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  • Code Design question, circular reference across classes?

    - by dsollen
    I have no code here, as this is more of a design question (I assume this is still the best place to ask it). I have a very simple server in java which stores a mapping between certain values and UUID which are to be used by many systems across multiple platforms. It accepts a connection from a client and creates a clientSocket which stores the socket and all the other relevant data unique to that connection. Each clientSocket will run in their own thread and will block on the socket waiting for a read. I expect very little strain on this system, it will rarely get called, but when it does get a call it will need to respond quickly and due to the risk of it having a peak time with multiple calls coming in at once threaded is still better. Each thread has a reference to a Mapper class which stores the mapping of UUID which it's reporting to others (with proper synchronization of course). This all works until I have to add a new UUID to the list. When this happens I want to report to all clients that care about that particular UUID that a new one was added. I can't multicast (limitation of the system I'm running on) so I'm having each socket send the message to the client through the established socket. However, since each thread only knows about the socket it's waiting on I didn't have a clear method of looking up every thread/socket that cares about the data to inform them of the new UUID. Polling is out mostly because it seems a little too convoluted to try to maintain a list of newly added UUID. My solution as of now is to have the 'parent' class which creates the mapper class and spawns all the threads pass itself as an argument to the mapper. Then when the mapper creates a new UUID it can make a call to the parent class telling it to send out updates to all the other sockets that care about the change. I'm concerned that this may be a bad design due to the use of a circular reference; parent has a reference to mapper (to pass it to new ClientSocket threads) and mapper points to parent. It doesn't really feel like a bad design to me but I wanted to check since circular references are suppose to be bad. Note: I realize this means that the thread associated with whatever socket originally received the request that spawned the creation of a UUID is going to pay the 'cost' of outputting to all the other clients that care about the new UUID. I don't care about this; as I said I suspect the client to receive only intermittent messages. It's unlikely for one socket to receive multiple messages at one time, and there won't be that many sockets so it shouldn't take too long to send messages to each of them. Perhaps later I'll fix the fact that I'm saddling higher work load on whatever unfortunate thread gets the first request; but for now I think it's fine.

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  • How to get around the Circular Reference issue with JSON and Entity

    - by DanScan
    I have been experimenting with creating a website that leverages MVC with JSON for my presentation layer and Entity framework for data model/database. My Issue comes into play with serializing my Model objects into JSON. I am using the code first method to create my database. When doing the code first method a one to many relationship (parent/child) requires the child to have a reference back to the parent. (Example code my be a typo but you get the picture) class parent { public List<child> Children{get;set;} public int Id{get;set;} } class child { public int ParentId{get;set;} [ForeignKey("ParentId")] public parent MyParent{get;set;} public string name{get;set;} } When returning a "parent" object via a JsonResult a circular reference error is thrown because "child" has a property of class parent. I have tried the ScriptIgnore attribute but I lose the ability to look at the child objects. I will need to display information in a parent child view at some point. I have tried to make base classes for both parent and child that do not have a circular reference. Unfortunately when I attempt to send the baseParent and baseChild these are read by the JSON Parser as their derived classes (I am pretty sure this concept is escaping me). Base.baseParent basep = (Base.baseParent)parent; return Json(basep, JsonRequestBehavior.AllowGet); The one solution I have come up with is to create "View" Models. I create simple versions of the database models that do not include the reference to the parent class. These view models each have method to return the Database Version and a constructor that takes the database model as a parameter (viewmodel.name = databasemodel.name). This method seems forced although it works. NOTE:I am posting here because I think this is more discussion worthy. I could leverage a different design pattern to over come this issue or it could be as simple as using a different attribute on my model. In my searching I have not seen a good method to overcome this problem. My end goal would be to have a nice MVC application that heavily leverages JSON for communicating with the server and displaying data. While maintaining a consistant model across layers (or as best as I can come up with).

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  • correct pattern to handle a lot of entities in a game

    - by lezebulon
    In my game I usually have every NPC / items etc being derived from a base class "entity". Then they all basically have a virtual method called "update" that I would class for each entity in my game at every frame. I am assuming that this is a pattern that has a lot of downsides. What are some other ways to manage different "game objects" throughout the game? Are there other well-known patterns for this? My game is a RPG if that changes anything

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  • More smaller maps among which player can travel

    - by davidv
    I am developing 2d game, where maps are tile based, small about 20x20 tiles and player can travel between a lot of maps (in my game rooms) like this. The maps are connected sometimes verticaly and sometimes horizontaly and together they make one big cave. Should I create a class where one 2d array holds all the maps (another 2d arrays), or is there any other way? Whats the most efficient way to create them in this class? Thank you for your help.

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  • Collaborative work (small team) - Best practices

    - by LEM01
    I'm currently working in a very small team of programmers (2-3) and I'm looking for advices/best practices on how to organise our work. We're all working on the same application using PHP. Today we're kind of all working on our way. Today situation: List item that have to be worked on by each dev 1/week. What has to be done is defined at a high functional level (ex: Build the search engine for this product..) Commit / merge our individual branches (git) every week before the next meeting No real dev rules, no code review No test written (aouutch) Problems faced: Code quality issue: discovering someone else code is sometime tough (inline, variable+function+class names, spaces, comments..) Changes in already existing classes (impact on someone else work) Responsibility of each dev unclear: after getting someone else code and discover something messy, should I make the change? Should he make the change? How to plan those things,... What I'm looking for: Basically I'm looking into structuring the way we develop things in order to avoid frustration and improve overall quality. How to define coding standards (naming convention, code rules...)? Do you you any validation script to make sure code is valid before committing? Do you think that defining an architect role in the team is needed? Someone that would actually define what has to be developed during the next phase. By defining interfaces or class descriptions that have to be written. (Does it make sense in such a small team?) Today we're losing time into understanding what others did or tried to do, we're also losing time in discussion like "you should have done it that way! Why is this class doing that and not that..? Shouldn't we have a embedded class rather that this set of data...". I'm looking into a work process, maybe with more defined responsibilities and process in order to improve our performance. If you have experience, advices, best practices or anything to share that we could benefit from it will be much appreciated! Thanks a lot for your time!

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  • How to control gnome-terminal from Python scrypt?

    - by user936401
    I am developing an application in PyGtk, and would like to launch a gnome-terminal and output commands to it. My user should then be able to modify the command, or maybe ignore using the up arrow ... etc. I have been able to launch a terminal, but can't work out how to send commands. This is how my application starts: class App(Gtk.Window): def __init__(self): Gtk.Window.__init__(self) process=subprocess.Popen(["gnome-terminal", "--class=App", "--name=app"], shell=False, stdout=subprocess.PIPE, stderr=subprocess.PIPE) response,error=process.communicate()

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  • Extension methods on a null object instance – something you did not know

    - by nmarun
    Extension methods gave developers with a lot of bandwidth to do interesting (read ‘cool’) things. But there are a couple of things that we need to be aware of while using these extension methods. I have a StringUtil class that defines two extension methods: 1: public static class StringUtils 2: { 3: public static string Left( this string arg, int leftCharCount) 4: { 5: if (arg == null ) 6: { 7: throw new ArgumentNullException( "arg" ); 8: } 9: return arg.Substring(0, leftCharCount); 10...(read more)

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  • Windows 7 Tips and Tricks: Taskbar Design

    As mentioned earlier in this series the taskbar in Windows 7 is quite flexible and very functional. This is not only true in how it looks but also in the way it can be used to make life easier on your PC. In this edition of our multi-part series on how to improve the look of your Windows 7 interface we will look at two tips you can follow that will affect your taskbar s design.... Comcast? Business Class - Official Site Sign Up For Comcast Business Class, Make Your Business a Fast Business

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  • StringCollection in C#

    StringCollection class is a new addition to the .NET Framework class library that represents a collection of strings. In this article, we will discuss how to take advantages of its methods and properties to manage a collection of strings.

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  • Iscroll Wrapper doesnt get a height

    - by MCSell
    I got the following code: <div data-role="content" height="100%" data-iscroll> <div class="homebutton_zeile"> <a id="picture_home" href="#pictrues"> <div class="homebutton_all"> <div class="homebutton_name">Picture</div> <div class="homebutton_picture"> <img src="images/picture.png" alt="image" style="position: relative;"> </div> </div> </a> </div> </div> </div> My Classes of CSS .homebutton_zeile{ width: 100%; height: 30%; } .homebutton_all{ width: 30%; height: 90%; float:left; margin-left: 2%; margin-top:15px; } .homebutton_picture{ position: relative; width: 100%; height: 85%; float: left; background-color: #AAC7BD; border: 1px solid black; border-radius: 15px; box-shadow:8px 8px 8px #666; } .homebutton_name{ text-align:center; position: relative; top:-10px; width: 100%; height: 15%; margin-left: auto; text-decoration:none; color:black; } I am Using: iscroll.js jquery 1.8.2 jquery mobile 1.2.0 jqery mobile iscrollview. And if its needed to know jstorage.js and fastclick.js But the div above is not getting a height at the wrapper of iscroll. There is also a login before and this page will be shown automatically after the login after a $.mobile.changePage("#home"); function. I tried to do it as first page before the function of changePage and it gave me the same effect. If i put a   for example after the <div data-role="content" height="100%" data-iscroll>&nbps; The Wrapper get a height of 15px for the &nbps; but not for the images inside.

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  • AS3 - At exactly 23 empty alpha channels, images below stop drawing

    - by user46851
    I noticed, while trying to draw large numbers of circles, that occasionally, there would be some kind of visual bug where some circles wouldn't draw properly. Well, I narrowed it down, and have noticed that if there is 23 or more objects with 00 for an alpha value on the same spot, then the objects below don't draw. It appears to be on a pixel-by-pixel basis, since parts of the image still draw. Originally, this problem was noticed with a class that inherited Sprite. It was confirmed to also be a problem with Sprites, and now Bitmaps, too. If anyone can find a lower-level class than Bitmap which doesn't have this problem, please speak up so we can try to find the origin of the problem. I prepared a small test class that demonstrates what I mean. You can change the integer value at line 20 in order to see the three tests I came up with to clearly show the problem. Is there any kind of workaround, or is this just a limit that I have to work with? Has anyone experienced this before? Is it possible I'm doing something wrong, despite the bare-bones implementation? package { import flash.display.Sprite; import flash.events.Event; import flash.display.Bitmap; import flash.display.BitmapData; public class Main extends Sprite { public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); // entry point Test(3); } private function Test(testInt:int):void { if(testInt==1){ addChild(new Bitmap(new BitmapData(200, 200, true, 0xFFFF0000))); for (var i:int = 0; i < 22; i++) { addChild(new Bitmap(new BitmapData(100, 100, true, 0x00000000))); } } if(testInt==2){ addChild(new Bitmap(new BitmapData(200, 200, true, 0xFFFF0000))); for (var j:int = 0; j < 23; j++) { addChild(new Bitmap(new BitmapData(100, 100, true, 0x00000000))); } } if(testInt==3){ addChild(new Bitmap(new BitmapData(200, 200, true, 0xFFFF0000))); for (var k:int = 0; k < 22; k++) { addChild(new Bitmap(new BitmapData(100, 100, true, 0x00000000))); } var M:Bitmap = new Bitmap(new BitmapData(100, 100, true, 0x00000000)); M.x += 50; M.y += 50; addChild(M); } } } }

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  • How do I get Gmail to start on my second desktop window?

    - by Tom
    I've got the Compiz Place Windows plugin working for most of my apps, but I can't get Gmail to open on a specified desktop window/viewport. Under CompizConfig Settings Manager Place Windows Fixed Window Placement Windows with fixed viewport, I have class=Pidgin, x=2, y=1, and that works fine, but I can't get Gmail to place properly. I've tried class=Prism, title=Gmail, title=gmail ... The Gmail Prism config is from the prism-google-mail 1.0b3+svn20100210r62050-0ubuntu2 package. Any ideas?

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  • Is there any logical relation between different types of UML diagrams?

    - by user363295
    I'm trying to find out ,that is there any relation between different types of UML diagrams, for example, once you developed a use case, should it be an event for each of them in a sequence diagram, or is there any exact relation between the use case and class diagrams. By the way my main focus is on the below diagrams: Use case class diagram activity sequence event if you think I need any extra diagram to be included so it can be used to connecting the above diagrams to each other, please mention it too. Thanks In Advance

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  • LINQ – SequenceEqual() method

    - by nmarun
    I have been looking at LINQ extension methods and have blogged about what I learned from them in my blog space. Next in line is the SequenceEqual() method. Here’s the description about this method: “Determines whether two sequences are equal by comparing the elements by using the default equality comparer for their type.” Let’s play with some code: 1: int[] numbers = { 5, 4, 1, 3, 9, 8, 6, 7, 2, 0 }; 2: // int[] numbersCopy = numbers; 3: int[] numbersCopy = { 5, 4, 1, 3, 9, 8, 6, 7, 2, 0 }; 4:  5: Console.WriteLine(numbers.SequenceEqual(numbersCopy)); This gives an output of ‘True’ – basically compares each of the elements in the two arrays and returns true in this case. The result is same even if you uncomment line 2 and comment line 3 (I didn’t need to say that now did I?). So then what happens for custom types? For this, I created a Product class with the following definition: 1: class Product 2: { 3: public int ProductId { get; set; } 4: public string Name { get; set; } 5: public string Category { get; set; } 6: public DateTime MfgDate { get; set; } 7: public Status Status { get; set; } 8: } 9:  10: public enum Status 11: { 12: Active = 1, 13: InActive = 2, 14: OffShelf = 3, 15: } In my calling code, I’m just adding a few product items: 1: private static List<Product> GetProducts() 2: { 3: return new List<Product> 4: { 5: new Product 6: { 7: ProductId = 1, 8: Name = "Laptop", 9: Category = "Computer", 10: MfgDate = new DateTime(2003, 4, 3), 11: Status = Status.Active, 12: }, 13: new Product 14: { 15: ProductId = 2, 16: Name = "Compact Disc", 17: Category = "Water Sport", 18: MfgDate = new DateTime(2009, 12, 3), 19: Status = Status.InActive, 20: }, 21: new Product 22: { 23: ProductId = 3, 24: Name = "Floppy", 25: Category = "Computer", 26: MfgDate = new DateTime(1993, 3, 7), 27: Status = Status.OffShelf, 28: }, 29: }; 30: } Now for the actual check: 1: List<Product> products1 = GetProducts(); 2: List<Product> products2 = GetProducts(); 3:  4: Console.WriteLine(products1.SequenceEqual(products2)); This one returns ‘False’ and the reason is simple – this one checks for reference equality and the products in the both the lists get different ‘memory addresses’ (sounds like I’m talking in ‘C’). In order to modify this behavior and return a ‘True’ result, we need to modify the Product class as follows: 1: class Product : IEquatable<Product> 2: { 3: public int ProductId { get; set; } 4: public string Name { get; set; } 5: public string Category { get; set; } 6: public DateTime MfgDate { get; set; } 7: public Status Status { get; set; } 8:  9: public override bool Equals(object obj) 10: { 11: return Equals(obj as Product); 12: } 13:  14: public bool Equals(Product other) 15: { 16: //Check whether the compared object is null. 17: if (ReferenceEquals(other, null)) return false; 18:  19: //Check whether the compared object references the same data. 20: if (ReferenceEquals(this, other)) return true; 21:  22: //Check whether the products' properties are equal. 23: return ProductId.Equals(other.ProductId) 24: && Name.Equals(other.Name) 25: && Category.Equals(other.Category) 26: && MfgDate.Equals(other.MfgDate) 27: && Status.Equals(other.Status); 28: } 29:  30: // If Equals() returns true for a pair of objects 31: // then GetHashCode() must return the same value for these objects. 32: // read why in the following articles: 33: // http://geekswithblogs.net/akraus1/archive/2010/02/28/138234.aspx 34: // http://stackoverflow.com/questions/371328/why-is-it-important-to-override-gethashcode-when-equals-method-is-overriden-in-c 35: public override int GetHashCode() 36: { 37: //Get hash code for the ProductId field. 38: int hashProductId = ProductId.GetHashCode(); 39:  40: //Get hash code for the Name field if it is not null. 41: int hashName = Name == null ? 0 : Name.GetHashCode(); 42:  43: //Get hash code for the ProductId field. 44: int hashCategory = Category.GetHashCode(); 45:  46: //Get hash code for the ProductId field. 47: int hashMfgDate = MfgDate.GetHashCode(); 48:  49: //Get hash code for the ProductId field. 50: int hashStatus = Status.GetHashCode(); 51: //Calculate the hash code for the product. 52: return hashProductId ^ hashName ^ hashCategory & hashMfgDate & hashStatus; 53: } 54:  55: public static bool operator ==(Product a, Product b) 56: { 57: // Enable a == b for null references to return the right value 58: if (ReferenceEquals(a, b)) 59: { 60: return true; 61: } 62: // If one is null and the other not. Remember a==null will lead to Stackoverflow! 63: if (ReferenceEquals(a, null)) 64: { 65: return false; 66: } 67: return a.Equals((object)b); 68: } 69:  70: public static bool operator !=(Product a, Product b) 71: { 72: return !(a == b); 73: } 74: } Now THAT kinda looks overwhelming. But lets take one simple step at a time. Ok first thing you’ve noticed is that the class implements IEquatable<Product> interface – the key step towards achieving our goal. This interface provides us with an ‘Equals’ method to perform the test for equality with another Product object, in this case. This method is called in the following situations: when you do a ProductInstance.Equals(AnotherProductInstance) and when you perform actions like Contains<T>, IndexOf() or Remove() on your collection Coming to the Equals method defined line 14 onwards. The two ‘if’ blocks check for null and referential equality using the ReferenceEquals() method defined in the Object class. Line 23 is where I’m doing the actual check on the properties of the Product instances. This is what returns the ‘True’ for us when we run the application. I have also overridden the Object.Equals() method which calls the Equals() method of the interface. One thing to remember is that anytime you override the Equals() method, its’ a good practice to override the GetHashCode() method and overload the ‘==’ and the ‘!=’ operators. For detailed information on this, please read this and this. Since we’ve overloaded the operators as well, we get ‘True’ when we do actions like: 1: Console.WriteLine(products1.Contains(products2[0])); 2: Console.WriteLine(products1[0] == products2[0]); This completes the full circle on the SequenceEqual() method. See the code used in the article here.

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  • Should Item Grouping/Filter be in the ViewModel or View layer?

    - by ronag
    I'm in a situation where I have a list of items that need to be displayed depending on their properties. What I'm unsure of is where is the best place to put the filtering/grouping logic of the viewmodel state? Currently I have it in my view using converters, but I'm unsure whether I should have the logic in the viewmodel? e.g. ViewModel Layer: class ItemViewModel { DateTime LastAccessed { get; set; } bool IsActive { get; set; } } class ContainerViewModel { ObservableCollection<Item> Items {get; set;} } View Layer: <TextView Text="Active Items"/> <List ItemsSource={Binding Items, Converter=GroupActiveItemsByDay}/> <TextView Text="Active Items"/> <List ItemsSource={Binding Items, Converter=GroupInActiveItemsByDay}/> or should I build it like this? ViewModel Layer: class ContainerViewModel { ObservableCollection<IGrouping<string, Item>> ActiveItemsByGroup {get; set;} ObservableCollection<IGrouping<string, Item>> InActiveItemsByGroup {get; set;} } View Layer: <TextView Text="Active Items"/> <List ItemsSource={Binding ActiveItemsGroupByDate }/> <TextView Text="Active Items"/> <List ItemsSource={Binding InActiveItemsGroupByDate }/> Or maybe something in between? ViewModel Layer: class ContainerViewModel { ObservableCollection<IGrouping<string, Item>> ActiveItems {get; set;} ObservableCollection<IGrouping<string, Item>> InActiveItems {get; set;} } View Layer: <TextView Text="Active Items"/> <List ItemsSource={Binding ActiveItems, Converter=GroupByDate }/> <TextView Text="Active Items"/> <List ItemsSource={Binding InActiveItems, Converter=GroupByDate }/> I guess my question is what is good practice in terms as to what logic to put into the ViewModel and what logic to put into the Binding in the View, as they seem to overlap a bit?

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  • ArrayList of Entites Random Movement

    - by opiop65
    I have an arraylist of entites that I want to move randomly. No matter what I do, they won't move. Here is my female class: import java.awt.Graphics2D; import java.awt.Image; import java.awt.Rectangle; import java.util.Random; import javax.swing.ImageIcon; public class Female extends Entity { static int femaleX = 0; static int femaleY = 0; double walkSpeed = .1f; Random rand = new Random(); int random; int dir; Player player; public Female(int posX, int posY) { super(posX, posY); } public void update() { posX += femaleX; posY += femaleY; } public void draw(Graphics2D g2d) { g2d.drawImage(getFemaleImg(), posX, posY, null); if (Player.showBounds == true) { g2d.draw(getBounds()); } } public Image getFemaleImg() { ImageIcon ic = new ImageIcon("res/female.png"); return ic.getImage(); } public Rectangle getBounds() { return new Rectangle(posX, posY, getFemaleImg().getHeight(null), getFemaleImg().getWidth(null)); } public void moveFemale() { random = rand.nextInt(3); System.out.println(random); if (random == 0) { dir = 0; posX -= (int) walkSpeed; } } } And here is how I update the female class in the main class: public void actionPerformed(ActionEvent ae) { player.update(); for(int i = 0; i < females.size(); i++){ Female tempFemale = females.get(i); tempFemale.update(); } repaint(); } If I do something like this(in the female update method): public void update() { posX += femaleX; posY += femaleY; posX -= walkSpeed; } The characters move with no problem. Why is this?

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  • Rotate triangle so that its tip points in the direction of the point on the screen that we last touched

    - by Sid
    OpenGL ES - Android. Hello all, I am unable to rotate the triangle accordingly in such a way that its tip always points to my finger. What i did : Constructed a triangle in by GL.GL_TRIANGLES. Added touch events to it. I can rotate the triangle along my Z-axis successfully. Even made the vector class for it. What i need : Each time when I touch the screen, I want to rotate the triangle to face the touch point. Need some help. Here's what i implemented. I wonder that where i am going wrong? My code : public class Graphic2DTriangle { private FloatBuffer vertexBuffer; private ByteBuffer indexBuffer; private float[] vertices = { -1.0f,-1.0f, 0.0f, 2.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f }; private byte[] indices = { 0, 1, 2 }; public Graphic2DTriangle() { ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); // Use native byte order vertexBuffer = vbb.asFloatBuffer(); // Convert byte buffer to float vertexBuffer.put(vertices); // Copy data into buffer vertexBuffer.position(0); // Rewind // Setup index-array buffer. Indices in byte. indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); } public void draw(GL10 gl) { gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } } My SurfaceView class where i've done some Touch Events. public class BallThrowGLSurfaceView extends GLSurfaceView{ MySquareRender _renderObj; View _viewObj; float oldX,oldY,dX,dY; final float TOUCH_SCALE_FACTOR = 0.6f; Vector2 touchPos = new Vector2(); float angle=0; public BallThrowGLSurfaceView(Context context) { super(context); // TODO Auto-generated constructor stub _renderObj = new MySquareRender(context); this.setRenderer(_renderObj); this.setRenderMode(RENDERMODE_WHEN_DIRTY); } @Override public boolean onTouchEvent(MotionEvent event) { // TODO Auto-generated method stub touchPos.x = event.getX(); touchPos.y = event.getY(); Log.i("Co-ord", touchPos.x+"hh"+touchPos.y); switch(event.getAction()){ case MotionEvent.ACTION_MOVE : dX = touchPos.x - oldX; dY = touchPos.y - oldY; if(touchPos.y > getHeight()/2){ dX = dX*-1; } if(touchPos.x < getWidth()/2){ dY = dY*-1; } _renderObj.mAngle += (dX+dY) * TOUCH_SCALE_FACTOR; requestRender(); Log.i("AngleCo-ord", _renderObj.mAngle +"hh"); } oldX = touchPos.x; oldY = touchPos.y; Log.i("OldCo-ord", oldX+" hh "+oldY); return true; } } Last but not the least. My vector2 class. public class Vector2 { public static float TO_RADIANS = (1 / 180.0f) * (float) Math.PI; public static float TO_DEGREES = (1 / (float) Math.PI) * 180; public float x, y; public Vector2() { } public Vector2(float x, float y) { this.x = x; this.y = y; } public Vector2(Vector2 other) { this.x = other.x; this.y = other.y; } public Vector2 cpy() { return new Vector2(x, y); } public Vector2 set(float x, float y) { this.x = x; this.y = y; return this; } public Vector2 set(Vector2 other) { this.x = other.x; this.y = other.y; return this; } public Vector2 add(float x, float y) { this.x += x; this.y += y; return this; } public Vector2 add(Vector2 other) { this.x += other.x; this.y += other.y; return this; } public Vector2 sub(float x, float y) { this.x -= x; this.y -= y; return this; } public Vector2 sub(Vector2 other) { this.x -= other.x; this.y -= other.y; return this; } public Vector2 mul(float scalar) { this.x *= scalar; this.y *= scalar; return this; } public float len() { return FloatMath.sqrt(x * x + y * y); } public Vector2 nor() { float len = len(); if (len != 0) { this.x /= len; this.y /= len; } return this; } public float angle() { float angle = (float) Math.atan2(y, x) * TO_DEGREES; if (angle < 0) angle += 360; return angle; } public Vector2 rotate(float angle) { float rad = angle * TO_RADIANS; float cos = FloatMath.cos(rad); float sin = FloatMath.sin(rad); float newX = this.x * cos - this.y * sin; float newY = this.x * sin + this.y * cos; this.x = newX; this.y = newY; return this; } public float dist(Vector2 other) { float distX = this.x - other.x; float distY = this.y - other.y; return FloatMath.sqrt(distX * distX + distY * distY); } public float dist(float x, float y) { float distX = this.x - x; float distY = this.y - y; return FloatMath.sqrt(distX * distX + distY * distY); } public float distSquared(Vector2 other) { float distX = this.x - other.x; float distY = this.y - other.y; return distX * distX + distY * distY; } public float distSquared(float x, float y) { float distX = this.x - x; float distY = this.y - y; return distX * distX + distY * distY; } } PS : i am able to handle the touch events. I can rotate the triangle with the touch of my finger. But i want that ONE VERTEX of the triangle should point at my finger position respective of the position of my finger.

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  • USING JSON SERIALIZATION FOR CODE BEHIND-JAVASCRIPT DATA COMMUNICATION

    Many of us went through a scenario like, can us pass a full of C# type/class to the javascript? Modify from there and again return back to C#? The difficulty is that JavaScript only knows string format comared to C# which has many data types. So how we can pass an entires class to JavaScript? Here we need to handle with JSON serialization techniques.

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  • Protobuf design patterns

    - by Monster Truck
    I am evaluating Google Protocol Buffers for a Java based service (but am expecting language agnostic patterns). I have two questions: The first is a broad general question: What patterns are we seeing people use? Said patterns being related to class organization (e.g., messages per .proto file, packaging, and distribution) and message definition (e.g., repeated fields vs. repeated encapsulated fields*) etc. There is very little information of this sort on the Google Protobuf Help pages and public blogs while there is a ton of information for established protocols such as XML. I also have specific questions over the following two different patterns: Represent messages in .proto files, package them as a separate jar, and ship it to target consumers of the service --which is basically the default approach I guess. Do the same but also include hand crafted wrappers (not sub-classes!) around each message that implement a contract supporting at least these two methods (T is the wrapper class, V is the message class (using generics but simplified syntax for brevity): public V toProtobufMessage() { V.Builder builder = V.newBuilder(); for (Item item : getItemList()) { builder.addItem(item); } return builder.setAmountPayable(getAmountPayable()). setShippingAddress(getShippingAddress()). build(); } public static T fromProtobufMessage(V message_) { return new T(message_.getShippingAddress(), message_.getItemList(), message_.getAmountPayable()); } One advantage I see with (2) is that I can hide away the complexities introduced by V.newBuilder().addField().build() and add some meaningful methods such as isOpenForTrade() or isAddressInFreeDeliveryZone() etc. in my wrappers. The second advantage I see with (2) is that my clients deal with immutable objects (something I can enforce in the wrapper class). One disadvantage I see with (2) is that I duplicate code and have to sync up my wrapper classes with .proto files. Does anyone have better techniques or further critiques on any of the two approaches? *By encapsulating a repeated field I mean messages such as this one: message ItemList { repeated item = 1; } message CustomerInvoice { required ShippingAddress address = 1; required ItemList = 2; required double amountPayable = 3; } instead of messages such as this one: message CustomerInvoice { required ShippingAddress address = 1; repeated Item item = 2; required double amountPayable = 3; } I like the latter but am happy to hear arguments against it.

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  • IXRepository and test problems

    - by Ridermansb
    Recently had a doubt about how and where to test repository methods. Let the following situation: I have an interface IRepository like this: public interface IRepository<T> where T: class, IEntity { IQueryable<T> Query(Expression<Func<T, bool>> expression); // ... Omitted } And a generic implementation of IRepository public class Repository<T> : IRepository<T> where T : class, IEntity { public IQueryable<T> Query(Expression<Func<T, bool>> expression) { return All().Where(expression).AsQueryable(); } } This is an implementation base that can be used by any repository. It contains the basic implementation of my ORM. Some repositories have specific filters, in which case we will IEmployeeRepository with a specific filter: public interface IEmployeeRepository : IRepository<Employee> { IQueryable<Employee> GetInactiveEmployees(); } And the implementation of IEmployeeRepository: public class EmployeeRepository : Repository<Employee>, IEmployeeRepository // TODO: I have a dependency with ORM at this point in Repository<Employee>. How to solve? How to test the GetInactiveEmployees method { public IQueryable<Employee> GetInactiveEmployees() { return Query(p => p.Status != StatusEmployeeEnum.Active || p.StartDate < DateTime.Now); } } Questions Is right to inherit Repository<Employee>? The goal is to reuse code once all implementing IRepository already been made. If EmployeeRepository inherit only IEmployeeRepository, I have to literally copy and paste the code of Repository<T>. In our example, in EmployeeRepository : Repository<Employee> our Repository lies in our ORM layer. We have a dependency here with our ORM impossible to perform some unit test. How to create a unit test to ensure that the filter GetInactiveEmployees return all Employees in which the Status != Active and StartDate < DateTime.Now. I can not create a Fake/Mock of IEmployeeRepository because I would be testing? Need to test the actual implementation of GetInactiveEmployees. The complete code can be found on Github

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  • UnityEngine.Vector2 does not contian a definition for "Set".... using futile

    - by FreshJays
    I am a bit lost, I am using futile and I am just trying to run the demo. But I keep getting UnityEngine.Vector2 does not contian a definition for "Set" in just one class, my using statments are: using System; using UnityEngine; using System.Collections; using System.Collections.Generic; When I look at the documents, I see that Set is a function http://docs.unity3d.com/Documentation/ScriptReference/Vector2.html I am using version 3.4.2 (in futile its happening in just the FAtlas class)

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  • Customizable Method Bodies in NetBeans IDE 7.3

    - by Geertjan
    In NetBeans IDE 7.3, bodies of newly created methods can now be customized in Tools/Templates/Java/Code Snippets, see below: The content of the first of the two above, "Generated Method Body", is like this: <#-- A built-in Freemarker template (see http://freemarker.sourceforge.net) used for filling the body of methods generated by the IDE. When editing the template, the following predefined variables, that will be then expanded into the corresponding values, could be used together with Java expressions and comments: ${method_return_type}       a return type of a created method ${default_return_value}     a value returned by the method by default ${method_name}              name of the created method ${class_name}               qualified name of the enclosing class ${simple_class_name}        simple name of the enclosing class --> throw new java.lang.UnsupportedOperationException("Not supported yet."); //To change body of generated methods, choose Tools | Templates. The second one, "Overriden Methody Body", is as follows: <#-- A built-in Freemarker template (see http://freemarker.sourceforge.net) used for filling the body of overridden methods generated by the IDE. When editing the template, the following predefined variables, that will be then expanded into the corresponding values, could be used together with Java expressions and comments: ${super_method_call}        a super method call ${method_return_type}       a return type of a created method ${default_return_value}     a value returned by the method by default ${method_name}              name of the created method ${class_name}               qualified name of the enclosing class ${simple_class_name}        simple name of the enclosing class --> <#if method_return_type?? && method_return_type != "void"> return ${super_method_call}; //To change body of generated methods, choose Tools | Templates. <#else> ${super_method_call}; //To change body of generated methods, choose Tools | Templates. </#if>

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