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  • Having a generic data type for a database table column, is it "good" practice?

    - by Yanick Rochon
    I'm working on a PHP project where some object (class member) may contain different data type. For example : class Property { private $_id; // (PK) private $_ref_id; // the object reference id (FK) private $_name; // the name of the property private $_type; // 'string', 'int', 'float(n,m)', 'datetime', etc. private $_data; // ... // ..snip.. public getters/setters } Now, I need to perform some persistence on these objects. Some properties may be a text data type, but nothing bigger than what a varchar may hold. Also, later on, I need to be able to perform searches and sorting. Is it a good practice to use a single database table for this (ie. is there a non negligible performance impact)? If it's "acceptable", then what could be the data type for the data column?

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  • IsNullOrEmpty generic method for Array to avoid Re-Sharper warning

    - by Michael Freidgeim
    I’ve used the following extension method in many places. public static bool IsNullOrEmpty(this Object[] myArr) { return (myArr == null || myArr.Length == 0); }Recently I’ve noticed that Resharper shows warning covariant array conversion to object[] may cause an exception for the following codeObjectsOfMyClass.IsNullOrEmpty()I’ve resolved the issue by creating generic extension method public static bool IsNullOrEmpty<T>(this T[] myArr) { return (myArr == null || myArr.Length == 0); }Related linkshttp://connect.microsoft.com/VisualStudio/feedback/details/94089/add-isnullorempty-to-array-class    public static bool IsNullOrEmpty(this System.Collections.IEnumerable source)        {            if (source == null)                return true;            else            {                return !source.GetEnumerator().MoveNext();            }        }http://stackoverflow.com/questions/8560106/isnullorempty-equivalent-for-array-c-sharp

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  • The practical cost of swapping effects

    - by sebf
    Hello, I use XNA for my projects and on those forums I sometimes see references to the fact that swapping an effect for a mesh has a relatively high cost, which surprises me as I thought to swap an effect was simply a case of copying the replacement shader program to the GPU along with appropriate parameters. I wondered if someone could explain exactly what is costly about this process? And put, if possible, 'relatively' into context? For example say I wanted to use a short shader to help with picking, I would: Change the effect on every object, calculting a unique color to identify it and providing it to the shader. Draw all the objects to a render target in memory. Get the color from the target and use it to look up the selected object. What portion of the total time taken to complete that process would be spent swapping the shaders? My instincts would say that rendering the scene again, no matter how simple the shader, would be an order of magnitude slower than any other part of the process so why all the concern over effects?

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  • Would like some help in understanding rendering geometry vs textures

    - by Anon
    So I was just pondering whether it is more taxing on the GPU to render geometry or a texture. What I'm trying to see is whether there is a huge difference in rendering two scenes with the same setup: Scene 1: Example Object: A dirt road (nothing else) Geometry: Detailed road, with all the bumps, cracks and so forth done in the mesh Scene 2: Example Object: A dirt road (nothing else) Geometry: A simple mesh, in a form of a road, but in this case maps and textures are simulating cracks, bumps, etc... So of these two, which one is likely to tax the hardware more? Or is it not a like for like comparison? What would be the best way of doing something like this? Go heavy on the textures? Or have a blend of both?

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  • Requriing static class setter to be called before Constructor, bad design?

    - by roverred
    I have a class, say Foo, and every instance of Foo will need and contain the same List object, myList. Since every class instance will share the same List Object, I thought it would be good to make myList static and use a static function to set myList before the constructor is called. I was wondering if this was bad, because this requires the setter to be called before the constructor. If the person doesn't, the program will crash. Alternative way would be passing myList every time. Thanks.

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  • SEO Secrets - On-Page Competition Analysis

    SEO Competition Analysis--in order to be complete, must always be undertaken in two equally important steps. Step One, is the Off-Page Competition Analysis. Step Two, is the On-Page Competition Analysis. This article will cover the the second step--in the context of assessing your competitors' websites. On-Page Elements--As evident from the term, these are the website qualities that can be found within the web pages of your competitors site.

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  • Pretty URL in ADF Faces of JDeveloper 11.1.2.2

    - by Frank Nimphius
    Many features planned for Oracle JDeveloper 12c find their way into current releases of Oracle JDeveloper 11g R1 and JDeveloper 11g R2. One example of such a feature is "pretty URL" - or "clean URL" as the Oracle JDeveloper 11g R2 (11.1.2.2) documentation puts it. "A.2.3.24 Clean URLs Historically, ADF Faces has used URL parameters to hold information, such as window IDs and state. However, URL parameters can prevent search engines from recognizing when URLs are actually the same, and therefore interfere with analytics. URL parameters can also interfere with bookmarking. By default, ADF Faces removes URL parameters using the HTML5 History Management API. If that API is unavailable, then session cookies are used.You can also manually configure how URL parameters are removed using the context parameter oracle.adf.view.rich.prettyURL.OPTIONS. Set the parameter to off so that no parameters are removed. Set the parameter to useHistoryApi to only use the HTML5 History Management API. If a browser does not support this API, then no parameters will be removed. Set the parameter to useCookies to use session cookies to remove parameters. If the browser does not support cookies, then no parameters will be removed." See: http://docs.oracle.com/cd/E26098_01/web.1112/e16181/ap_config.htm#ADFUI12856 So basically, what this part in the documentation says is: In JDeveloper 11g R2 (11.1.2.2), Oracle ADF Faces automatically removes its internally used dynamic parameters from the URL You can influence the setting with the prettyURL.OPTIONS context option, which however is not recommended you to do because the default behavior is able to detect if the browser client supports HTML 5 History management or not. In the latter case it the uses a session cookie and if this doesn't work, falls back to the "old" URL parameter adding. The information that is not so explicit and clearly mentioned in the documentation is that this is only for ADF Faces parameters (such as _afrLoop, Adf-Window-Id, etc.), but not the ADF controller token (_adf.ctrl-state)! Removing the ADF controller token is an enhancement request that will be implemented in Oracle JDeveloper 12c

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  • Motivation and use of move constructors in C++

    - by Giorgio
    I recently have been reading about move constructors in C++ (see e.g. here) and I am trying to understand how they work and when I should use them. As far as I understand, a move constructor is used to alleviate the performance problems caused by copying large objects. The wikipedia page says: "A chronic performance problem with C++03 is the costly and unnecessary deep copies that can happen implicitly when objects are passed by value." I normally address such situations by passing the objects by reference, or by using smart pointers (e.g. boost::shared_ptr) to pass around the object (the smart pointers get copied instead of the object). What are the situations in which the above two techniques are not sufficient and using a move constructor is more convenient?

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  • Why enumerator structs are a really bad idea (redux)

    - by Simon Cooper
    My previous blog post went into some detail as to why calling MoveNext on a BCL generic collection enumerator didn't quite do what you thought it would. This post covers the Reset method. To recap, here's the simple wrapper around a linked list enumerator struct from my previous post (minus the readonly on the enumerator variable): sealed class EnumeratorWrapper : IEnumerator<int> { private LinkedList<int>.Enumerator m_Enumerator; public EnumeratorWrapper(LinkedList<int> linkedList) { m_Enumerator = linkedList.GetEnumerator(); } public int Current { get { return m_Enumerator.Current; } } object System.Collections.IEnumerator.Current { get { return Current; } } public bool MoveNext() { return m_Enumerator.MoveNext(); } public void Reset() { ((System.Collections.IEnumerator)m_Enumerator).Reset(); } public void Dispose() { m_Enumerator.Dispose(); } } If you have a look at the Reset method, you'll notice I'm having to cast to IEnumerator to be able to call Reset on m_Enumerator. This is because the implementation of LinkedList<int>.Enumerator.Reset, and indeed of all the other Reset methods on the BCL generic collection enumerators, is an explicit interface implementation. However, IEnumerator is a reference type. LinkedList<int>.Enumerator is a value type. That means, in order to call the reset method at all, the enumerator has to be boxed. And the IL confirms this: .method public hidebysig newslot virtual final instance void Reset() cil managed { .maxstack 8 L_0000: nop L_0001: ldarg.0 L_0002: ldfld valuetype [System]System.Collections.Generic.LinkedList`1/Enumerator<int32> EnumeratorWrapper::m_Enumerator L_0007: box [System]System.Collections.Generic.LinkedList`1/Enumerator<int32> L_000c: callvirt instance void [mscorlib]System.Collections.IEnumerator::Reset() L_0011: nop L_0012: ret } On line 0007, we're doing a box operation, which copies the enumerator to a reference object on the heap, then on line 000c calling Reset on this boxed object. So m_Enumerator in the wrapper class is not modified by the call the Reset. And this is the only way to call the Reset method on this variable (without using reflection). Therefore, the only way that the collection enumerator struct can be used safely is to store them as a boxed IEnumerator<T>, and not use them as value types at all.

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  • Emaroo 1.4.0 Released

    - by WeigeltRo
    Emaroo is a free utility for browsing most recently used (MRU) lists of various applications. Quickly open files, jump to their folder in Windows Explorer, copy their path - all with just a few keystrokes or mouse clicks. tl;dr: Emaroo 1.4.0 is out, go download it on www.roland-weigelt.de/emaroo   Why Emaroo? Let me give you a few examples. Let’s assume you have pinned Emaroo to the first spot on the task bar so you can start it by hitting Win+1. To start one of the most recently used Visual Studio solutions you type Win+1, [maybe arrow key down a few times], Enter This means that you can start the most recent solution simply by Win+1, Enter What else? If you want to open an Explorer window at the file location of the solution, you type Ctrl+E instead of Enter.   If you know that the solution contains “foo” in its name, you can type “foo” to filter the list. Because this is not a general purpose search like e.g. the Search charm, but instead operates only on the MRU list of a single application, you usually have to type only a few characters until you can press Enter or Ctrl+E.   Ctrl+C copies the file path of the selected MRU item, Ctrl+Shift+C copies the directory If you have several versions of Visual Studio installed, the context menu lets you open a solution in a higher version.   Using the context menu, you can open a Visual Studio solution in Blend. So far I have only mentioned Visual Studio, but Emaroo knows about other applications, too. It remembers the last application you used, you can change between applications with the left/right arrow or accelerator keys. Press F1 or click the Emaroo icon (the tab to the right) for a quick reference. Which applications does Emaroo know about? Emaroo knows the MRU lists of Visual Studio 2008/2010/2012/2013 Expression Blend 4, Blend for Visual Studio 2012, Blend for Visual Studio 2013 Microsoft Word 2007/2010/2013 Microsoft Excel 2007/2010/2013 Microsoft PowerPoint 2007/2010/2013 Photoshop CS6 IrfanView (most recently used directories) Windows Explorer (directories most recently typed into the address bar) Applications that are not installed aren’t shown, of course. Where can I download it? On the Emaroo website: www.roland-weigelt.de/emaroo Have fun!

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  • WCF web service with Neural Network

    - by Gary Frank
    I am developing a web service that performs object recognition. It will be available for testing as soon as enough code has been developed, and then officially when it is finished. It is based on a radically new type of artificial neural network that I designed. Its goal is to recognize any type of object within an image. Besides the WCF web service, the project will also create a website to test and demonstrate the web service. Here is a link with more information. http://www.indiegogo.com/VOR

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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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  • WebLogic Server internal server error [migrated]

    - by Abhinav Pandey
    When I deployed a project in Apache Tomcat 6.0 it is working fine. When I deployed a same project in WebLogic Server 10.3 it's showing an error: Error 500--Internal Server Error javax.servlet.ServletException: [HTTP:101249][weblogic.servlet.internal.WebAppServletContext@ae43b8 - appName: '_appsdir_ab_dir', name: 'ab', context-path: '/ab', spec-version: 'null']: Servlet class FirstServlet for servlet FirstServlet could not be loaded because the requested class was not found in the classpath . java.lang.UnsupportedClassVersionError: FirstServlet : Unsupported major.minor version 51.0.

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  • Why does creating dynamic bodies in JBox2D freeze my app?

    - by Amplify91
    My game hangs/freezes when I create dynamic bullet objects with Box2D and I don't know why. I am making a game where the main character can shoot bullets by the user tapping on the screen. Each touch event spawns a new FireProjectileEvent that is handled properly by an event queue. So I know my problem is not trying to create a new body while the box2d world is locked. My bullets are then created and managed by an object pool class like this: public Projectile getProjectile(){ for(int i=0;i<mProjectiles.size();i++){ if(!mProjectiles.get(i).isActive){ return mProjectiles.get(i); } } return mSpriteFactory.createProjectile(); } mSpriteFactory.createProjectile() leads to the physics component of the Projectile class creating its box2d body. I have narrowed the issue down to this method and it looks like this: public void create(World world, float x, float y, Vec2 vertices[], boolean dynamic){ BodyDef bodyDef = new BodyDef(); if(dynamic){ bodyDef.type = BodyType.DYNAMIC; }else{ bodyDef.type = BodyType.STATIC; } bodyDef.position.set(x, y); mBody = world.createBody(bodyDef); PolygonShape dynamicBox = new PolygonShape(); dynamicBox.set(vertices, vertices.length); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = dynamicBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.0f; mBody.createFixture(fixtureDef); mBody.setFixedRotation(true); } If the dynamic parameter is set to true my game freezes before crashing, but if it is false, it will create a projectile exactly how I want it just doesn't function properly (because a projectile is not a static object). Why does my program fail when I try to create a dynamic object at runtime but not when I create a static one? I have other dynamic objects (like my main character) that work fine. Any help would be greatly appreciated. This is a screenshot of a method profile I did: Especially notable is number 8. I'm just still unsure what I'm doing wrong. Other notes: I am using JBox2D 2.1.2.2. (Upgraded from 2.1.2.1 to try to fix this problem) When the application freezes, if I hit the back button, it appears to move my game backwards by one update tick. Very strange.

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  • vector collision on polygon in 3d space detection/testing?

    - by LRFLEW
    In the 3d fps in java I'm working on, I need a bullet to be fired and to tell if it hit someone. All visual objects in the game are defined through OpenGL, so the object it can be colliding with can be any drawable polygon (although they will most likely be triangles and rectangles anyways). The bullet is not an object, but will be treated as a vector that instantaneously moves all the way across the map (like the snipper riffle in Halo). What's the best way to detect/test collisions with the polygon and the vector. I have access to OpenCL, however I have absolutely no experience with it. I am very early in the developmental stage, so if you think there's a better way of going about this, feel free to tell me (I barley have a player model to collide with anyways, so I'm flexible with it). Thanks

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  • "Imprinting" as a language feature?

    - by MKO
    Idea I had this idea for a language feature that I think would be useful, does anyone know of a language that implements something like this? The idea is that besides inheritance a class can also use something called "imprinting" (for lack of better term). A class can imprint one or several (non-abstract) classes. When a class imprints another class it gets all it's properties and all it's methods. It's like the class storing an instance of the imprinted class and redirecting it's methods/properties to it. A class that imprints another class therefore by definition also implements all it's interfaces and it's abstract class. So what's the point? Well, inheritance and polymorphism is hard to get right. Often composition gives far more flexibility. Multiple inheritance offers a slew of different problems without much benefits (IMO). I often write adapter classes (in C#) by implementing some interface and passing along the actual methods/properties to an encapsulated object. The downside to that approach is that if the interface changes the class breaks. You also you have to put in a lot of code that does nothing but pass things along to the encapsulated object. A classic example is that you have some class that implements IEnumerable or IList and contains an internal class it uses. With this technique things would be much easier Example (c#) [imprint List<Person> as peopleList] public class People : PersonBase { public void SomeMethod() { DoSomething(this.Count); //Count is from List } } //Now People can be treated as an List<Person> People people = new People(); foreach(Person person in people) { ... } peopleList is an alias/variablename (of your choice)used internally to alias the instance but can be skipped if not needed. One thing that's useful is to override an imprinted method, that could be achieved with the ordinary override syntax public override void Add(Person person) { DoSomething(); personList.Add(person); } note that the above is functional equivalent (and could be rewritten by the compiler) to: public class People : PersonBase , IList<Person> { private List<Person> personList = new List<Person>(); public override void Add(object obj) { this.personList.Add(obj) } public override int IndexOf(object obj) { return personList.IndexOf(obj) } //etc etc for each signature in the interface } only if IList changes your class will break. IList won't change but an interface that you, someone in your team, or a thirdparty has designed might just change. Also this saves you writing a whole lot of code for some interfaces/abstract classes. Caveats There's a couple of gotchas. First we, syntax must be added to call the imprinted classes's constructors from the imprinting class constructor. Also, what happends if a class imprints two classes which have the same method? In that case the compiler would detect it and force the class to define an override of that method (where you could chose if you wanted to call either imprinted class or both) So what do you think, would it be useful, any caveats? It seems it would be pretty straightforward to implement something like that in the C# language but I might be missing something :) Sidenote - Why is this different from multiple inheritance Ok, so some people have asked about this. Why is this different from multiple inheritance and why not multiple inheritance. In C# methods are either virtual or not. Say that we have ClassB who inherits from ClassA. ClassA has the methods MethodA and MethodB. ClassB overrides MethodA but not MethodB. Now say that MethodB has a call to MethodA. if MethodA is virtual it will call the implementation that ClassB has, if not it will use the base class, ClassA's MethodA and you'll end up wondering why your class doesn't work as it should. By the terminology sofar you might already confused. So what happens if ClassB inherits both from ClassA and another ClassC. I bet both programmers and compilers will be scratching their heads. The benefit of this approach IMO is that the imprinting classes are totally encapsulated and need not be designed with multiple inheritance in mind. You can basically imprint anything.

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  • Data Binding to Attached Properties

    - by Chris Gardner
    Originally posted on: http://geekswithblogs.net/freestylecoding/archive/2013/06/14/data-binding-to-attached-properties.aspx When I was working on my C#/XAML game framework, I discovered I wanted to try to data bind my sprites to background objects. That way, I could update my objects and the draw functionality would take care of the work for me. After a little experimenting and web searching, it appeared this concept was an impossible dream. Of course, when has that ever stopped me? In my typical way, I started to massively dive down the rabbit hole. I created a sprite on a canvas, and I bound it to a background object. <Canvas Name="GameField" Background="Black"> <Image Name="PlayerStrite" Source="Assets/Ship.png" Width="50" Height="50" Canvas.Left="{Binding X}" Canvas.Top="{Binding Y}"/> </Canvas> Now, we wire the UI item to the background item. public MainPage() { this.InitializeComponent(); this.Loaded += StartGame; }   void StartGame( object sender, RoutedEventArgs e ) { BindingPlayer _Player = new BindingPlayer(); _Player.X = Window.Current.Bounds.Height - PlayerSprite.Height; _Player.X = ( Window.Current.Bounds.Width - PlayerSprite.Width ) / 2.0; } Of course, now we need to actually have our background object. public class BindingPlayer : INotifyPropertyChanged { private double m_X; public double X { get { return m_X; } set { m_X = value; NotifyPropertyChanged(); } }   private double m_Y; public double Y { get { return m_Y; } set { m_Y = value; NotifyPropertyChanged(); } }   public event PropertyChangedEventHandler PropertyChanged; protected void NotifyPropertyChanged( [CallerMemberName] string p_PropertyName = null ) { if( PropertyChanged != null ) PropertyChanged( this, new PropertyChangedEventArgs( p_PropertyName ) ); } } I fired this baby up, and my sprite was correctly positioned on the screen. Maybe the sky wasn't falling after all. Wouldn't it be great if that was the case? I created some code to allow me to move the sprite, but nothing happened. This seems odd. So, I start debugging the application and stepping through code. Everything appears to be working. Time to dig a little deeper. After much profanity was spewed, I stumbled upon a breakthrough. The code only looked like it was working. What was really happening is that there was an exception being thrown in the background thread that I never saw. Apparently, the key call was the one to PropertyChanged. If PropertyChanged is not called on the UI thread, the UI thread ignores the call. Actually, it throws an exception and the background thread silently crashes. Of course, you'll never see this unless you're looking REALLY carefully. This seemed to be a simple problem. I just need to marshal this to the UI thread. Unfortunately, this object has no knowledge of this mythical UI Thread in which we speak. So, I had to pull the UI Thread out of thin air. Let's change our PropertyChanged call to look this. public event PropertyChangedEventHandler PropertyChanged; protected void NotifyPropertyChanged( [CallerMemberName] string p_PropertyName = null ) { if( PropertyChanged != null ) Windows.ApplicationModel.Core.CoreApplication.MainView.CoreWindow.Dispatcher.RunAsync( Windows.UI.Core.CoreDispatcherPriority.Normal, new Windows.UI.Core.DispatchedHandler( () => { PropertyChanged( this, new PropertyChangedEventArgs( p_PropertyName ) ); } ) ); } Now, we raised our notification on the UI thread. Everything is fine, people are happy, and the world moves on. You may have noticed that I didn't await my call to the dispatcher. This was intentional. If I am trying to update a slew of sprites, I don't want thread being hung while I wait my turn. Thus, I send the message and move on. It is worth nothing that this is NOT the most efficient way to do this for game programming. We'll get to that in another blog post. However, it is perfectly acceptable for a business app that is running a background task that would like to notify the UI thread of progress on a periodic basis. It is worth noting that this code was written for a Windows Store App. You can do the same thing with WP8 and WPF. The call to the marshaler changes, but it is the same idea.

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  • Getting isometric grid coordinates from standard X,Y coordinates

    - by RoryHarvey
    I'm currently trying to add sprites to an isometric Tiled TMX map using Objects in cocos2d. The problem is the X and Y metadata from TMX object are in standard 2d format (pixels x, pixels y), instead of isometric grid X and Y format. Usually you would just divide them by the tile size, but isometric needs some sort of transform. For example on a 64x32 isometric tilemap of size 40 tiles by 40 tiles an object at (20,21)'s coordinates come out as (640,584) So the question really is what formula gets (20,21) from (640,584)?

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  • The performance implications of IEnumerable vs. IQueryable

    It all started innocently enough. I was implementing a "Older Posts/Newer Posts" feature for my new web site and was writing code like this:IEnumerable<Post> FilterByCategory(IEnumerable<Post> posts, string category) {  if( !string.IsNullOrEmpty(category) ) { return posts.Where(p => p.Category.Contains(category)); }}...  var posts = FilterByCategory(db.Posts, category);  int count = posts.Count();... The "db" was an EF object context object, but it could just as...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • The performance implications of IEnumerable vs. IQueryable

    It all started innocently enough. I was implementing a "Older Posts/Newer Posts" feature for my new web site and was writing code like this:IEnumerable<Post> FilterByCategory(IEnumerable<Post> posts, string category) {  if( !string.IsNullOrEmpty(category) ) { return posts.Where(p => p.Category.Contains(category)); }}...  var posts = FilterByCategory(db.Posts, category);  int count = posts.Count();... The "db" was an EF object context object, but it could just as...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Making an efficient collision detection system

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

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  • Should I forward the a call to .Equals onto .Equals<T>?

    - by Jaimal Chohan
    So, I've got you bog standard c# object, overriding Equalsand implementing IEquatable public override int GetHashCode() { return _name.GetHashCode(); } public override bool Equals(object obj) { return Equals(obj as Tag) } #region IEquatable<Tag> Members public bool Equals(Tag other) { if (other == null) return false; else return _name == other._name; } #endregion Now, for some reason, I used to think that forwarding the calls from Equals into Equals was bad, no idea why, perhaps I read it a long time ago, anyway I'd write separate (but logically same) code for each method. Now I think forwarding Equals to Equals is okay, for obvious reasons, but for the life me I can't remember why I thought it wasn't before. Any thoughts?

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  • EaseFunction in LoopEntityModifier

    - by Siddharth
    For my game, I need EaseFunction in LoopEntityModifier. In my game, I am rotating ball over certain object. For giving effect I want to use EaseFunction. I want to rotate ball around an object take around 4 to 5 round that was already rotating but I want add some effect so that it looks good. For this I have to use EaseFunction which suits my needs. But if I put EaseFunction in rotation modifier then each round rotation modifier apply an effect of EaseFunction that I want only one time occur either starting or ending time. So if I can able to provide EaseFunction in LoopEntityModifier then it will good for me or something similar also work for me. At present my code is something similar like this. new LoopEntityModifier(new RotationModifier(...)); I hope someone has some idea on this.

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