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  • Packing up files on my machine, sending it to a server, and unpacking it

    - by MxyL
    I am implementing a feature in my application that sends all files in a specified folder to a server. I have the basic FTP transaction set up using Apache Commons FTPClient: it sets up a connection and transfers a file from one place to another. So I can simply loop over the directory and use this connection to transfer all the files. However, this could be better. Rather than transferring each file one by one, it makes more sense to pack it up in a compressed archive and then send the whole file at once. Saves time and bandwidth, since these are just text files so they compress nicely. So I would like to add automatic archive packing and unpacking. This is the workflow I have planned out, using zip compression: Zip all files in the folder Send the file over Unzip the files at its destination 1 and 2 are easy since the files are on the local machine, but I'm not sure how to accomplish the last step, when the files are now on a remote server. What are my options? I have control over what I can put and run on the server. Perhaps it is not necessary to do the packing/unpacking myself?

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  • How should I define Pom.xml in each Module so that web module can communicate with the other two ejb modules?

    - by Kayser
    Maven, maven, maven. It must be very nice and it is nice by a small application. Now I want to build an ear project: with two EJB Modules, a web Module and ear module to build an ear file. Web Module is dependent on the other ejb modules.. How should I define Pom.xml in each Module so that web module can communicate with the other two ejb modules in ear and the ear module builds the right ear file? What I have done before: Module 1 -- Basic Module. All other modules are dependent to this Module. Basic functionality like login etc. <packaging>ejb</packaging> Module 1 -- Data Module. All Entites are here Type EJB <dependency> <groupId>com.myCompnay</groupId> <artifactId>Modul_Basic</artifactId> <version>0.0.1-SNAPSHOT</version> <type>ejb</type> </dependency Module 2 -- Business Module. Businnes Facades are here. Type EJB <dependency> <groupId>com.myCompnay</groupId> <artifactId>Modul_Basic</artifactId> <version>0.0.1-SNAPSHOT</version> <type>ejb</type> </dependency Web Module - Type is WAR <dependency> <groupId>com.myCompnay</groupId> <artifactId>Modul_Basic</artifactId> <version>0.0.1-SNAPSHOT</version> <type>ejb</type> </dependency EAR Module -- In this project I try to build the project. <packaging>ear</packaging> <dependencies> <dependency> <groupId>com.myCompnay</groupId> <artifactId>Modul_Basic</artifactId> <version>0.0.1-SNAPSHOT</version> <type>ejb</type> </dependency <dependency> <groupId>com.myCompnay</groupId> <artifactId>Modul_Business</artifactId> <version>0.0.1-SNAPSHOT</version> <type>ejb</type> </dependency <dependency> <groupId>com.myCompnay</groupId> <artifactId>Modul_WEB</artifactId> <version>0.0.1-SNAPSHOT</version> <type>war</type> </dependency </dependencies> <build> <plugins> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-ear-plugin</artifactId> </plugin> </plugins> </build>

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  • Separate Action from Assertion in Unit Tests

    - by DigitalMoss
    Setup Many years ago I took to a style of unit testing that I have come to like a lot. In short, it uses a base class to separate out the Arrangement, Action and Assertion of the test into separate method calls. You do this by defining method calls in [Setup]/[TestInitialize] that will be called before each test run. [Setup] public void Setup() { before_each(); //arrangement because(); //action } This base class usually includes the [TearDown] call as well for when you are using this setup for Integration tests. [TearDown] public void Cleanup() { after_each(); } This often breaks out into a structure where the test classes inherit from a series of Given classes that put together the setup (i.e. GivenFoo : GivenBar : WhenDoingBazz) with the Assertions being one line tests with a descriptive name of what they are covering [Test] public void ThenBuzzSouldBeTrue() { Assert.IsTrue(result.Buzz); } The Problem There are very few tests that wrap around a single action so you end up with lots of classes so recently I have taken to defining the action in a series of methods within the test class itself: [Test] public void ThenBuzzSouldBeTrue() { because_an_action_was_taken(); Assert.IsTrue(result.Buzz); } private void because_an_action_was_taken() { //perform action here } This results in several "action" methods within the test class but allows grouping of similar tests (i.e. class == WhenTestingDifferentWaysToSetBuzz) The Question Does someone else have a better way of separating out the three 'A's of testing? Readability of tests is important to me so I would prefer that, when a test fails, that the very naming structure of the tests communicate what has failed. If someone can read the Inheritance structure of the tests and have a good idea why the test might be failing then I feel it adds a lot of value to the tests (i.e. GivenClient : GivenUser : WhenModifyingUserPermissions : ThenReadAccessShouldBeTrue). I am aware of Acceptance Testing but this is more on a Unit (or series of units) level with boundary layers mocked. EDIT : My question is asking if there is an event or other method for executing a block of code before individual tests (something that could be applied to specific sets of tests without it being applied to all tests within a class like [Setup] currently does. Barring the existence of this event, which I am fairly certain doesn't exist, is there another method for accomplishing the same thing? Using [Setup] for every case presents a problem either way you go. Something like [Action("Category")] (a setup method that applied to specific tests within the class) would be nice but I can't find any way of doing this.

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  • How can I change this isometric engine to make it so that you could distinguish between blocks that are on different planes?

    - by l5p4ngl312
    I have been working on an isometric minecraft-esque game engine for a strategy game I plan on making. As you can see, it really needs some sort of shading. It is difficult to distinguish between separate elevations when the camera is facing away from the slope because everything is the same shade. So my question is: can I shade just a specific section of a sprite? All of those blocks are just sprites, so if I shaded the entire image, it would shade the whole block. I am using LWJGL. Are there any other approaches to take? Heres a link to a screenshot from the engine: http://i44.tinypic.com/qxqlix.jpg

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  • Move Camera Freely Around Object While Looking at It

    - by Alex_Hyzer_Kenoyer
    I've got a 3D model loaded (a planet) and I have a camera that I want to allow the user to move freely around it. I have no problem getting the camera to orbit the planet around either the x or y axis. My problem is when I try to move the camera on a different axis I have no idea how to go about doing it. I am using OpenGL on Android with the libGDX library. I want the camera to orbit the planet in the direction that the user swipes their finger on the screen.

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  • fast java2d translucency

    - by mdriesen
    I'm trying to draw a bunch of translucent circles on a Swing JComponent. This isn't exactly fast, and I was wondering if there is a way to speed it up. My custom JComponent has the following paintComponent method: public void paintComponent(Graphics g) { Rectangle view = g.getClipBounds(); VolatileImage image = createVolatileImage(view.width, view.height); Graphics2D buffer = image.createGraphics(); // translate to camera location buffer.translate(-cx, -cy); // renderables contains all currently visible objects for(Renderable r : renderables) { r.paint(buffer); } g.drawImage(image.getSnapshot(), view.x, view.y, this); } The paint method of my circles is as follows: public void paint(Graphics2D graphics) { graphics.setPaint(paint); graphics.fillOval(x, y, radius, radius); } The paint is just an rgba color with a < 255: Color(int r, int g, int b, int a) It works fast enough for opaque objects, but is there a simple way to speed this up for translucent ones?

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  • How should I model an economy-based game in code?

    - by Matthew G.
    I'd like to create an economy game based on an ancient civilization. I'm not sure how to design it. If I were working on a smaller game, like a copy of "Space Invaders," I'd have no problem structuring it like this: Main Control Class Graphics Class Player Class Enemy class I don't understand how I'd do this for larger projects like my economy game. Do I create a country class that contains a bunch of towns? Do the towns contain a lot building class, most contain classes of people? Do I make a path finding class that the player can access to get around?

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  • How should I access frame buttons from a controller in an MVC approach?

    - by Loris
    I'm developing an italian card game using the mvc pattern. I have the class GameFrame that contains the view. The user's card are buttons (JButton objects). I have 3 controllers: GameController: to control the game in general. Contains the game loop. HumanPlayerController: to control the user input ComputerPlayerController: contains the AI of the computer PlayerController: is an interface with the makeTurn() method. It's implemented by HumanP.C. and ComputerP.C. HumanPlayerController implements ActionListener too. But what is the right way to access to the GameFrame buttons? I need it for understand which card was chosen. GameFrame and HumanPlayerController are in different packages. Should i make the JButtons public?

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  • Google App Engine: How to be notified when APIs change or become available?

    - by herpylderp
    I am thinking about writing a GAE app but am a little hesitant because the EULA gives Google full rights to change their APIs anytime they want, for any reason. Obviously, they'd be out of business quick if they just 'upped and refactored their entire APIs, so I have to imagine they have some kind of notification system, perhaps even an RSS feed, etc. to notify developers well in advance of looming changes, or new features coming out in future releases. However, for the life of me I can't seem to find any trace of the existence of such a notification system. Perhaps the Google forums is the only place to get such updates? I guess I'm asking any battle-worn GAE veterans for re-assurance that there are reliable ways of getting notifications about policy or API changes from Google such that I could react and make the necessary app changes without production breaking or impacting any clients. Thanks in advance!

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  • In Search Data Structure And Algorithm Project Title Based on Topic

    - by Salehin Suhaimi
    As the title says, my lecturer gave me a project that i needed to finish in 3 weeks before final semester exams. So i thought i will start now. The requirement is to "build a simple program that has GUI based on all the chapter that we've learned." But i got stuck on WHAT program should i build. Any idea a program that is related to this chapter i've learned? Any input will help. list, array list, linked list, vectors, stacks, Queues, ADT, Hashing, Binary Search Tree, AVL Tree, That's about all i can remember. Any idea where can i start looking?

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  • What do you do to balance the upper or lower case style to name file or folder between work and life? [on hold]

    - by sojyq
    I am a programmer from China. And I like to use English words to name my files and folders Whether it is for work or life. For example, suck as Movie, Work, QtProjects, Music and so on.And I keep the habit of initial the first letter for file name or folder name in Windows. But now I work on Ubuntu, and I found that all file name and folder name are lowercase in addition to the default folder such as Music, Movie and so on. And then I realize that in Linux world, most peoloe like to use all lowercase to name their files and folders for two reasons (1. Linux is Case sensitive. 2. It is fast for shell command.). And after work, when I switch from Linux to Windows, I confuse to use all lowercase or the first letter uppercase style to name my files in Windows. I'm caught in a dilemma. I think that all lowercase is more efficiency but the first letter uppercase is more readable. I thought for a long time and want to come up with a good answer to blance the two style name conversion. But I failed. I want to ask you that how you balance the uppercase or lowercase habbit in Windows, Mac, Linux between work and personal life style? Thank you very much! (My current solution is that when I am in Linux, I use all lowercase for files and folders, but when I am in Windows and Mac OS X, I couldn't find a good reason to convince me to use all lowercase ( I think in Windows and Mac OS X, the first letter uppercase style for me is more readable and beautiful).

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  • How to handle sorting of complex objects?

    - by AedonEtLIRA
    How would one sort a list of objects that have more than one sortable element? Suppose you have a simple object Car and car is a defined as such: class Car { public String make; public String model; public int year; public String color; // ... No methods, just a structure / container } I designed a simple framework that would allow for multiple SortOptions to be provided to a Sorter that would then sort the list. interface ISorter<T> { List<T> sort(List<T> items); void addSortOption(ISortOption<T> option); ISortOption<T>[] getSortOptions(); void setSortOption(ISortOption<T> option); } interface ISortOption<T> { String getLabel(); int compare(T t1, T t2); } Example use class SimpleStringSorter extends MergeSorter<String> { { addSorter(new AlphaSorter()); } private static final class AlphaSorter implements ISortOption<String> { // ... implementation of alpha compare and get label } } The issue with this solution is that it is not easily expandable. If car was to ever receive a new field, say, currentOwner. I would need to add the field, then track down the sorter class file, implement a new sort option class then recompile the application for redistribution. Is there an easier more expandable/practical way to sort data like this?

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  • Can I install an Ubuntu app from remote laptop?

    - by Voidcode
    Is their a way to push/send and ubuntu-app/deb-file to be install on my Ubuntu laptop? Usecase... Laptop 1. I find an app, I need to install! But I´am not at home. I just push it to my other laptop to be install.. Laptop 2. I am now at home. My laptop 2 view an dialog asking to install the app I send from laptop 1. Can this be do?.. SSH? Question-update Can it be done so it open Ubuntu Software Center and then laptop2-user only need to write their password and press ok? for non-tec users.. like my father...

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  • Does this factory method pattern example violate open-close?

    - by William
    In Head-First Design Patterns, they use a pizza shop example to demonstrate the factory method pattern. public abstract class PizzaStore { public Pizza orderPizza(String type) { Pizza pizza; pizza = createPizza(type); pizza.prepare(); pizza.bake(); pizza.cut(); pizza.box(); return pizza; } abstract Pizza createPizza(String type) } public class NYPizzaStore extends PizzaStore { Pizza createPizza(String item) { if (item.equals("cheese") { return new NYStyleCheesePizza(); } else if (item.equals("veggie")) { return new NYStyleVeggiePizza(); } else if (item.equals("clam")) { return new NYStyleClamPizza(); } else if (item.equals("pepperoni")) { return new NYStylePepperioniPizza(); } else return null; } } I don't understand how this pattern is not violating open-close. What if we require a beef Pizza, then we must edit the if statement in the NYPizzaStore class.

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  • External classes positions don't work?

    - by SystemNetworks
    I have an external class which reads the user's mouse clicks. I gave a position where the user have to click, and when the user clicks on that position, it would turn my boolean "mouse" to true. But when I connect that to my game(state based) class, it does not work. Here's the code: External class public void UI(Input input, GameContainer gc, float posX, float posY) { int x = Mouse.getX(); int y = Mouse.getY(); if(posX<=100 && posY<=100) { if(Mouse.isButtonDown(1)) { mouse = true; } } } Game class(main) public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { int x = Mouse.getX(); int y = Mouse.getY(); civ.UI(input, gc, x,y); } The problem is when I click my mouse at posX<=100 && posY<=100. It does not work.

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  • Failing Screen Resize Method

    - by StrongJoshua
    So I want my game to draw to a specific "optimal" size and then be stretched to fit screens that are a different size. I'm using LibGDX and figured that I could just draw everything to a FrameBuffer and then resize that buffer to the appropriate size when drawing it to the actual display. However, my method does not work, it just results in a black screen with the top right quarter of the screen white.Intermediary is the FBO, interMatrix is a Matrix4 object, and camera is an OrthographicCamera. @Override public void render() { // update actors currentStage.act(); //render to intermediary buffer batch.setProjectionMatrix(interMatrix); intermediary.begin(); batch.begin(); currentStage.draw(); batch.flush(); intermediary.end(); //resize to actual width and height Sprite s = new Sprite(intermediary.getColorBufferTexture()); s.flip(true, false); batch.setProjectionMatrix(camera.combined); batch.draw(s.getTexture(), 0, 0, width, height); batch.end(); } These are the constructors for the above mentioned objects (GAME_WIDTH and HEIGHT are the "optimal" settings, width and height are the actual sizes, which are the same when running on desktop). intermediary = new FrameBuffer(Format.RGBA8888, GAME_WIDTH, GAME_HEIGHT, false); interMatrix = new Matrix4(); camera = new OrthographicCamera(width, height); interMatrix.setToOrtho2D(0, 0, GAME_WIDTH, GAME_HEIGHT); Is there a better way of doing this or can is this a viable option and how do I fix what I have?

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  • Drawing visible tiles - side scrolling

    - by Troubleshoot
    Currently I'm calling drawMap every time repaint is called. This is the code I've written for my drawMap method so far. public void drawMap(Graphics2D g2d) { float cameraX = Player.getX() - (Frame.CANVAS_WIDTH / 2); float cameraY = Player.getY() - (Frame.CANVAS_HEIGHT / 2); int tileX = (int) cameraX; int tileY = (int) cameraY; int xIndent = 0, yIndent = 0; int a = 0, b = 0; while (tileX % TILE_SIZE != 0) { tileX--; xIndent++; } while (tileY % TILE_SIZE != 0) { tileY--; yIndent++; } for (int y = tileY; y < tileY + Frame.CANVAS_HEIGHT; y += Map.TILE_SIZE) { for (int x = tileX; x < tileX + Frame.CANVAS_WIDTH; x += Map.TILE_SIZE) { if ((y / TILE_SIZE < 0 || x / TILE_SIZE < 0) || (y / TILE_SIZE > columnSize)) break; g2d.drawImage(map[y / TILE_SIZE][x / TILE_SIZE], a - xIndent, b - yIndent, null); a += TILE_SIZE; } a = 0; b += TILE_SIZE; } } The idea behind this is that it gets the camera position and draws the map relative to the player position. However, instead of the player being in the center of the screen all the time, the player actually moves away from the center as it scrolls to the right, and moves towards to center as it scrolls to the left. I've been trying to pinpoint what I've done wrong but I can't seem to find it. My code also seems quite messy, so am I doing this the correct way?

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  • libGDX using Stage and Actor produces different camera angles on desktop and Android Phone

    - by Brandon
    libGDX using Stage and Actor produces different camera angles on desktop and Android Phone. Here are pictures demonstrating the problem: http://brandonyuh.minus.com/mFpdTSgN17VUq On the desktop version, the image takes up most all the screen. On the Android phone it only takes up a bit of the screen. Here's the code (not my actual project but I isolated the problem): package com.me.mygdxgame2; import com.badlogic.gdx.*; import com.badlogic.gdx.graphics.*; import com.badlogic.gdx.graphics.Texture.TextureFilter; import com.badlogic.gdx.graphics.g2d.*; import com.badlogic.gdx.scenes.scene2d.*; public class MyGdxGame2 implements ApplicationListener { private Stage stage; public void create() { stage = new Stage(); stage.addActor(new ActorHi()); } public void render() { Gdx.gl.glClearColor(0, 1, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); stage.draw(); } public void dispose() {} public void resize(int width, int height) {} public void pause() {} public void resume() {} public class ActorHi extends Actor { private Sprite sprite; public ActorHi() { Texture texture = new Texture(Gdx.files.internal("data/hi.png")); texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); sprite = new Sprite(new TextureRegion(texture, 0, 0, 128, 128)); sprite.setBounds(0, 0, 300.0f, 300.0f); } public void draw(SpriteBatch batch, float parentAlpha) { sprite.draw(batch); } } } hi.png is included in the above link Thank you very much for answering my question. I've spent 3 days trying to figure it out.

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  • How to move an object along a circumference of another object?

    - by Lumis
    I am so out of math that it hurts, but for some of you this should be a piece of cake. I want to move an object around another along its ages or circumference on a simple circular path. At the moment my game algorithm knows how to move and position a sprite just at the edge of an obstacle and now it waits for the next point to move depending on various conditions. So the mathematical problem here is how to get (aX, aY) and (bX, bY) positions, when I know the Centre (cX, cY), the object position (oX, oY) and the distance required to move (d)

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  • Need to find a find a fast/multi-user database program

    - by user65961
    Our company is currently utilizing Excel and have been encountering a series of issues for starters we have multiple users sharing this application. We utilize it write our schedules for our employees and generate staffing levels. May someone give me please or inform me what are the pros and cons of this program and offer suggestions for another database that allows multiple users to share and also give the pros and cons need something that will hold massive data and allow sharing, protecting capabilities.

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  • Why wont the LibGDX's main class Initialize on Android Launcher?

    - by BluFire
    So I was searching for different ways that could suit me in programming and came across LibGDX. Naturally I looked at the tutorial. As I was doing it, I was following the steps word for word, except naming the classes. In the end, I was able to create the desktop launcher for the game but not the android launcher. The following error is my error: Cannot instantiate the type Game (Game is the name of the class) I got the tutorial from http://steigert.blogspot.com.au/2012/02/1-libgdx-tutorial-introduction.html The link in the tutorial is the original but it uses jogl instead of lwjgl.

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  • Can't install NetBeans

    - by João Vinholi
    I had never had problems with netbeans installation, but now I am. I have downloaded JDK and JRE properly as I always do and I have started the installation using the terminal as well. When the screen for JDK directory selection comes, I select the JDK folder that I have downloaded, but for some reason the following warning is shown: "An error occurred while validating the path." Do you know what could be?

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  • Is it okay to have many Abstract classes in your application?

    - by JoseK
    We initially wanted to implement a Strategy pattern with varying implementations of the methods in a commmon interface. These will get picked up at runtime based on user inputs. As it's turned out, we're having Abstract classes implementing 3 - 5 common methods and only one method left for a varying implementation i.e. the Strategy. Update: By many abstract classes I mean there are 6 different high level functionalities i.e. 6 packages , and each has it's Interface + AbstractImpl + (series of Actual Impl). Is this a bad design in any way? Any negative views in terms of later extensibility - I'm preparing for a code/design review with seniors.

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  • Is implementing an interface defined in a subpackage an anti-pattern?

    - by Michael Kjörling
    Let's say I have the following: package me.my.pkg; public interface Something { /* ... couple of methods go here ... */ } and: package me.my; import me.my.pkg.Something; public class SomeClass implements Something { /* ... implementation of Something goes here ... */ /* ... some more method implementations go here too ... */ } That is, the class implementing an interface lives closer to the package hierarchy root than does the interface it implements but they both belong in the same package hierarchy. The reason for this in the particular case I have in mind is that there is a previously-existing package that groups functionality which the Something interface logically belongs to, and the logical (as in both "the one you'd expect" and "the one where it needs to go given the current architecture") implementation class exists previously and lives one level "up" from the logical placement of the interface. The implementing class does not logically belong anywhere under me.my.pkg. In my particular case, the class in question implements several interfaces, but that feels like it doesn't make any (or at least no significant) difference here. I can't decide if this is an acceptable pattern or not. Is it or is it not, and why?

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  • Is this high coupling?

    - by Bono
    Question I'm currently working a on an assignment for school. The assignment is to create a puzzle/calculator program in which you learn how to work with different datastructures (such as Stacks). We have generate infix math strings suchs as "1 + 2 * 3 - 4" and then turn them in to postfix math strings such as "1 2 + 3 * 4 -". In my book the author creates a special class for converting the infix notation to postfix. I was planning on using this but whilst I was about to implement it I was wondering if the following is what you would call "high coupling". I have read something about this (nothing that is taught in the book or anything) and was wondering about the aspect (since I still have to grasp it). Problem I have created a PuzzleGenerator class which generates the infix notation of the puzzle (or math string, whatever you want to call it) when it's instantiated. I was going to make a method getAnswer() in which I would instantiate the InToPost class (the class from the book) to convert the infix to postfox notation and then calculate the answer. But whilst doing this I thought: "Is using the InToPost class inside this method a form a high coupling, and would it be better to place this in a different method?" (such as a "convertPostfixToInfix" method, inside the PuzzleGenerator class) Thanks in advance.

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