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  • NetBeans IDE 7.3 Knows Null

    - by Geertjan
    What's the difference between these two methods, "test1" and "test2"? public int test1(String str) {     return str.length(); } public int test2(String str) {     if (str == null) {         System.err.println("Passed null!.");         //forgotten return;     }     return str.length(); } The difference, or at least, the difference that is relevant for this blog entry, is that whoever wrote "test2" apparently thinks that the variable "str" may be null, though did not provide a null check. In NetBeans IDE 7.3, you see this hint for "test2", but no hint for "test1", since in that case we don't know anything about the developer's intention for the variable and providing a hint in that case would flood the source code with too many false positives:  Annotations are supported in understanding how a piece of code is intended to be used. If method return types use @Nullable, @NullAllowed, @CheckForNull, the value is considered to be "strongly possible to be null", as well as if the variable is tested to be null, as shown above. When using @NotNull, @NonNull, @Nonnull, the value is considered to be non-null. (The exact FQNs of the annotations are ignored, only simple names are checked.) Here are examples showing where the hints are displayed for the non-null hints (the "strongly possible to be null" hints are not shown below, though you can see one of them in the screenshot above), together with a comment showing what is shown when you hover over the hint: There isn't a "one size fits all" refactoring for these various instances relating to null checks, hence you can't do an automated refactoring across your code base via tools in NetBeans IDE, as shown yesterday for class member reordering across code bases. However, you can, instead, go to Source | Inspect and then do a scan throughout a scope (e.g., current file/package/project or combinations of these or all open projects) for class elements that the IDE identifies as potentially having a problem in this area: Thanks to Jan Lahoda, who reports that this currently also works in NetBeans IDE 7.3 dev builds for fields but that may need to be disabled since right now too many false positives are returned, for help with the info above and any misunderstandings are my own fault!

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  • Update Variable in TeamCity powershell script

    - by Jake Rote
    I am try to update an enviroment variable in teamcity using powershell code. But it does not update the value of the variable. How can i do this? My current code is (It gets the currentBuildNumber fine: $currentBuildNumber = "%env.currentBuildNumber%" $newBuildNumber = "" Write-Output $currentBuildNumber If ($currentBuildNumber.StartsWith("%MajorVersion%") -eq "True") { $parts = $currentBuildNumber.Split(".") $parts[2] = ([int]::Parse($parts[2]) + 1) + "" $newBuildNumber = $parts -join "." } Else { $newBuildNumber = '%MajorVersion%.1' } //What I have tried $env:currentBuildNumber = $newBuildNumber Write-Host "##teamcity[env.currentBuildNumber '$newBuildNumber']" Write-Host "##teamcity[setParameter name='currentBuildNumber' value='$newBuildNumber']"

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  • Circle-Rectangle collision in a tile map game

    - by furiousd
    I am making a 2D tile map based putt-putt game. I have collision detection working between the ball and the walls of the map, although when the ball collides at the meeting point between 2 tiles I offset it by 0.5 so that it doesn't get stuck in the wall. This aint a huge issue though. if(y % 20 == 0) { y+=0.5; } if(x % 20 == 0) { x+=0.5; } Collisions work as follows Find the closest point between each tile and the center of the ball If distance(ball_x, ball_y, close_x, close_y) <= ball_radius and the closest point belongs to a solid object, collision has occured Invert X/Y speed according to side of object collided with The next thing I tried to do was implement floating blocks in the middle of the map for the ball to bounce off of. When a ball collides with a corner of the block, it gets stuck in it. So I changed my determineRebound() function to treat corners as if they were circles. Here's that functon: `i and j are indexes of the solid object in the 2d map array. x & y are centre point of ball.` void determineRebound(int _i, int _j) { if(y > _i*tile_w && y < _i*tile_w + tile_w) { //Not a corner xs*=-1; } else if(x > _j*tile_w && x < _j*tile_w + tile_w) { //Not a corner ys*=-1; } else { //Corner float nx = x - close_x; float ny = y - close_y; float len = sqrt(nx * nx + ny * ny); nx /= len; ny /= len; float projection = xs * nx + ys * ny; xs -= 2 * projection * nx; ys -= 2 * projection * ny; } } This is where things have gotten messy. Collisions with 'floating' corners work fine, but now when the ball collides near the meeting point of 2 tiles, it detects a corner collision and does not rebound as expected. I'm a bit in over my head at this point. I guess I'm wondering if I'm going about making this sort of game in the right way. Is a 2d tile map the way to go? If so, is there a problem with my collision logic and where am I going wrong? Any advice/feedback would be great.

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  • Lock mouse in center of screen, and still use to move camera Unity

    - by Flotolk
    I am making a program from 1st person point of view. I would like the camera to be moved using the mouse, preferably using simple code, like from XNA var center = this.Window.ClientBounds; MouseState newState = Mouse.GetState(); if (Keyboard.GetState().IsKeyUp(Keys.Escape)) { Mouse.SetPosition((int)center.X, (int)center.Y); camera.Rotation -= (newState.X - center.X) * 0.005f; camera.UpDown += (newState.Y - center.Y) * 0.005f; } Is there any code that lets me do this in Unity, since Unity does not support XNA, I need a new library to use, and a new way to collect this input. this is also a little tougher, since I want one object to go up and down based on if you move it the mouse up and down, and another object to be the one turning left and right. I am also very concerned about clamping the mouse to the center of the screen, since you will be selecting items, and it is easiest to have a simple cross-hairs in the center of the screen for this purpose. Here is the code I am using to move right now: using UnityEngine; using System.Collections; [AddComponentMenu("Camera-Control/Mouse Look")] public class MouseLook : MonoBehaviour { public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } public RotationAxes axes = RotationAxes.MouseXAndY; public float sensitivityX = 15F; public float sensitivityY = 15F; public float minimumX = -360F; public float maximumX = 360F; public float minimumY = -60F; public float maximumY = 60F; float rotationY = 0F; void Update () { if (axes == RotationAxes.MouseXAndY) { float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX; rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); } else if (axes == RotationAxes.MouseX) { transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0); } else { rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0); } while (Input.GetKeyDown(KeyCode.Space) == true) { Screen.lockCursor = true; } } void Start () { // Make the rigid body not change rotation if (GetComponent<Rigidbody>()) GetComponent<Rigidbody>().freezeRotation = true; } } This code does everything except lock the mouse to the center of the screen. Screen.lockCursor = true; does not work though, since then the camera no longer moves, and the cursor does not allow you to click anything else either.

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  • Drawing order in XNA

    - by marc wellman
    When manually setting the drawing order of game components by setting int DrawableGameComponent.DrawOrder can one use any integer numbers as long an order is defined like component1 = drawing order: 2 component2 = drawing order: 5 component3 = drawing order: 10 component4 = drawing order: 323 or do these integers have to be consecutive and starting with zero like component1 = drawing order: 0 component2 = drawing order: 1 component3 = drawing order: 2 component4 = drawing order: 3 ?

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  • Lookup for data sources in a query

    - by DAXShekhar
    public static str lookupDatasourceOfQuery(Query _query) {     Query                   query = _query;     QueryBuildDataSource    qbds;     int                     dsIterator;     Map                     map = new Map(Types::String, Types::String);     ;     for (dsIterator = 1; dsIterator <= query.dataSourceCount(); dsIterator++)     {         qbds = query.dataSourceNo(dsIterator);         map.insert(qbds.name(), qbds.name());     }     return pickList(map, "Data source", "Data sources"); }

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  • Why doesn't my texture display with this GLSL shader?

    - by Chewy Gumball
    I am trying to display a DXT1 compressed texture on a quad using a VBO and shaders, but I have been unable to get it working. All I get is a black square. I know my texture is uploaded properly because when I use immediate mode without shaders the texture displays fine but I will include that part just in case. Also, when I change the gl_FragColor to something like vec4 (0.0, 1.0, 1.0, 1.0) then I get a nice blue quad so I know that my shader is able to set the colour. It appears to be either the texture is not being bound correctly in the shader or the texture coordinates are not being picked up. However, I can't find the error! What am I doing wrong? I am using OpenTK in C# (not xna). Vertex Shader: void main() { gl_TexCoord[0] = gl_MultiTexCoord0; // Set the position of the current vertex gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment Shader: uniform sampler2D diffuseTexture; void main() { // Set the output color of our current pixel gl_FragColor = texture2D(diffuseTexture, gl_TexCoord[0].st); //gl_FragColor = vec4 (0.0,1.0,1.0,1.0); } Drawing Code: int vb, eb; GL.GenBuffers(1, out vb); GL.GenBuffers(1, out eb); // Position Texture float[] verts = { 0.1f, 0.1f, 0.0f, 0.0f, 0.0f, 1.9f, 0.1f, 0.0f, 1.0f, 0.0f, 1.9f, 1.9f, 0.0f, 1.0f, 1.0f, 0.1f, 1.9f, 0.0f, 0.0f, 1.0f }; uint[] indices = { 0, 1, 2, 0, 2, 3 }; //upload data to the VBO GL.BindBuffer(BufferTarget.ArrayBuffer, vb); GL.BindBuffer(BufferTarget.ElementArrayBuffer, eb); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verts.Length * sizeof(float)), verts, BufferUsageHint.StaticDraw); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(uint)), indices, BufferUsageHint.StaticDraw); //Upload texture int buffer = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, buffer); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (float)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (float)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (float)TextureMagFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (float)TextureMinFilter.Linear); GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (float)TextureEnvMode.Modulate); GL.CompressedTexImage2D(TextureTarget.Texture2D, 0, texture.format, texture.width, texture.height, 0, texture.data.Length, texture.data); //Draw GL.UseProgram(shaderProgram); GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.VertexPointer(3, VertexPointerType.Float, 5 * sizeof(float), 0); GL.TexCoordPointer(2, TexCoordPointerType.Float, 5 * sizeof(float), 3); GL.ActiveTexture(TextureUnit.Texture0); GL.Uniform1(GL.GetUniformLocation(shaderProgram, "diffuseTexture"), 0); GL.DrawElements(BeginMode.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0);

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  • TechEd 2010 Followup

    - by AllenMWhite
    Last week I presented a couple of sessions at Tech Ed NA in New Orleans. It was a great experience, even though my demos didn't always work out as planned. Here are the sessions I presented: DAT01-INT Administrative Demo-Fest for SQL Server 2008 SQL Server 2008 provides a wealth of features aimed at the DBA. In this demofest of features we'll see ways to make administering SQL Server easier and faster such as Centralized Data Management, Performance Data Warehouse, Resource Governor, Backup Compression...(read more)

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  • How to create a GLib.TimeVal from timestamp?

    - by fluteflute
    I have a value such as 'timestamp' below, where the last three digits correspond to milliseconds. timestamp = 1340830988768 I currently have code that looks like the following: import indicate indicator = indicate.Indicator() indicator.set_property_time("time", int(timestamp[:-3])) I want to amend it to use: from gi.repository import Indicate indicator = Indicate.Indicator() However, the new version of set_property_time requires the second parameter to be a GLib.TimeVal. How do I create a GLib.TimeVal from my timestamp? Millisecond precision is not important for this application.

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  • Using elapsed time for SlowMo in XNA

    - by Dave Voyles
    I'm trying to create a slow-mo effect in my pong game so that when a player is a button the paddles and ball will suddenly move at a far slower speed. I believe my understanding of the concepts of adjusting the timing in XNA are done, but I'm not sure of how to incorporate it into my design exactly. The updates for my bats (paddles) are done in my Bat.cs class: /// Controls the bat moving up the screen /// </summary> public void MoveUp() { SetPosition(Position + new Vector2(0, -moveSpeed)); } /// <summary> /// Controls the bat moving down the screen /// </summary> public void MoveDown() { SetPosition(Position + new Vector2(0, moveSpeed)); } /// <summary> /// Updates the position of the AI bat, in order to track the ball /// </summary> /// <param name="ball"></param> public virtual void UpdatePosition(Ball ball) { size.X = (int)Position.X; size.Y = (int)Position.Y; } While the rest of my game updates are done in my GameplayScreen.cs class (I'm using the XNA game state management sample) Class GameplayScreen { ........... bool slow; .......... public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) base.Update(gameTime, otherScreenHasFocus, false); if (IsActive) { // SlowMo Stuff Elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; if (Slowmo) Elapsed *= .8f; MoveTimer += Elapsed; double elapsedTime = gameTime.ElapsedGameTime.TotalMilliseconds; if (Keyboard.GetState().IsKeyDown(Keys.Up)) slow = true; else if (Keyboard.GetState().IsKeyDown(Keys.Down)) slow = false; if (slow == true) elapsedTime *= .1f; // Updating bat position leftBat.UpdatePosition(ball); rightBat.UpdatePosition(ball); // Updating the ball position ball.UpdatePosition(); and finally my fixed time step is declared in the constructor of my Game1.cs Class: /// <summary> /// The main game constructor. /// </summary> public Game1() { IsFixedTimeStep = slow = false; } So my question is: Where do I place the MoveTimer or elapsedTime, so that my bat will slow down accordingly?

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  • Opengl-es picking object

    - by lacas
    I saw a lot of picking code opengl-es, but nothing worked. Can someone give me what am I missing? My code is (from tutorials/forums) Vec3 far = Camera.getPosition(); Vec3 near = Shared.opengl().getPickingRay(ev.getX(), ev.getY(), 0); Vec3 direction = far.sub(near); direction.normalize(); Log.e("direction", direction.x+" "+direction.y+" "+direction.z); Ray mouseRay = new Ray(near, direction); for (int n=0; n<ObjectFactory.objects.size(); n++) { if (ObjectFactory.objects.get(n)!=null) { IObject obj = ObjectFactory.objects.get(n); float discriminant, b; float radius=0.1f; b = -mouseRay.getOrigin().dot(mouseRay.getDirection()); discriminant = b * b - mouseRay.getOrigin().dot(mouseRay.getOrigin()) + radius*radius; discriminant = FloatMath.sqrt(discriminant); double x1 = b - discriminant; double x2 = b + discriminant; Log.e("asd", obj.getName() + " "+discriminant+" "+x1+" "+x2); } } my camera vectors: //cam Vec3 position =new Vec3(-obj.getPosX()+x, obj.getPosZ()-0.3f, obj.getPosY()+z); Vec3 direction =new Vec3(-obj.getPosX(), obj.getPosZ(), obj.getPosY()); Vec3 up =new Vec3(0.0f, -1.0f, 0.0f); Camera.set(position, direction, up); and my picking code: public Vec3 getPickingRay(float mouseX, float mouseY, float mouseZ) { int[] viewport = getViewport(); float[] modelview = getModelView(); float[] projection = getProjection(); float winX, winY; float[] position = new float[4]; winX = (float)mouseX; winY = (float)Shared.screen.width - (float)mouseY; GLU.gluUnProject(winX, winY, mouseZ, modelview, 0, projection, 0, viewport, 0, position, 0); return new Vec3(position[0], position[1], position[2]); } My camera moving all the time in 3d space. and my actors/modells moving too. my camera is following one actor/modell and the user can move the camera on a circle on this model. How can I change the above code to working?

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  • Image loaded from TGA texture isn't displayed correctly

    - by Ramy Al Zuhouri
    I have a TGA texture containing this image: The texture is 256x256. So I'm trying to load it and map it to a cube: #import <OpenGL/OpenGL.h> #import <GLUT/GLUT.h> #import <stdlib.h> #import <stdio.h> #import <assert.h> GLuint width=640, height=480; GLuint texture; const char* const filename= "/Users/ramy/Documents/C/OpenGL/Test/Test/texture.tga"; void init() { // Initialization glEnable(GL_DEPTH_TEST); glViewport(-500, -500, 1000, 1000); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45, width/(float)height, 1, 1000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0, 0, -100, 0, 0, 0, 0, 1, 0); // Texture char bitmap[256][256][3]; FILE* fp=fopen(filename, "r"); assert(fp); assert(fread(bitmap, 3*sizeof(char), 256*256, fp) == 256*256); fclose(fp); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmap); } void display() { glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture); glColor3ub(255, 255, 255); glBegin(GL_QUADS); glVertex3f(0, 0, 0); glTexCoord2f(0.0, 0.0); glVertex3f(40, 0, 0); glTexCoord2f(0.0, 1.0); glVertex3f(40, 40, 0); glTexCoord2f(1.0, 1.0); glVertex3f(0, 40, 0); glTexCoord2f(1.0, 0.0); glEnd(); glDisable(GL_TEXTURE_2D); glutSwapBuffers(); } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); glutInitWindowPosition(100, 100); glutInitWindowSize(width, height); glutCreateWindow(argv[0]); glutDisplayFunc(display); init(); glutMainLoop(); return 0; } But this is what I get when the window loads: So just half of the image is correctly displayed, and also with different colors.Then if I resize the window I get this: Magically the image seems to fix itself, even if the colors are wrong.Why?

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  • Using Query Classes With NHibernate

    - by Liam McLennan
    Even when using an ORM, such as NHibernate, the developer still has to decide how to perform queries. The simplest strategy is to get access to an ISession and directly perform a query whenever you need data. The problem is that doing so spreads query logic throughout the entire application – a clear violation of the Single Responsibility Principle. A more advanced strategy is to use Eric Evan’s Repository pattern, thus isolating all query logic within the repository classes. I prefer to use Query Classes. Every query needed by the application is represented by a query class, aka a specification. To perform a query I: Instantiate a new instance of the required query class, providing any data that it needs Pass the instantiated query class to an extension method on NHibernate’s ISession type. To query my database for all people over the age of sixteen looks like this: [Test] public void QueryBySpecification() { var canDriveSpecification = new PeopleOverAgeSpecification(16); var allPeopleOfDrivingAge = session.QueryBySpecification(canDriveSpecification); } To be able to query for people over a certain age I had to create a suitable query class: public class PeopleOverAgeSpecification : Specification<Person> { private readonly int age; public PeopleOverAgeSpecification(int age) { this.age = age; } public override IQueryable<Person> Reduce(IQueryable<Person> collection) { return collection.Where(person => person.Age > age); } public override IQueryable<Person> Sort(IQueryable<Person> collection) { return collection.OrderBy(person => person.Name); } } Finally, the extension method to add QueryBySpecification to ISession: public static class SessionExtensions { public static IEnumerable<T> QueryBySpecification<T>(this ISession session, Specification<T> specification) { return specification.Fetch( specification.Sort( specification.Reduce(session.Query<T>()) ) ); } } The inspiration for this style of data access came from Ayende’s post Do You Need a Framework?. I am sick of working through multiple layers of abstraction that don’t do anything. Have you ever seen code that required a service layer to call a method on a repository, that delegated to a common repository base class that wrapped and ORMs unit of work? I can achieve the same thing with NHibernate’s ISession and a single extension method. If you’re interested you can get the full Query Classes example source from Github.

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  • Use Expressions with LINQ to Entities

    - by EltonStoneman
    [Source: http://geekswithblogs.net/EltonStoneman] Recently I've been putting together a generic approach for paging the response from a WCF service. Paging changes the service signature, so it's not as simple as adding a behavior to an existing service in config, but the complexity of the paging is isolated in a generic base class. We're using the Entity Framework talking to SQL Server, so when we ask for a page using LINQ's .Take() method we get a nice efficient SQL query for just the rows we want, with minimal impact on SQL Server and network traffic. We use the maximum ID of the record returned as a high-water mark (rather than using .Skip() to go to the next record), so the approach caters for records being deleted between page requests. In the paged response we include a HasMorePages indicator, computed by comparing the max ID in the page of results to the max ID for the whole resultset - if the latter is bigger, then there are more pages. In some quick performance testing, the paged version of the service performed much more slowly than the unpaged version, which was unexpected. We narrowed it down to the code which gets the max ID for the full resultset - instead of building an efficient MAX() SQL query, EF was returning the whole resultset and then computing the max ID in the service layer. It's easy to reproduce - take this AdventureWorks query:             var context = new AdventureWorksEntities();             var query = from od in context.SalesOrderDetail                         where od.ModifiedDate >= modified                          && od.SalesOrderDetailID.CompareTo(id) > 0                         orderby od.SalesOrderDetailID                         select od;   We can find the maximum SalesOrderDetailID like this:             var maxIdEfficiently = query.Max(od => od.SalesOrderDetailID);   which produces our efficient MAX() SQL query. If we're doing this generically and we already have the ID function in a Func:             Func<SalesOrderDetail, int> idFunc = od => od.SalesOrderDetailID;             var maxIdInefficiently = query.Max(idFunc);   This fetches all the results from the query and then runs the Max() function in code. If you look at the difference in Reflector, the first call passes an Expression to the Max(), while the second call passes a Func. So it's an easy fix - wrap the Func in an Expression:             Expression<Func<SalesOrderDetail, int>> idExpression = od => od.SalesOrderDetailID;             var maxIdEfficientlyAgain = query.Max(idExpression);   - and we're back to running an efficient MAX() statement. Evidently the EF provider can dissect an Expression and build its equivalent in SQL, but it can't do that with Funcs.

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  • Java - Draw Cards and Eliminate Cards Problem

    - by Jen
    I am having a problem in this question. I want a system inside a game wherein the player draws 2 cards randomly, and the enemy draws 2 cards randomly. Then, what the program does is to print out to the console the cards the player draw and the enemy's. The cards should not conflict and must not be the same. Then lastly, the program prints out the card that was not drawn by both the player and the enemy. Here's how I did it but it was lengthy and full of errors: import java.util.Random; public class Draw { public static Random random = new Random(); public static String cards[] = {"Hall", "Kitchen", "Billiard", "Study", "Pool"}; public static int playercounter; public static int enemycounter; public static String playercardA = null; public static String playercardB = null; public static String enemycardA = null; public static String enemycardB = null; public String lastcard = null; public static void playercardAdraw() { playercounter = random.nextInt(5); playercardA = cards[playercounter]; } public static void playercardBdraw() { playercounter=random.nextInt(5); playercardB= cards[playercounter]; if (playercardB==playercardA || playercardB == enemycardA || playercardB == enemycardB) { return; } } public static void enemycardAdraw () { enemycounter = random.nextInt(5); enemycardA=cards[enemycounter]; if (enemycardA == playercardA || enemycardA == playercardB) { return; } } public static void enemycardBdraw () { enemycounter = random.nextInt(5); enemycardB=cards[enemycounter]; if (enemycardB == playercardA || enemycardB == playercardB || enemycardB == enemycardA) { return; } } public static void main (String args []) { System.out.println("Starting to draw..."); System.out.println("Player's Turn: "); playercardAdraw(); System.out.println("Player's first card: " + playercardA); playercardBdraw(); System.out.println("Player's second card: " + playercardB); System.out.println("Enemy's Turn: "); enemycardAdraw(); System.out.println("Enemy's first card: " + enemycardA); enemycardBdraw(); System.out.println("Enemy's Second card: " + enemycardB); } }

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  • How can I test database access methods in Java?

    - by javaStudent
    I want to write a test for a method that accesses a database such as following. public class MyClass{ public String getAddress(Int id){ String query = "Select * from Address where id="+id; //some additional statements resultSet = statement.executeQuery(); return result.getString(ADDRESS); } } How can I test this method? I am using Java.

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  • Draw Cards and Eliminate Cards Problem

    - by Jen
    I am having a problem in this question. I want a system inside a game wherein the player draws 2 cards randomly, and the enemy draws 2 cards randomly. Then, what the program does is to print out to the console the cards the player draw and the enemy's. The cards should not conflict and must not be the same. Then lastly, the program prints out the card that was not drawn by both the player and the enemy. Here's how I did it but it was lengthy and full of errors: import java.util.Random; public class Draw { public static Random random = new Random(); public static String cards[] = {"Hall", "Kitchen", "Billiard", "Study", "Pool"}; public static int playercounter; public static int enemycounter; public static String playercardA = null; public static String playercardB = null; public static String enemycardA = null; public static String enemycardB = null; public String lastcard = null; public static void playercardAdraw() { playercounter = random.nextInt(5); playercardA = cards[playercounter]; } public static void playercardBdraw() { playercounter=random.nextInt(5); playercardB= cards[playercounter]; if (playercardB==playercardA || playercardB == enemycardA || playercardB == enemycardB) { return; } } public static void enemycardAdraw () { enemycounter = random.nextInt(5); enemycardA=cards[enemycounter]; if (enemycardA == playercardA || enemycardA == playercardB) { return; } } public static void enemycardBdraw () { enemycounter = random.nextInt(5); enemycardB=cards[enemycounter]; if (enemycardB == playercardA || enemycardB == playercardB || enemycardB == enemycardA) { return; } } public static void main (String args []) { System.out.println("Starting to draw..."); System.out.println("Player's Turn: "); playercardAdraw(); System.out.println("Player's first card: " + playercardA); playercardBdraw(); System.out.println("Player's second card: " + playercardB); System.out.println("Enemy's Turn: "); enemycardAdraw(); System.out.println("Enemy's first card: " + enemycardA); enemycardBdraw(); System.out.println("Enemy's Second card: " + enemycardB); } }

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  • Ray Picking Problems

    - by A Name I Haven't Decided On
    I've read so many answers on here about how to do Ray Picking, that I thought I had the idea of it down. But when I try to implement it in my game, I get garbage. I'm working with LWJGL. Here's the code: public static Ray getPick(int mouseX, int mouseY){ glPushMatrix(); //Setting up the Mouse Clip Vector4f mouseClip = new Vector4f((float)mouseX * 2 / 960f - 1, 1 - (float)mouseY * 2 / 640f ,0 ,1); //Loading Matrices FloatBuffer modMatrix = BufferUtils.createFloatBuffer(16); FloatBuffer projMatrix = BufferUtils.createFloatBuffer(16); glGetFloat(GL_MODELVIEW_MATRIX, modMatrix); glGetFloat(GL_PROJECTION_MATRIX, projMatrix); //Assigning Matrices Matrix4f proj = new Matrix4f(); Matrix4f model = new Matrix4f(); model.load(modMatrix); proj.load(projMatrix); //Multiplying the Projection Matrix by the Model View Matrix Matrix4f tempView = new Matrix4f(); Matrix4f.mul(proj, model, tempView); tempView.invert(); //Getting the Camera Position in World Space. The 4th Column of the Model View Matrix. model.invert(); Point cameraPos = new Point(model.m30, model.m31, model.m32); //Theoretically getting the vector the Picking Ray goes Vector4f rayVector = new Vector4f(); Matrix4f.transform(tempView, mouseClip, rayVector); rayVector.translate((float)-cameraPos.getX(),(float) -cameraPos.getY(),(float) -cameraPos.getZ(), 0f); rayVector.normalise(); glPopMatrix(); //This Basically Spits out a value that changes as the Camera moves. //When the Mouse moves, the values change around 0.001 points from screen edge to edge. System.out.format("Vector: %f %f %f%n", rayVector.x, rayVector.y, rayVector.z); //return new Ray(cameraPos, rayVector); return null; } I don't really know why this isn't working. I was hoping some more experienced eyes might be able to help me out. I can get the camera position like a champ, it's the vector the rays going in that I can't seem to get right. Thanks.

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  • Best Practices for serializing/persisting String Object Dictionary entities

    - by Mark Heath
    I'm noticing a trend towards using a dictionary of string to object (or sometimes string to string), instead of strongly typed objects. For example, the new Katana project makes heavy use of IDictionary<string,object>. This approach avoids the need to continually update your entity classes/DTOs and the database tables that persist them with new properties. It also avoids the need to create new derived entity types to support new types of entity, since the Dictionary is flexible enough to store any arbitrary properties. Here's a contrived example: class StorageDevice { public int Id { get; set; } public string Name { get; set; } } class NetworkShare : StorageDevice { public string Path { get; set; } public string LoginName { get; set; } public string Password { get; set; } } class CloudStorage : StorageDevice { public string ServerUri { get; set } public string ContainerName { get; set; } public int PortNumber { get; set; } public Guid ApiKey { get; set; } } versus: class StorageDevice { public IDictionary<string, object> Properties { get; set; } } Basically I'm on the lookout for any talks, books or articles on this approach, so I can pick up on any best practices / difficulties to avoid. Here's my main questions: Does this approach have a name? (only thing I've heard used so far is "self-describing objects") What are the best practices for persisting these dictionaries into a relational database? Especially the challenges of deserializing them successfully with strongly typed languages like C#. Does it change anything if some of the objects in the dictionary are themselves lists of strongly typed entities? Should a second dictionary be used if you want to temporarily store objects that are not to be persisted/serialized across a network, or should you use some kind of namespacing on the keys to indicate this?

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  • Looking for a code Plugin !!

    - by GrumpyOldDBA
    SET ANSI_NULLS ON SET QUOTED_IDENTIFIER ON GO IF NOT EXISTS( SELECT 1 FROM INFORMATION_SCHEMA . TABLES WHERE TABLE_SCHEMA = 'dbo' AND TABLE_NAME = 'MSPaymentForExtraction' ) BEGIN CREATE TABLE [dbo] . [MSPaymentForExtraction] ( [MSPaymentID] [int] NOT NULL IDENTITY ( 1 , 1 ) NOT FOR REPLICATION ) ON [PRIMARY] END GO...(read more)

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  • I need help with specific types of movement.

    - by IronGiraffe
    I'm adding movable crates to my game and I need some help with my movement code. The way I've set up my movement code the crate's X and Y are moved according to a vector2 unless it hits a wall. Here's the movement code: if (frameCount % (delay / 2) == 0) { for (int i = 0; i < Math.Abs(cSpeed.X); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X += Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } else { if (!Level.CollideTiles(crateBounds.X - (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X -= Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } } for (int i = 0; i < Math.Abs(cSpeed.Y); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y += Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } else { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y - Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y -= Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } } } The frameCount and delay variables just slow down the movement somewhat. Anyway, I've added a tool to my game that acts as a gravity well (drawing objects into it's center; the closer they get to the center the faster they go) and what I'm trying to do is make it so that the crate will bounce off the player (and vice versa) when they collide. Thus far, my code only keeps the crate and player from getting stuck inside each other (the player can still get stuck under the crate, but I'll fix that later.) So what I'd like to know is how I can best make the crate bounce off the player. The other movement problem I'm having is related to another tool which allows the player to pick up crates and move around with them. The problem is that the crate's movement while being carried isn't tied to the movement script (it moves the crate itself, instead of adding to speed), which makes the crate go through walls and such. I know what I have to do: make the crate's speed match the player's speed while the player is holding it, but I need the crate to snap to a certain position (just in front of the player) when the player grabs it and it needs to switch to another position (just in front of the player on the other side) when they player faces the other direction while holding it. What would be the best way to make it switch places while keeping all the movement tied to the speed vector?

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  • Crash when using Cocos2d

    - by ipodfreak0313
    Sorry about the poor question title, it's just that this seems to big for a title. So here's the dirt: I am making a game (obviously) and I want the enemies to shoot (not necessarily at the player). I want the shoot method to be in the Enemies file, so as not to clutter up my HelloWorldLayer.m file even more. Here's what I'm using right now: HelloWorldLayer.m -(void)addEnemy:(BigAndStrongEnemy *)enemy { enemy = nil; if((arc4random() % 4) == 3) { enemy = [BigAndStrongEnemy enemy]; } else { enemy = [SmallAndFastEnemy enemy]; } if(buffDude.position.y > character.position.y || buffDude.position.y < (character.position.y + 10)) { } int rand = arc4random() % 320; if((arc4random() % 2 == 1)) { [enemy setPosition:ccp(0,rand)]; }else{ [enemy setPosition:ccp(480,rand)]; } [self animateEnemy:enemy]; [self addChild:enemy]; } -(void)animateEnemy:(BigAndStrongEnemy *)enemy2 { float randX = arc4random() % 480; float randY = arc4random() % 320; int rand = arc4random() % 320; CGPoint moveToPoint = CGPointMake(randX, (randY - rand)); [enemies addObject:enemy2]; action = [CCSequence actions: [CCMoveBy actionWithDuration:1 position:ccpMult(ccpNormalize(ccpSub(moveToPoint, enemy2.position)), 75)], [CCMoveBy actionWithDuration:3 position:ccp(buffDude.position.x,buffDude.position.y)], nil]; CCCallFuncO *a = [CCCallFuncO actionWithTarget:self selector:(@selector(shoot:)) object:enemy2]; CCSequence *s = [CCSequence actions:action,a, nil]; CCRepeatForever *repeat = [CCRepeatForever actionWithAction:s]; [enemy2 runAction:repeat]; } And here's the Shoot info from the Enemies class: Enemies.m: -(void)shoot:(id)sender { self = (BigAndStrongEnemy *)sender; [self shoot]; } -(void)spriteMoveFinished:(id)sender { CCSprite *b = (CCSprite *)sender; [self removeChild:b cleanup:YES]; } -(void)shoot { self = [CCSprite spriteWithFile:@"bigAndStrongEnemy.gif"]; CCSprite *b = [CCSprite spriteWithFile:@"bullet.gif"]; b.position = ccp(self.position.x,self.position.y); b.tag = 2; [self addChild:b]; [bullets addObject:b]; CGSize winSize = [[CCDirector sharedDirector] winSize]; CGPoint point = CGPointMake((winSize.width - (winSize.width - self.position.x)),0); [b runAction:[CCSequence actions: [CCMoveBy actionWithDuration:0.5 position:point], [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)], nil]]; } Every time the 3 seconds goes by, the app crashes, and goes to the breakpoint in the CCCallFuncO file. I haven't touched it, is the thing. I am completely confused. Any help is greatly appreciated.

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  • Fuji camera "mounts" but folder not in Dolphin After Kubuntu 13.10 upgrade

    - by user207207
    Fuji camera mount reported in attached devices but not visible in Dolphin After Kubuntu 13.10 upgrade Have reinstalled the driver, and a few other suggestions, for other cameras mounts failing on previous Ubuntu upgrades. I have already spent a couple of hours trying to get my photo's off the camera, very annoying. Worked perfectly in 11.04, 11.10, 12.04, 12.10 and 13.04. dmesg | tail; lsusb; lsb_release -a [ 6181.858786] CPUM: APIC 03 at 00000000fee00000 (mapped at ffffc90009400000) - ver 0x80050010, lint0=0x10700 lint1=0x10400 pc=0x00400 thmr=0x10000 [17261.396236] CPUM: APIC 00 at 00000000fee00000 (mapped at ffffc90000c6a000) - ver 0x80050010, lint0=0x10700 lint1=0x00400 pc=0x00400 thmr=0x10000 [17261.396239] CPUM: APIC 03 at 00000000fee00000 (mapped at ffffc90000c72000) - ver 0x80050010, lint0=0x10700 lint1=0x10400 pc=0x00400 thmr=0x10000 [17261.396241] CPUM: APIC 02 at 00000000fee00000 (mapped at ffffc90000c70000) - ver 0x80050010, lint0=0x10700 lint1=0x10400 pc=0x00400 thmr=0x10000 [17261.396255] CPUM: APIC 01 at 00000000fee00000 (mapped at ffffc90000c6e000) - ver 0x80050010, lint0=0x10700 lint1=0x10400 pc=0x00400 thmr=0x10000 [32456.884907] usb 2-5: new high-speed USB device number 2 using ehci-pci [32457.654046] usb 2-5: New USB device found, idVendor=04cb, idProduct=01e8 [32457.654050] usb 2-5: New USB device strings: Mfr=0, Product=2, SerialNumber=3 [32457.654052] usb 2-5: Product: Digital Camera [32457.654053] usb 2-5: SerialNumber: 4C3230302020091117CAA59WP18548 Bus 002 Device 002: ID 04cb:01e8 Fuji Photo Film Co., Ltd Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 001 Device 003: ID 2013:024f PCTV Systems nanoStick T2 290e Bus 001 Device 002: ID 046d:082d Logitech, Inc. HD Pro Webcam C920 Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub No LSB modules are available. Distributor ID: Ubuntu vissibleDescription: Ubuntu 13.10 Release: 13.10 Codename: saucy sudo apt-get install gvfs-bin gvfs-mount gphoto2://[usb:002,002] Error mounting location: Error initializing camera: -108: No such file or directory ...... I have reported a bug in Dolphin, which has been transferred to Solid. Further information : I ran solid-hardware list details udi = '/org/kde/solid/udev/sys/devices/pci0000:00/0000:00:04.1/usb2/2-5' parent = '/org/kde/solid/udev' (string) vendor = '04cb' (string) product = 'Digital Camera' (string) description = 'Camera' (string) Block.major = 189 (0xbd) (int) Block.minor = 137 (0x89) (int) Block.device = '/dev/bus/usb/002/010' (string) Camera.supportedProtocols = {'ptp'} (string list) Camera.supportedDrivers = {'gphoto'} (string list) I still can't get my photo's off, I can see the folders using the Gimp menu. If anyone has got any ideas, I'm willing to try them.

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  • What is going on in this SAT/vector projection code?

    - by ssb
    I'm looking at the example XNA SAT collision code presented here: http://www.xnadevelopment.com/tutorials/rotatedrectanglecollisions/rotatedrectanglecollisions.shtml See the following code: private int GenerateScalar(Vector2 theRectangleCorner, Vector2 theAxis) { //Using the formula for Vector projection. Take the corner being passed in //and project it onto the given Axis float aNumerator = (theRectangleCorner.X * theAxis.X) + (theRectangleCorner.Y * theAxis.Y); float aDenominator = (theAxis.X * theAxis.X) + (theAxis.Y * theAxis.Y); float aDivisionResult = aNumerator / aDenominator; Vector2 aCornerProjected = new Vector2(aDivisionResult * theAxis.X, aDivisionResult * theAxis.Y); //Now that we have our projected Vector, calculate a scalar of that projection //that can be used to more easily do comparisons float aScalar = (theAxis.X * aCornerProjected.X) + (theAxis.Y * aCornerProjected.Y); return (int)aScalar; } I think the problems I'm having with this come mostly from translating physics concepts into data structures. For example, earlier in the code there is a calculation of the axes to be used, and these are stored as Vector2, and they are found by subtracting one point from another, however these points are also stored as Vector2s. So are the axes being stored as slopes in a single Vector2? Next, what exactly does the Vector2 produced by the vector projection code represent? That is, I know it represents the projected vector, but as it pertains to a Vector2, what does this represent? A point on a line? Finally, what does the scalar at the end actually represent? It's fine to tell me that you're getting a scalar value of the projected vector, but none of the information I can find online seems to tell me about a scalar of a vector as it's used in this context. I don't see angles or magnitudes with these vectors so I'm a little disoriented when it comes to thinking in terms of physics. If this final scalar calculation is just a dot product, how is that directly applicable to SAT from here on? Is this what I use to calculate maximum/minimum values for overlap? I guess I'm just having trouble figuring out exactly what the dot product is representing in this particular context. Clearly I'm not quite up to date on my elementary physics, but any explanations would be greatly appreciated.

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  • Our own Daily WTF

    - by Dennis Vroegop
    Originally posted on: http://geekswithblogs.net/dvroegop/archive/2014/08/20/our-own-daily-wtf.aspxIf you're a developer, you've probably heard of the website the DailyWTF. If you haven't, head on over to http://www.thedailywtf.com and read. And laugh. I'll wait. Read it? Good. If you're a bit like me probably you've been wondering how on earth some people ever get hired as a software engineer. Most of the stories there seem to weird to be true: no developer would write software like that right? And then you run into a little nugget of code one of your co-workers wrote. And then you realize: "Hey, it happens everywhere!" Look at this piece of art I found in our codebase recently: public static decimal ToDecimal(this string input) {     System.Globalization.CultureInfo cultureInfo = System.Globalization.CultureInfo.InstalledUICulture;     var numberFormatInfo = (System.Globalization.NumberFormatInfo)cultureInfo.NumberFormat.Clone();     int dotIndex = input.IndexOf(".");     int commaIndex = input.IndexOf(",");     if (dotIndex > commaIndex)         numberFormatInfo.NumberDecimalSeparator = ".";     else if (commaIndex > dotIndex)         numberFormatInfo.NumberDecimalSeparator = ",";     decimal result;     if (decimal.TryParse(input, System.Globalization.NumberStyles.Float, numberFormatInfo, out result))         return result;     else         throw new Exception(string.Format("Invalid input for decimal parsing: {0}. Decimal separator: {1}.", input, numberFormatInfo.NumberDecimalSeparator)); }  Me and a collegue have been looking long and hard at this and what we concluded was the following: Apparently, we don't trust our users to be able to correctly set the culture in Windows. Users aren't able to determine if they should tell Windows to use a decimal point or a comma to display numbers. So what we've done here is make sure that whatever the user enters, we'll translate that into whatever the user WANTS to enter instead of what he actually did. So if you set your locale to US, since you're a US citizen, but you want to enter the number 12.34 in the Dutch style (because, you know, the Dutch are way cooler with numbers) so you enter 12,34 we will understand this and respect your wishes! Of course, if you change your mind and in the next input field you decide to use the decimal dot again, that's fine with us as well. We will do the hard work. Now, I am all for smart software. Software that can handle all sorts of input the user can think of. But this feels a little uhm, I don't know.. wrong.. Or am I too old fashioned?

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