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  • HTG Explains: Just How Bad Are Android Tablet Apps?

    - by Chris Hoffman
    Apple loves to criticize the state of Android tablet apps when pushing its own iPad tablets. But just how bad is the Android tablet app situation? Should you avoid Android tablets like the Nexus 7 because of the apps? It’s clear that Apple’s iPad is way ahead when it comes to the sheer quantity of tablet-optimized apps. It’s also clear that some popular apps — particularly touch-optimized games — only show up on iPad. But that’s not the whole story. The Basics First, let’s get an idea of the basic stuff that will work well for you on Android. An excellent web browser. Chrome has struggled with performance on Android, but hits its stride on the Nexus 7 (2013). Great, tablet-optimized apps for all of Google’s services, from YouTube to Gmail and Google Maps. Everything you need for reading, from Amazon’s Kindle app for eBooks, Flipboard and Feedly for new articles from websites, and other services like the popular Pocket read-it-later service. Apps for most popular media services, from Netflix, Hulu, and YouTube for videos to Pandora, Spotify, and Rdio for music. A few things aren’t available — you won’t find Apple’s iTunes and Amazon still doesn’t offer an Amazon Instant Video app for Android, while they do for iPad and even their own Android-based Kindle Fire devices. Android has very good app coverage when it comes to consuming content, whether you’re reading websites and ebooks or watching videos and listening to music. You can play almost any Android smartphone game, too. For content consumption, Android is better than something like Windows 8, which lacks apps for Google services like YouTube and still doesn’t have apps for popular media services like Spotify and Rdio. How Android Scales Smartphone Apps Let’s look at how Android scales smartphone apps. Now, bear with us here — we know “scaling” is a dirty word considering how poorly Apple’s iPad scales iPhone apps, but it’s not as bad on Android. When an iPad runs an iPhone app, it simply doubles the pixels and effectively zooms in. For example, if you had  Twitter app with five tweets visible at once on an iPhone and ran the same app on an iPad, the iPad would simply “zoom in” and enlarge the same screen — you’d still see five tweets, but each tweet would appear larger. This is why developers create optimized iPad apps with their own interfaces. It’s especially important on Apple’s iOS. Android devices come in all shapes and sizes, so Android apps have a smarter, more intelligent way to adapt to different screen sizes. Let’s say you have a Twitter app designed for smartphones and it only shows five tweets at once when run on a phone. If you ran the same app on a tablet, you wouldn’t see the same five tweets — you’d see ten or more tweets. Rather than simply zooming in, the app can show more content at the same time on a tablet, even if it was never optimized for tablet-size screens. While apps designed for smartphones aren’t generally ideal, they adapt much better on Android than they do on an iPad. This is particularly true when it comes to games. You’re capable of playing almost any Android smartphone game on an Android tablet, and games generally adapt very well to the larger screen. This gives you access to a huge catalog of games. It’s a great option to have, especially when you look at Microsoft’s Window 8 and consider how much better the touch-based app and game selection would be if Microsoft allowed its users to run Windows Phone games on Windows 8. 7-inch vs 10-inch Tablets The Twitter example above wasn’t just an example. The official Twitter app for Android still doesn’t have a tablet-optimized interface, so this is the sort of situation you’d have to deal with on an Android tablet. On the popular Nexus 7, Twitter is an example of a smartphone app that actually works fairly well — in portrait mode, you can see many more tweets on screen at the same time and none of the space really feels all that wasted. This is important to consider — smartphone apps like Twitter often scale quite well to 7-inch screens because a 7-inch screen is much closer in form factor to a smartphone than a 10-inch screen is. When you begin to look at 10-inch Android tablets that are the same size as an iPad, the situation changes. While the Twitter app works well enough on a Nexus 7, it looks horrible on a Nexus 10 or other 10-inch tablet. Running many smartphone-designed apps — possible with the exception of games — on a 10-inch tablet is a frustrating, poor experience. There’s much more white, empty space in the interface. It feels like you’re using a smartphone app on a large screen, and what’s the point of that? A tablet-optimized Twitter app for Android is finally on its way, but this same situation will repeat with many other types of apps. For example, Facebook doesn’t offer a tablet-optimized interface, but it’s okay on a Nexus 7 anyway. On a 10-inch screen, it probably wouldn’t be anywhere near as nice an experience. It goes without saying that Facebook and Twitter both offer iPad apps with interfaces designed for a tablet-size screen. Here’s another problematic app — the official Yelp app for Android. Even just using it on a 7-inch Nexus 7 will be a poor experience, while it would be much worse on a larger 10-inch tablet app. Now, it’s true that many — maybe even most — of the popular apps you might want to run today are optimized for Android tablets. But, when you look at the situation when it comes to popular apps like Twitter, Facebook, and Yelp, it’s clear Android is still behind in a meaningful way. Price Let’s be honest. The thing that really makes Android tablets compelling — and the only reason Android tablets started seeing real traction after years of almost complete dominance by Apple’s iPads — is that Android tablets are available for so much cheaper than iPads. Google’s latest Nexus 7 (2013) is available for only $230. Apple’s non-retina iPad Mini is available at $300, which is already $70 more. In spite of that, the iPad Mini has much older, slower internals and a much lower resolution screen. It’s not as nice to look at when it comes to reading or watching movies, and the iPad Mini reportedly struggles to run Apple’s latest iOS 7. In contrast, the new Nexus 7 has a very high resolution screen, speedy internals, and runs Android very well with little-to-no lag in real use. We haven’t had any problems with it, unlike all the problems we unfortunately encountered with the first Nexus 7. For a really comparable experience to the current Nexus 7, you’d want to get one of Apple’s new retina iPad Minis. That would cost you $400, another $170 over the Nexus 7. In fact, it’s possible to regularly find sales on the Nexus 7, so if you waited you could get it for just $200 — half the price of the iPad mini with a comparable screen and internals. (In fairness, the iPad certainly has better hardware — but you won’t feel if it you’re just using your tablet to browse the web, watch videos, and do other typical tablet things.) This makes a tablet like the popular Nexus 7 a very good option for budget-conscious users who just want a high-quality device they can use to browse the web, watch videos, play games, and generally do light computing. There’s a reason we’re focusing on the Nexus 7 here. The combination of price and size brings it to a very good place. It’s awfully cheap for the high-quality experience you get, and the 7-inch screen means that even the non-tablet-optimized apps you may stumble across will often work fairly well. On the other hand, more expensive 10-inch Android tablets are still a tougher sell. For $400-$500, you’re getting awfully close to Apple’s full-size iPad price range and Android tablets don’t have as good an app ecosystem as an iPad. It’s hard to recommend an expensive, 10-inch Android tablet over a full-size iPad to average users. In summary, the Android app tablet app situation is nowhere near as bad as it was a few years ago. The success of the Nexus 7 proves that Android tablets can be compelling experiences, and there are a wide variety of strong apps. That said, more expensive 10-inch Android tablets that compete directly with the full-size iPad on price still don’t make much sense for most people.  Unless you have a specific reason for preferring an Android tablet, it’s tough not to recommend an iPad if you’re looking at spending $400+ on a 10-inch tablet. Image Credit: Christian Ghanime on Flickr, Christian Ghanime on Flickr     

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  • Web Frameworks caring about persistence?

    - by Mik378
    I have noticed that Play! Framework encompasses persistence strategy (like JPA etc...) Why would a web framework care about persistence ?! Indeed, this would be the job of the server-sides components (like EJB etc...), wouldn't this? Otherwise, client would be too coupled with server's business logic. UPDATE: One answer would be : it's more likely used for simple application including itself the whole business logics. However, for large applications with well-designed layers(services, domain, DAO's etc..), persistence is not recommended within web client layer since there would be several different web(or not) clients.

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  • What are the downsides to using dependency injection?

    - by kerry
    I recently came across an interesting question on stack overflow with some interesting reponses.  I like this post for three reasons. First, I am a big fan of dependency injection, it forces you to decouple your code, create cohesive interfaces, and should result in testable classes. Second, the author took the approach I usually do when trying to evaluate a technique or technology; suspend personal feelings and try to find some compelling arguments against it. Third, it proved that it is very difficult to come up with a compelling argument against dependency injection. What are the downsides to using dependency injection?

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  • Best way to Draw a cube for 3D Picking on a specific face

    - by Kenneth Bray
    Currently I am drawing a cube for a game that I am making and the cube draw method is below. My question is, what is the best way to draw a cube and to be able to easily find the face that the cursor is over? My draw method works just fine, but I am getting ready to start to add picking (this will be used to mold the cubes into other shaps), and would like to know the best way to find a face of the cube. public void Draw() { // center point posX, posY, posZ float radius = size / 2; //top glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,0.0f); // red glVertex3f(posX + radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //bottom glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,1.0f,0.0f); // ?? color glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY - radius, posZ - radius); } glEnd(); glPopMatrix(); //right side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,1.0f); // ?? color glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); //left side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,1.0f); // ?? color glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //front side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,0.0f,1.0f); // blue glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); } glEnd(); glPopMatrix(); //back side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,0.0f); // green glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); }

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  • Cheap programmable, portable device

    - by Ars
    Since a long time I have thrived for being able to program something I can take with me - a very small computer like a programmable calculator, gameboy, pocket PC or cellphone. However, I didn't find anything fitting yet! The thing I'm looking at is the price, because I can't afford to spend too much money on it. What are some cheap portable programmable devices? All I'd need is support for uploading assembler code from my computer. I don't care about the display, a simple LCD would be sufficient. Same goes for the buttons I have looked at programmable calculators, portable gaming consoles such as the PSP and more, however didn't find anything that fit :(

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  • Moving sprites on a graph in libGDX

    - by nosferat
    In my game I'd like to move sprites on a fixed path. Until this point I was trying to stick with the tools already provided by libGDX, like the Tiled map renderer classes so I'm looking for a solution nearly as convenient as that, e.g. I'd like to avoid creating the adjacency matrix by hand. Tiled has the functionality to add objects to the map but I'm not sure if I can use it for this purpose. Any idea?

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  • Download Flickr Official Windows Phone 7 App

    - by Gopinath
    Microsoft’s Windows Phone 7 OS is picking up in the recent days with the release of useful applications. Yahoo released an official Flickr application for Windows Phone 7 that is optimized to play nice with unique Windows Phone 7 user interface. Here is the demo of the application in action Features of Flickr App for Windows Phone 7 Browse your Flickr photos in stunning high resolution display and touch navigation controls Share photos with friends and family via email, Twitter, Facebook and more Upload your latest images on the go with the in-app uploader Seamlessly transition from your Windows Phone 7 to Windows 7 tablet and back again, without ever losing your place Download Flickr App For Windows Phone 7 This article titled,Download Flickr Official Windows Phone 7 App, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • JOGL hardware based shadow mapping - computing the texture matrix

    - by axel22
    I am implementing hardware shadow mapping as described here. I've rendered the scene successfully from the light POV, and loaded the depth buffer of the scene into a texture. This texture has correctly been loaded - I check this by rendering a small thumbnail, as you can see in the screenshot below, upper left corner. The depth of the scene appears to be correct - objects further away are darker, and that are closer to the light are lighter. However, I run into trouble while rendering the scene from the camera's point of view using the depth texture - the texture on the polygons in the scene is rendered in a weird, nondeterministic fashion, as shown in the screenshot. I believe I am making an error while computing the texture transformation matrix, but I am unsure where exactly. Since I have no matrix utilities in JOGL other then the gl[Load|Mult]Matrix procedures, I multiply the matrices using them, like this: void calcTextureMatrix() { glPushMatrix(); glLoadIdentity(); glLoadMatrixf(biasmatrix, 0); glMultMatrixf(lightprojmatrix, 0); glMultMatrixf(lightviewmatrix, 0); glGetFloatv(GL_MODELVIEW_MATRIX, shadowtexmatrix, 0); glPopMatrix(); } I obtained these matrices by using the glOrtho and gluLookAt procedures: glLoadIdentity() val wdt = width / 45 val hgt = height / 45 glOrtho(wdt, -wdt, -hgt, hgt, -45.0, 45.0) glGetFloatv(GL_MODELVIEW_MATRIX, lightprojmatrix, 0) glLoadIdentity() glu.gluLookAt( xlook + lightpos._1, ylook + lightpos._2, lightpos._3, xlook, ylook, 0.0f, 0.f, 0.f, 1.0f) glGetFloatv(GL_MODELVIEW_MATRIX, lightviewmatrix, 0) My bias matrix is: float[] biasmatrix = new float[16] { 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.5f, 0.5f, 0.5f, 1.f } After applying the camera projection and view matrices, I do: glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR) glTexGenfv(GL_S, GL_EYE_PLANE, shadowtexmatrix, 0) glEnable(GL_TEXTURE_GEN_S) for each component. Does anybody know why the texture is not being rendered correctly? Thank you.

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  • how do you manage application performance reviews

    - by CoolBeans
    I have been trying to figure out ways to effectively do performance reviews before an install happens for all releases done by our team. Do you usually make this a part of code review process or do you handle it as a separate review task? FYI - we do not have a dedicated performance testing team. It is up to the developers to make sure the app performs well. The apps I am referring to are web applications.

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  • Is there any reason to use "plain old data" classes?

    - by Michael
    In legacy code I occasionally see classes that are nothing but wrappers for data. something like: class Bottle { int height; int diameter; Cap capType; getters/setters, maybe a constructor } My understanding of OO is that classes are structures for data and the methods of operating on that data. This seems to preclude objects of this type. To me they are nothing more than structs and kind of defeat the purpose of OO. I don't think it's necessarily evil, though it may be a code smell. Is there a case where such objects would be necessary? If this is used often, does it make the design suspect?

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  • Sony PSM SDK's 2D game engine

    - by Notbad
    I have started with the Sony PSM SDK this week, I'm interested in creating a little 2D game and have been reading through the web about a so called "2D game engine" integrated into the SDK. Some information I read suggested that it was added on January 2012, but I have been going through the documentation and haven't been able to find any reference to it. Does anybody know if they finally introduced the 2D game engine for the PSM SDK? Thanks in advance.

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  • Libgdx Box2d createfixture crashes vm intermittently

    - by user45021
    I have a hard to debug problem. I have a Box2D game which creates a wheeled vehicle. I want the vehicle body to reflect when it goes from moving left to moving right. to do this i set a flag in a changelistener on a button and then in update method i destroy and recreate the body facing the other way. it works fine most of the time but if i flip the vehicle several times quickly JVM crashes. no errors nothing in log. i added system.out.prints and the errors occur in the routine that instantiates the new body and before anything gets deleted/removed so i don't think the UI is trying to access null pointers. and if it was it should throw an error. M the crash seems to be at createFixture statements. but the work most of the first time. I tried debugging but the error doesn't happen much when the flips are slow. in any case createFixture drops fairly quickly into jni. Is this a Box2D bug? Is GC the issue? From Mission Control I see the GC is collecting on a period of ooh maybe 5s and flipping slower than that mostly works. how do i debug this? i am win7 64bit with 64bit at and jdk7 64bit. libgdx-0.9.9 and sometimes libgdx-nightly-20140215.

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  • Improvements to Joshua Bloch's Builder Design Pattern?

    - by Jason Fotinatos
    Back in 2007, I read an article about Joshua Blochs take on the "builder pattern" and how it could be modified to improve the overuse of constructors and setters, especially when an object has a large number of properties, most of which are optional. A brief summary of this design pattern is articled here [http://rwhansen.blogspot.com/2007/07/theres-builder-pattern-that-joshua.html]. I liked the idea, and have been using it since. The problem with it, while it is very clean and nice to use from the client perspective, implementing it can be a pain in the bum! There are so many different places in the object where a single property is reference, and thus creating the object, and adding a new property takes a lot of time. So...I had an idea. First, an example object in Joshua Bloch's style: Josh Bloch Style: public class OptionsJoshBlochStyle { private final String option1; private final int option2; // ...other options here <<<< public String getOption1() { return option1; } public int getOption2() { return option2; } public static class Builder { private String option1; private int option2; // other options here <<<<< public Builder option1(String option1) { this.option1 = option1; return this; } public Builder option2(int option2) { this.option2 = option2; return this; } public OptionsJoshBlochStyle build() { return new OptionsJoshBlochStyle(this); } } private OptionsJoshBlochStyle(Builder builder) { this.option1 = builder.option1; this.option2 = builder.option2; // other options here <<<<<< } public static void main(String[] args) { OptionsJoshBlochStyle optionsVariation1 = new OptionsJoshBlochStyle.Builder().option1("firefox").option2(1).build(); OptionsJoshBlochStyle optionsVariation2 = new OptionsJoshBlochStyle.Builder().option1("chrome").option2(2).build(); } } Now my "improved" version: public class Options { // note that these are not final private String option1; private int option2; // ...other options here public String getOption1() { return option1; } public int getOption2() { return option2; } public static class Builder { private final Options options = new Options(); public Builder option1(String option1) { this.options.option1 = option1; return this; } public Builder option2(int option2) { this.options.option2 = option2; return this; } public Options build() { return options; } } private Options() { } public static void main(String[] args) { Options optionsVariation1 = new Options.Builder().option1("firefox").option2(1).build(); Options optionsVariation2 = new Options.Builder().option1("chrome").option2(2).build(); } } As you can see in my "improved version", there are 2 less places in which we need to add code about any addition properties (or options, in this case)! The only negative that I can see is that the instance variables of the outer class are not able to be final. But, the class is still immutable without this. Is there really any downside to this improvement in maintainability? There has to be a reason which he repeated the properties within the nested class that I'm not seeing?

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  • Spring 3 learning curve

    - by Lucian Enache
    I'm coming from a Struts background and I was considering learning the Spring framework. How long would it usually take to get familiarity with Spring Core and Spring MVC modules, keeping in mind that I come from a Struts 1 background ? Beside those two modules are there any other modules that I should focus on ? I know that the time is relative given that everyone has a different learning curve.

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  • Silverlight and .NET 4 tools

    - by Fabrice Marguerie
    I've just added two new attributes to SharpToolbox.com: Built for Silverlight and Built for .NET 4. There are already more than 30 tools tagged as offering support for Silverlight, and 20 tools for .NET 4.You can search for tools, libraries and add-ins with these attributes using the search page. PS: if you have submitted tools, be patient, I have a lot to process...

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  • OpenGL camera moves faster than player

    - by opiop65
    I have a side scroller game made in OpenGL, and I'm trying to center the player in the viewport when he moves. I know how to do it: cameraX = Width / 2 / TileSize - playerPosX cameraY = Height / 2 / TileSize - playerPosY However, I have a problem. The player and "camera" move, but the player moves faster than the "camera" scrolls. So, the player can actually move out of the screen. Some code, this is how I translate the camera: public Camera(){ } public void update(Player p){ glTranslatef(-p.getPos().x - Main.WIDTH / 64 / 2, -p.getPos().y - Main.HEIGHT / 64 / 2, 1); } Here's how I move the player: public void update(){ if(Keyboard.isKeyDown(Keyboard.KEY_D)){ this.move(MOVESPEED, 0); } if(Keyboard.isKeyDown(Keyboard.KEY_A)){ this.move(-MOVESPEED, 0); } } The move method: public void move(float x, float y){ this.getPos().set(this.getPos().x + x, this.getPos().y + y); } And then after I move the player, I update the player's geometry, which shouldn't matter. What am I doing wrong here, this seems like such a simple problem, yet it doesn't work!

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  • planning the same app for both OSX and iOS

    - by P5music
    I would like to ask which is the best strategy for creating an application that will be developed both on Mac and iPad, so to make minumum effort to port it from one platform to the other, starting from iPad, for example, but rather trying to make both at the same time. The application, in fact, would be an iPad-style one on the Mac too. How should I have to plan the project? Which are the main tricks to easily get the goal?

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  • Architecture design with MyBatis mappers

    - by Wolf
    I am creating rest web service for providing data. I am using Spring MVC for handling rest requests, and MyBatis for data access. Application should be designed in the way that it should be easy to change the data access implementation (for example to hibernate or something else) and it has to be fast (so I am trying to avoid unnecessary overcomplication of design). Now my question is about the general design of layers. I would normally use DAO interface and then different implementations for different data access strategies, but MyBatis uses interfaces to access the data. So I can think of 2 possible models but I am not sure which one is better or if there is any other nice way: Controller layer - uses Service layer interfaces services are then implemented for each data access stretegy - for example for mybatis: service implementation uses Mapper classes to access data and do whatever it needs to do with them and sends them to controller layer Controller layer - uses Service layer - service layer uses DAO interfaces DAOs are then implemented for each data access strategy - for example for mybatis: DAO class uses mapper interface to access data and sends them to service layer, service layer then do whatever it needs to do with them and sends them to controller layer I prefer the first strategy as it seems to be less complicated, but then I would have to write all of the service code for another data access again. What do you think? Thank You

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  • How to teach Exception Handling for New Programmers?

    - by Kanini
    How do you go about teaching Exception Handling to Programmers. All other things are taught easily - Data Structures, ASP.NET, WinForms, WPF, WCF - you name it, everything can be taught easily. With Exception Handling, teaching them try-catch-finally is just the syntactic nature of Exception Handling. What should be taught however is - What part of your code do you put in the try block? What do you do in the catch block? Let me illustrate it with an example. You are working on a Windows Forms Project (a small utility) and you have designed it as below with 3 different projects. UILayer BusinessLayer DataLayer If an Exception (let us say of loading an XDocument throws an exception) is raised at DataLayer (the UILayer calls BusinessLayer which in turns calls the DataLayer), do you just do the following //In DataLayer try { XDocument xd_XmlDocument = XDocument.Load("systems.xml"); } catch(Exception ex) { throw ex; } which gets thrown again in the BusinessLayer and which is caught in UILayer where I write it to the log file? Is this how you go about Exception Handling?

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  • Project Coin: JSR 334 has a Proposed Final Draft

    - by darcy
    Reaching nearly the last phase of the JCP process, JSR 334 now has a proposed final draft. There have been only a few refinements to the specification since public review: Incorporated language changes into JLS proper. Forbid combining diamond and explicit type arguments to a generic constructor. Removed unusual protocol around Throwable.addSuppressed(null) and added a new constructor to Throwable to allow suppression to be disabled. Added disclaimers that OutOfMemoryError, NullPointerException, and ArithmeticException objects created by the JVM may have suppression disabled. Added thread safely requirements to Throwable.addSuppressed and Throwable.getSuppressed. Next up is the final approval ballot; almost there!

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  • Slick2D, Nifty GUI listeners problem

    - by Patokun
    I'm trying to get Nifty GUI to work with Slick2D. So far everything is going great, except that I can't seem to figure out how to properly interact with the GUI. I'm trying the example in the nifty manual http://sourceforge.n....0.pdf/download but it doesn't seem to entirely work. The Element controller is being called for bind(...), init(...) and onStartScreen() as it should, as I can see their println output, but the next() method isn't being called when I click on the GUI element that I assigned the controller to, nor the screen controller as no output from println is shown. What's weird is, that the player is moving, so the mouse input is working. It's supposed to be called when I click the mouse button on it from the in the XML. Here is my code: My Element controller: public class ElementController implements Controller { private Element element; @Override public void bind(Nifty nifty, Screen screen, Element element, Properties parameter, Attributes controlDefinitionAttributes) { this.element = element; System.out.println("bind() called for element: " + element); } @Override public void init(Properties parameter, Attributes controlDefinitionAttributes) { System.out.println("init() called for element: " + element); } @Override public void onStartScreen() { System.out.println("onStartScreen() alled for element: " + element); } @Override public void onFocus(boolean getFocus) { System.out.println("onFocus() called for element: " + element + ", with: " + getFocus); } @Override public boolean inputEvent(NiftyInputEvent inputEvent) { return false; } public void next() { System.out.println("next() clicked for element: " + element); } } MyScreenController: class MyScreenController implements ScreenController { public void bind(Nifty nifty, Screen screen) {} public void onEndScreen() {} public void onStartScreen() {} public void next() { System.out.println("next() called from MyScreenController"); } } And my XML file: <?xml version="1.0" encoding="UTF-8"?> <nifty xmlns="http://nifty-gui.sourceforge.net/nifty-1.3.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"xsi:schemaLocation="http://niftygui.sourceforge.net/nifty-1.3.xsd http://nifty-gui.sourceforge.net/nifty-1.3.xsd"> <screen id="start" controller="predaN00b.theThing.V0004.MyScreenController"> <layer childLayout="center" controller="predaN00b.theThing.V0004.ElementController"> <panel width="100px" height="100px" childLayout="vertical" backgroundColor="#ff0f"> <text font="aurulent-sans-16.fnt" color="#ffff" text="Hello World!"> <interact onClick="next()" /> </text> </panel> </layer> </screen> </nifty> My main class, in case it's needed: public class MainGameState extends BasicGame { public Nifty nifty; public MainGame() { super("Test"); } public void init(GameContainer container, StateBasedGame game) throws SlickException { nifty = new Nifty(new SlickRenderDevice(container), new NullSoundDevice(), new PlainSlickInputSystem(), new AccurateTimeProvider()); nifty.addXml("/xml/MainState.xml"); nifty.gotoScreen("start"); } public void update(GameContainer container, StateBasedGame game, int delta) throws SlickException { nifty.update(); } public void render(GameContainer container, StateBasedGame game, Graphics graphics) throws SlickException { nifty.render(false); } public static void main(String[] args) throws SlickException { AppGameContainer app = new AppGameContainer(new MainGame()); app.setAlwaysRender(true); app.setDisplayMode( 1260 , 720, false); //window size app.start(); } }

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  • Spring Roo Database Reverse Engineer with Oracle

    - by kerry
    So you are trying to reverse engineer an Oracle database with roo? Unfortunately, due to licensing restrictions with the Oracle JDBC Drivers, this is a little difficult. There are a few blog posts and forum threads that address the problem but I figured I would post what worked for me here. First, you need to download the appropriate Oracle Drivers from Oracle. The required login, stringent password requirements, nosy registration form, and general system instability made this a pretty painful step for me. I’d also like to say that companies that have password requirements that don’t allow symbols (or any other non-standard requirement) have a special place in my heart. Having to recover my password every time I go to your site virtually guarantees I will only go there when I absolutely have to (not often). Anyways, once you have it downloaded you need to install is with maven: mvn install:install-file -Dfile=~/Downloads/ojdbc6.jar -DgroupId=com.oracle -DartifactId=ojdbc6 -Dversion=11.2.0.3 -Dpackaging=jar -DgeneratePom=true Here comes the fun part. You need to create an osgi wrapper for the driver to install it in roo. Otherwise, roo cannot see the driver. Create a new folder and put the contents of the oracle roo addon pom gist I created. Now build it with maven. You may want to change some of the artifact ids and dependencies for your particular situation. mvn package No open a roo shell and execute the following command: osgi install --url file:///Users/me/my-osgi-project/target/the-jar-it-built.jar Now run (in roo): jpa setup --provider HIBERNATE --database ORACLE dependency remove --groupId com.oracle --artifactId ojdbc14 --version 10.2.0.2 dependency add --groupId com.oracle --artifactId ojdbc6 --version 11.2.0.3 database properties set --key database.driverClassName --value oracle.jdbc.OracleDriver database properties set --key database.url --value jdbc:oracle:thin:@%YOUR_CONNECTION_INFO% database properties set --key database.username --value %YOUR_USERNAME% database properties set --key database.password --value %YOUR_PASSWORD% database reverse engineer --schema %YOUR_SCHEMA% --package ~.domain If you have any package loading exceptions when running the reverse engineer command you can uninstall the osgi bundle, set the package to optional in the osgi pom in the IncludedPackages tag (javax.some.package.*;resolution:=optional) rebuild, then reinstall in roo.

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  • How to send credentials to linkedIn website and get oauth_verifier without signing in again [closed]

    - by akash kumar
    I am facing a problem sending credentials to another website so that I can login the user (automatically, not clicked on sign in here) and get an oauth_verifier value. I want to send the email address and the password through a form (submit button) from my website (e.g. a Liferay portal) to another website (e.g. LinkedIn), so that it automatically returns an oauth_verifier to my website. That means I don't want the user of my website to submit his email and password to LinkedIn again. My goal is to take the email and password of the user in my website and show the user his LinkedIn connection, message, job posting (again, in my website, not LinkedIn). I dont want the user redirected to the LinkedIn website to sign in there and then come back to my website. I have taken a consumer key and a secret key from LinkedIn for my web aplication. I am using the LinkedIn API and getting oauth_verifier for access token but in order to login, I have to take user to LinkedIn to sign in, while I want it to happen in the backend.

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  • Steady zoom on center in LWJGL (Modelview)

    - by l5p4ngl312
    I am having a problem in LWJGL with zooming in and out. I am using glScaled(zoom, zoom, 1) before glTranslated. There are 2 problems: 1. The rate of zoom speeds up a lot when zooming out (lower zoom value). 2. It zooms in on the bottom left corner of the screen rather than the center. Eventually, I would like to have the zoom focused on the mouse position. I have tried to fix these problems by make it glScaled(zoom^12, zoom^12, 1) so that the greater the zoom value, the faster it will zoom in order to balance out the faster zoom at lower zoom values. To compensate for the zoom focused on the bottom left, I have tried to subtract (zoom+1)^10 + 2^10 from the X and Y of each sprite. This results in a curved zoom path, first to the left and then to the right. It is a 2D game.

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