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  • How do I implement a "sliding out of / into" effect on a settings menu similar to that in Angry Birds?

    - by VictorB
    I'm trying to implement a settings menu component similar to that in Angry Birds - a button control that makes an options menu slide out of it and back into it when clicked on. I use scene2d.ui to build the UI components: a Button in a Table to implement the button control, a Table to implement the options menu, and a Stack to lay these out one on top of the other and at this moment I have the following behavior: When the user hits the button control for the first time, then the alpha of the table component is set to 1; When the user hits the button control the second time, then the alpha of the table component is set to 0; And so on. Any ideas how I can get the sliding out of and into effect on user clicks with libgdx? Similar to what Angry Birds provides. Maybe using the TweenEngine, actions, interpolations, combinations of these? Thanks in advance.

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  • Matrix loading problems with jbullet and lwjgl

    - by Quintin
    The following code does not load the matrix correctly from jbullet. //box is a RigidBody Transform trans = new Transform(); trans = box.getMotionState().getWorldTransform(trans); float[] matrix = new float[16]; trans.getOpenGLMatrix(matrix); // pass that matrix to OpenGL and render the cube FloatBuffer buffer = ByteBuffer.allocateDirect(4*16).asFloatBuffer().put(matrix); buffer.rewind(); glPushMatrix(); glMultMatrix(buffer); glBegin(GL_POINTS); glVertex3f(0,0,0); glEnd(); glPopMatrix(); the jbullet is configured as so: CollisionConfiguration = new DefaultCollisionConfiguration(); dispatcher = new CollisionDispatcher(collisionConfiguration); Vector3f worldAabbMin = new Vector3f(-10000,-10000,-10000); Vector3f worldAabbMax = new Vector3f(10000,10000,10000); AxisSweep3 overlappingPairCache = new AxisSweep3(worldAabbMin, worldAabbMax); SequentialImpulseConstraintSolver solver = new SequentialImpulseConstraintSolver(); dynamicWorld = new DiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration); dynamicWorld.setGravity(new Vector3f(0,-10,0)); dynamicWorld.getDispatchInfo().allowedCcdPenetration = 0f; CollisionShape groundShape = new BoxShape(new Vector3f(1000.f, 50.f, 1000.f)); Transform groundTransform = new Transform(); groundTransform.setIdentity(); groundTransform.origin.set(new Vector3f(0.f, -60.f, 0.f)); float mass = 0f; Vector3f localInertia = new Vector3f(0, 0, 0); DefaultMotionState myMotionState = new DefaultMotionState(groundTransform); RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, groundShape, localInertia); RigidBody body = new RigidBody(rbInfo); dynamicWorld.addRigidBody(body); dynamicWorld.clearForces(); Nothing is rendered on the screen. What am I doing wrong?

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  • Am I sending large amounts of data sensibly?

    - by Sofus Albertsen
    I am about to design a video conversion service, that is scalable on the conversion side. The architecture is as follows: Webpage for video upload When done, a message gets sent out to one of several resizing servers The server locates the video, saves it on disk, and converts it to several formats and resolutions The resizing server uploads the output to a content server, and messages back that the conversion is done. Messaging is something I have covered, but right now I am transferring via FTP, and wonder if there is a better way? is there something faster, or more reliable? All the servers will be sitting in the same gigabit switch or neighboring switch, so fast transfer is expected.

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  • How can I perform sentiment analysis on extracted text from online sources?

    - by aniket69
    I'm working on extracting the sentiment from YouTube comments, blogs, news content, Facebook wall posts, and Twitter feeds. I'm looking for an automated way to do this: the two third-party solutions I've found have been AlchemyAPI and RapidMiner. Are these the best way to approach this project, or should I be using something else? Is there a more efficient way to approach sentiment analysis? What techniques have worked for you in a project like this?

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  • Andengine. Put bullet to pool, when it leaves screen

    - by Ashot
    i'm creating a bullet with physics body. Bullet class (extends Sprite class) has die() method, which unregister physics connector, hide sprite and put it in pool public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } in onUpdate method of PhysicsConnector i executes die method, when sprite leaves screen physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); _bullet.die(); } } }; it works as i expected, but _bullet.die() executes TWICE. what i`m doing wrong and is it right way to hide sprites? here is full code of Bullet class (it is inner class of class that represents player) private class Bullet extends Sprite implements PhysicsConstants { private final Body body; private final PhysicsConnector physicsConnector; private final Bullet _bullet; private int id; public Bullet(float x, float y, ITextureRegion texture, VertexBufferObjectManager vertexBufferObjectManager) { super(x,y,texture,vertexBufferObjectManager); _bullet = this; id = bulletId++; body = PhysicsFactory.createCircleBody(mPhysicsWorld, this, BodyDef.BodyType.DynamicBody, bulletFixture); physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); Log.d("bulletDie",id+""); _bullet.die(); } } }; mPhysicsWorld.registerPhysicsConnector(physicsConnector); $this.getParent().attachChild(this); } public void reset() { final float angle = canon.getRotation(); final float x = (float) ((Math.cos(MathUtils.degToRad(angle))*radius) + centerX) / PIXEL_TO_METER_RATIO_DEFAULT; final float y = (float) ((Math.sin(MathUtils.degToRad(angle))*radius) + centerY) / PIXEL_TO_METER_RATIO_DEFAULT; this.setVisible(true); this.setIgnoreUpdate(false); body.setActive(true); mPhysicsWorld.registerPhysicsConnector(physicsConnector); body.setTransform(new Vector2(x,y),0); } public Body getBody() { return body; } public void setLinearVelocity(Vector2 velocity) { body.setLinearVelocity(velocity); } public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } }

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  • Is there any complications or side effects for changing final field access/visibility modifier from private to protected?

    - by Software Engeneering Learner
    I have a private final field in one class and then I want to address that field in a subclass. I want to change field access/visibility modifier from private to protected, so I don't have to call getField() method from subclass and I can instead address that field directly (which is more clear and cohessive). Will there be any side effects or complications if I change private to protected for a final field? UPDATE: from logical point of view, it's obvious that descendant should be able to directly access all predecessor fields, right? But there are certain constraints that are imposed on private final fields by JVM, like 100% initialization guarantee after construction phase(useful for concurrency) and so on. So I would like to know, by changing from private to protected, won't that or any other constraints be compromised?

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  • When attaching AI to a vehicle should I define all steps or try Line of Sight?

    - by ThorDivDev
    This problem is related to an intersection simulation I am building for university. I will try to make it as general as possible. I am trying to assign AI to a vehicle using the JMonkeyEngine platform. AIGama_JmonkeyEngine explains that if you wish to create a car that follows a path you can define the path in steps. If there was no physics attached whatsoever then all you need to do is define the x,y,z values of where you want the object to appear in all subsequent steps. I am attaching the vehicleControl that implements jBullet. In this case the author mentions that I would need to define the steering and accelerating behaviors at each step. I was trying to use ghost controls that represented waypoints and when on colliding the car would decide what to do next like stopping at a red light. This didn't work so well. Car doesn't face right. public void update(float tpf) { Vector3f currentPos = aiVehicle.getPhysicsLocation(); Vector3f baseforwardVector = currentPos.clone(); Vector3f forwardVector; Vector3f subsVector; if (currentState == ObjectState.Running) { aiVehicle.accelerate(-800); } else if (currentState == ObjectState.Seeking) { baseforwardVector = baseforwardVector.normalize(); forwardVector = aiVehicle.getForwardVector(baseforwardVector); subsVector = pointToSeek.subtract(currentPos.clone()); System.out.printf("baseforwardVector: %f, %f, %f\n", baseforwardVector.x, baseforwardVector.y, baseforwardVector.z); System.out.printf("subsVector: %f, %f, %f\n", subsVector.x, subsVector.y, subsVector.z); System.out.printf("ForwardVector: %f, %f, %f\n", forwardVector.x, forwardVector.y, forwardVector.z); if (pointToSeek != null && pointToSeek.x + 3 >= currentPos.x && pointToSeek.x - 3 <= currentPos.x) { aiVehicle.steer(0.0f); aiVehicle.accelerate(-40); } else if (pointToSeek != null && pointToSeek.x > currentPos.x) { aiVehicle.steer(-0.5f); aiVehicle.accelerate(-40); } else if (pointToSeek != null && pointToSeek.x < currentPos.x) { aiVehicle.steer(0.5f); aiVehicle.accelerate(-40); } } else if (currentState == ObjectState.Stopped) { aiVehicle.accelerate(0); aiVehicle.brake(40); } }

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  • Where are the values of java.library.path being set?

    - by lmestre
    This one could be a WebLogic Server question, but this post is general for any java environment.We were getting  at the very beginning  java library path something like this: /home/lmestre/jdk1.6/jre/lib/amd64/server:/home/lmestre/jdk1.6/jre/lib/amd64:/home/lmestre/jdk1.6/jre/../lib/amd64So, the question was: Where WebLogic Server is setting java.library.path?I never found the answer, so why don't we try to try to answerWhere the JVM is setting java.library.path?public class LibraryPathPrinter {   public static void main(String[] args) {       String javaLibraryPath= System.getProperty("java.library.path");       System.out.println("java.library.path "+javaLibraryPath );   }}after a simplejavac LibraryPathPrinter.javaand then an easyjava LibraryPathPrintervoila!The program printed something like thisjava.library.path  /home/lmestre/jdk1.6/jre/lib/amd64/server:/home/lmestre/jdk1.6/jre/lib/amd64:/home/lmestre/jdk1.6/jre/../lib/amd64So the JVM was the culprit.Enjoy!

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  • which is better performance, using a disposable local variable or reusing a global one?

    - by petervaz
    This is for an android game. Suppose I have a function that is called several times for second and do some calculations involving an arraylist (or any other complex objects for what matter). Which approach would be preffered? local: private void doStuff(){ ArrayList<Type> XList = new ArrayList<Type>(); // do stuff with list } global: private ArrayList<Type> XList = new ArrayList<Type>(); private void doStuff(){ XList.clear(); // do stuff with list }

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  • LibGDX - Textures rendering at wrong position

    - by ACluelessGuy
    Update 2: Let me further explain my problem since I think that i didn't make it clear enough: The Y-coordinates on the bottom of my screen should be 0. Instead it is the height of my screen. That means the "higher" i touch/click the screen the less my y-coordinate gets. Above that the origin is not inside my screen, atleast not the 0 y-coordinate. Original post: I'm currently developing a tower defence game for fun by using LibGDX. There are places on my map where the player is or is not allowed to put towers on. So I created different ArrayLists holding rectangles representing a tile on my map. (towerPositions) for(int i = 0; i < map.getLayers().getCount(); i++) { curLay = (TiledMapTileLayer) map.getLayers().get(i); //For all Cells of current Layer for(int k = 0; k < curLay.getWidth(); k++) { for(int j = 0; j < curLay.getHeight(); j++) { curCell = curLay.getCell(k, j); //If there is a actual cell if(curCell != null) { tileWidth = curLay.getTileWidth(); tileHeight = curLay.getTileHeight(); xTileKoord = tileWidth*k; yTileKoord = tileHeight*j; switch(curLay.getName()) { //If layer named "TowersAllowed" picked case "TowersAllowed": towerPositions.add(new Rectangle(xTileKoord, yTileKoord, tileWidth, tileHeight)); // ... AND SO ON If the player clicks on a "allowed" field later on he has the opportunity to build a tower of his coice via a menu. Now here is the problem: The towers render, but they render at wrong position. (They appear really random on the map, no certain pattern for me) for(Rectangle curRect : towerPositions) { if(curRect.contains(xCoord, yCoord)) { //Using a certain tower in this example (left the menu out if(gameControl.createTower("towerXY")) { //RenderObject is just a class holding the Texture and x/y coordinates renderList.add(new RenderObject(new Texture(Gdx.files.internal("TowerXY.png")), curRect.x, curRect.y)); } } } Later on i render it: game.batch.begin(); for(int i = 0; i < renderList.size() ; i++) { game.batch.draw(renderList.get(i).myTexture, renderList.get(i).x, renderList.get(i).y); } game.batch.end(); regards

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  • Object desing problem for simple school application

    - by Aragornx
    I want to create simple school application that provides grades,notes,presence,etc. for students,teachers and parents. I'm trying to design objects for this problem and I'm little bit confused - because I'm not very experienced in class designing. Some of my present objects are : class PersonalData() { private String name; private String surename; private Calendar dateOfBirth; [...] } class Person { private PersonalData personalData; } class User extends Person { private String login; private char[] password; } class Student extends Person { private ArrayList<Counselor> counselors = new ArrayList<>(); } class Counselor extends Person { private ArrayList<Student> children = new ArrayList<>(); } class Teacher extends Person { private ArrayList<ChoolClass> schoolClasses = new ArrayList<>(); private ArrayList<Subject> subjects = new ArrayList<>(); } This is of course a general idea. But I'm sure it's not the best way. For example I want that one person could be a Teacher and also a Parent(Counselor) and present approach makes me to have two Person objects. I want that user after successful logging in get all roles that it has (Student or Teacher or (Teacher & Parent) ). I think I should make and use some interfaces but I'm not sure how to do this right. Maybe like this: interface Role { } interface TeacherRole implements Role { void addGrade( Student student, Grade grade, [...] ); } class Teacher implements TeacherRole { private Person person; [...] } class User extends Person{ ArrayList<Role> roles = new ArrayList<>(); } Please if anyone could help me to make this right or maybe just point me to some literature/article that covers practical objects design.

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  • Multidimensional multiple-choice knapsack problem: find a feasible solution

    - by Onheiron
    My assignment is to use local search heuristics to solve the Multidimensional multiple-choice knapsack problem, but to do so I first need to find a feasible solution to start with. Here is an example problem with what I tried so far. Problem R1 R2 R3 RESOUCES : 8 8 8 GROUPS: G1: 11.0 3 2 2 12.0 1 1 3 G2: 20.0 1 1 3 5.0 2 3 2 G3: 10.0 2 2 3 30.0 1 1 3 Sorting strategies To find a starting feasible solution for my local search I decided to ignore maximization of gains and just try to fit the resources requirements. I decided to sort the choices (strategies) in each group by comparing their "distance" from the multidimensional space origin, thus calculating SQRT(R1^2 + R2^2 + ... + RN^2). I felt like this was a keen solution as it somehow privileged those choices with resouce usages closer to each other (e.g. R1:2 R2:2 R3:2 < R1:1 R2:2 R3:3) even if the total sum is the same. Doing so and selecting the best choice from each group proved sufficent to find a feasible solution for many[30] different benchmark problems, but of course I knew it was just luck. So I came up with the problem presented above which sorts like this: R1 R2 R3 RESOUCES : 8 8 8 GROUPS: G1: 12.0 1 1 3 < select this 11.0 3 2 2 G2: 20.0 1 1 3 < select this 5.0 2 3 2 G3: 30.0 1 1 3 < select this 10.0 2 2 3 And it is not feasible because the resources consmption is R1:3, R2:3, R3:9. The easy solution is to pick one of the second best choices in group 1 or 2, so I'll need some kind of iteration (local search[?]) to find the starting feasible solution for my local search solution. Here are the options I came up with Option 1: iterate choices I tried to find a way to iterate all the choices with a specific order, something like G1 G2 G3 1 1 1 2 1 1 1 2 1 1 1 2 2 2 1 ... believeng that feasible solutions won't be that far away from the unfeasible one I start with and thus the number of iterations will keep quite low. Does this make any sense? If yes, how can I iterate the choices (grouped combinations) of each group keeping "as near as possibile" to the previous iteration? Option 2: Change the comparation term I tried to think how to find a better variable to sort the choices on. I thought at a measure of how "precious" a resource is based on supply and demand, so that an higer demand of a more precious resource will push you down the list, but this didn't help at all. Also I thought there probably isn't gonna be such a comparsion variable which assures me a feasible solution at first strike. I there such a variable? If not, is there a better sorting criteria anyways? Option 3: implement any known sub-optimal fast solving algorithm Unfortunately I could not find any of such algorithms online. Any suggestion?

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  • How to stop reducing life? [closed]

    - by SystemNetworks
    CODE Input input = gc.getInput(); int xpos = Mouse.getX(); int ypos = Mouse.getY(); emu = "Enemy Life : " + enemyLife; Life = "Your Life Is" + life; Mousepos = "X:" + xpos + "Y:" + ypos; //test test1 = "Test INT" + test1int; if(!repeatStop) { //if this button is press, the damage will add up. When //pressed fight, it would start reducing the enemy health. if(input.isKeyPressed(Input.KEY_1)) { test1int += 1; } } if((xpos>1007 &xpos<1297)&&(ypos>881 && ypos<971)) { //Fight button if(Mouse.isButtonDown(0)){ finishTurn=true; } } //fight has started if(finishTurn==true) { //this would reduce the enemy life if(floodControl1==false) { enemyLife-=test1int; } //PROBLEM: Does not stop reducing! //the below code was not successful. It did not stop it // from reducing further. if(test1int>10) { floodControl1=true; } } QUESTION: Ok now, this is what is does. When I press the key, 1, it adds up the damage to the enemy. When I press fight, It will then start to reduce the enemy's health. Now my problem is, it kept on reducing and deducting it until negative! How do I deduct it to my desired damage (My desired damage is the one when press key 1)?

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  • Bitmap rotation jitter around pivot

    - by Manderin87
    I am working on a asteriods clone and I have the ship graphic loaded as a 96x96 bitmap. When the player rotates the ship I rotate the bitmap by degree (float). rotation function: if(m_Matrix == null) { m_Matrix = new Matrix(); } else { m_Matrix.reset(); } m_Matrix.setRotate(degree, m_BaseImage.getWidth() / 2, m_BaseImage.getHeight() / 2); m_RotatedImage = Bitmap.createBitmap(m_BaseImage, 0, 0, m_BaseImage.getWidth(), m_BaseImage.getHeight(), m_Matrix, true); draw function: m_Paint.setAntiAlias(true); m_Paint.setFilterBitmap(true); m_Paint.setDither(true); canvas.drawBitmap(m_RotatedImage, (int) posX - m_RotatedImage.getWidth() / 2, (int) posY - m_RotatedImage.getHeight() / 2, m_Paint); When the bitmap is drawn, the bitmap jitters slightly around the pivot. Can anyone fix or tell me why the bitmap is jittering around the pivot? It needs to be smooth.

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  • Collision Detection within Player/Enemy Class

    - by user1264811
    I'm making a 2D platform game. Right now I'm just working on making a very generic Player class. I'm wondering if it would be more efficient/better practice to have an ActionListener within the Player class to detect collisions with Enemy objects (also have an ActionListener) or to handle all the collisions in the main world. Furthermore, I'm thinking ahead about how I will handle collisions with the platforms themselves. I've looked into the double boolean arrays to see which tiles players can go to and which they can't. I don't understand how to use this class and the player class at the same time. Thank you.

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  • The input doesn't recognize that I release the key?

    - by joapet99
    I'm creating a window (JOptionPane), in response to a collision. However, if the player is holding a key down when the window pops up, the input doesn't trigger a key release when the key is released. I don't think you can just check it with a isRelease function in the input, since the input is kind of corrupt. Can you help me? The way I check if the key is down: if(input.isKeyDown(Input.KEY_A)&& TestLevel.isFighting == false){ if(owner.canMoveLeft){ position.x -= speed * delta; } } I am not handling the key release by myself, but if I check if the key is down it should work. But it doesn't.

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  • How to choose between Tell don't Ask and Command Query Separation?

    - by Dakotah North
    The principle Tell Don't Ask says: you should endeavor to tell objects what you want them to do; do not ask them questions about their state, make a decision, and then tell them what to do. The problem is that, as the caller, you should not be making decisions based on the state of the called object that result in you then changing the state of the object. The logic you are implementing is probably the called object’s responsibility, not yours. For you to make decisions outside the object violates its encapsulation. A simple example of "Tell, don't Ask" is Widget w = ...; if (w.getParent() != null) { Panel parent = w.getParent(); parent.remove(w); } and the tell version is ... Widget w = ...; w.removeFromParent(); But what if I need to know the result from the removeFromParent method? My first reaction was just to change the removeFromParent to return a boolean denoting if the parent was removed or not. But then I came across Command Query Separation Pattern which says NOT to do this. It states that every method should either be a command that performs an action, or a query that returns data to the caller, but not both. In other words, asking a question should not change the answer. More formally, methods should return a value only if they are referentially transparent and hence possess no side effects. Are these two really at odds with each other and how do I choose between the two? Do I go with the Pragmatic Programmer or Bertrand Meyer on this?

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  • Should I implement an interface directly or have the superclass do it?

    - by c_maker
    Is there a difference between public class A extends AbstractB implements C {...} versus... public class A extends AbstractB {...} AbstractB implements C {...} I understand that in both cases, class A will end up conforming to the interface. In the second case, AbstractB can provide implementation for interface methods in C. Is that the only difference? If I do NOT want to provide an implementation for any of the interface methods in AbstractB, which style should I be using? Does using one or the other have some hidden 'documentation' purpose?

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  • Do threads delete themselves?

    - by Prog
    Let's say I was working on a Swing application. Most of it is run on the EDT using SwingUtilities.invokeLater() inside the main method, because I heard (please correct me if I'm wrong) that that's what you need to do with Swing. However, some parts of it shouldn't run on the EDT. These parts are parts that take long to complete (I assume that this is because long tasks on the EDT will interfere with GUI stuff the EDT should be doing, and thus these kinds of tasks should be run on parallel, on a different thread. Is this assumption correct?) To do this, when I need to perform a task that takes long to complete and thus can't be run on the EDT like the rest of the program, I create a new thread and run that task inside it. My question is: When the run() method of that new thread finishes, aka the thread finished it's job. Does it delete itself? Or does it keep existing in the memory?

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  • Algorithms for Data Redundancy and Failover for distributed storage system?

    - by kennetham
    I'm building a distributed storage system that works with different storage sizes. For instance, my storage devices have sizes of 50GB, 70GB, 150GB, 250GB, 1000GB, 5 storage systems in one system. My application will store any files to the storage system. Question: How can I build a distributed storage with the idea of data redundancy and fail-over to store documents, videos, any type of files at the same time ensuring that should one of any storage devices fail, there would be another copy of these files on another storage device. However, the concern is, 50GB of storage can only store this maximum number of files as compared to 70GB, 150GB etc. With one storage in mind, bringing 5 storage systems like a cloud storage, is there any logical way to distribute or store the files through my application? How do I ensure data redundancy through different storage sizes? Is there any algorithm to collate multiple blob files into a single file archive? What is the best solution for one cloud storage with multiple different storage sizes? I open this topic with the objective of discussing the best way to implement this idea, assuming simplicity, what are the issues of this implementation, performance measurements and discussion of the limitations.

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  • How do I combine the two methods of cryptography, CBC cipher block and Vingenere Chiper [on hold]

    - by Bangpe
    Code Vingenere static String encrypt(String text, final String key) { String res = ""; text = text.toUpperCase(); for (int i = 0, j = 0; i < text.length(); i++) { char c = text.charAt(i); if (c < 'A' || c > 'Z') continue; res += (char)((c + key.charAt(j) - 2 * 'A') % 26 + 'A'); j = ++j % key.length(); } return res; } Code CBC Chiper public CbcBlockCipher( BlockCipher blockCipher ) { super( blockCipher.keySize(), blockCipher.blockSize() ); this.blockCipher = blockCipher; iv = new byte[blockSize()]; zeroBlock( iv ); temp = new byte[blockSize()]; }

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  • Why do I get a blinking screen when running lwjgl?

    - by SystemNetworks
    I didn't have any errors. But When I run my lwjgl game, it gives me a blinking screen. Here is the code: package L1F3; import org.lwjgl.opengl.Display; import org.lwjgl.opengl.DisplayMode; import org.lwjgl.LWJGLException; import static org.lwjgl.opengl.GL11.*; public class Main { public static void main(String[] args) { try { Display.setDisplayMode(new DisplayMode(640, 480)); Display.setTitle("A fresh display!"); Display.create(); } catch (LWJGLException e) { e.printStackTrace(); Display.destroy(); System.exit(1); } while(!Display.isCloseRequested()) { Display.update(); } Display.destroy(); System.exit(0); } } How do I stop the blinking screen? I was thinking its my framerate. I deleted Display.sync but it still gives me all white and black. Last time it didn't give me a blinking screen. EDIT When I remove Display.update() , it gives me a perfect screen, no blinking or no white. Will my game work without it? I can also close it perfectly.

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  • How to model an address type in DDD?

    - by Songo
    I have an User entity that has a Set of Address where Address is a value object: class User{ ... private Set<Address> addresses; ... public setAddresses(Set<Address> addresses){ //set all addresses as a batch } ... } A User can have a home address and a work address, so I should have something that acts as a look up in the database: tbl_address_type ------------------------------------------------ | address_type_id | address_type | ------------------------------------------------ | 1 | work | ------------------------------------------------ | 2 | home | ------------------------------------------------ and correspondingly tbl_address ------------------------------------------------------------------------------------- | address_id | address_description |address_type_id| user_id | ------------------------------------------------------------------------------------- | 1 | 123 main street | 1 | 100 | ------------------------------------------------------------------------------------- | 2 | 456 another street | 1 | 100 | ------------------------------------------------------------------------------------- | 3 | 789 long street | 2 | 200 | ------------------------------------------------------------------------------------- | 4 | 023 short street | 2 | 200 | ------------------------------------------------------------------------------------- Should the address type be modeled as an Entity or Value type? and Why? Is it OK for the Address Value object to hold a reference to the Entity AdressType (in case it was modeled as an entity)? Is this something feasible using Hibernate/NHibernate? If a user can change his home address, should I expose a User.updateHomeAddress(Address homeAddress) function on the User entity itself? How can I enforce that the client passes a Home address and not a work address in this case? (a sample implementation is most welcomed) If I want to get the User's home address via User.getHomeAddress() function, must I load the whole addresses array then loop it and check each for its type till I found the correct type then return it? Is there a more efficient way than this?

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  • Best Practice: What can be the hashCode() method implementation if custom field used in equals() method are null?

    - by goodspeed
    What is the best practice to return a value for hashCode() method if custom field used in equals are null ? I have a situation, where equals() override is implemented using custom fields. Usually it it is better to override hashCode() also using that custom fields used in equals(). But if all the custom fields used in equals() are null, then what would be the best implementation for hashCode()? Example: class Person { private String firstName; private String lastName; public String getFirstName() { return firstName; } public String getLastName() { return lastName; } @Override public boolean equals(Object object) { boolean result = false; if (object == null || object.getClass() != getClass()) { result = false; } else { Person person = (Person) object; if (this.firstName == person.getFirstName() && this.lastName == tiger.getLastName()) { result = true; } } return result; } @Override public int hashCode() { int hash = 3; if(this.firstName == null || this.lastName == null) { // <b>What is the best practice here, </b> // <b>is return super.hashCode() better ?</b> } hash = 7 * hash + this.firstName.hashCode(); hash = 7 * hash + this.lastName.hashCode(); return hash; } } is it required to check for null in hashCode() ? If yes, what should be returned if custom values are null ?

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  • Really weird GL Behaviour, uniform not "hitting" proper mesh? LibGdx

    - by HaMMeReD
    Ok, I got some code, and you select blocks on a grid. The selection works. I can modify the blocks to be raised when selected and the correct one shows. I set a color which I use in the shader. However, I am trying to change the color before rendering the geometry, and the last rendered geometry (in the sequence) is rendered light. However, to debug logic I decided to move the block up and make it white, in which case one block moves up and another block becomes white. I checked all my logic and it knows the correct one is selected and it is showing in, in the correct place and rendering it correctly. When there is only 1 it works properly. Video Of the bug in action, note how the highlighted and elevated blocks are not the same block, however the code for color and My Renderer is here (For the items being drawn) public void render(Renderer renderer) { mGrid.render(renderer, mGameState); for (Entity e:mGameEntities) { UnitTypes ut = UnitTypes.valueOf((String)e.getObject(D.UNIT_TYPE.ordinal())); if (ut == UnitTypes.Soldier) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.texture_soldier.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); if (mSelectedEntities.contains(e)) { mEntityMatrix.translate(pos.x, 1f, pos.y); renderer.testShader.setUniformf("v_color", 0.5f,0.5f,0.5f,1f); } else { mEntityMatrix.translate(pos.x, 0f, pos.y); renderer.testShader.setUniformf("v_color", 1f,1f,1f,1f); } mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_soldier.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } else if (ut == UnitTypes.Enemy_Infiltrator) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.testShader.setUniformf("v_color", 1.0f,1,1,1.0f); renderer.texture_enemy_infiltrator.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); mEntityMatrix.translate(pos.x, 0f, pos.y); mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_enemy_infiltrator.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } } }

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