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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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  • 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 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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  • 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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  • 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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  • 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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  • Android game scrolling background

    - by Stevanicus
    Hi There, I'm just trying to figure out the best approach for running a scolling background on an android device. The method I have so far.... its pretty laggy. I use threads, which I believe is not the best bet for android platforms @Override public void run() { // Game Loop while(runningThread){ //Scroll background down bgY += 1; try { this.postInvalidate(); t.sleep(10); } catch (Exception e) { // TODO Auto-generated catch block e.printStackTrace(); } } } where postinvalidate in the onDraw function simply pushings the background image down canvas.drawBitmap(backgroundImage, bgX, bgY, null); Thanks in advance

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  • Android real time multiplayer over LAN

    - by Heigo
    I've developed several games for the android platform and now planning to create my first multiplayer game. What I have in mind is basically just a 2-player game witch you can play with 2 phones over local area connection/WiFi. Both phones need to be able to pass 3 integer values to the other phone in real time. So far I have considered using Socket's, but before I dig into it too deep I wanted to ask if there might be a better approach? Thanks!

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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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  • 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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  • LibGDX onTouch() method kill on touch

    - by johnny-b
    How can I add this on my application. i want to use the onTouch() method from the implementation of the InputProcessor to kill the enemies on screen. how do i do that? do i have to do anything to the enemy class? please help Thank you M @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { return false; } here is my enemy class public class Bullet extends Sprite { private Vector2 velocity; private float lifetime; public Bullet(float x, float y) { velocity = new Vector2(0, 0); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); velocity.x += dx * delta; velocity.y += dy * delta; } } i am rendering all graphics in a GameRender class and a gameworld class if you need more info please let me know Thank you

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  • Grid collision - finding the location of an entity in each box

    - by Gregg1989
    I am trying to implement grid-based collision in a 2d game with moving circles. The canvas is 400x400 pixels. Below you can see the code for my Grid class. What I want it to do is check inside which box the entities are located and then run a collision check if there are 2 or more entities in the same box. Right now I do not know how to find the position of an entity in a specific box. I know there are many tutorials online, but I haven't been able to find an answer to my question, because they are either written in C/C++ or use the 2d array approach. Code snippets and other help is greatly appreciated. Thanks. public class Grid { ArrayList<ArrayList<Entity>> boxes = new ArrayList<>(); double boxSize = 40; double boxesAmount = 10; ... ... public void checkBoxLocation(ArrayList<Entity> entities) { for (int i = 0; i < entities.size(); i++) { // Get top left coordinates of each entity double entityLeft = entities.get(i).getLayoutX() - entities.get(i).getRadius(); double entityTop = entities.get(i).getLayoutY() + entities.get(i).getRadius(); // Divide coordinate by box size to find the approximate location of the entity for (int j = 0; j < boxesAmount; j++) { //Select each box if ((entityLeft / boxSize <= j + 0.7) && (entityLeft / boxSize >= j)) { if ((entityTop / boxSize <= j + 0.7) && (entityTop / boxSize >= j)) { holdingBoxes.get(j).add(entities.get(i)); System.out.println("Entity " + entities.get(i) + " added to box " + j); } } } } } }

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  • Common Substring of two strings

    - by Chander Shivdasani
    This particular interview-question stumped me: Given two Strings S1 and S2. Find the longest Substring which is a Prefix of S1 and suffix of S2. Through Google, I came across the following solution, but didnt quite understand what it was doing. public String findLongestSubstring(String s1, String s2) { List<Integer> occurs = new ArrayList<>(); for (int i = 0; i < s1.length(); i++) { if (s1.charAt(i) == s2.charAt(s2.length()-1)) { occurs.add(i); } } Collections.reverse(occurs); for(int index : occurs) { boolean equals = true; for(int i = index; i >= 0; i--) { if (s1.charAt(index-i) != s2.charAt(s2.length() - i - 1)) { equals = false; break; } } if(equals) { return s1.substring(0,index+1); } } return null; }

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  • Lwjgl camera causing movement to be mirrored

    - by pangaea
    I'm having a problem in that everything is rendered and the movement is fine. However, everything seems to be mirrored. In the sense that the TriangleMob should move towards me, but it doesn't instead it mirrors my action. I move forward the TriangleMob moves backwards. I move left, it moves right. I move backwards, it moves forward. The code works if I do this glPushMatrix(); glTranslatef(-position.x, -position.y, -position.z); glCallList(objectDisplayList); glPopMatrix(); However, I'm scared this will cause a problem later on. I suppose the code works. However, shouldn't the call be glPushMatrix(); glTranslatef(position.x, position.y, position.z); glCallList(objectDisplayList); glPopMatrix(); I think the problem could be caused by how I'm doing the camera, which is this glLoadIdentity(); glRotatef(player.getRotation().x, 1.0f, 0.0f, 0.0f); glRotatef(player.getRotation().y, 0.0f, 1.0f, 0.0f); glRotatef(player.getRotation().z, 0.0f, 0.0f, 1.0f); glTranslatef(player.getPosition().x, player.getPosition().y, player.getPosition().z);

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  • using NetBeans for rotate a figure in a label [migrated]

    - by user134812
    I was reading this post: http://forums.netbeans.org/post-8864.html and what I have done so far is to make a jFrame in NetBeans, on it I have drawn a jPanel and inisde the panel I have drawn a jLabel on it and use the icon property to put an image on it; until now all is so far so good. I would like to make a program that everytime I click on the figure it rotates it to the right. Actually I have found the following code: public class RotateImage extends JPanel{ // Declare an Image object for us to use. Image image; // Create a constructor method public RotateImage(){ super(); // Load an image to play with. image = Toolkit.getDefaultToolkit().getImage("Duke_Blocks.gif"); } public void paintComponent(Graphics g){ Graphics2D g2d=(Graphics2D)g; // Create a Java2D version of g. g2d.translate(170, 0); // Translate the center of our coordinates. g2d.rotate(1); // Rotate the image by 1 radian. g2d.drawImage(image, 0, 0, 200, 200, this); } but for what I see this code is for making the panel and other components from scratch, for my purposes it is not so good because I need to put several figures on my jFrame. Could somebody can give me a hint how to do this?

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  • How to dynamically override a method in an object

    - by Ace Takwas
    If this is possible, how can I change what a method does after I might have created an instance of that class and wish to keep the reference to that object but override a public method in it's class' definition? Here's my code: package time_applet; public class TimerGroup implements Runnable{ private Timer hour, min, sec; private Thread hourThread, minThread, secThread; public TimerGroup(){ hour = new HourTimer(); min = new MinuteTimer(); sec = new SecondTimer(); } public void run(){ hourThread.start(); minThread.start(); secThread.start(); } /*Please pay close attention to this method*/ private Timer activateHourTimer(int start_time){ hour = new HourTimer(start_time){ public void run(){ while (true){ if(min.changed)//min.getTime() == 0) changeTime(); } } }; hourThread = new Thread(hour); return hour; } private Timer activateMinuteTimer(int start_time){ min = new MinuteTimer(start_time){ public void run(){ while (true){ if(sec.changed)//sec.getTime() == 0) changeTime(); } } }; minThread = new Thread(min); return min; } private Timer activateSecondTimer(int start_time){ sec = new SecondTimer(start_time); secThread = new Thread(sec); return sec; } public Timer addTimer(Timer timer){ if (timer instanceof HourTimer){ hour = timer; return activateHourTimer(timer.getTime()); } else if (timer instanceof MinuteTimer){ min = timer; return activateMinuteTimer(timer.getTime()); } else{ sec = timer; return activateSecondTimer(timer.getTime()); } } } So for example in the method activateHourTimer(), I would like to override the run() method of the hour object without having to create a new object. How do I go about that?

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  • Mahout - Clustering - "naming" the cluster elements

    - by Mark Bramnik
    I'm doing some research and I'm playing with Apache Mahout 0.6 My purpose is to build a system which will name different categories of documents based on user input. The documents are not known in advance and I don't know also which categories do I have while collecting these documents. But I do know, that all the documents in the model should belong to one of the predefined categories. For example: Lets say I've collected a N documents, that belong to 3 different groups : Politics Madonna (pop-star) Science fiction I don't know what document belongs to what category, but I know that each one of my N documents belongs to one of those categories (e.g. there are no documents about, say basketball among these N docs) So, I came up with the following idea: Apply mahout clustering (for example k-mean with k=3 on these documents) This should divide the N documents to 3 groups. This should be kind of my model to learn with. I still don't know which document really belongs to which group, but at least the documents are clustered now by group Ask the user to find any document in the web that should be about 'Madonna' (I can't show to the user none of my N documents, its a restriction). Then I want to measure 'similarity' of this document and each one of 3 groups. I expect to see that the measurement for similarity between user_doc and documents in Madonna group in the model will be higher than the similarity between the user_doc and documents about politics. I've managed to produce the cluster of documents using 'Mahout in Action' book. But I don't understand how should I use Mahout to measure similarity between the 'ready' cluster group of document and one given document. I thought about rerunning the cluster with k=3 for N+1 documents with the same centroids (in terms of k-mean clustering) and see whether where the new document falls, but maybe there is any other way to do that? Is it possible to do with Mahout or my idea is conceptually wrong? (example in terms of Mahout API would be really good) Thanks a lot and sorry for a long question (couldn't describe it better) Any help is highly appreciated P.S. This is not a home-work project :)

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  • Help with Meshes, and Shading

    - by Brian Diehr
    In a game I'm making in LibGdx, I wish to incorporate a ripple effect. I'm confused as to how I get access to the individual pixels on the screen, or any way to influence them (apart from what I can do with sprite batch). I have my suspicions that I have to do it through openGL, and it has something to do with apply a mesh? This brings me to my question, what exactly is a mesh? I've been working on my game for about half a year, and am doing great with the other aspects of the game, but I find this more advance stuff isn't as well documented. Thanks!

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  • Pattern for loading and handling resources

    - by Enoon
    Many times there is the need to load external resources into the program, may they be graphics, audio samples or text strings. Is there a patten for handling the loading and the handling of such resources? For example: should I have a class that loads all the data and then call it everytime I need the data? As in: GraphicsHandler.instance().loadAllData() ...//and then later: draw(x,y, GraphicsHandler.instance().getData(WATER_IMAGE)) //or maybe draw(x,y, GraphicsHandler.instance().WATER_IMAGE) Or should I assign each resource to the class where it belongs? As in (for example, in a game): Graphics g = GraphicsLoader.load(CHAR01); Character c = new Character(..., g); ... c.draw(); Generally speaking which of these two is the more robust solution? GraphicsHandler.instance().getData(WATER_IMAGE) //or GraphicsHandler.instance().WATER_IMAGE //a constant reference

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  • Handling commands or events that wait for an action to be completed afterwards

    - by virulent
    Say you have two events: Action1 and Action2. When you receive Action1, you want to store some arbitrary data to be used the next time Action2 rolls around. Optimally, Action1 is normally a command however it can also be other events. The idea is still the same. The current way I am implementing this is by storing state and then simply checking when Action2 is called if that specific state is there. This is obviously a bit messy and leads to a lot of redundant code. Here is an example of how I am doing that, in pseudocode form (and broken down quite a bit, obviously): void onAction1(event) { Player = event.getPlayer() Player.addState("my_action_to_do") } void onAction2(event) { Player = event.getPlayer() if not Player.hasState("my_action_to_do") { return } // Do something } When doing this for a lot of other actions it gets somewhat ugly and I wanted to know if there is something I can do to improve upon it. I was thinking of something like this, which wouldn't require passing data around, but is this also not the right direction? void onAction1(event) { Player = event.getPlayer() Player.onAction2(new Runnable() { public void run() { // Do something } }) } If one wanted to take it even further, could you not simply do this? void onPlayerEnter(event) { // When they join the server Player = event.getPlayer() Player.onAction1(new Runnable() { public void run() { // Now wait for action 2 Player.onAction2(new Runnable() { // Do something }) } }, true) // TRUE would be to repeat the event, // not remove it after it is called. } Any input would be wonderful.

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  • Minecraft Coding Pack: Stair block texture

    - by JamerTheProgrammer
    I have MCP setup and working nicely. I would like to make another stair block. I have copied the wooden stair block file and then pasted it and renamed it BlahStairBlock. I'm trying to set a texture for the stair block but it wont work. public int getBlockTextureFromSide(int side) { if(i==side) { // Workshop top return 43; } return blockIndexInTexture; } This is what I'm using to set the texture.... It just isn't working. Any ideas of why?

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  • Netbeans 7.0.1 installed but won't run

    - by Dave M G
    I installed Netbeans 7.0.1, and I've made sure to install all the JDKs and JREs I could find. It installed without errors. I also saw this question and made sure I followed all the instructions there as well. I never got any error messages of any kind. So far as I know, it installed okay. However, when I try to run Netbeans, I get no response. If I run it from the command line, after about 30 seconds, the prompt just comes back. There's no error message of any kind to let me know what's wrong. $ /bin/sh "/home/dave/netbeans-7.0.1/bin/netbeans" $ What's the issue, and how do I get Netbeans to run?

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  • How can I make a character move forward in a certain direction?

    - by Shaun Wild
    I have an entity class which is updated every game tick. Let's just assume said entity moves forward constantly. What i want to know is, how can i make it so that i can give an angle to a function and it will make my entity move in that direction. let's say for example moveForward(90); Would make my character move to the right, or for example declaring my rotation as a global Integer: moveForward(rotation); rotation++; Would make my entity move around in a small circle, I assume this includes some kind of vector math, which I haven't done any studying on so a brief explanation of that if it's necessary would be nice. I would appreciate a small code snippet and an explanation I can analyze, thanks in advanced :)

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  • How to store multiple requirements with OR and AND?

    - by Cano
    Well I'm working on a personal project that needs to check if a user has met certain requirements, and they come in a form of Requirement: [c1 OR c2] AND [d1 OR d2] Requirement: [c1 AND c2] OR [d1 AND d2] Requirement: c1 AND any dn(n can be any integer) I'm just not sure how to store these sorts of requirements, I'm thinking of using another object to hold c1,c2,d1,d2....dn and OR, but that seems like a roundabout way of doing things. Is there a better method?

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  • Should I create inner class here or leave as is?

    - by AndroidNoob
    Folks, I have two separate classes. One of them makes http requests/receives response to/from a server and the second one converts received JSON objects into my models (separate classes). I'm thinking it would be an idea to include this class for data converting as an inner class of my first class. Wouldn't my first class be extra big because of it and I need to leave everything as is or this is a good common practice to behave like that?

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