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  • Is it safe to convert Windows file paths to Unix file paths with a simple replace?

    - by MxyL
    So for example say I had it so that all of my files will be transferred from a windows machine to a unix machine as such: C:\test\myFile.txt to {somewhere}/test/myFile.txt (drive letter is irrelevant at this point). Currently, our utility library that we wrote ourselves provides a method that does a simple replace of all back slashes with forward slashes: public String normalizePath(String path) { return path.replaceAll("\\", "/"); } Slashes are reserved and cannot be part of a file name, so the directory structure should be preserved. However, I'm not sure if there are other complications between windows and unix paths that I may need to worry about (eg: non-ascii names, etc)

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  • what's best language to mate with Adobe Flex-based GUI for math crunching?

    - by gkdsp
    Hi, I'm not a software expert but need to outsource a web-based scientific GUI application, and I'm considering Adobe Flex. My math routines are currently in Javascript and C/C+. Having no experience with Flex, was hoping someone could help me understand what options are available for performing (preferably fast and efficient) CLIENT-side calculations. That is, can Flex interact with Javascript and/or C easily? If not, is actionscript or other language preferred? Downsides/tradeoffs? Need functions like LOG10, LN, SQRT, and would be nice to also have the error function (ERF) and complementary error function (ERFC), although I may be able to derive these last two from more basic functions if necessary. Thanks!

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  • Changing DisplayMode seems not to update Input&Graphic Dimension

    - by coding.mof
    I'm writing a small game using Slick and Nifty-GUI. At the program startup I set the DisplayMode using the following lines: AppGameContainer app = new ... app.setDisplayMode( 800, 600, false ); app.start(); I wrote a Nifty-ScreenController for my settings dialog in which the user can select the desired DisplayMode. When I try to set the new DisplayMode within this controller class the game window gets resized correctly but the Graphics and Input objects aren't updated accordingly. Therefore my rendering code just uses a part of the new window. I tried to set different DisplayModes in the main method to test if it's generally possible to invoke this method multiple times. It seems that changing the DisplayMode only works before I call app.start(). Furthermore I tried to update the Graphics & Input object manually but the init and setDimensions methods are package private. :( Does someone know what I'm doing wrong and how to change the DisplayMode correctly?

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  • how should I design Objects around this business requirement?

    - by brainydexter
    This is the business requirement: " A Holiday Package (e.g. New York NY Holiday Package) can be offered in different ways based on the Origin city: From New Delhi to NY From Bombay to NY NY itself ( Land package ) (Bold implies default selection) a. and b. User can fly from either New Delhi or Bombay to NY. c. NY is a Land package, where a user can reach NY by himself and is a standalone holidayPackage. " Let's say I have a class that represents HolidayPackage, Destination (aka City). public class HolidayPackage{ Destination holidayCity; ArrayList<BaseHolidayPackageVariant> variants; BaseHolidayPackageVariant defaultVariant; } public abstract class BaseHolidayPackageVariant { private Integer variantId; private HolidayPackage holidayPackage; private String holidayPackageType; } public class LandHolidayPackageVariant extends BaseHolidayPackageVariant{ } public class FlightHolidayPackageVariant extends BaseHolidayPackageVariant{ private Destination originCity; } What data structure/objects should I design to support: options a default within those options Sidenote: A HolidayPackage can also be offered in different ways based on Hotel selections. I'd like to follow a design which I can leverage to support that use case in the future. This is the backend design I have in mind.

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  • In MVC , DAO should be called from Controller or Model

    - by tito
    I have seen various arguments against the DAO being called from the Controller class directly and also the DAO from the Model class.Infact I personally feel that if we are following the MVC pattern , the controller should not coupled with the DAO , but the Model class should invoke the DAO from within and controller should invoke the model class.Why because , we can decouple the model class apart from a webapplication and expose the functionalities for various ways like for a REST service to use our model class. If we write the DAO invocation in the controller , it would not be possible for a REST service to reuse the functionality right ? I have summarized both the approaches below. Approach #1 public class CustomerController extends HttpServlet { proctected void doPost(....) { Customer customer = new Customer("xxxxx","23",1); new CustomerDAO().save(customer); } } Approach #2 public class CustomerController extends HttpServlet { proctected void doPost(....) { Customer customer = new Customer("xxxxx","23",1); customer.save(customer); } } public class Customer { ........... private void save(Customer customer){ new CustomerDAO().save(customer); } } Note- Here is what a definition of Model is : Model: The model manages the behavior and data of the application domain, responds to requests for information about its state (usually from the view), and responds to instructions to change state (usually from the controller). In event-driven systems, the model notifies observers (usually views) when the information changes so that they can react. I would need an expert opinion on this because I find many using #1 or #2 , So which one is it ?

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  • Movement of body after applying weld joint

    - by ved
    I have two rectangular bodies. I've applied Weldjoint successfully on these bodies. I want to move that joined body by applying linear impulse. After weld joint, these two bodies becomes single body right? How do I apply force/impulse on the joined body? I am using Box2D with LibGDX. I've tried this: polygon1.applyLinearImpulse(new Vector2(-5, 0), polygon1.getWorldCenter(), true); I thought that if I move polygon1 then polygon2 will also move due to my weld joint but it is not working properly. Why don't they move together after being welded?

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  • How do I update the IcedTea Plugin on 12.10?

    - by Brenton Horne
    Whenever I open up the page http://www.runescape.com/game.ws? in google chrome I get the notice, "IcedTea was blocked because it is out of date" and gives me the two options of updating it or running this time. I've gone to the link attached to the option of updating it and its a wikipedia page http://icedtea.classpath.org/wiki/Main_Page that wasn't helpful for me because I didn't know what to download and install. Whenever I click, 'Run this time' it works momentarily but it is prone to have the runescape interface in the browser disappear and be replaced with a black screen.

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  • get stick analogue XY position using Jinput in lwjgl

    - by oIrC
    i want to capture the movement of the analogue stick of the gamePad. is there any equivalent function to this public void mouseMoved(MouseEvent mouseEvent) { mouseEvent.getX(); //return the X coordinate of the cursor inside a component mouseEvent.getY();//return the Y coordinate of the cursor inside a component } into lwjgl.input.Controllers, i found controller.getAxisValue() but this one doesn't work as the function above. any help? thanks.

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  • Problem inserting pre-ordered values to quadtree

    - by Lucas Corrêa Feijó
    There's this string containing B, W and G (standing for black, white and gray). It defines the pre-ordered path of the quadtree I want to build. I wrote this method for filling the QuadTree class I also wrote but it doesn't work, it inserts correctly until it reaches a point in the algorithm it needs to "return". I use math quadrants convention order for insertion, such as northeast, northwest, southwest and southeast. A quadtree has all it's leafs black or white and all the other nodes gray The node used in the tree is called Node4T and has a char as data and 4 references to other nodes like itself, called, respectively NE, NW, SW, SE. public void insert(char val) { if(root==null) { root = new Node4T(val); } else { insert(root, val); } } public void insert(Node4T n, char c) { if(n.data=='G') // possible to insert { if(n.NE==null) { n.NE = new Node4T(c); return; } else { insert(n.NE,c); } if(n.NW==null) { n.NW = new Node4T(c); return; } else { insert(n.NW,c); } if(n.SW==null) { n.SW = new Node4T(c); return; } else { insert(n.SW,c); } if(n.SE==null) { n.SE = new Node4T(c); return; } else { insert(n.SE,c); } } else // impossible to insert { } } The input "GWGGWBWBGBWBWGWBWBWGGWBWBWGWBWBGBWBWGWWWB" is given a char at a time to the insert method and then the print method is called, pre-ordered, and the result is "GWGGWBWBWBWGWBWBW". How do I make it import the string correctly? Ignore the string reading process, suppose the method is called and it has to do it's job.

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  • OpenGL ES 2 jittery camera movement

    - by user16547
    First of all, I am aware that there's no camera in OpenGL (ES 2), but from my understanding proper manipulation of the projection matrix can simulate the concept of a camera. What I'm trying to do is make my camera follow my character. My game is 2D, btw. I think the principle is the following (take Super Mario Bros or Doodle Jump as reference - actually I'm trying to replicate the mechanics of the latter): when the caracter goes beyond the center of the screen (in the positive axis/direction), update the camera to be centred on the character. Else keep the camera still. I did accomplish that, however the camera movement is noticeably jittery and I ran out of ideas how to make it smoother. First of all, my game loop (following this article): private int TICKS_PER_SECOND = 30; private int SKIP_TICKS = 1000 / TICKS_PER_SECOND; private int MAX_FRAMESKIP = 5; @Override public void run() { loops = 0; if(firstLoop) { nextGameTick = SystemClock.elapsedRealtime(); firstLoop = false; } while(SystemClock.elapsedRealtime() > nextGameTick && loops < MAX_FRAMESKIP) { step(); nextGameTick += SKIP_TICKS; loops++; } interpolation = ( SystemClock.elapsedRealtime() + SKIP_TICKS - nextGameTick ) / (float)SKIP_TICKS; draw(); } And the following code deals with moving the camera. I was unsure whether to place it in step() or draw(), but it doesn't make a difference to my problem at the moment, as I tried both and neither seemed to fix it. center just represents the y coordinate of the centre of the screen at any time. Initially it is 0. The camera object is my own custom "camera" which basically is a class that just manipulates the view and projection matrices. if(character.getVerticalSpeed() >= 0) { //only update camera if going up float[] projectionMatrix = camera.getProjectionMatrix(); if( character.getY() > center) { center += character.getVerticalSpeed(); cameraBottom = center + camera.getBottom(); cameraTop = center + camera.getTop(); Matrix.orthoM(projectionMatrix, 0, camera.getLeft(), camera.getRight(), center + camera.getBottom(), center + camera.getTop(), camera.getNear(), camera.getFar()); } } Any thought about what I should try or what I am doing wrong? Update 1: I think I updated every value you can see on screen to check whether the jittery movement is affected by that, but nothing changed, so something must be fundamentally flawed with my approach/calculations.

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  • API always returns JSONObject or JSONArray Best practices

    - by Michael Laffargue
    I'm making an API that will return data in JSON. I also wanted on client side to make an utility class to call this API. Something like : JSONObject sendGetRequest(Url url); JSONObject sendPostRequest(Url url, HashMap postData); However sometimes the API send back array of object [{id:1},{id:2}] I now got two choices (): Make the method test for JSONArray or JSONObject and send back an Object that I will have to cast in the caller Make a method that returns JSONObject and one for JSONArray (like sendGetRequestAndReturnAsJSONArray) Make the server always send Arrays even for one element Make the server always send Objects wrapping my Array I going for the two last methods since I think it would be a good thing to force the API to send consistent type of data. But what would be the best practice (if one exist). Always send arrays? or always send objects?

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  • Android From Local DB (DAO) to Server sync (JSON) - Design issue

    - by Taiko
    I sync data between my local DB and a Server. I'm looking for the cleanest way to modelise all of this. I have a com.something.db package That contains a Data Helper and couple of DAO classes that represents objects stored in the db (I didn't write that part) com.something.db --public DataHelper --public Employee @DatabaseField e.g. "name" will be an actual column name in the DB -name @DatabaseField -salary etc... (all in all 50 fields) I have a com.something.sync package That contains all the implementation detail on how to send data to the server. It boils down to a ConnectionManager that is fed by different classes that implements a 'Request' interface com.something.sync --public interface ConnectionManager --package ConnectionManagerImpl --public interface Request --package LoginRequest --package GetEmployeesRequest My issue is, at some point in the sync process, I have to JSONise and de-JSONise my data (E.g. the Employee class). But I really don't feel like having the same Employee class be responsible for both his JSONisation and his actual representation inside the local database. It really doesn't feel right, because I carefully decoupled the rest, I am only stuck on this JSON thing. What should I do ? Should I write 3 Employee classes ? EmployeeDB @DatabaseField e.g. "name" will be an actual column name in the DB -name @DatabaseField -salary -etc... 50 fields EmployeeInterface -getName -getSalary -etc... 50 fields EmployeeJSON -JSON_KEY_NAME = "name" The JSON key happens to be the same as the table name, but it isn't requirement -name -JSON_KEY_SALARY = "salary" -salary -etc... 50 fields It feels like a lot of duplicates. Is there a common pattern I can use there ?

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  • libgdx draw issue and animation

    - by johnny-b
    it seems as though i cannot get the draw method to work??? it seems as though the bullet.draw(batcher) does not work and i cannot understand why as the bullet is a sprite. i have made a Sprite[] and added them as animation. could that be it? i tried batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX() / 2, bullet.getOriginY() / 2, bullet.getWidth(), bullet.getHeight(), 1, 1, bullet.getRotation()); but that dont work, the only way it draws is this batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); below is the code. // this is in a Asset Class texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, bullets); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); // this is the GameRender class public class GameRender() { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is the gameworld class public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } is there anyway so make the sprite work?

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  • 2D Side scroller collision detection

    - by Shanon Simmonds
    I am trying to do some collision detection between objects and tiles, but the tiles do not have there own x and y position, they are just rendered to the x and y position given, there is an array of integers which has the ids of the tiles to use(which are given from an image and all the different colors are assigned different tiles) int x0 = camera.x / 16; int y0 = camera.y / 16; int x1 = (camera.x + screen.width) / 16; int y1 = (camera.y + screen.height) / 16; for(int y = y0; y < y1; y++) { if(y < 0 || y >= height) continue; // height is the height of the level for(int x = x0; x < x1; x++) { if(x < 0 || x >= width) continue; // width is the width of the level getTile(x, y).render(screen, x * 16, y * 16); } } I tried using the levels getTile method to see if the tile that the object was going to advance to, to see if it was a certain tile, but, it seems to only work in some directions. Any ideas on what I'm doing wrong and fixes would be greatly appreciated. What's wrong is that it doesn't collide properly in every direction and also this is how I tested for a collision in the objects class if(!level.getTile((x + xa) / 16, (y + ya) / 16).isSolid()) { x += xa; y += ya; } EDIT: xa and ya represent the direction as well as the movement, if xa is negative it means the object is moving left, if its positive it is moving right, and same with ya except negative for up, positive for down.

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  • Pause and Resume and get the value of a countdown timer by savedInstanceState [closed]

    - by Catherine grace Balauro
    I have developed a countdown timer and I am not sure how to pause and resume the timer as the TextView for the timer is being clicked. Click to start then click again to pause and to resume, click again the timer's text view. This is my code: Timer = (TextView)this.findViewById(R.id.time); //TIMER Timer.setOnClickListener(TimerClickListener); counter = new MyCount(600000, 1000); }//end of create private OnClickListener TimerClickListener = new OnClickListener() { public void onClick(View v) { updateTimeTask(); } private void updateTimeTask() { if (decision==0){ counter.start(); decision=1;} else if(decision==2){ counter.onResume1(); decision=1; } else{ counter.onPause1(); decision=2; }//end if }; }; class MyCount extends CountDownTimer { public MyCount(long millisInFuture, long countDownInterval) { super(millisInFuture, countDownInterval); }//MyCount public void onResume1(){ onResume(); } public void onPause1() { onPause();} public void onFinish() { Timer.setText("00:00"); p1++; if (p1<=4){ TextView PScore = (TextView) findViewById(R.id.pscore); PScore.setText(p1 + ""); }//end if }//finish public void onTick(long millisUntilFinished) { Integer milisec = new Integer(new Double(millisUntilFinished).intValue()); Integer cd_secs = milisec / 1000; Integer minutes = (cd_secs % 3600) / 60; Integer seconds = (cd_secs % 3600) % 60; Timer.setText(String.format("%02d", minutes) + ":" + String.format("%02d", seconds)); //long timeLeft = millisUntilFinished / 1000; }//on tick }//class MyCount protected void onResume() { super.onResume(); //handler.removeCallbacks(updateTimeTask); //handler.postDelayed(updateTimeTask, 1000); }//onResume @Override protected void onPause() { super.onPause(); //do stuff }//onPause I am only beginner in android programming and I don't know how to get the value of the countdown timer using savedInstanceState. How do I do this?

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  • GWT (Google Web Toolkit) Designer not working on Ubuntu 12.10

    - by Marian Lux
    The GWT Desinger is not working on Ubuntu 12.10. It worked on Ubuntu 12.04. I installed the Eclipse Plugin as described on the GWT Homepate If I want to open the Design-View (for an xml-GWT-File), Eclipse crashes (prompt closing of the application). I found this two workarounds for which are for 12.04 (but on 12.04 i did not need this to get it working - it worked out of the box for me). I tried them on my 12.10 Ubuntu but they are not working. But I have to say that I can't find the "Use WebKit for rendering GWT UI (if available)"-Flag. What can I do to get the GWT Designer working? I tested it successfully again on a 12.04 Ubuntu VMware image. If I don't get a solution, I have to downgrade my Ubuntu to 12.04 again.

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  • What does RESTful web applications mean? [closed]

    - by John Cooper
    Possible Duplicate: What is REST (in simple English) What does RESTful web applications mean? A web service is a function that can be accessed by other programs over the web (Http). To clarify a bit, when you create a website in PHP that outputs HTML its target is the browser and by extension the human being reading the page in the browser. A web service is not targeted at humans but rather at other programs. SOAP and REST are two ways of creating WebServices. Correct me if i am wrong? What are other ways i can create a WebService? What does it mean fully RESTful web Application?

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  • Naming your unit tests

    - by kerry
    When you create a test for your class, what kind of naming convention do you use for the tests? How thorough are your tests? I have lately switched from the conventional camel case test names to lower case letters with underscores. I have found this increases the readability and causes me to write better tests. A simple utility class: public class ArrayUtils { public static T[] gimmeASlice(T[] anArray, Integer start, Integer end) { // implementation (feeling lazy today) } } I have seen some people who would write a test like this: public class ArrayUtilsTest { @Test public void testGimmeASliceMethod() { // do some tests } } A more thorough and readable test would be: public class ArrayUtilsTest { @Test public void gimmeASlice_returns_appropriate_slice() { // ... } @Test public void gimmeASlice_throws_NullPointerException_when_passed_null() { // ... } @Test public void gimmeASlice_returns_end_of_array_when_slice_is_partly_out_of_bounds() { // ... } @Test public void gimmeASlice_returns_empty_array_when_slice_is_completely_out_of_bounds() { // ... } } Looking at this test, you have no doubt what the method is supposed to do. And, when one fails, you will know exactly what the issue is.

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  • Sending Graphics to the C drive [on hold]

    - by CodeOfGenius
    I'm trying to create image files on the users' desktop. Let's say i have a picture of an orange in my eclipse workspace in the resource folder. When somebody downloads the project, I want to take that image of an orange and put it in a folder called fruit on their desktop. Whenever i export my game it can't read the images anymore which is wierd so I prefer to try this method. Just like minecraft has its' stuff in %Appdata%, I want to put a folder with my images the game uses on the desktop. There isn't any errors, I'm just asking how do i do this.

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  • Is there any software to clip a website, make changes to the code and republish it?

    - by user1445919
    I am working in the front end of an application and we provide the interface between the customers and several backend services. We have been using Kapow software to clip the html/jsp code we receive from the backend, make the necessary changes and publish them on the main website. I wanted to know if there is any other alternative to this software which suffices our requirement. Also, are any of those open source?

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  • Ubuntu 12.04 version of Netbeans doesn't have the JavaFX plugin

    - by aliasbody
    I just want to know why does Netbeans 7.0.1 from the official Ubuntu 12.04 doesn't have all the plugins (in especial the JavaFX plugin) on it while the official Netbeans from the website (even the version with the less plugin), has it by default ? And how can we change that ? Because I love Ubuntu (even if it is extremly slow on my Asus 1215N (it is the only OS that is slow on it, but that's not very important), but I am trying to use it only with the software provided by the Original repositories without having to download manually or even use any PPA. Thanks in Advance

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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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  • Online architecture guide

    - by hunterman
    I am a newbie in gamedev, and I don't know about programmer's problems that can appear during development. So can you advice me some best practice for starting build new online multi-player game backend? I just saw reddraft server, and I think Spring library can also do some of its features. What is big difference? Do I need learn more spring or I have to use servers like reddraft or write these tools myself? I know that I need to learn hard and many - and the question is - what I should to learn now at the beginning? Thanks.

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  • initial Class design: access modifiers and no-arg constructors

    - by yas
    Context: Student working through Class design in personal/side project for Summer. I've never written anything implemented by others or had to maintain code. Trying to maximize encapsulation and imagining what would make code easy to maintain. Concept: Tight/Loose Class design where Tight and Loose refer to access modifiers and constructors. Tight: initially, everything, including setters, is private and a no-arg constructor is not provided (only a full constructor). Loose: not Tight Exceptions: the obvious like toString Reasoning: If code, at the very beginning, is tight, then it should be guaranteed that changes, with respect to access/creation, should never damage existing implementations. The loosening of code happens incrementally and must be thought through, justified, and safe (validated). Benefit: Existing implementing code should not break if changes are made later. Cost: Takes more time to create. Since this is my own thinking, I hope to get feedback as to whether I should push to work this way. Good idea or bad idea?

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  • Simple rendering produces minor stutter

    - by Ben
    For some reason, this game loop renders the movement of a simple rectangle with no stuttering. double currTime; double prevTime = System.nanoTime() / NANO_TO_SEC; double FPSTIMER = System.nanoTime(); double maxTimeDiff = 100.0 / 1000.0; double delta = 1.0 / 60.0; int processes = 0, frames = 0; while(true){ currTime = System.nanoTime() / NANO_TO_SEC; if(currTime - prevTime > maxTimeDiff) prevTime = currTime; if(currTime >= prevTime){ process(); processes++; prevTime += delta; if(currTime < prevTime){ render(); frames++; } } else{ try{ Thread.sleep((long) (1000 * (prevTime - currTime))); } catch(Exception e){} } if(System.nanoTime() - FPSTIMER > 1000000000.0){ System.out.println("Process: " + (1000 / processes) + "ms FPS: " + (1000 / frames) + "ms"); processes = frames = 0; FPSTIMER += 1000000000.0; } } But for this game loop, I get really minor stuttering where the movement does not look smooth. long prevTime = System.currentTimeMillis(); long prevRenderTime = 0; long currRenderTime = 0; long delta = 0; long msPerTick = 1000 / 60; int frames = 0; int ticks = 0; double FPSTIMER = System.currentTimeMillis(); while (true){ long currTime = System.currentTimeMillis(); delta += (currTime - prevTime) / msPerTick; prevTime = currTime; while (delta >= 1){ ticks++; process(); delta -= 1; } prevRenderTime = System.currentTimeMillis(); render(); frames++; currRenderTime = System.currentTimeMillis(); try{ Thread.sleep((long) ((1000 / FPS) - (currRenderTime - prevRenderTime))); } catch(Exception e){} if(System.currentTimeMillis() - FPSTIMER > 1000.0){ System.out.println("Process: " + (1000.0 / ticks) + "ms FPS: " + (1000.0 / frames) + "ms"); ticks = frames = 0; FPSTIMER += 1000.0; } Is there any critical difference that I'm missing here? The one thing I noticed is that if I uncap the fps for the second game loop, the stuttering goes away. It doesn't make sense to me. Also, the second game loop came from Notch's Minicraft code with just my thread sleeping code added in.

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