Search Results

Search found 240 results on 10 pages for 'actor'.

Page 5/10 | < Previous Page | 1 2 3 4 5 6 7 8 9 10  | Next Page >

  • CodePlex Daily Summary for Sunday, October 06, 2013

    CodePlex Daily Summary for Sunday, October 06, 2013Popular ReleasesMedia Companion: Media Companion MC3.580b: Fixed IMDB Actor names and Actor Roles, empty <actor> entries in movie nfo, and actor scraping during initial movie scrape. Revision HistoryEvent-Based Components AppBuilder: AB3.Iteration.53: Iteration 53 (Feature): Allow drag&drop of existing component (flow, step) from component list to chart. Duplicate names are automatically recognized and solved. By the color of the draged component you can see what kind of component (flow or step) is currently draged. New: AddExistingComponentFlow, PartDragDropEventHandler, ExistingStepPreparerPulse: Pulse 0.6.7.3: Pulse is now accepting donations. To donate by Bitcoin or PayPal see https://pulse.codeplex.com/wikipage?title=Donations Lots of updates in v0.6.7.3: (Feature) New option allows you to disable wallpaper changing when a full screen application is running. This way Pulse doesn't slow down/lag your videos and games :) (Fix) Some users were getting Wallbase errors when logging in. This has been fixed. (Feature) Right click a provider and you can now make a copy of it by selecting the "Dupl...MoreTerra (Terraria World Viewer): MoreTerra 1.11.1: Release 1.11.1 =========== =Bug Fixes= =========== Added more tile blocks (Clouds, crimstone) Added items (binoculars, rope, Pirahna Gun) Added ores (Lead, Tin) Chests now work, I broke them yesterday. =============== =Known Issues= =============== I am having trouble with new background walls. So you will see a red outline for crimson then a pink inside. Same with where I think the queen bee lives.VG-Ripper & PG-Ripper: PG-Ripper 1.4.19: NEW: Added Option to login as Guest NEW: Added Menu Option to delete an Forum Account NEW: Added Support for "ImageTeam.org links FIXED: Fixed Ripping of http://forum.babeunion.com ForumsSimpleExcelReportMaker: Serm 0.03: SourceCode and Sample .Net Framework 3.5 AnyCPU compile.Application Architecture Guidelines: App Architecture Guidelines 3.0.8: This document is an overview of software qualities, principles, patterns, practices, tools and libraries.fastJSON: v2.0.22: 2.0.22 - added .net 3.5 project - now compiling to 'output' directory - added signed assembly - version numbers will stay at 2.0.0.0 for drop in compatibility - file version will reflect the build number - bug fix deserializing to dictionaries instead of dataset when type is not definedResponsive SharePoint: Bootstrap 3 for SharePoint 2013 - Alpha 0.1: Bootstrap 3 for SharePoint 2013 Alpha version 0.1 NOTE - This is an alpha version, there are bound to be issues. Please help us solve them by contributing in our Discussion. Publishing - The source for Twitter Bootstrap 3.0.0 integrated into SharePoint 2013 for a site with Publishing enabled. Non-Publishing - A master page and branding assets for Twitter Bootstrap 3.0.0 integrated into SharePoint 2013 without Publishing enabled. PageLayoutSampleContent - Sample content for included page l...C++ AMP Conformance Test Suite: C++ AMP Conformance Test Suite 1.0.0: This release contains following changes from previous release: Removed the tests that were testing Microsoft specific behavior not part of open specification. The test suite now contains two folders, containing set of test cases, named ‘Tests’ and ‘TestsWithProp'. The set of tests under these two folders are identical except one difference. The set of test cases under directory ‘TestsWithProp’ makes use of ‘properties’ (which the compiler being tested should handle as mentioned in the open ...ASP.NET dhtmxGantt Class: dhtmlxGantt2.vb class: This is the latest class based on work performed. For more information read the project description and get the source files from dhtmlx.comExpressiveDataGenerators: Alpha 2: Fix serveral bugs, more testsQuickTestsFramework: 1.0.0: First release with stable API.VS Tiny Extension for TortoiseGit: 0.1c: + Icons revised + Push button disappeared when IDE loads the menu instead of toolbar. + Detected twice loading and prevented. + About box deprecated. + Next version will have major improvements. NEW: Visual Studio 2013 Support!BlackJumboDog: Ver5.9.6: 2013.09.30 Ver5.9.6 (1)SMTP???????、???????????????? (2)WinAPI??????? (3)Web???????CGI???????????????????????PayBox payment gateway provider for NB_Store: NB_Store_Gateway_01.00.02_PayBox: Paybox DNN module installMicrosoft Ajax Minifier: Microsoft Ajax Minifier 5.2: Mostly internal code tweaks. added -nosize switch to turn off the size- and gzip-calculations done after minification. removed the comments in the build targets script for the old AjaxMin build task (discussion #458831). Fixed an issue with extended Unicode characters encoded inside a string literal with adjacent \uHHHH\uHHHH sequences. Fixed an IndexOutOfRange exception when encountering a CSS identifier that's a single underscore character (_). In previous builds, the net35 and net20...AJAX Control Toolkit: September 2013 Release: AJAX Control Toolkit Release Notes - September 2013 Release (Updated) Version 7.1005September 2013 release of the AJAX Control Toolkit. AJAX Control Toolkit .NET 4.5 – AJAX Control Toolkit for .NET 4.5 and sample site (Recommended). AJAX Control Toolkit .NET 4 – AJAX Control Toolkit for .NET 4 and sample site (Recommended). AJAX Control Toolkit .NET 3.5 – AJAX Control Toolkit for .NET 3.5 and sample site (Recommended). Important UpdateThis release has been updated to fix three issues: Up...WDTVHubGen - Adds Metadata, thumbnails and subtitles to WDTV Live Hubs: WDTVHubGen.v2.1.4.apifix-alpha: WDTVHubGen.v2.1.4.apifix-alpha is for testers to figure out if we got the NEW api plugged in ok. thanksVisual Log Parser: VisualLogParser: Portable Visual Log Parser for Dotnet 4.0New ProjectsBasic4Android (B4A) Charting Framework: dhtlmxCharts, GoogleCharts etc: Basic4Android (B4A) mobile charting framework.Client Meeting Tool: This site facilitate users to create and schedule meetings for an event.FoodScan: This app focuses on implementing diet monitoring application for Malaysian overweight and obese adolescents using AR technique on Windows Phone 8.Hello Team foundation server: Try to use team foundation server and compare it with GitKDG C# Password Generator: C# password generator developed by KDG.KDG's C# Password Generator: C# password generator that uses Random to create strong passwords based on user input.Meta: Meta is the EECS 111 programming language at Northwestern University. Meta is a dynamically-typed scheme-like language built on .NET. This is its home.Monoscript: Allows using Mono and C# for scripting on Unix. Source files are automatically compiled and executed. Caching is employed to avoid recompiling unchanged files.mtdsharp: Developed by Chris Hyndman, Alec KC, Lu Huang and Merrill Huang for CS 196 at the University of Illinois.Planr.me: Planr is a time management website currently in the early development stageProject Hermes: This very project is currently closed door and under core development. The project description and other works would be published soon.Remindme for Windows Phone 8: Simple, open source Pocket client for Windows Phone 8Remindme for WinRT: Simple, open source Pocket client for WinRT and Windows 8.SQL Server Periodic Table with Molecules: This a SQL Server Database intended to be used by students and researchers for Chemistry and Physics projects. Tesseract: The Tesseract Project aims to easily display and rotate 4 Dimensional Objects in 3D Test Case Manager: A Windows Application which extends Microsoft Test Manager. Features: * one click search * test case export * better test case reader * extended edit modeTest Project for Assignment 1: This is a test ProjectTorah File: Torah File is an project that allow you to use Torah Bible and Mishneh for the computer by type of the programming languages that will be able to use the ToUSAePay nopCommerce Payment Plugin: A simple plugin for nopCommerce to use the USAePay SOAP API interface for processing credit cards.Veterinaria Dr Leo: Este es nuestro Proyecto del curso Calidad y Pruebas de Software 2013-2 Arevalo Ticlla, Susan. Chalán Malca, Elvis. Cruzado Asencio, Gustavo.Visual Studio Test Extensions: The Visual Studio Test Extensions provides extensions and tools for the Visual Studio MSTest engine. It allows to execute unit tests in a separate AppDomain.WSAAD7COM1052: Central repository for 7COM1052 - Web Scripting & Application Development (COM)wscc2013online: this is a project related to Web Application Development at the University of Hertfordshire

    Read the article

  • Syntax Highlighting for Gherkin (Cucumber Language)

    - by Liam McLennan
    SyntaxHighlighter is the de facto standard for syntax highlighting on the web. I am currently working on a tool for publishing BDD specifications on the web and I want syntax highlighting. Unfortunately, SyntaxHighlighter does not support Gherkin, the language Cucumber and SpecFlow use to define BDD specifications. Writing new language parsers for SyntaxHighlighter is very easy, so I implemented one for Gherkin. Here is what a syntax highlighted Gherkin file looks like: # A comment here Feature: Some terse yet descriptive text of what is desired In order to realize a named business value As a explicit system actor I want to gain some beneficial outcome which furthers the goal @secretlabel Scenario: Some determinable business situation Given some precondition And some other precondition When some action by the actor And some other action And yet another action Then some testable outcome is achieved And something else we can check happens too Like all SyntaxHighlighter brushes to use this one you need to install the brush (shBrushGherkin.js). I have also used a custom theme to get it just the way I wanted it (shThemeGherkin.css). If you would like to use my Gherkin brush you may download the code and example page.

    Read the article

  • (Abstract) Game engine design

    - by lukeluke
    I am writing a simple 2D game (for mobile platforms) for the first time. From an abstract point of view, i have the main player controlled by the human, the enemies, elments that will interact with the main player, other living elements that will be controlled by a simple AI (both enemies and non-enemies). The human player will be totally controlled by the player, the other actors will be controlled by AI. So i have a class CActor and a class CActorLogic to start with. I would define a CActor subclass CHero (the main player controlled with some input device). This class will probably implement some type of listener, in order to capture input events. The other players controlled by the AI will be probably a specific subclass of CActor (a subclass per-type, obviously). This seems to be reasonable. The CActor class should have a reference to a method of CActorLogic, that we will call something like CActorLogic::Advance() or similar. Actors should have a visual representation. I would introduce a CActorRepresentation class, with a method like Render() that will draw the actor (that is, the right frame of the right animation). Where to change the animation? Well, the actor logic method Advance() should take care of checking collisions and other things. I would like to discuss the design of a game engine (actors, entities, objects, messages, input handling, visualization of object states (that is, rendering, sound output and so on)) but not from a low level point of view, but from an high level point of view, like i have described above. My question is: is there any book/on line resource that will help me organize things (using an object oriented approach)? Thanks

    Read the article

  • How to factorize code in Unreal Kismet (i.e. "Material Function"s for Kismet)

    - by Georges Dupéron
    In the Unreal Development Kit, when using the Material Editor, one can factorize frequently-used groups of nodes by creating a Material Function (content Browser ? right-click ? new matrial function, IIRC). When defining the behaviour of some actor in Kismet, one can easily have a dozen nodes involved. If I have many actors that share the same behaviour, then I'll copy-paste these nodes, and change the variables so they point to the other actors. This leads to inconsistencies (a modification in the behaviour of an actor isn't propagated in the copy-pasted nodes), complexity (you end up with hundreds of nodes), and generally useless effort. My question is : Can I create a "kismet function", just like a material function ? Note: I'd rather avoid using UnrealScript. I don't even know where to type UnrealScripts, don't know where the documentation is and more generally don't have enough time to invest in learning UnrealScript. This "kismet function" feature must be usable by graphists (with little programming knowledge). If a (simple) script suffices to add this feature in the Kismet editor, so that one can create several "functions" without using UnrealScript, then fine, but I don't really want to have to write a script each time I want to factorize a few nodes. Thanks for any information !

    Read the article

  • Navigating MainMenu with arrow keys or controller

    - by Phil Royer
    I'm attempting to make my menu navigable with the arrow keys or via the d-pad on a controller. So Far I've had no luck. The question is: Can someone walk me through how to make my current menu or any libgdx menu keyboard accessible? I'm a bit noobish with some stuff and I come from a Javascript background. Here's an example of what I'm trying to do: http://dl.dropboxusercontent.com/u/39448/webgl/qb/qb.html For a simple menu that you can just add a few buttons to and it run out of the box use this: http://www.sadafnoor.com/blog/how-to-create-simple-menu-in-libgdx/ Or you can use my code but I use a lot of custom styles. And here's an example of my code: import aurelienribon.tweenengine.Timeline; import aurelienribon.tweenengine.Tween; import aurelienribon.tweenengine.TweenManager; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.scenes.scene2d.Actor; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.badlogic.gdx.scenes.scene2d.InputListener; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.Table; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; import com.badlogic.gdx.scenes.scene2d.utils.Align; import com.badlogic.gdx.scenes.scene2d.utils.ClickListener; import com.project.game.tween.ActorAccessor; public class MainMenu implements Screen { private SpriteBatch batch; private Sprite menuBG; private Stage stage; private TextureAtlas atlas; private Skin skin; private Table table; private TweenManager tweenManager; @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); menuBG.draw(batch); batch.end(); //table.debug(); stage.act(delta); stage.draw(); //Table.drawDebug(stage); tweenManager.update(delta); } @Override public void resize(int width, int height) { menuBG.setSize(width, height); stage.setViewport(width, height, false); table.invalidateHierarchy(); } @Override public void resume() { } @Override public void show() { stage = new Stage(); Gdx.input.setInputProcessor(stage); batch = new SpriteBatch(); atlas = new TextureAtlas("ui/atlas.pack"); skin = new Skin(Gdx.files.internal("ui/menuSkin.json"), atlas); table = new Table(skin); table.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Set Background Texture menuBackgroundTexture = new Texture("images/mainMenuBackground.png"); menuBG = new Sprite(menuBackgroundTexture); menuBG.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Create Main Menu Buttons // Button Play TextButton buttonPlay = new TextButton("START", skin, "inactive"); buttonPlay.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new LevelMenu()); } }); buttonPlay.addListener(new InputListener() { public boolean keyDown (InputEvent event, int keycode) { System.out.println("down"); return true; } }); buttonPlay.padBottom(12); buttonPlay.padLeft(20); buttonPlay.getLabel().setAlignment(Align.left); // Button EXTRAS TextButton buttonExtras = new TextButton("EXTRAS", skin, "inactive"); buttonExtras.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new ExtrasMenu()); } }); buttonExtras.padBottom(12); buttonExtras.padLeft(20); buttonExtras.getLabel().setAlignment(Align.left); // Button Credits TextButton buttonCredits = new TextButton("CREDITS", skin, "inactive"); buttonCredits.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Credits()); } }); buttonCredits.padBottom(12); buttonCredits.padLeft(20); buttonCredits.getLabel().setAlignment(Align.left); // Button Settings TextButton buttonSettings = new TextButton("SETTINGS", skin, "inactive"); buttonSettings.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Settings()); } }); buttonSettings.padBottom(12); buttonSettings.padLeft(20); buttonSettings.getLabel().setAlignment(Align.left); // Button Exit TextButton buttonExit = new TextButton("EXIT", skin, "inactive"); buttonExit.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { Gdx.app.exit(); } }); buttonExit.padBottom(12); buttonExit.padLeft(20); buttonExit.getLabel().setAlignment(Align.left); // Adding Heading-Buttons to the cue table.add().width(190); table.add().width((table.getWidth() / 10) * 3); table.add().width((table.getWidth() / 10) * 5).height(140).spaceBottom(50); table.add().width(190).row(); table.add().width(190); table.add(buttonPlay).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExtras).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonCredits).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonSettings).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExit).width(460).height(110); table.add().row(); stage.addActor(table); // Animation Settings tweenManager = new TweenManager(); Tween.registerAccessor(Actor.class, new ActorAccessor()); // Heading and Buttons Fade In Timeline.createSequence().beginSequence() .push(Tween.set(buttonPlay, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExtras, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonCredits, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonSettings, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExit, ActorAccessor.ALPHA).target(0)) .push(Tween.to(buttonPlay, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExtras, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonCredits, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonSettings, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExit, ActorAccessor.ALPHA, .5f).target(1)) .end().start(tweenManager); tweenManager.update(Gdx.graphics.getDeltaTime()); } public static Vector2 getStageLocation(Actor actor) { return actor.localToStageCoordinates(new Vector2(0, 0)); } @Override public void dispose() { stage.dispose(); atlas.dispose(); skin.dispose(); menuBG.getTexture().dispose(); } @Override public void hide() { dispose(); } @Override public void pause() { } }

    Read the article

  • Red Gate Coder interviews: Alex Davies

    - by Michael Williamson
    Alex Davies has been a software engineer at Red Gate since graduating from university, and is currently busy working on .NET Demon. We talked about tackling parallel programming with his actors framework, a scientific approach to debugging, and how JavaScript is going to affect the programming languages we use in years to come. So, if we start at the start, how did you get started in programming? When I was seven or eight, I was given a BBC Micro for Christmas. I had asked for a Game Boy, but my dad thought it would be better to give me a proper computer. For a year or so, I only played games on it, but then I found the user guide for writing programs in it. I gradually started doing more stuff on it and found it fun. I liked creating. As I went into senior school I continued to write stuff on there, trying to write games that weren’t very good. I got a real computer when I was fourteen and found ways to write BASIC on it. Visual Basic to start with, and then something more interesting than that. How did you learn to program? Was there someone helping you out? Absolutely not! I learnt out of a book, or by experimenting. I remember the first time I found a loop, I was like “Oh my God! I don’t have to write out the same line over and over and over again any more. It’s amazing!” When did you think this might be something that you actually wanted to do as a career? For a long time, I thought it wasn’t something that you would do as a career, because it was too much fun to be a career. I thought I’d do chemistry at university and some kind of career based on chemical engineering. And then I went to a careers fair at school when I was seventeen or eighteen, and it just didn’t interest me whatsoever. I thought “I could be a programmer, and there’s loads of money there, and I’m good at it, and it’s fun”, but also that I shouldn’t spoil my hobby. Now I don’t really program in my spare time any more, which is a bit of a shame, but I program all the rest of the time, so I can live with it. Do you think you learnt much about programming at university? Yes, definitely! I went into university knowing how to make computers do anything I wanted them to do. However, I didn’t have the language to talk about algorithms, so the algorithms course in my first year was massively important. Learning other language paradigms like functional programming was really good for breadth of understanding. Functional programming influences normal programming through design rather than actually using it all the time. I draw inspiration from it to write imperative programs which I think is actually becoming really fashionable now, but I’ve been doing it for ages. I did it first! There were also some courses on really odd programming languages, a bit of Prolog, a little bit of C. Having a little bit of each of those is something that I would have never done on my own, so it was important. And then there are knowledge-based courses which are about not programming itself but things that have been programmed like TCP. Those are really important for examples for how to approach things. Did you do any internships while you were at university? Yeah, I spent both of my summers at the same company. I thought I could code well before I went there. Looking back at the crap that I produced, it was only surpassed in its crappiness by all of the other code already in that company. I’m so much better at writing nice code now than I used to be back then. Was there just not a culture of looking after your code? There was, they just didn’t hire people for their abilities in that area. They hired people for raw IQ. The first indicator of it going wrong was that they didn’t have any computer scientists, which is a bit odd in a programming company. But even beyond that they didn’t have people who learnt architecture from anyone else. Most of them had started straight out of university, so never really had experience or mentors to learn from. There wasn’t the experience to draw from to teach each other. In the second half of my second internship, I was being given tasks like looking at new technologies and teaching people stuff. Interns shouldn’t be teaching people how to do their jobs! All interns are going to have little nuggets of things that you don’t know about, but they shouldn’t consistently be the ones who know the most. It’s not a good environment to learn. I was going to ask how you found working with people who were more experienced than you… When I reached Red Gate, I found some people who were more experienced programmers than me, and that was difficult. I’ve been coding since I was tiny. At university there were people who were cleverer than me, but there weren’t very many who were more experienced programmers than me. During my internship, I didn’t find anyone who I classed as being a noticeably more experienced programmer than me. So, it was a shock to the system to have valid criticisms rather than just formatting criticisms. However, Red Gate’s not so big on the actual code review, at least it wasn’t when I started. We did an entire product release and then somebody looked over all of the UI of that product which I’d written and say what they didn’t like. By that point, it was way too late and I’d disagree with them. Do you think the lack of code reviews was a bad thing? I think if there’s going to be any oversight of new people, then it should be continuous rather than chunky. For me I don’t mind too much, I could go out and get oversight if I wanted it, and in those situations I felt comfortable without it. If I was managing the new person, then maybe I’d be keener on oversight and then the right way to do it is continuously and in very, very small chunks. Have you had any significant projects you’ve worked on outside of a job? When I was a teenager I wrote all sorts of stuff. I used to write games, I derived how to do isomorphic projections myself once. I didn’t know what the word was so I couldn’t Google for it, so I worked it out myself. It was horrifically complicated. But it sort of tailed off when I started at university, and is now basically zero. If I do side-projects now, they tend to be work-related side projects like my actors framework, NAct, which I started in a down tools week. Could you explain a little more about NAct? It is a little C# framework for writing parallel code more easily. Parallel programming is difficult when you need to write to shared data. Sometimes parallel programming is easy because you don’t need to write to shared data. When you do need to access shared data, you could just have your threads pile in and do their work, but then you would screw up the data because the threads would trample on each other’s toes. You could lock, but locks are really dangerous if you’re using more than one of them. You get interactions like deadlocks, and that’s just nasty. Actors instead allows you to say this piece of data belongs to this thread of execution, and nobody else can read it. If you want to read it, then ask that thread of execution for a piece of it by sending a message, and it will send the data back by a message. And that avoids deadlocks as long as you follow some obvious rules about not making your actors sit around waiting for other actors to do something. There are lots of ways to write actors, NAct allows you to do it as if it was method calls on other objects, which means you get all the strong type-safety that C# programmers like. Do you think that this is suitable for the majority of parallel programming, or do you think it’s only suitable for specific cases? It’s suitable for most difficult parallel programming. If you’ve just got a hundred web requests which are all independent of each other, then I wouldn’t bother because it’s easier to just spin them up in separate threads and they can proceed independently of each other. But where you’ve got difficult parallel programming, where you’ve got multiple threads accessing multiple bits of data in multiple ways at different times, then actors is at least as good as all other ways, and is, I reckon, easier to think about. When you’re using actors, you presumably still have to write your code in a different way from you would otherwise using single-threaded code. You can’t use actors with any methods that have return types, because you’re not allowed to call into another actor and wait for it. If you want to get a piece of data out of another actor, then you’ve got to use tasks so that you can use “async” and “await” to await asynchronously for it. But other than that, you can still stick things in classes so it’s not too different really. Rather than having thousands of objects with mutable state, you can use component-orientated design, where there are only a few mutable classes which each have a small number of instances. Then there can be thousands of immutable objects. If you tend to do that anyway, then actors isn’t much of a jump. If I’ve already built my system without any parallelism, how hard is it to add actors to exploit all eight cores on my desktop? Usually pretty easy. If you can identify even one boundary where things look like messages and you have components where some objects live on one side and these other objects live on the other side, then you can have a granddaddy object on one side be an actor and it will parallelise as it goes across that boundary. Not too difficult. If we do get 1000-core desktop PCs, do you think actors will scale up? It’s hard. There are always in the order of twenty to fifty actors in my whole program because I tend to write each component as actors, and I tend to have one instance of each component. So this won’t scale to a thousand cores. What you can do is write data structures out of actors. I use dictionaries all over the place, and if you need a dictionary that is going to be accessed concurrently, then you could build one of those out of actors in no time. You can use queuing to marshal requests between different slices of the dictionary which are living on different threads. So it’s like a distributed hash table but all of the chunks of it are on the same machine. That means that each of these thousand processors has cached one small piece of the dictionary. I reckon it wouldn’t be too big a leap to start doing proper parallelism. Do you think it helps if actors get baked into the language, similarly to Erlang? Erlang is excellent in that it has thread-local garbage collection. C# doesn’t, so there’s a limit to how well C# actors can possibly scale because there’s a single garbage collected heap shared between all of them. When you do a global garbage collection, you’ve got to stop all of the actors, which is seriously expensive, whereas in Erlang garbage collections happen per-actor, so they’re insanely cheap. However, Erlang deviated from all the sensible language design that people have used recently and has just come up with crazy stuff. You can definitely retrofit thread-local garbage collection to .NET, and then it’s quite well-suited to support actors, even if it’s not baked into the language. Speaking of language design, do you have a favourite programming language? I’ll choose a language which I’ve never written before. I like the idea of Scala. It sounds like C#, only with some of the niggles gone. I enjoy writing static types. It means you don’t have to writing tests so much. When you say it doesn’t have some of the niggles? C# doesn’t allow the use of a property as a method group. It doesn’t have Scala case classes, or sum types, where you can do a switch statement and the compiler checks that you’ve checked all the cases, which is really useful in functional-style programming. Pattern-matching, in other words. That’s actually the major niggle. C# is pretty good, and I’m quite happy with C#. And what about going even further with the type system to remove the need for tests to something like Haskell? Or is that a step too far? I’m quite a pragmatist, I don’t think I could deal with trying to write big systems in languages with too few other users, especially when learning how to structure things. I just don’t know anyone who can teach me, and the Internet won’t teach me. That’s the main reason I wouldn’t use it. If I turned up at a company that writes big systems in Haskell, I would have no objection to that, but I wouldn’t instigate it. What about things in C#? For instance, there’s contracts in C#, so you can try to statically verify a bit more about your code. Do you think that’s useful, or just not worthwhile? I’ve not really tried it. My hunch is that it needs to be built into the language and be quite mathematical for it to work in real life, and that doesn’t seem to have ended up true for C# contracts. I don’t think anyone who’s tried them thinks they’re any good. I might be wrong. On a slightly different note, how do you like to debug code? I think I’m quite an odd debugger. I use guesswork extremely rarely, especially if something seems quite difficult to debug. I’ve been bitten spending hours and hours on guesswork and not being scientific about debugging in the past, so now I’m scientific to a fault. What I want is to see the bug happening in the debugger, to step through the bug happening. To watch the program going from a valid state to an invalid state. When there’s a bug and I can’t work out why it’s happening, I try to find some piece of evidence which places the bug in one section of the code. From that experiment, I binary chop on the possible causes of the bug. I suppose that means binary chopping on places in the code, or binary chopping on a stage through a processing cycle. Basically, I’m very stupid about how I debug. I won’t make any guesses, I won’t use any intuition, I will only identify the experiment that’s going to binary chop most effectively and repeat rather than trying to guess anything. I suppose it’s quite top-down. Is most of the time then spent in the debugger? Absolutely, if at all possible I will never debug using print statements or logs. I don’t really hold much stock in outputting logs. If there’s any bug which can be reproduced locally, I’d rather do it in the debugger than outputting logs. And with SmartAssembly error reporting, there’s not a lot that can’t be either observed in an error report and just fixed, or reproduced locally. And in those other situations, maybe I’ll use logs. But I hate using logs. You stare at the log, trying to guess what’s going on, and that’s exactly what I don’t like doing. You have to just look at it and see does this look right or wrong. We’ve covered how you get to grip with bugs. How do you get to grips with an entire codebase? I watch it in the debugger. I find little bugs and then try to fix them, and mostly do it by watching them in the debugger and gradually getting an understanding of how the code works using my process of binary chopping. I have to do a lot of reading and watching code to choose where my slicing-in-half experiment is going to be. The last time I did it was SmartAssembly. The old code was a complete mess, but at least it did things top to bottom. There wasn’t too much of some of the big abstractions where flow of control goes all over the place, into a base class and back again. Code’s really hard to understand when that happens. So I like to choose a little bug and try to fix it, and choose a bigger bug and try to fix it. Definitely learn by doing. I want to always have an aim so that I get a little achievement after every few hours of debugging. Once I’ve learnt the codebase I might be able to fix all the bugs in an hour, but I’d rather be using them as an aim while I’m learning the codebase. If I was a maintainer of a codebase, what should I do to make it as easy as possible for you to understand? Keep distinct concepts in different places. And name your stuff so that it’s obvious which concepts live there. You shouldn’t have some variable that gets set miles up the top of somewhere, and then is read miles down to choose some later behaviour. I’m talking from a very much SmartAssembly point of view because the old SmartAssembly codebase had tons and tons of these things, where it would read some property of the code and then deal with it later. Just thousands of variables in scope. Loads of things to think about. If you can keep concepts separate, then it aids me in my process of fixing bugs one at a time, because each bug is going to more or less be understandable in the one place where it is. And what about tests? Do you think they help at all? I’ve never had the opportunity to learn a codebase which has had tests, I don’t know what it’s like! What about when you’re actually developing? How useful do you find tests in finding bugs or regressions? Finding regressions, absolutely. Running bits of code that would be quite hard to run otherwise, definitely. It doesn’t happen very often that a test finds a bug in the first place. I don’t really buy nebulous promises like tests being a good way to think about the spec of the code. My thinking goes something like “This code works at the moment, great, ship it! Ah, there’s a way that this code doesn’t work. Okay, write a test, demonstrate that it doesn’t work, fix it, use the test to demonstrate that it’s now fixed, and keep the test for future regressions.” The most valuable tests are for bugs that have actually happened at some point, because bugs that have actually happened at some point, despite the fact that you think you’ve fixed them, are way more likely to appear again than new bugs are. Does that mean that when you write your code the first time, there are no tests? Often. The chance of there being a bug in a new feature is relatively unaffected by whether I’ve written a test for that new feature because I’m not good enough at writing tests to think of bugs that I would have written into the code. So not writing regression tests for all of your code hasn’t affected you too badly? There are different kinds of features. Some of them just always work, and are just not flaky, they just continue working whatever you throw at them. Maybe because the type-checker is particularly effective around them. Writing tests for those features which just tend to always work is a waste of time. And because it’s a waste of time I’ll tend to wait until a feature has demonstrated its flakiness by having bugs in it before I start trying to test it. You can get a feel for whether it’s going to be flaky code as you’re writing it. I try to write it to make it not flaky, but there are some things that are just inherently flaky. And very occasionally, I’ll think “this is going to be flaky” as I’m writing, and then maybe do a test, but not most of the time. How do you think your programming style has changed over time? I’ve got clearer about what the right way of doing things is. I used to flip-flop a lot between different ideas. Five years ago I came up with some really good ideas and some really terrible ideas. All of them seemed great when I thought of them, but they were quite diverse ideas, whereas now I have a smaller set of reliable ideas that are actually good for structuring code. So my code is probably more similar to itself than it used to be back in the day, when I was trying stuff out. I’ve got more disciplined about encapsulation, I think. There are operational things like I use actors more now than I used to, and that forces me to use immutability more than I used to. The first code that I wrote in Red Gate was the memory profiler UI, and that was an actor, I just didn’t know the name of it at the time. I don’t really use object-orientation. By object-orientation, I mean having n objects of the same type which are mutable. I want a constant number of objects that are mutable, and they should be different types. I stick stuff in dictionaries and then have one thing that owns the dictionary and puts stuff in and out of it. That’s definitely a pattern that I’ve seen recently. I think maybe I’m doing functional programming. Possibly. It’s plausible. If you had to summarise the essence of programming in a pithy sentence, how would you do it? Programming is the form of art that, without losing any of the beauty of architecture or fine art, allows you to produce things that people love and you make money from. So you think it’s an art rather than a science? It’s a little bit of engineering, a smidgeon of maths, but it’s not science. Like architecture, programming is on that boundary between art and engineering. If you want to do it really nicely, it’s mostly art. You can get away with doing architecture and programming entirely by having a good engineering mind, but you’re not going to produce anything nice. You’re not going to have joy doing it if you’re an engineering mind. Architects who are just engineering minds are not going to enjoy their job. I suppose engineering is the foundation on which you build the art. Exactly. How do you think programming is going to change over the next ten years? There will be an unfortunate shift towards dynamically-typed languages, because of JavaScript. JavaScript has an unfair advantage. JavaScript’s unfair advantage will cause more people to be exposed to dynamically-typed languages, which means other dynamically-typed languages crop up and the best features go into dynamically-typed languages. Then people conflate the good features with the fact that it’s dynamically-typed, and more investment goes into dynamically-typed languages. They end up better, so people use them. What about the idea of compiling other languages, possibly statically-typed, to JavaScript? It’s a reasonable idea. I would like to do it, but I don’t think enough people in the world are going to do it to make it pick up. The hordes of beginners are the lifeblood of a language community. They are what makes there be good tools and what makes there be vibrant community websites. And any particular thing which is the same as JavaScript only with extra stuff added to it, although it might be technically great, is not going to have the hordes of beginners. JavaScript is always to be quickest and easiest way for a beginner to start programming in the browser. And dynamically-typed languages are great for beginners. Compilers are pretty scary and beginners don’t write big code. And having your errors come up in the same place, whether they’re statically checkable errors or not, is quite nice for a beginner. If someone asked me to teach them some programming, I’d teach them JavaScript. If dynamically-typed languages are great for beginners, when do you think the benefits of static typing start to kick in? The value of having a statically typed program is in the tools that rely on the static types to produce a smooth IDE experience rather than actually telling me my compile errors. And only once you’re experienced enough a programmer that having a really smooth IDE experience makes a blind bit of difference, does static typing make a blind bit of difference. So it’s not really about size of codebase. If I go and write up a tiny program, I’m still going to get value out of writing it in C# using ReSharper because I’m experienced with C# and ReSharper enough to be able to write code five times faster if I have that help. Any other visions of the future? Nobody’s going to use actors. Because everyone’s going to be running on single-core VMs connected over network-ready protocols like JSON over HTTP. So, parallelism within one operating system is going to die. But until then, you should use actors. More Red Gater Coder interviews

    Read the article

  • Jquery Multiple ajax call

    - by Mehmet MERCAN
    I have a listed navigation with letters and i am trying to call the actors and directors from different json files when the user clicked a letter. I used 2 ajax calls to get the data from actor.php and director.php. It works fine on my local machine, but only the first one works on server. How can i make each ajax calls working? $(document).ready(function(){ $('.letters').click( function(){ var letter=$(this).html(); $.ajax({ url: 'actor.php?harf='+letter, dataType: 'json', success: function(JSON) { //some code } }); $.ajax({ url: 'director.php?harf='+letter, dataType: 'json', success: function(JSON) { // some code } }); }); });

    Read the article

  • I'm having an issue with a scala script using 2.7.7 - Main$$anon$1$$anonfun$1$$anonfun$apply$2

    - by Uruhara747
    This is the code I used from a book... import scala.actors.Actor._ val countActor = actor{ loop { react{ case "how many?" = { println("I've got " + mailboxSize.toString + " messages in my mailbox.") } } } } countActor ! 1 countActor ! 2 countActor ! 3 countActor ! "how many?" countActor ! "how many?" countActor ! 4 countActor ! "how many?" The error java.lang.NoClassDefFoundError: Main$$anon$1$$anonfun$1$$anonfun$apply$2

    Read the article

  • Edit the opposite side of a many to many relationship with django generic form

    - by Ed
    I have two models: class Actor(models.Model): name = models.CharField(max_length=30, unique = True) event = models.ManyToManyField(Event, blank=True, null=True) class Event(models.Model): name = models.CharField(max_length=30, unique = True) long_description = models.TextField(blank=True, null=True) In a previous question: http://stackoverflow.com/questions/2503243/django-form-linking-2-models-by-many-to-many-field, I created an EventForm with a save function: class EventForm(forms.ModelForm): class Meta: model = Event def save(self, commit=True): instance = forms.ModelForm.save(self) instance.actors_set.clear() for actor in self.cleaned_data['actors']: instance.actors_set.add(actors) return instance This allowed me to add m2m links from the other side of the defined m2m connection. Now I want to edit the entry. I've been using a generic function: def generic_edit(request, modelname, object_id): modelname = modelname.lower() form_class = form_dict[modelname] return update_object(request, form_class = form_class, object_id = object_id, template_name = 'createdit.html' ) but this pulls in all the info except the many-to-many selections saved to this object. I think I need to do something similar to this: http://stackoverflow.com/questions/1700202/editing-both-sides-of-m2m-in-admin-page, but I haven't figured it out. How do I use the generic update_object to edit the other side of many-to-many link?

    Read the article

  • Write a file in UTF-8 using FileWriter (Java)?

    - by user1280970
    I have the following code however, I want it to write as a UTF-8 file to handle foreign characters. Is there a way of doing this, is there some need to have a parameter? I would really appreciate your help with this. Thanks. try { BufferedReader reader = new BufferedReader(new FileReader("C:/Users/Jess/My Documents/actresses.list")); writer = new BufferedWriter(new FileWriter("C:/Users/Jess/My Documents/actressesFormatted.csv")); while( (line = reader.readLine()) != null) { //If the line starts with a tab then we just want to add a movie //using the current actor's name. if(line.length() == 0) continue; else if(line.charAt(0) == '\t') { readMovieLine2(0, line, surname.toString(), forename.toString()); } //Else we've reached a new actor else { readActorName(line); } } } catch (IOException e) { e.printStackTrace(); } }

    Read the article

  • Actors in Scala.net

    - by weijiajun
    I have recently completed some study of erlang, and was intrigued by scala for its feature set and the ease of interpolating with java (and possibly .net) applications. I am finally studying actors and was wondering if there is an actor mechanism that currently works in .net. I have looked at the libararies that come down with sbaz and have found that there is a scala.Concurrent but no scala.actors.Actor. I tried to use the scala.Concurrent.Channel but was unable to use the ! to send messages. I was just wondering if this is something that is currently available and if so how do you go about setting it up.

    Read the article

  • SQL query showing element more than once.

    - by Sorin Cioban
    Hi guys, I have the following SQL query but it doesn't entirely work because it shows each element more than once. select c.name, c.director, c.title, count(c.title) as numfilms from casting c join casting c1 on c1.name = c.name Group by c.name, c.director, c.title Having count (c.title) > 1 order by numfilms So what it does it shows which actors have made more than 1 film. But unfortunately, this query shows each actor as many times as the number of movies he made. Using distinct doesn't work as actor may have been in different movie with same title and different director.

    Read the article

  • Do you need to know Java before trying Scala

    - by gizgok
    I'm interested in learning Scala. I've been reading a lot about it, but a lot of people value it because it has an actor model which is better for concurrency, it handles xml in a much better way, solves the problem of first class functions. My question is do you need to know Java to understand/appreciate the way things work in Scala? Is it better to first take a stab at Java and then try Scala or you can start Scala with absolutely no java backround?

    Read the article

  • Drawing a texture at the end of a trace (crosshair?) UDK

    - by Dave Voyles
    I'm trying to draw a crosshair at the end of my trace. If my crosshair does not hit a pawn or static mesh (ex, just a skybox) then the crosshair stays locked on a certain point at that actor - I want to say its origin. Ex: Run across a pawn, then it turns yellow and stays on that pawn. If it runs across the skybox, then it stays at one point on the box. Weird? How can I get my crosshair to stay consistent? I've included two images for reference, to help illustrate. Note: The wrench is actually my crosshair. The "X" is just a debug crosshair. Ignore that. /// Image 1 /// /// Image 2 /// /*************************************************************************** * Draws the crosshair ***************************************************************************/ function bool CheckCrosshairOnFriendly() { local float CrosshairSize; local vector HitLocation, HitNormal, StartTrace, EndTrace, ScreenPos; local actor HitActor; local MyWeapon W; local Pawn MyPawnOwner; /** Sets the PawnOwner */ MyPawnOwner = Pawn(PlayerOwner.ViewTarget); /** Sets the Weapon */ W = MyWeapon(MyPawnOwner.Weapon); /** If we don't have an owner, then get out of the function */ if ( MyPawnOwner == None ) { return false; } /** If we have a weapon... */ if ( W != None) { /** Values for the trace */ StartTrace = W.InstantFireStartTrace(); EndTrace = StartTrace + W.MaxRange() * vector(PlayerOwner.Rotation); HitActor = MyPawnOwner.Trace(HitLocation, HitNormal, EndTrace, StartTrace, true, vect(0,0,0),, TRACEFLAG_Bullet); DrawDebugLine(StartTrace, EndTrace, 100,100,100,); /** Projection for the crosshair to convert 3d coords into 2d */ ScreenPos = Canvas.Project(HitLocation); /** If we haven't hit any actors... */ if ( Pawn(HitActor) == None ) { HitActor = (HitActor == None) ? None : Pawn(HitActor.Base); } } /** If our trace hits a pawn... */ if ((Pawn(HitActor) == None)) { /** Draws the crosshair for no one - Grey*/ CrosshairSize = 28 * (Canvas.ClipY / 768) * (Canvas.ClipX /1024); Canvas.SetDrawColor(100,100,128,255); Canvas.SetPos(ScreenPos.X - (CrosshairSize * 0.5f), ScreenPos.Y -(CrosshairSize * 0.5f)); Canvas.DrawTile(class'UTHUD'.default.AltHudTexture, CrosshairSize, CrosshairSize, 600, 262, 28, 27); return false; } /** Draws the crosshair for friendlies - Yellow */ CrosshairSize = 28 * (Canvas.ClipY / 768) * (Canvas.ClipX /1024); Canvas.SetDrawColor(255,255,128,255); Canvas.SetPos(ScreenPos.X - (CrosshairSize * 0.5f), ScreenPos.Y -(CrosshairSize * 0.5f)); Canvas.DrawTile(class'UTHUD'.default.AltHudTexture, CrosshairSize, CrosshairSize, 600, 262, 28, 27); return true; }

    Read the article

  • need some concrete examples on user stories, tasks and how they relate to functional and technical specifications

    - by gideon
    Little heads up, Im the only lonely dev building/planning/mocking my project as I go. Ive come up with a preview release that does only the core aspects of the system, with good business value and I've coded most of the UI as dirty throw-able mockups over nicely abstracted and very minimal base code. In the end I know quite well what my clients want on the whole. I can't take agile-ish cowboying anymore because Im completely dis-organized and have no paper plan and since my clients are happy, things are getting more complex with more features and ideas. So I started using and learning Agile & Scrum Here are my problems: I know what a functional spec is.(sample): Do all user stories and/or scenarios become part of the functional spec? I know what user stories and tasks are. Are these kinda user stories? I dont see any Business Value reason added to them. I made a mind map using freemind, I had problems like this: Actor : Finance Manager Can Add a Financial Plan into the system because well thats the point of it? What Business Value reason do I add for things like this? Example : A user needs to be able to add a blog article (in the blogger app) because..?? Its the point of a blogger app, it centers around that feature? How do I go into the finer details and system definitions: Actor: Finance Manager Action: Adds a finance plan. This adding is a complicated process with lots of steps. What User Story will describe what a finance plan in the system is ?? I can add it into the functional spec under definitions explaining what a finance plan is and how one needs to add it into the system, but how do I get to the backlog planning from there? Example: A Blog Article is mostly a textual document that can be written in rich text in the system. To add a blog article one must...... But how do you create backlog list/features out of this? Where are the user stories for what a blog article is and how one adds/removes it? Finally, I'm a little confused about the relations between functional specs and user stories. Will my spec contain user stories in them with UI mockups? Now will these user stories then branch out tasks which will make up something like a technical specification? Example : EditorUser Can add a blog article. Use XML to store blog article. Add a form to add blog. Add Windows Live Writer Support. That would be agile tasks but would that also be part of/or form the technical specs? Some concrete examples/answers of my questions would be nice!!

    Read the article

  • How to set density for each shape in PhysX 3.1

    - by hywei
    I'm using PhysX 3.1 as my game's physics engine. One requirement is that I need set different density for each shape(there are server shapes for my single rigid actor). I know that the shape's density can be set by NxShapeDesc::density in PhysX 2.8, but I can't find such interface in PhysX 3.1. I know that the mass properties can be set in PhysX 3.1 just as the snowman example in the SDK, but I don't know whether there exists a direct interface to set density for each shape.

    Read the article

  • How do I get a collision event from a KActor subclass?

    - by Almo
    I have a subclass of KActor, and I want an event when it collides with things. event RigidBodyCollision seems to be what I want according to this http://wiki.beyondunreal.com/UE3:Actor_events_%28UDK%29#RigidBodyCollision Called when a PrimitiveComponent this Actor owns has: -bNotifyRigidBodyCollision set to true -ScriptRigidBodyCollisionThreshold greater than 0 -it is involved in a physics collision where the relative velocity exceeds ScriptRigidBodyCollisionThreshold As far as I can tell, I have these set up, and the event is not called for any collisions (KActor-KActor, KActor-world geometry, etc). Is there something else I need to do?

    Read the article

  • LibGDX Box2D Body and Sprite AND DebugRenderer out of sync

    - by Free Lancer
    I am having a couple issues with Box2D bodies. I have a GameObject holding a Sprite and Body. I use a ShapeRenderer to draw an outline of the Body's and Sprite's bounding boxes. I also added a Box2DDebugRenderer to make sure everything's lining up properly. My problem is the Sprite and Body at first overlap perfectly, but as I turn the Body moves a bit off the sprite then comes back when the Car is facing either North or South. Here's an image of what I mean: (Not sure what that line is, first time to show up) BLUE is the Body, RED is the Sprite, PURPLE is the Box2DDebugRenderer. Also, you probably noticed a purple square in the top right corner. Well that's the Car drawn by the Box2D Debug Renderer. I thought it might be the camera but I've been playing with the Cameras for hours and nothing seems to work. All give me weird results. Here's my code: Screen: public void show() { // --------------------- SETUP ALL THE CAMERA STUFF ------------------------------ // battleStage = new Stage( 720, 480, false ); // Setup the camera. In Box2D we operate on a meter scale, pixels won't do it. So we use // an Orthographic camera with a Viewport of 24 meters in width and 16 meters in height. battleStage.setCamera( new OrthographicCamera( CAM_METER_WIDTH, CAM_METER_HEIGHT ) ); battleStage.getCamera().position.set( CAM_METER_WIDTH / 2, CAM_METER_HEIGHT / 2, 0 ); // The Box2D Debug Renderer will handle rendering all physics objects for debugging debugger = new Box2DDebugRenderer( true, true, true, true ); //debugCam = new OrthographicCamera( CAM_METER_WIDTH, CAM_METER_HEIGHT ); } public void render(float delta) { // Update the Physics World, use 1/45 for something around 45 Frames/Second for mobile devices physicsWorld.step( 1/45.0f, 8, 3 ); // 1/45 for devices // Set the Camera matrices and clear the screen Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); battleStage.getCamera().update(); // Draw game objects here battleStage.act(delta); battleStage.draw(); // Again update the Camera matrices and call the debug renderer debugCam.update(); debugger.render( physicsWorld, debugCam.combined); // Vehicle handles its own interaction with the HUD // update all Actors movements in the game Stage hudStage.act( delta ); // Draw each Actor onto the Scene at their new positions hudStage.draw(); } Car: (extends Actor) public Car( Texture texture, float posX, float posY, World world ) { super( "Car" ); mSprite = new Sprite( texture ); mSprite.setSize( WIDTH * Consts.PIXEL_METER_RATIO, HEIGHT * Consts.PIXEL_METER_RATIO ); mSprite.setOrigin( mSprite.getWidth()/2, mSprite.getHeight()/2); // set the origin to be at the center of the body mSprite.setPosition( posX * Consts.PIXEL_METER_RATIO, posY * Consts.PIXEL_METER_RATIO ); // place the car in the center of the game map FixtureDef carFixtureDef = new FixtureDef(); mBody = Physics.createBoxBody( BodyType.DynamicBody, carFixtureDef, mSprite ); } public void draw() { mSprite.setPosition( mBody.getPosition().x * Consts.PIXEL_METER_RATIO, mBody.getPosition().y * Consts.PIXEL_METER_RATIO ); mSprite.setRotation( MathUtils.radiansToDegrees * mBody.getAngle() ); // draw the sprite mSprite.draw( batch ); } Physics: (Create the Body) public static Body createBoxBody( final BodyType pBodyType, final FixtureDef pFixtureDef, Sprite pSprite ) { float pRotation = 0; float pWidth = pSprite.getWidth(); float pHeight = pSprite.getHeight(); final BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = pBodyType; boxBodyDef.position.x = pSprite.getX() / Consts.PIXEL_METER_RATIO; boxBodyDef.position.y = pSprite.getY() / Consts.PIXEL_METER_RATIO; // Temporary Box shape of the Body final PolygonShape boxPoly = new PolygonShape(); final float halfWidth = pWidth * 0.5f / Consts.PIXEL_METER_RATIO; final float halfHeight = pHeight * 0.5f / Consts.PIXEL_METER_RATIO; boxPoly.setAsBox( halfWidth, halfHeight ); // set the anchor point to be the center of the sprite pFixtureDef.shape = boxPoly; final Body boxBody = BattleScreen.getPhysicsWorld().createBody(boxBodyDef); boxBody.createFixture(pFixtureDef); } Sorry for all the code and long description but it's hard to pin down what exactly might be causing the problem.

    Read the article

  • Why are you doing this? [closed]

    - by NIcholas Lawson
    I am working on a story that I am going to be querying to several magazines in my hometown about this work that is being done by the AXR group. This is a group of people who have networked online and are working on developing a higher level syntax structure than CSS and HTML currently offer. I am covering this is as a story because I see potential in this as a human interest story in cosmopolitan society. I have been asked by the group to pose this question to you and would appreciate any and all comments you would have on the following ... To AXR: So when does the internet become finished? At what point does a computer scientist say to himself ... my job here is finished ... the internet is complete? When is the internet ready to be more about the display of content than the uploading of new websites or computer tech? You are embarking on upon a sixty year project every day you work with this internet, what drives you? Why are you spending your hard earned hours working on the code to this computer? I spend thirty hours a week online because I love the writing and I know what would make the internet better ... ease of use ... i know it is difficult to program but I see some very elegant solutions online ... in this early inception phase of your programming development for this HSS prototype ... I would like to know why I do not see you programmers asking questions such as ... What would make the end user's life the easiest when using this code? I know you can solve the problem but an evolution forward would be simple, not simple to a computer scientist but simple to use for a career janitor ... if you could solve the problem of alleviating the stress at using a the computer you could get better content out of the computer ... right now the main problem is that the best content is in the hands of the people least likely to use the computer and the more simple you make the computer to use ... the better the content collection will be in the long run ... That is not what I want to talk about though ... why are you writing code when you could be writing stories? I know the computer is worthless without content so I build content, I know the book is worthless without the combinations of words in them, i know the television is worthless without the television news anchor or the actor, what I want to know from you folks in a very journalistic sense is why are you even bothering to bother to write code for a machine that has only made our lives i would dare say less interesting. why are you feeding the beast your time when you could be writing stories or being an actor or musician or auto mechanic ... why code? why this machine? what do you love about it? what do you hate about it? what do you wonder about it? I want to know so that starting out I know how to further shape my questions with axr ... i want the full story ... i want the real answers ... and i want to know why you are doing this, it would make for great writing if you could elucidate on this point.

    Read the article

  • How should I plan the inheritance structure for my game?

    - by Eric Thoma
    I am trying to write a platform shooter in C++ with a really good class structure for robustness. The game itself is secondary; it is the learning process of writing it that is primary. I am implementing an inheritance tree for all of the objects in my game, but I find myself unsure on some decisions. One specific issue that it bugging me is this: I have an Actor that is simply defined as anything in the game world. Under Actor is Character. Both of these classes are abstract. Under Character is the Philosopher, who is the main character that the user commands. Also under Character is NPC, which uses an AI module with stock routines for friendly, enemy and (maybe) neutral alignments. So under NPC I want to have three subclasses: FriendlyNPC, EnemyNPC and NeutralNPC. These classes are not abstract, and will often be subclassed in order to make different types of NPC's, like Engineer, Scientist and the most evil Programmer. Still, if I want to implement a generic NPC named Kevin, it would nice to be able to put him in without making a new class for him. I could just instantiate a FriendlyNPC and pass some values for the AI machine and for the dialogue; that would be ideal. But what if Kevin is the one benevolent Programmer in the whole world? Now we must make a class for him (but what should it be called?). Now we have a character that should inherit from Programmer (as Kevin has all the same abilities but just uses the friendly AI functions) but also should inherit from FriendlyNPC. Programmer and FriendlyNPC branched away from each other on the inheritance tree, so inheriting from both of them would have conflicts, because some of the same functions have been implemented in different ways on the two of them. 1) Is there a better way to order these classes to avoid these conflicts? Having three subclasses; Friendly, Enemy and Neutral; from each type of NPC; Engineer, Scientist, and Programmer; would amount to a huge number of classes. I would share specific implementation details, but I am writing the game slowly, piece by piece, and so I haven't implemented past Character yet. 2) Is there a place where I can learn these programming paradigms? I am already trying to take advantage of some good design patterns, like MVC architecture and Mediator objects. The whole point of this project is to write something in good style. It is difficult to tell what should become a subclass and what should become a state (i.e. Friendly boolean v. Friendly class). Having many states slows down code with if statements and makes classes long and unwieldy. On the other hand, having a class for everything isn't practical. 3) Are there good rules of thumb or resources to learn more about this? 4) Finally, where does templating come in to this? How should I coordinate templates into my class structure? I have never actually taken advantage of templating honestly, but I hear that it increases modularity, which means good code.

    Read the article

  • using Quick Sequence Diagram Editor for sequence diagrams

    - by Jason S
    Anyone have experience with Quick Sequence Diagram Editor? The combination of instant display + text source code + Java implementation is very attractive to me, but I can't quite figure out how to make the syntax do what I want, and the documentation's not very clear. Here's a contrived example: al:Actor bill:Actor atm:ATM[a] bank:Bank[a] al:atm.give me $10 atm:al has $3=bank.check al's account balance al:atm.what time is it atm:al.it's now atm:al.stop bugging me atm:al.you only have $3 atm:bill.and don't you open your mouth bill:atm.who asked you? bill:atm.give me $20 al:atm.hey, I'm not finished! atm:bill has $765=bank.check bill's account balance atm:yes I'm sure, bill has $765=bank.hmm are you sure? atm:bill.here's $20, now go away atm:great, he's a cool dude=bank.I just gave Bill $20 al:atm.what about my $10? atm:al.read my lips: you only have $3 Here's the result from QSDE in single-threaded mode: and in multi-threaded mode: I guess I'm not clear what starts/ends those vertical bars. I have a situation which is single-threaded, but there's state involved, and all the messages are asynchronous. I guess that means I should use an external object to represent that state and its lifetime. What I want is for one timeline to represent the message sequence al:atm.give me $10 atm:bank.check al's account balance bank:atm.al has $3 atm:al.you only have $3 and another timeline to represent the message sequence bill:atm.give me $20 atm:bank.check bill's account balance bank:atm.bill has $765 atm:bank.hmm are you sure? bank:atm.yes I'm sure, bill has $765 atm:bill.here's $20, now go away atm:bank.I just gave Bill $20 bank:atm.great, he's a cool dude with the other "wisecracks" representing other miscellaneous messages that I don't care about right now. Is there a way to do this with QSDE?

    Read the article

  • infinite loop shutting down ensime

    - by Jeff Bowman
    When I run M-X ensime-disconnect I get the following forever: string matching regex `\"((?:[^\"\\]|\\.)*)\"' expected but `^@' found and I see this exception when I use C-c C-c Uncaught exception in com.ensime.server.SocketHandler@769aba32 java.net.SocketException: Broken pipe at java.net.SocketOutputStream.socketWrite0(Native Method) at java.net.SocketOutputStream.socketWrite(SocketOutputStream.java:109) at java.net.SocketOutputStream.write(SocketOutputStream.java:153) at sun.nio.cs.StreamEncoder.writeBytes(StreamEncoder.java:220) at sun.nio.cs.StreamEncoder.implFlushBuffer(StreamEncoder.java:290) at sun.nio.cs.StreamEncoder.implFlush(StreamEncoder.java:294) at sun.nio.cs.StreamEncoder.flush(StreamEncoder.java:140) at java.io.OutputStreamWriter.flush(OutputStreamWriter.java:229) at java.io.BufferedWriter.flush(BufferedWriter.java:253) at com.ensime.server.SocketHandler.write(server.scala:118) at com.ensime.server.SocketHandler$$anonfun$act$1$$anonfun$apply$mcV$sp$1.apply(server.scala:132) at com.ensime.server.SocketHandler$$anonfun$act$1$$anonfun$apply$mcV$sp$1.apply(server.scala:127) at scala.actors.Actor$class.receive(Actor.scala:456) at com.ensime.server.SocketHandler.receive(server.scala:67) at com.ensime.server.SocketHandler$$anonfun$act$1.apply$mcV$sp(server.scala:127) at com.ensime.server.SocketHandler$$anonfun$act$1.apply(server.scala:127) at com.ensime.server.SocketHandler$$anonfun$act$1.apply(server.scala:127) at scala.actors.Reactor$class.seq(Reactor.scala:262) at com.ensime.server.SocketHandler.seq(server.scala:67) at scala.actors.Reactor$$anon$3.andThen(Reactor.scala:240) at scala.actors.Combinators$class.loop(Combinators.scala:26) at com.ensime.server.SocketHandler.loop(server.scala:67) at scala.actors.Combinators$$anonfun$loop$1.apply(Combinators.scala:26) at scala.actors.Combinators$$anonfun$loop$1.apply(Combinators.scala:26) at scala.actors.Reactor$$anonfun$seq$1$$anonfun$apply$1.apply(Reactor.scala:259) at scala.actors.ReactorTask.run(ReactorTask.scala:36) at scala.actors.ReactorTask.compute(ReactorTask.scala:74) at scala.concurrent.forkjoin.RecursiveAction.exec(RecursiveAction.java:147) at scala.concurrent.forkjoin.ForkJoinTask.quietlyExec(ForkJoinTask.java:422) at scala.concurrent.forkjoin.ForkJoinWorkerThread.mainLoop(ForkJoinWorkerThread.java:340) at scala.concurrent.forkjoin.ForkJoinWorkerThread.run(ForkJoinWorkerThread.java:325) Is there something else I'm missing in my config or I should check on? Thanks, Jeff

    Read the article

  • Dependency between operations in scala actors

    - by paradigmatic
    I am trying to parallelise a code using scala actors. That is my first real code with actors, but I have some experience with Java Mulithreading and MPI in C. However I am completely lost. The workflow I want to realise is a circular pipeline and can be described as the following: Each worker actor has a reference to another one, thus forming a circle There is a coordinator actor which can trigger a computation by sending a StartWork() message When a worker receives a StartWork() message, it process some stuff locally and sends DoWork(...) message to its neighbour in the circle. The neighbours do some other stuff and sends in turn a DoWork(...) message to its own neighbour. This continues until the initial worker receives a DoWork() message. The coordinator can send a GetResult() message to the initial worker and wait for a reply. The point is that the coordinator should only receive a result when data is ready. How can a worker wait that the job returned to it before answering the GetResult() message ? To speed up computation, any worker can receive a StartWork() at any time. Here is my first try pseudo-implementation of the worker: class Worker( neighbor: Worker, numWorkers: Int ) { var ready = Foo() def act() { case StartWork() => { val someData = doStuff() neighbor ! DoWork( someData, numWorkers-1 ) } case DoWork( resultData, remaining ) => if( remaining == 0 ) { ready = resultData } else { val someOtherData = doOtherStuff( resultData ) neighbor ! DoWork( someOtherData, remaining-1 ) } case GetResult() => reply( ready ) } } On the coordinator side: worker ! StartWork() val result = worker !? GetResult() // should wait

    Read the article

  • Referencing not-yet-defined variables - Java

    - by user2537337
    Because I'm tired of solving math problems, I decided to try something more engaging with my very rusty (and even without the rust, very basic) Java skills. I landed on a super-simple people simulator, and thus far have been having a grand time working through the various steps of getting it to function. Currently, it generates an array of people-class objects and runs a for loop to cycle through a set of actions that alter the relationships between them, which I have stored in a 2d integer array. When it ends, I go look at how much they all hate each other. Fun stuff. Trouble has arisen, however, because I would like the program to clearly print what action is happening when it happens. I thought the best way to do this would be to add a string, description, to my "action" class (which stores variables for the actor, reactor, and the amount the relationship changes). This works to a degree, in that I can print a generic message ("A fight has occurred!") with no problem. However, ideally I would like it to be a little more specific ("Person A has thrown a rock at Person B's head!"). This latter goal is proving more difficult: attempting to construct an action with a description string that references actor and reactor gets me a big old error, "Cannot reference field before it is defined." Which makes perfect sense. I believe I'm not quite in programmer mode, because the only other way I can think to do this is an unwieldy switch statement that negates the need for each action to have its own nicely-packaged description. And there must be a neater way. I am not looking for examples of code, only a push in the direction of the right concept to handle this.

    Read the article

  • What do I name classes whose only purpose is to act as a structure?

    - by Sergio Tapia
    For example, take my Actor class: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Drawing; namespace FreeIMDB { class Actor { public string Name { get; set; } public Image Portrait { get; set; } public DateTime DateOfBirth { get; set; } public List<string> ActingRoles { get; set; } public List<string> WritingRoles { get; set; } public List<string> ProducingRoles { get; set; } public List<string> DirectingRoles { get; set; } } } This class will only be used to stuff information into it, and allow other developers to get their values. What are these types of classes officially called? What is the correct nomenclature?

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10  | Next Page >