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  • How to move the object around the screen

    - by Abhishek
    I am trying to move the object around the screen I try this code -(void) move { CGFloat upperLimit = mWinSize.height - (mGunda.contentSize.height / 2.0); CGFloat upperLimit1 = mWinSize.height; CGFloat lowerLimit = (mGunda.contentSize.height / 2.0); CGFloat RightLimit = mWinSize.width - (mGunda.contentSize.width/2.0); CGFloat Right = (mGunda.contentSize.width/2.0); if ( mImageGoingUpward ) { mGunda.position = ccp( mGunda.position.x, mGunda.position.y + 5); if ( mGunda.position.y >= upperLimit ) { mImageGoingUpward = NO; mHori = NO; } } else { mGunda.position = ccp( mGunda.position.x, mGunda.position.y - 5); if ( mGunda.position.y <= lowerLimit ) { mGunda.position = ccp(mGunda.position.x +5, lowerLimit); } if(mGunda.position.x >= RightLimit) { mGunda.position = ccp(mGunda.position.x, mGunda.position.y+10); mHori = YES; } if(mHori) { if(mGunda.position.y >= upperLimit) { mGunda.position = ccp(mGunda.position.x - 5,mGunda.position.y); } } } } } It move the object from bottom to top & top to bottom & bottom to right & right to right top of the screen here is problem I have got It not move to the right top to left side of screen this rotationis not happen. How can I do this

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  • Adventures in MVVM &ndash; My ViewModel Base &ndash; Silverlight Support!

    - by Brian Genisio's House Of Bilz
    More Adventures in MVVM In my last post, I outlined the powerful features that are available in the ViewModelSupport.  It takes advantage of the dynamic features of C# 4.0 (as well as some 3.0 goodies) to help eliminate the plumbing that often comes with writing ViewModels.  If you are interested in learning about the capabilities, please take a look at that post and look at the code on CodePlex.  When I wrote about the ViewModel base class, I complained that the features did not work in Silverlight because as of 4.0, it does not support binding to dynamic properties.  Although I still think this is a bummer, I am happy to say that I have come up with a workaround.  In the Silverlight version of my base class, I include a PropertyCollectionConverter that lets you bind to dynamic properties in the ViewModelBase, especially the convention-based commands that the base class supports. To take advantage of any properties that are not statically defined, you can bind to the Properties property of the ViewModel and pass in a converter parameter for the name of the property you want to bind. For example, a ViewModel that looks like this: public class ExampleViewModel : ViewModelBase { public void Execute_MyCommand() { Set("Text", "Foo"); } } Can bind to the dynamic property and the convention-based command with the following XAML. <TextBlock Text="{Binding Properties, Converter={StaticResource PropertiesConverter}, ConverterParameter=Text}" Margin="5" /> <Button Content="Execute MyCommand" Command="{Binding Properties, Converter={StaticResource PropertiesConverter}, ConverterParameter=MyCommand}" Margin="5" /> Of course, it is not as pretty as binding to Text and MyCommand like you can in WPF.  But, it is better than having a failed feature.  This allows you to share your ViewModels between WPF and Silverlight very easily.  <BeatDeadHorse>Hopefully, in Silverlight 5.0, we will see binding to dynamic properties more directly????</BeatDeadHorse>

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  • Enumerable Interleave Extension Method

    - by João Angelo
    A recent stackoverflow question, which I didn’t bookmark and now I’m unable to find, inspired me to implement an extension method for Enumerable that allows to insert a constant element between each pair of elements in a sequence. Kind of what String.Join does for strings, but maintaining an enumerable as the return value. Having done the single element part I got a bit carried away and ended up expanding it adding overloads to support interleaving elements of another sequence and support for a predicate to control when interleaving takes place. I have to confess that I did this for fun and now I can’t think of any real usage scenario, nonetheless, it may prove useful for someone. First a simple example: var target = new string[] { "(", ")", "(", ")" }; var result = target.Interleave(".", (f, s) => f == "("); // Prints: (.)(.) Console.WriteLine(String.Join(string.Empty, result)); And now the untested but documented implementation: using System; using System.Collections; using System.Collections.Generic; using System.Linq; public static class EnumerableExtensions { /// <summary> /// Iterates infinitely over a constant element. /// </summary> /// <typeparam name="T"> /// The type of element in the sequence. /// </typeparam> private class InfiniteSequence<T> : IEnumerable<T>, IEnumerator<T> { public InfiniteSequence(T element) { this.Element = element; } public T Element { get; private set; } public IEnumerator<T> GetEnumerator() { return this; } IEnumerator IEnumerable.GetEnumerator() { return this; } T IEnumerator<T>.Current { get { return this.Element; } } void IDisposable.Dispose() { } object IEnumerator.Current { get { return this.Element; } } bool IEnumerator.MoveNext() { return true; } void IEnumerator.Reset() { } } /// <summary> /// Interleaves the specified <paramref name="element"/> between each pair of elements in the <paramref name="target"/> sequence. /// </summary> /// <typeparam name="T"> /// The type of elements in the sequence. /// </typeparam> /// <param name="target"> /// The target sequence to be interleaved. /// </param> /// <param name="element"> /// The element used to perform the interleave operation. /// </param> /// <exception cref="ArgumentNullException"> /// <paramref name="target"/> or <paramref name="element"/> is a null reference. /// </exception> /// <returns> /// The <paramref name="target"/> sequence interleaved with the specified <paramref name="element"/>. /// </returns> public static IEnumerable<T> Interleave<T>( this IEnumerable<T> target, T element) { if (target == null) throw new ArgumentNullException("target"); if (element == null) throw new ArgumentNullException("element"); return InterleaveInternal(target, new InfiniteSequence<T>(element), (f, s) => true); } /// <summary> /// Interleaves the specified <paramref name="element"/> between each pair of elements in the <paramref name="target"/> sequence. /// </summary> /// <remarks> /// The interleave operation is interrupted as soon as the <paramref name="target"/> sequence is exhausted; If the number of <paramref name="elements"/> to be interleaved are not enough to completely interleave the <paramref name="target"/> sequence then the remainder of the sequence is returned without being interleaved. /// </remarks> /// <typeparam name="T"> /// The type of elements in the sequence. /// </typeparam> /// <param name="target"> /// The target sequence to be interleaved. /// </param> /// <param name="elements"> /// The elements used to perform the interleave operation. /// </param> /// <exception cref="ArgumentNullException"> /// <paramref name="target"/> or <paramref name="element"/> is a null reference. /// </exception> /// <returns> /// The <paramref name="target"/> sequence interleaved with the specified <paramref name="elements"/>. /// </returns> public static IEnumerable<T> Interleave<T>( this IEnumerable<T> target, IEnumerable<T> elements) { if (target == null) throw new ArgumentNullException("target"); if (elements == null) throw new ArgumentNullException("elements"); return InterleaveInternal(target, elements, (f, s) => true); } /// <summary> /// Interleaves the specified <paramref name="element"/> between each pair of elements in the <paramref name="target"/> sequence that satisfy <paramref name="predicate"/>. /// </summary> /// <typeparam name="T"> /// The type of elements in the sequence. /// </typeparam> /// <param name="target"> /// The target sequence to be interleaved. /// </param> /// <param name="element"> /// The element used to perform the interleave operation. /// </param> /// <param name="predicate"> /// A predicate used to assert if interleaving should occur between two target elements. /// </param> /// <exception cref="ArgumentNullException"> /// <paramref name="target"/> or <paramref name="element"/> or <paramref name="predicate"/> is a null reference. /// </exception> /// <returns> /// The <paramref name="target"/> sequence interleaved with the specified <paramref name="element"/>. /// </returns> public static IEnumerable<T> Interleave<T>( this IEnumerable<T> target, T element, Func<T, T, bool> predicate) { if (target == null) throw new ArgumentNullException("target"); if (element == null) throw new ArgumentNullException("element"); if (predicate == null) throw new ArgumentNullException("predicate"); return InterleaveInternal(target, new InfiniteSequence<T>(element), predicate); } /// <summary> /// Interleaves the specified <paramref name="element"/> between each pair of elements in the <paramref name="target"/> sequence that satisfy <paramref name="predicate"/>. /// </summary> /// <remarks> /// The interleave operation is interrupted as soon as the <paramref name="target"/> sequence is exhausted; If the number of <paramref name="elements"/> to be interleaved are not enough to completely interleave the <paramref name="target"/> sequence then the remainder of the sequence is returned without being interleaved. /// </remarks> /// <typeparam name="T"> /// The type of elements in the sequence. /// </typeparam> /// <param name="target"> /// The target sequence to be interleaved. /// </param> /// <param name="elements"> /// The elements used to perform the interleave operation. /// </param> /// <param name="predicate"> /// A predicate used to assert if interleaving should occur between two target elements. /// </param> /// <exception cref="ArgumentNullException"> /// <paramref name="target"/> or <paramref name="element"/> or <paramref name="predicate"/> is a null reference. /// </exception> /// <returns> /// The <paramref name="target"/> sequence interleaved with the specified <paramref name="elements"/>. /// </returns> public static IEnumerable<T> Interleave<T>( this IEnumerable<T> target, IEnumerable<T> elements, Func<T, T, bool> predicate) { if (target == null) throw new ArgumentNullException("target"); if (elements == null) throw new ArgumentNullException("elements"); if (predicate == null) throw new ArgumentNullException("predicate"); return InterleaveInternal(target, elements, predicate); } private static IEnumerable<T> InterleaveInternal<T>( this IEnumerable<T> target, IEnumerable<T> elements, Func<T, T, bool> predicate) { var targetEnumerator = target.GetEnumerator(); if (targetEnumerator.MoveNext()) { var elementsEnumerator = elements.GetEnumerator(); while (true) { T first = targetEnumerator.Current; yield return first; if (!targetEnumerator.MoveNext()) yield break; T second = targetEnumerator.Current; bool interleave = true && predicate(first, second) && elementsEnumerator.MoveNext(); if (interleave) yield return elementsEnumerator.Current; } } } }

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  • My first animation - Using SDL.NET C#

    - by Mark
    Hi all! I'm trying to animate a player object in my 2D grid when the user clicks somewhere in the screen. I got the following 4 variables: oX (Current player position X) oY (Current player position Y) dX (Destination X) dY (Destination Y) How can I make sure the player moves in a straight line to the new XY coordinates. The way I'm doing it now is really awfull and causes the player to first move along x axis, and finally in y axis. Can someone give me some guidance with the involved math cause I'm really not sure on how to accomplish this. Thank you for your time. Kind regards, Mark Update: It's working now but whats the right way to check if the current positions are equal to the target position? private static void MovePlayer(double x2, double y2, int duration) { double hX = x2 - m_PlayerPosition.X; double hY = y2 - m_PlayerPosition.Y; double Length = Math.Sqrt(Math.Pow(hX, 2) + Math.Pow(hY, 2)); hX = hX / Length; hY = hY / Length; while (m_PlayerPosition.X != Convert.ToInt32(x2) || m_PlayerPosition.Y != Convert.ToInt32(y2)) { m_PlayerPosition.X += Convert.ToInt32(hX * 1); m_PlayerPosition.Y += Convert.ToInt32(hY * 1); UpdatePlayerLocation(); } }

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  • cygwin GNU make .net program piping inconsistent behavior

    - by Codism
    This question may sound like a superuser question but I feel there is something related to programming. Anyway, my computer had a fresh installation of Win 7 64 and cygwin recently. Now I observed some problem with pipe handling in gnu make file. The following is the Makefile I use to reproduce the issue: all: fsutil | cat my-dotnet-console.exe | cat The problem is: for the first command line, the piping works every time but for the second command line, the piping barely works - I got no result for the second command for most cases, regardless of the environment (cmd or bash) in which the make file is invoked. However, if I copy paste the second command line into cmd (or bash), the pipe works every time. The following is my .net program: static void Main(string[] args) { Console.WriteLine(new string('a', 40)); Console.Out.Flush(); } The make version is 3.82.90 but the same problem was observed in a previous version (because of the windows path handling problem in 3.82.9, I replaced make.exe with a previous version). I don't know the exact cygwin version I have installed but the current version on cygwin.com is 1.7.11-1. Currently, my work around is to redirect the output to a temporary file but it would be great if I can avoid the temporary file. Thanks

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  • Best algorithm for recursive adjacent tiles?

    - by OhMrBigshot
    In my game I have a set of tiles placed in a 2D array marked by their Xs and Zs ([1,1],[1,2], etc). Now, I want a sort of "Paint Bucket" mechanism: Selecting a tile will destroy all adjacent tiles until a condition stops it, let's say, if it hits an object with hasFlag. Here's what I have so far, I'm sure it's pretty bad, it also freezes everything sometimes: void destroyAdjacentTiles(int x, int z) { int GridSize = Cubes.GetLength(0); int minX = x == 0 ? x : x-1; int maxX = x == GridSize - 1 ? x : x+1; int minZ = z == 0 ? z : z-1; int maxZ = z == GridSize - 1 ? z : z+1; Debug.Log(string.Format("Cube: {0}, {1}; X {2}-{3}; Z {4}-{5}", x, z, minX, maxX, minZ, maxZ)); for (int curX = minX; curX <= maxX; curX++) { for (int curZ = minZ; curZ <= maxZ; curZ++) { if (Cubes[curX, curZ] != Cubes[x, z]) { Debug.Log(string.Format(" Checking: {0}, {1}", curX, curZ)); if (Cubes[curX,curZ] && Cubes[curX,curZ].GetComponent<CubeBehavior>().hasFlag) { Destroy(Cubes[curX,curZ]); destroyAdjacentTiles(curX, curZ); } } } } }

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  • LWJGL texture bleeding fix won't work

    - by user1990950
    I tried a lot of things to fix texture bleeding, but nothing works. I don't want to add a transparent border around my textures, because I already got too many and it would take too much time and I can't do it with code because I'm loading textures with slick. My textures are seperate textures and they seem to wrap on the other side (texture bleeding). Here are the textures that are "bleeding": The head, body, arm and leg are seperate textures. Here's the code I'm using to draw a texture: public static void drawTextureN(Texture texture, Vector2f position, Vector2f translation, Vector2f origin,Vector2f scale,float rotation, Color color, FlipState flipState) { texture.setTextureFilter(GL11.GL_NEAREST); color.bind(); texture.bind(); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST); GL11.glTranslatef((int)position.x, (int)position.y, 0); GL11.glTranslatef(-(int)translation.x, -(int)translation.y, 0); GL11.glRotated(rotation, 0f, 0f, 1f); GL11.glScalef(scale.x, scale.y, 1); GL11.glTranslatef(-(int)origin.x, -(int)origin.y, 0); float pixelCorrection = 0f; GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0,0); GL11.glVertex2f(0,0); GL11.glTexCoord2f(1,0); GL11.glVertex2f(texture.getTextureWidth(),0); GL11.glTexCoord2f(1,1); GL11.glVertex2f(texture.getTextureWidth(),texture.getTextureHeight()); GL11.glTexCoord2f(0,1); GL11.glVertex2f(0,texture.getTextureHeight()); GL11.glEnd(); GL11.glLoadIdentity(); } I tried a half pixel correction but it didn't make any sense because GL12.GL_CLAMP_TO_EDGE. I set pixelCorrection to 0, but it still wont work.

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  • GLSL, is it possible to offsetting vertices based on height map colour?

    - by Rob
    I am attempting to generate some terrain based upon a heightmap. I have generated a 32 x 32 grid and a corresponding height map - In my vertex shader I am trying to offset the position of the Y axis based upon the colour of the heightmap, white vertices being higher than black ones. //Vertex Shader Code #version 330 uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; uniform sampler2D heightmap; layout (location=0) in vec4 vertexPos; layout (location=1) in vec4 vertexColour; layout (location=3) in vec2 vertexTextureCoord; layout (location=4) in float offset; out vec4 fragCol; out vec4 fragPos; out vec2 fragTex; void main() { // Retreive the current pixel's colour vec4 hmColour = texture(heightmap,vertexTextureCoord); // Offset the y position by the value of current texel's colour value ? vec4 offset = vec4(vertexPos.x , vertexPos.y + hmColour.r, vertexPos.z , 1.0); // Final Position gl_Position = projectionMatrix * viewMatrix * modelMatrix * offset; // Data sent to Fragment Shader. fragCol = vertexColour; fragPos = vertexPos; fragTex = vertexTextureCoord; } However the code I have produced only creates a grid with none of the y vertices higher than any others.

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  • How I use RegExp in my Java program? [migrated]

    - by MIH1406
    I have the following string examples: 00001 1 12 123 00002 3 7 321 00003 99 23 332 00004 192 50 912 In a separate text file. Numbers are separated by tabs not spaces. I tried to read the file and print each line if it matches a given RegExp, but I could not find the suitable RegExp for these lines. private static void readFile() { String fileName = "processes.lst"; FileReader file = null; String result = ""; try { file = new FileReader(fileName); BufferedReader reader = new BufferedReader(file); String line = null; String regEx = "[0-9]\t[0-9]\t[0-9]\t[0-9]"; while((line = reader.readLine()) != null) { if(line.matches(regEx)) { result += "\n" + line; } } } catch(Exception e) { System.out.println(e.getMessage()); } finally { if(file != null) try { file.close(); } catch(Exception e) { System.out.println(e.getMessage()); } } System.out.println(result); } I ended up without any string being printed!!

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  • Why does my game loop speed vary on different platforms with the same hardware?

    - by Sri Harsha Chilakapati
    I've got a serious issue with my game loop. This loop varies in time with the platform and with the same hardware. This is a list of FPS achieved: - Windows ======= 140 to 150 - Linux ======= 120 to 125 - Windows(WINE) ======= 125 to 135 And since my game loop is fixed timestep, the speed of the game is not stable. Here's my game loop. public final void run() { // Initialize the resources Map.initMap(); initResources(); // Start the timer GTimer.startTimer(); GTimer.refresh(); long elapsedTime = 0; // The game loop while (running) { // Update the game update(elapsedTime); if (state == GameState.GAME_PLAYING) { Map.updateObjects(elapsedTime); } // Show or hide the cursor if (Global.HIDE_CURSOR) { setCursor(GInput.INVISIBLE_CURSOR); } else { setCursor(Cursor.getDefaultCursor()); } // Repaint the game and sync repaint(); elapsedTime = GTimer.sync(); Toolkit.getDefaultToolkit().sync(); } } The timer package How could I improve it?

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  • Rotate around the centre of the screen

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

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  • OpenGL: glGetError() returns invalid enum after call to glewInit()

    - by malymato
    I use GLEW and freeglut. For some reason, after a call to glewInit(), glGetError() returns error code 1280. Reinstalling the drivers didn't help. I tried to disable glewExperimental, it had no effect. Code worked before, but I am not aware of any changes I could possibly make. Here's my code: int main(int argc, char* argv[]) { GLenum GlewInitResult, res; InitWindow(argc, argv); res = glGetError(); // res = 0 glewExperimental = GL_TRUE; GlewInitResult = glewInit(); res = glGetError(); // res = 1280 glutMainLoop(); exit(EXIT_SUCCESS); } void InitWindow(int argc, char* argv[]) { glutInit(&argc, argv); glutInitContextVersion(4, 0); glutInitContextFlags(GLUT_FORWARD_COMPATIBLE); glutInitContextProfile(GLUT_CORE_PROFILE); glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS); glutInitWindowPosition(0, 0); glutInitWindowSize(CurrentWidth, CurrentHeight); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); WindowHandle = glutCreateWindow(WINDOW_TITLE); GLenum errorCheckValue = glGetError(); if (WindowHandle < 1) { fprintf(stderr, "ERROR: Could not create new rendering window.\n"); exit(EXIT_FAILURE); } glutReshapeFunc(ResizeFunction); glutDisplayFunc(RenderFunction); glutIdleFunc(IdleFunction); glutTimerFunc(0, TimerFunction, 0); glutCloseFunc(Cleanup); glutKeyboardFunc(KeyboardFunction); } Could someone tell me what I am doing wrong? Thanks.

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  • Scale a game object to Bounds

    - by Spikeh
    I'm trying to scale a lot of dynamically created game objects in Unity3D to the bounds of a sphere collider, based on the size of their current mesh. Each object has a different scale and mesh size. Some are bigger than the AABB of the collider, and some are smaller. Here's the script I've written so far: private void ScaleToCollider(GameObject objectToScale, SphereCollider sphere) { var currentScale = objectToScale.transform.localScale; var currentSize = objectToScale.GetMeshHierarchyBounds().size; var targetSize = (sphere.radius * 2); var newScale = new Vector3 { x = targetSize * currentScale.x / currentSize.x, y = targetSize * currentScale.y / currentSize.y, z = targetSize * currentScale.z / currentSize.z }; Debug.Log("{0} Current scale: {1}, targetSize: {2}, currentSize: {3}, newScale: {4}, currentScale.x: {5}, currentSize.x: {6}", objectToScale.name, currentScale, targetSize, currentSize, newScale, currentScale.x, currentSize.x); //DoorDevice_meshBase Current scale: (0.1, 4.0, 3.0), targetSize: 5, currentSize: (2.9, 4.0, 1.1), newScale: (0.2, 5.0, 13.4), currentScale.x: 0.125, currentSize.x: 2.869114 //RedControlPanelForAirlock_meshBase Current scale: (1.0, 1.0, 1.0), targetSize: 5, currentSize: (0.0, 0.3, 0.2), newScale: (147.1, 16.7, 25.0), currentScale.x: 1, currentSize.x: 0.03400017 objectToScale.transform.localScale = newScale; } And the supporting extension method: public static Bounds GetMeshHierarchyBounds(this GameObject go) { var bounds = new Bounds(); // Not used, but a struct needs to be instantiated if (go.renderer != null) { bounds = go.renderer.bounds; // Make sure the parent is included Debug.Log("Found parent bounds: " + bounds); //bounds.Encapsulate(go.renderer.bounds); } foreach (var c in go.GetComponentsInChildren<MeshRenderer>()) { Debug.Log("Found {0} bounds are {1}", c.name, c.bounds); if (bounds.size == Vector3.zero) { bounds = c.bounds; } else { bounds.Encapsulate(c.bounds); } } return bounds; } After the re-scale, there doesn't seem to be any consistency to the results - some objects with completely uniform scales (x,y,z) seem to resize correctly, but others don't :| Its one of those things I've been trying to fix for so long I've lost all grasp on any of the logic :| Any help would be appreciated!

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  • Why does this game loop stop my process from responding?

    - by Ben
    I implemented a fixed time step loop for my C# game. All it does at the moment is make a square bounce around the screen. The problem I'm having is that when I execute the program, I can't close it from the window's close button and the cursor is stuck on the "busy" icon. I have to go into Visual Studio and stop the program manually. Here's the loop at the moment: public void run() { int updates = 0; int frames = 0; double msPerTick = 1000.0 / 60.0; double threshhold = 0; long lastTime = getCurrentTime(); long lastTimer = getCurrentTime(); while (true) { long currTime = getCurrentTime(); threshhold += (currTime - lastTime) / msPerTick; lastTime = currTime; while (threshhold >= 1) { update(); updates++; threshhold -= 1; } this.Refresh(); frames++; if ((getCurrentTime() - lastTimer) >= 1000) { this.Text = updates + " updates and " + frames + " frames per second"; updates = 0; frames = 0; lastTimer += 1000; } } } Why is this happening?

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  • Updating physics for animated models

    - by Mathias Hölzl
    For a new game we have do set up a scene with a minimum of 30 bone animated models.(shooter) The problem is that the update process for the animated models takes too long. Thats what I do: Each character has ~30 bones and for every update tick the animation gets calculated and every bone fires a event with the new matrix. The physics receives the event with the new matrix and updates the collision shape for that bone. The time that it takes to build the animation isn't that bad (0.2ms for 30 Bones - 6ms for 30 models). But the main problem is that the physic engine (Bullet) uses a diffrent matrix for transformation and so its necessary to convert it. Code for matrix conversion: (~0.005ms) btTransform CLEAR_PHYSICS_API Mat_to_btTransform( Mat mat ) { btMatrix3x3 bulletRotation; btVector3 bulletPosition; XMFLOAT4X4 matData = mat.GetStorage(); // copy rotation matrix for ( int row=0; row<3; ++row ) for ( int column=0; column<3; ++column ) bulletRotation[row][column] = matData.m[column][row]; for ( int column=0; column<3; ++column ) bulletPosition[column] = matData.m[3][column]; return btTransform( bulletRotation, bulletPosition ); } The function for updating the transform(Physic): void CLEAR_PHYSICS_API BulletPhysics::VKinematicMove(Mat mat, ActorId aid) { if ( btRigidBody * const body = FindActorBody( aid ) ) { btTransform tmp = Mat_to_btTransform( mat ); body->setWorldTransform( tmp ); } } The real problem is the function FindActorBody(id): ActorIDToBulletActorMap::const_iterator found = m_actorBodies.find( id ); if ( found != m_actorBodies.end() ) return found->second; All physic actors are stored in m_actorBodies and thats why the updating process takes to long. But I have no idea how I could avoid this. Friendly greedings, Mathias

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  • Rhino Mocks, AssertWasCalled with Arg Constraint on array parameter

    - by Etienne Giust
    Today, I had a hard time unit testing a function to make sure a Method with some array parameters was called. Method to be called : void AddUsersToRoles(string[] usernames, string[] roleNames);   I had previously used Arg<T>.Matches on complex types in other unit tests, but for some reason I was unable to find out how to apply the same logic with an array of strings.   It is actually quite simple to do, T really is a string[], so we use Arg<string[]>. As for the Matching part, a ToList() allows us to leverage the lambda expression.   sut.PermissionServices.AssertWasCalled(                 l => l.AddUsersToRoles(                     Arg<string[]>.Matches(a => a.ToList().First() == UserId.ToString())                     ,Arg<string[]>.Matches(a => a.ToList().First() == expectedRole1 && a.ToList()[1] == expectedRole2)                     )                     );   Of course, iw we expect an array with 2 or more values, the math would be something like : a => a.ToList()[0] == value1 && a.ToList()[1] == value2    … etc.

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  • How to implement fast search on Azure Blob?

    - by Vicky
    I am done with writing the code to upload files (text files) to azure blob storage. Now I want to provide search based on text files content. For ex. If I search for "Hello" then the name of files that contains "Hello" words should appear in search result. Here my code to search class BlobSearch { static void Main(string[] args) { string searchText = "Hello"; CloudStorageAccount account = CloudStorageAccount.Parse(azureConString); CloudBlobClient blobClient = account.CreateCloudBlobClient(); CloudBlobContainer blobContainer = blobClient.GetContainerReference("MyBlobContainer"); blobContainer.FetchAttributes(); var blobItemList = blobContainer.ListBlobs(); foreach (var item in blobItemList) { string line = string.Empty; CloudBlockBlob blockBlob = blobContainer.GetBlockBlobReference(item.Uri.ToString()); if(blockBlob.Name.Contains(".txt")) { int lineno = 1; using (var stream = blockBlob.OpenRead()) { using (StreamReader reader = new StreamReader(stream)) { while ((line = reader.ReadLine()) != null) { if (line.IndexOf(searchText) != -1) { Console.WriteLine("Line : " + lineno +" => "+ blockBlob.Name); } lineno++; } } } } } Console.WriteLine("SEARCH COMPLETE"); Console.ReadLine(); } } Above code is working but it is too slow. Is there any way to do it faster or Can improve above code.

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  • Junit test bluej [closed]

    - by user1721929
    Can someone make a junit test of this? public class PersonName { int NumberNames(String wholename) { // store the name passed in to the method String testname=wholename; // initialize number of names found int numnames=0; // on each iteration remove one name while(testname.length()>numnames) { // take the "white space" from the beginning and end testname = testname.trim(); // determine the position of the first blank // .. end of the first word int posBlank= testname.indexOf(' '); // cut off word /** * it continues to the stop sign because that is where you commanded it to end */ testname=testname.substring(posBlank+1,testname.length()); // System.out.println(numnames); // System.out.println(testname); numnames++; System.out.println(testname); } return numnames; } public static void main(String args[]) { PersonName One= new PersonName(); System.out.println(One.NumberNames("Bobby")); System.out.println(One.NumberNames("Bobby Smith")); System.out.println(One.NumberNames("Bobby L. Smith")); System.out.println(One.NumberNames(" Bobby Paul Smith Jr. ")); } }

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  • Why are we as an industry not more technically critical of our peers? [closed]

    - by Jarrod Roberson
    For example: I still see people in 2011 writing blog posts and tutorials that promote setting the Java CLASSPATH at the OS environment level. I see people writing C and C++ tutorials dated 2009 and newer and the first lines of code are void main(). These are examples, I am not looking for specific answers to the above questions, but to why the culture of accepting sub-par knowledge in the industry is so rampant. I see people posting these same type of empirically wrong suggestions as answers on www.stackoverflow.com and they get lots of up votes and practically no down votes! The ones that get lots of down votes are usually from answering a question that wasn't asked because of lack of reading for comprehension skills, and not incorrect answers per se. Is our industry that ignorant as a whole, I can understand the internet in general being lazy, apathetic and un-informed but our industry should be more on top of things like this and way more critical of people that are promoting bad habits and out-dated techniques and information. If we are really an engineering discipline, why aren't people held to a higher standard as they are in other engineering disciplines? I want to know why people accept bad advice, poor practices as the norm and are not more critical of their peers in the software industry.?

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  • Applying effects to an existing program that uses BasicEffect

    - by Fibericon
    Using the finished product from the tutorial here. Is it possible to apply the grayscale effect from here: Making entire scene fade to grayscale Or would you basically have to rewrite everything? EDIT: It's doing something now, but the whole grayscale seems extremely blue. It's like I'm looking at it through dark blue sunglasses. Here's my draw function: protected override void Draw(GameTime gameTime) { device.SetRenderTarget(renderTarget); graphics.GraphicsDevice.Clear(Color.CornflowerBlue); //Drawing models, bullets, etc. device.SetRenderTarget(null); spriteBatch.Begin(0, BlendState.Additive, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, grayScale); Texture2D temp = (Texture2D)renderTarget; grayScale.Parameters["coloredTexture"].SetValue(temp); grayScale.CurrentTechnique = grayScale.Techniques["Grayscale"]; foreach (EffectPass pass in grayScale.CurrentTechnique.Passes) { pass.Apply(); } spriteBatch.Draw(temp, new Vector2(GraphicsDevice.PresentationParameters.BackBufferWidth/2, GraphicsDevice.PresentationParameters.BackBufferHeight/2), null, Color.White, 0f, new Vector2(renderTarget.Width/2, renderTarget.Height/2), 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } Another edit: figured out what I was doing wrong. I have Blendstate.Additive in the spriteBatch.Draw() call. It should be Blendstate.Opaque, or it literally tries to add the blank blue image to the grayscale image.

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  • Understanding Visitor Pattern

    - by Nezreli
    I have a hierarchy of classes that represents GUI controls. Something like this: Control-ContainerControl-Form I have to implement a series of algoritms that work with objects doing various stuff and I'm thinking that Visitor pattern would be the cleanest solution. Let take for example an algorithm which creates a Xml representaion of a hierarchy of objects. Using 'classic' approach I would do this: public abstract class Control { public virtual XmlElement ToXML(XmlDocument document) { XmlElement xml = document.CreateElement(this.GetType().Name); // Create element, fill it with attributes declared with control return xml; } } public abstract class ContainerControl : Control { public override XmlElement ToXML(XmlDocument document) { XmlElement xml = base.ToXML(document); // Use forech to fill XmlElement with child XmlElements return xml; } } public class Form : ContainerControl { public override XmlElement ToXML(XmlDocument document) { XmlElement xml = base.ToXML(document); // Fill remaining elements declared in Form class return xml; } } But I'm not sure how to do this with visitor pattern. This is the basic implementation: public class ToXmlVisitor : IVisitor { public void Visit(Form form) { } } Since even the abstract classes help with implementation I'm not sure how to do that properly in ToXmlVisitor. Perhaps there is a better solution to this problem. The reason that I'm considering Visitor pattern is that some algorithms will need references not available in project where the classes are implemented and there is a number of different algorithms so I'm avoiding large classes. Any thoughts are welcome.

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  • problem adding bumpmap to textured gluSphere in JOGL

    - by ChocoMan
    I currently have one texture on a gluSphere that represents the Earth being displayed perfectly, but having trouble figuring out how to implement a bumpmap as well. The bumpmap resides in "res/planet/earth/earthbump1k.jpg".Here is the code I have for the regular texture: gl.glTranslatef(xPath, 0, yPath + zPos); gl.glColor3f(1.0f, 1.0f, 1.0f); // base color for earth earthGluSphere = glu.gluNewQuadric(); colorTexture.enable(); // enable texture colorTexture.bind(); // bind texture // draw sphere... glu.gluDeleteQuadric(earthGluSphere); colorTexture.disable(); // texturing public void loadPlanetTexture(GL2 gl) { InputStream colorMap = null; try { colorMap = new FileInputStream("res/planet/earth/earthmap1k.jpg"); TextureData data = TextureIO.newTextureData(colorMap, false, null); colorTexture = TextureIO.newTexture(data); colorTexture.getImageTexCoords(); colorTexture.setTexParameteri(GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_LINEAR); colorTexture.setTexParameteri(GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST); colorMap.close(); } catch(IOException e) { e.printStackTrace(); System.exit(1); } // Set material properties gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_LINEAR); gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST); colorTexture.setTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_S); colorTexture.setTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_T); } How would I add the bumpmap as well to the same gluSphere?

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  • New way of integrating Openfeint in Cocos2d-x 0.12.0

    - by Ef Es
    I am trying to implement OpenFeint for Android in my cocos2d-x project. My approach so far has been creating a button that calls a static java method in class Bridge using jnihelper functions (jnihelper only accepts statics). Bridge has one singleton attribute of type OFAndroid, that is the class dynamically calling the Openfeint Api methods, and every method in the bridge just forwards it to the OFAndroid object. What I am trying to do now is to initialize the openfeint libraries in the main java class that is the one calling the static C++ libraries. My problem right now is that the initializing function void com.openfeint.api.OpenFeint.initialize(Context ctx, OpenFeintSettings settings, OpenFeintDelegate delegate) is not accepting the context parameter that I am giving him, which is a "this" reference to the main class. Main class extends from Cocos2dxActivity but I don't have any other that extends from Application. Any suggestions on fixing it or how to improve the architecture? EDIT: I am trying a new solution. Make the bridge class into an Application child, is called from Main object, initializes OpenFeint when created and it can call the OpenFeint functions instead of needing an additional class. The problem is I still get the error. 03-30 14:39:22.661: E/AndroidRuntime(9029): Caused by: java.lang.NullPointerException 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.content.ContextWrapper.getPackageManager(ContextWrapper.java:85) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.validateManifest(OpenFeintInternal.java:885) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.initializeWithoutLoggingIn(OpenFeintInternal.java:829) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.initialize(OpenFeintInternal.java:852) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.api.OpenFeint.initialize(OpenFeint.java:47) 03-30 14:39:22.661: E/AndroidRuntime(9029): at nurogames.fastfish.NuroFeint.onCreate(NuroFeint.java:23) 03-30 14:39:22.661: E/AndroidRuntime(9029): at nurogames.fastfish.FastFish.onCreate(FastFish.java:47) 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1069) 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2751)

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  • Deferred rendering with both Clockwise and CounterClockwise culling

    - by user1423893
    I have a deferred rendering system that works well with objects that appear solid and drawn using CounterClockwise culling. I have a problem with Clockwise culled objects that are supposed to represent hollow that display their inside faces only. The image below shows a CounterClockwise culled object (left) Clockwise culled object (right). The Clockwise culled object faces display what would be displayed on the CounterClockwise face. How can I get the lighting to light the inner faces for Clockwise culled objects and continue lighting the outer CounterClockwise faces as normal? My lighting method is below private void DeferredLighting(GameTime gameTime) { // Set the render target for the lights game.GraphicsDevice.SetRenderTarget(lightMap); // Clear the render target to (0, 0, 0, 0) game.GraphicsDevice.Clear(Color.Transparent); // Set the render states game.GraphicsDevice.BlendState = BlendState.Additive; game.GraphicsDevice.DepthStencilState = DepthStencilState.None; game.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; // Set sampler state to Point as the Surface type requires it in XNA 4.0 game.GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp; // Set the camera properties for all lights BaseLight.SetCameraProperties(game.ActiveCamera); // Draw the lights int numLights = lights.Count; for (int i = 0; i < numLights; ++i) { if (lights[i].Diffuse.W > 0f) { lights[i].Render(gameTime, ref normalMap, ref depthMap, ref sgrMap); } } // Resolve the render target game.GraphicsDevice.SetRenderTarget(null); } I have tried adjusting the render states but no combination works for both objects.

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  • Debugging Windows Service Timeout Error 1053

    - by Joe Mayo
    If you ever receive an Error 1053 for a timeout when starting a Windows Service you've written, the underlying problem might not have anything to do with a timeout.  Here's the error so you can compare it to what you're seeing: --------------------------- Services --------------------------- Windows could not start the Service1 service on Local Computer.   Error 1053: The service did not respond to the start or control request in a timely fashion. --------------------------- OK   --------------------------- Searching the Web for a solution to this error in your Windows Service will result in a lot of wasted time and advice that won't help.  Sometimes you might get lucky if your problem is exactly the same as someone else's, but this isn't always the case.  One of the solutions you'll see has to do with a known error on Windows Server 2003 that's fixed by a patch to the .NET Framework 1.1, which won't work.  As I write this blog post, I'm using the .NET Framework 4.0, which is a tad bit past that timeframe. Most likely, the basic problem is that your service is throwing an exception that you aren't handling.  To debug this, wrap your service initialization code in a try/catch block and log the exception, as shown below: using System; using System.Diagnostics; using System.ServiceProcess; namespace WindowsService { static class Program { static void Main() { try { ServiceBase[] ServicesToRun; ServicesToRun = new ServiceBase[] { new Service1() }; ServiceBase.Run(ServicesToRun); } catch (Exception ex) { EventLog.WriteEntry("Application", ex.ToString(), EventLogEntryType.Error); } } } } After you uninstall the old service, redeploy the service with modifications, and receive the same error message as above; look in the Event Viewer/Application logs.  You'll see what the real problem is, which is the underlying reason for the timeout. Joe

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