqa3,***) getConnection()  true  true Identity scottClient weblogicProxy null weblogic fails - not a db user User jdbcqa3Client weblogicProxy null Default user jdbcqaClient weblogicProxy null  false  true scott fails - not a WLS user User scottClient scottProxy null jdbcqa3 fails - not a WLS user User scottClient scottProxy null  true  false Proxy for scott fails weblogic fails - not a db user User jdbcqa3Client weblogicProxy jdbcqa Default user jdbcqaClient weblogicProxy null  false  false scott fails - not a WLS user Default user jdbcqaClient scottProxy null jdbcqa3 fails - not a WLS user Default user jdbcqaClient scottProxy null If Set Client ID is set to false, all cases would have Client set to null. If this was not an Oracle thin driver, the one case with the non-null Proxy in the above table would throw an exception because proxy session is only supported, implicitly or explicitly, with the Oracle thin driver. When oracle-proxy-session is set to true, the only cases that will pass (with a proxy of "jdbcqa") are the following.1. Setting use-database-credentials to true and doing getConnection(jdbcqa3,…) or getConnection().2. Setting use-database-credentials to false and doing getConnection(wluser, …) or getConnection(). Summary There are many options to choose from for data source security.  Considerations include the number and volatility of WLS and Database users, the granularity of data access, the depth of the security identity (property on the connection or a real user), performance, coordination of various components in the software stack, and driver capabilities.  Now that you have the big picture (remember that table in part 1), you can make a more informed choice.

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  • Mapping Object Relationships - QuickStart with NHibernate (Part 3)

    - by BobPalmer
    For this third tutorial, we'll be introducing users new to NHibernat to basic object relationships, starting with a simple many-to-one relationship.  I decided that it would make sense to at least get the readers through some basic relationship mapping (including varieties of parent/child and many to many relationships) before diverging into UI, since most folks are looking for enough to bootstrap themsevles into using NHibernate, and this almost always means some kind of relation between their objects. You can find a link to the article at: http://docs.google.com/Doc?docid=0AUP-rKyyUMKhZGczejdxeHZfMjJmM3c3M3Bnbg&hl=en As always, comments, corrections, and suggestions are appreciated! -Bob

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  • Entity Framework 4.0 POCO Classes and Data Services

    If you've flipped on the POCO (Plain Ol' CLR Objects) code generation T4 templates for Entity Framework to enable testing or just 'cuz you like the code better, you might find that you lack the ability to expose that same model via Data Services as OData (Open Data). If you surf to the feed, you'll likely see something like this: The XML page cannot be displayed Cannot view XML input using XSL style sheet. Please correct the error and then click the Refresh button, or try again later....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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  • How does a collision engine work?

    - by JXPheonix
    Original question: Click me How exactly does a collision engine work? This is an extremely broad question. What code keeps things bouncing against each other, what code makes the player walk into a wall instead of walk through the wall? How does the code constantly refresh the players position and objects position to keep gravity and collision working as it should? If you don't know what a collision engine is, basically it's generally used in platform games to make the player acutally hit walls and the like. There's the 2D type and the 3D type, but they all accomplish the same thing: collision. So, what keeps a collision engine ticking?

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  • View Frustum Alternative

    - by Kuros
    I am working on a simulation project that requires me to have entities walking around in a 3D world. I have all that working, matrix transformations, etc. I'm at the point where I need what is essentially a view frustum, so I can give each entity a visible area. However, when looking over the calculations required to do it, it seems like a perspective frustum is only required to be able to project it onto a 2D screen. Is there another, easier to code solution, that would function better, such as an orthogonal perspective? Could I just define a shape mathematically and test wether the coordinates of the objects are inside or out? I am not really a 3D coder (and I am doing this all from scratch, not using an engine or anything), so I would like the simplest solution possible for my needs. Thank you!

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  • Is "PHP and MySQL Web Development, 4th ed." an outdated book to learn from?

    - by ForeverLearnNeverMaster
    I want to get into web stuff, and thought of going with PHP+MySQL. I have experience in C#, C++, desktop graphics, but no web stuff besides HTML, CSS which I started learning 2 months ago. On SO PHP-book question, the highest rated book is "PHP Objects, Patterns and Practice". However, I'm not sure if it's a book to start PHP with... or is it? Most of the books mentioned in that SO question seem to be for those who already know PHP. I considered "PHP & MySQL Web Development, 4th Ed.", but someone mentioned that "it uses the mysql_* functions which are almost deprecated." Help?

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  • How to distribute a unique database already in production?

    - by JVerstry
    Let's assume a successful web spring application running on a MySql or PostGre kind of database. The traffic is becoming so high and the amount of data is becoming so big that a distributed dataase solution needs to be implemented. It is a scalability issue. Let's assume this application is using Hibernate and the data access layer is cleanly separated with DAO objects. What would be the best strategy to scale this database? Does anyone have hands on experience to share? Is it possible to minimize sharding code (Shard) in the application? Ideally, one should be able to add or remove databases easily. A failback solution is welcome too. I am not looking for you could go for sharding or you could go no sql kind of answers. I am looking for deeper answers from people with experience.

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  • Windows 7 Service Pack 1 is Released: But Should You Install It?

    - by The Geek
    Microsoft has just released the final version of Service Pack 1 for Windows 7, but should you drop everything and go through the process of installing it? Where can you get it? We’ve got the answers for you. If you’ve never installed a service pack before, it’s just a big collection of fixes and changes for your operating system, bundled into a big fat download to make it more convenient if you reinstall—if you’ve kept Windows updated, it should have most of the fixes already installed through Windows Update Latest Features How-To Geek ETC How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Never Call Me at Work [Humorous Star Wars Video] Add an Image Properties Listing to the Context Menu in Chrome and Iron Add an Easy to View Notification Badge to Tabs in Firefox SpellBook Parks Bookmarklets in Chrome’s Context Menu Drag2Up Brings Multi-Source Drag and Drop Uploading to Firefox Enchanted Swing in the Forest Wallpaper

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  • Avoiding coupling

    - by Seralize
    It is also true that a system may become so coupled, where each class is dependent on other classes that depend on other classes, that it is no longer possible to make a change in one place without having a ripple effect and having to make subsequent changes in many places.[1] This is why using an interface or an abstract class can be valuable in any object-oriented software project. Quote from Wikipedia Starting from scratch I'm starting from scratch with a project that I recently finished because I found the code to be too tightly coupled and hard to refactor, even when using MVC. I will be using MVC on my new project aswell but want to try and avoid the pitfalls this time, hopefully with your help. Project summary My issue is that I really wish to keep the Controller as clean as possible, but it seems like I can't do this. The basic idea of the program is that the user picks wordlists which is sent to the game engine. It will pick random words from the lists until there are none left. Problem at hand My main problem is that the game will have 'modes', and need to check the input in different ways through a method called checkWord(), but exactly where to put this and how to abstract it properly is a challenge to me. I'm new to design patterns, so not sure whether there exist any might fit my problem. My own attempt at abstraction Here is what I've gotten so far after hours of 'refactoring' the design plans, and I know it's long, but it's the best I could do to try and give you an overview (Note: As this is the sketch, anything is subject to change, all help and advice is very welcome. Also note the marked coupling points): Wordlist class Wordlist { // Basic CRUD etc. here! // Other sample methods: public function wordlistCount($user_id) {} // Returns count of how many wordlists a user has public function getAll($user_id) {} // Returns all wordlists of a user } Word class Word { // Basic CRUD etc. here! // Other sample methods: public function wordCount($wordlist_id) {} // Returns count of words in a wordlist public function getAll($wordlist_id) {} // Returns all words from a wordlist public function getWordInfo($word_id) {} // Returns information about a word } Wordpicker class Wordpicker { // The class needs to know which words and wordlists to exclude protected $_used_words = array(); protected $_used_wordlists = array(); // Wordlists to pick words from protected $_wordlists = array(); /* Public Methods */ public function setWordlists($wordlists = array()) {} public function setUsedWords($used_words = array()) {} public function setUsedWordlists($used_wordlists = array()) {} public function getRandomWord() {} // COUPLING POINT! Will most likely need to communicate with both the Wordlist and Word classes /* Protected Methods */ protected function _checkAvailableWordlists() {} // COUPLING POINT! Might need to check if wordlists are deleted etc. protected function _checkAvailableWords() {} // COUPLING POINT! Method needs to get all words in a wordlist from the Word class } Game class Game { protected $_session_id; // The ID of a game session which gets stored in the database along with game details protected $_game_info = array(); // Game instantiation public function __construct($user_id) { if (! $this->_session_id = $this->_gameExists($user_id)) { // New game } else { // Resume game } } // This is the method I tried to make flexible by using abstract classes etc. // Does it even belong in this class at all? public function checkWord($answer, $native_word, $translation) {} // This method checks the answer against the native word / translation word, depending on game mode public function getGameInfo() {} // Returns information about a game session, or creates it if it does not exist public function deleteSession($session_id) {} // Deletes a game session from the database // Methods dealing with game session information protected function _gameExists($user_id) {} protected function _getProgress($session_id) {} protected function _updateProgress($game_info = array()) {} } The Game /* CONTROLLER */ /* "Guess the word" page */ // User input $game_type = $_POST['game_type']; // Chosen with radio buttons etc. $wordlists = $_POST['wordlists']; // Chosen with checkboxes etc. // Starts a new game or resumes one from the database $game = new Game($_SESSION['user_id']); $game_info = $game->getGameInfo(); // Instantiates a new Wordpicker $wordpicker = new Wordpicker(); $wordpicker->setWordlists((isset($game_info['wordlists'])) ? $game_info['wordlists'] : $wordlists); $wordpicker->setUsedWordlists((isset($game_info['used_wordlists'])) ? $game_info['used_wordlists'] : NULL); $wordpicker->setUsedWords((isset($game_info['used_words'])) ? $game_info['used_words'] : NULL); // Fetches an available word if (! $word_id = $wordpicker->getRandomWord()) { // No more words left - game over! $game->deleteSession($game_info['id']); redirect(); } else { // Presents word details to the user $word = new Word(); $word_info = $word->getWordInfo($word_id); } The Bit to Finish /* CONTROLLER */ /* "Check the answer" page */ // ?????????????????? ( http://pastebin.com/cc6MtLTR ) Make sure you toggle the 'Layout Width' to the right for a better view. Thanks in advance. Questions To which extent should objects be loosely coupled? If object A needs info from object B, how is it supposed to get this without losing too much cohesion? As suggested in the comments, models should hold all business logic. However, as objects should be independent, where to glue them together? Should the model contain some sort of "index" or "client" area which connects the dots? Edit: So basically what I should do for a start is to make a new model which I can more easily call with oneliners such as $model->doAction(); // Lots of code in here which uses classes! How about the method for checking words? Should it be it's own object? I'm not sure where I should put it as it's pretty much part of the 'game'. But on another hand, I could just leave out the 'abstraction and OOPness' and make it a method of the 'client model' which will be encapsulated from the controller anyway. Very unsure about this.

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  • What is an acceptable GC frequency for a SlimDX/Windows/.NET game?

    - by Rei Miyasaka
    I understand that the Windows GC is much better than the Xbox/WP7 GC, being that it's generational and multithreaded -- so I don't need to worry quite as much about avoiding memory allocation. SlimDX even has some unavoidable functions that generate some amount of garbage (specifically, MapSubresource creates DataBoxes), yet people don't seem to be too upset about it. I'd like to use some functional paradigms to write my code too, which also means creating objects like closures and monads. I know premature optimization isn't a good thing, but are there rules of thumb or metrics that I can follow to know whether I need to cut down on allocations? Is, say, one gen 0 GC per frame too much? One thing that has me stumped is object promotions. Gen 0 GCs will supposedly finish within a millisecond or two, but if I'm understanding correctly, it's the gen 1 and 2 promotions that start to hurt. I'm not too sure how I can predict/prevent these.

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  • Can it be useful to build an application starting with the GUI?

    - by Grant Palin
    The trend in application design and development seems to be starting with the "guts": the domain, then data access, then infrastructure, etc. The GUI seems to usually come later in the process. I wonder if it could ever be useful to build the GUI first... My rationale is that by building at least a prototype GUI, you gain a better idea of what needs to happen behind the scenes, and so are in a better position to start work on the domain and supporting code. I can see an issue with this practice in that if the supporting code is not yet written, there won't be much for the GUI layer to actually do. Perhaps building mock objects or throwaway classes (somewhat like is done in unit testing) would provide just enough of a foundation to build the GUI on initially. Might this be a feasible idea for a real project? Maybe we could add GDD (GUI Driven Development) to the acronym stable...

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  • Dependency Injection Confusion

    - by James
    I think I have a decent grasp of what Dependency Inversion principle (DIP) is, my confusion is more around dependency injection. My understanding is the whole point of DI is to decouple parts of an application, to allow changes in one part without effecting another, assuming the interface does not change. For examples sake, we have this public class MyClass(IMyInterface interface) { public MyClass { interface.DoSomething(); } } public interface IMyInterface { void DoSomething(); } How is this var iocContainer = new UnityContainer(); iocContainer.Resolve<MyClass>(); better practice than doing this //if multiple implementations are possible, could use a factory here. IMyInterface interface = new InterfaceImplementation(); var myClass = new MyClass(interface); It may be I am missing a very important point, but I am failing to see what is gained. I am aware that using an IOC container I can easily handle an objects life cycle, which is a +1 but I don't think that is core to what IOC is about.

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  • What is a good practice for 2D scene graph partitioning for culling?

    - by DevilWithin
    I need to know an efficient way to cull the scene graph objects, to render exclusively the ones in the view, and as fast as possible. I am thinking of doing it the following way, having in each object a local boundingbox which holds the object bounds, and a global boundingbox which holds the bounds of the object and all children. When a camera is moved, the render list is updated by traversing the global boundingboxes. When only the object is being moved, it tries to enlarge or shrink the ancestors global boundingboxes, and in the end updating or not the renderlist. What do you think of this approach? Do you think it will provide a fast and efficient culling? Also, because the render list is a contiguous list, it could accelerate the rendering, right? Any further tips for a 2D scene graphs are highly appreciated!

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  • What is the need of Odata when I have JSON ?

    - by punkouter
    I am trying to understand the point of Odata and when it would make sense. Right now how I work is I use ASP.NET and MVC/WebApi controller to serialize/deserialize objects into JSON and have javascript do something with it. From what I can tell the benefit of OData is being able to query directly from the URL ... But since I am writing the client and server code there is no need for that. Would anyone ever parse the results of a ODaya query in javascript?? Maybe OData is more about providing a generic endpoint for ALL clients to get detailed information from a query that JSON does not provide ? So if I was a provider of data then I suppose that is what odata is for ? Help me understand the purpose and use of REST/JSON/ODATA.

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  • Diagramming software with API allowing high customisation of shapes and actions

    - by jenson-button-event
    I am after something like Visio or Lucid. A relatively simple charting/diagramming tool, to build tree-like structures from (my) pre-defined nodes (squares), but with a powerful API. Requirements: limit the type of objects allowed to be dropped on the diagram validate a model (e.g. node of type A must precede node of type B; must enter node Title) export a model import a model Our domain is very specific, and its a tool we'd want to offer to some of our power users. The $500 Visio licence isn't really within the business model. I'll put no constraints on framework or deployment (web or desktop) - is there anything out there?

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  • Confusion on HLSL Samplers. Can I Set Samplers Inside Functions?

    - by Kyle Connors
    I'm trying to create a system where I can instance a quad to the screen, however I've run into a problem. Like I said, I'm trying to instance the quad, so I'm trying to use the same geometry several times, and I'm trying to do it in one draw call. The issue is, I want some quads to use different textures, but I can't figure out how to get the data into a sampler so I can use it in the pixel shader. I figured that since we can simply pass in the 4 bytes of our IDirect3DTexture9* to set the global texture, I can do so when passing in my dynamic buffer. (Which also stores each objects world matrix and UV data) Now that I'm sending the data, I can't figure how to get it into the sampler, and I really want to assume that it's simply not possible. Is there any way I could achieve this?

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  • Implementing invisible bones

    - by DeadMG
    I suddenly have the feeling that I have absolutely no idea how to implement invisible objects/bones. Right now, I use hardware instancing to store the world matrix of every bone in a vertex buffer, and then send them all to the pipeline. But when dealing with frustrum culling, or having them set to invisible by my simulation for other reasons, means that some of them will be randomly invisible. Does this mean I effectively need to re-fill the buffer from scratch every frame with only the visible unit's matrices? This seems to me like it would involve a lot of wasted bandwidth.

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  • Plan variable and call dependencies

    - by Gerenuk
    I'd like to write down the design of my program to understand the dependencies and calls better. I know there are class diagrams which show inheritance and attribute variables. However I'd also like to document the input parameters to method functions and in particular which calls the methods function executes inside (e.g. on the input parameters). Also sometimes it might be useful to show how actual objects are connected (if there is a standard structure). This way I can have a better understanding of the modules and design before starting to program. Can you suggest a method to do this software design? It should be one-to-one to programming code structure so that I really notice all quirks beforehand (instead of high-level design where thing are hard to implement without further work). Maybe some special diagram or tool or a combination? It is static dependency and call design rather than time dependent execution monitoring. (I use Python if you have any specialized recommendations).

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  • Scrolling Box2D DebugDraw

    - by onedayitwillmake
    I'm developing a game using Box2D (javascript implementation - Box2DWeb), and I would like to know how I can pan the debug draw. I know the usual answer is - don't use debug draw, it's just for debugging. I'm not, however not all my objects are on the same screen, and i'd like to see where they are in the physics representation. How can I pan the debug drawing? As you can see the debug draw stuff, is show on the top left, but it only shows a small part of the world. Here is an example of what I mean: http://onedayitwillmake.com/ChuClone/ The game is open source, If you'd like to poke through and note something that perhaps i'm doing something that is obviously wrong: https://github.com/onedayitwillmake/ChuClone

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  • How to verify the Liskov substitution principle in an inheritance hierarchy?

    - by Songo
    Inspired by this answer: Liskov Substitution Principle requires that Preconditions cannot be strengthened in a subtype. Postconditions cannot be weakened in a subtype. Invariants of the supertype must be preserved in a subtype. History constraint (the "history rule"). Objects are regarded as being modifiable only through their methods (encapsulation). Since subtypes may introduce methods that are not present in the supertype, the introduction of these methods may allow state changes in the subtype that are not permissible in the supertype. The history constraint prohibits this. I was hoping if someone would post a class hierarchy that violates these 4 points and how to solve them accordingly. I'm looking for an elaborate explanation for educational purposes on how to identify each of the 4 points in the hierarchy and the best way to fix it. Note: I was hoping to post a code sample for people to work on, but the question itself is about how to identify the faulty hierarchies :)

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