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  • libgdx ActorGestureListener.pan() parameters not moving actor in smooth line

    - by Roar Skullestad
    I override the pan method in ActorGestureListener to implement dragging actors in libgdx (scene2d). When I move individual pieces on a board they move smoothly, but when moving the whole board, the x and y coordinates that is sent to pan is "jumping", and in an increasingly amount the longer it is dragged. These are an example of the deltaY coordinates sent to pan when dragging smoothly downwards: 1.1156368 -0.13125038 -1.0500145 0.98439217 -1.0500202 0.91877174 -0.984396 0.9187679 -0.98439026 0.9187641 -0.13125038 This is how I move the camera: public void pan (InputEvent event, float x, float y, float deltaX, float deltaY) { cam.translate(-deltaX, -deltaY); I have been using both the delta values sent to pan and the real position values, but similar results. And since it is the coordinates that are wrong, it doesn't matter whether I move the board itself or the camera. What could the cause be for this and what is the solution? When I move camera only half the delta-values, it moves smoothly but only at half the speed of the mouse pointer: cam.translate(-deltaX / 2, -deltaY / 2); It seems like the moving of camera or board affects the mouse input coordinates. How can I drag at "mouse speed" and still get smooth movements? (This question was also posted on stackoverflow: http://stackoverflow.com/questions/20693020/libgdx-actorgesturelistener-pan-parameters-not-moving-actor-in-smooth-line)

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  • Best algorithm for recursive adjacent tiles?

    - by OhMrBigshot
    In my game I have a set of tiles placed in a 2D array marked by their Xs and Zs ([1,1],[1,2], etc). Now, I want a sort of "Paint Bucket" mechanism: Selecting a tile will destroy all adjacent tiles until a condition stops it, let's say, if it hits an object with hasFlag. Here's what I have so far, I'm sure it's pretty bad, it also freezes everything sometimes: void destroyAdjacentTiles(int x, int z) { int GridSize = Cubes.GetLength(0); int minX = x == 0 ? x : x-1; int maxX = x == GridSize - 1 ? x : x+1; int minZ = z == 0 ? z : z-1; int maxZ = z == GridSize - 1 ? z : z+1; Debug.Log(string.Format("Cube: {0}, {1}; X {2}-{3}; Z {4}-{5}", x, z, minX, maxX, minZ, maxZ)); for (int curX = minX; curX <= maxX; curX++) { for (int curZ = minZ; curZ <= maxZ; curZ++) { if (Cubes[curX, curZ] != Cubes[x, z]) { Debug.Log(string.Format(" Checking: {0}, {1}", curX, curZ)); if (Cubes[curX,curZ] && Cubes[curX,curZ].GetComponent<CubeBehavior>().hasFlag) { Destroy(Cubes[curX,curZ]); destroyAdjacentTiles(curX, curZ); } } } } }

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  • Rotate around the centre of the screen

    - by Dan Scott
    I want my camera to rotate around the centre of screen and I'm not sure how to achieve that. I have a rotation in the camera but I'm not sure what its rotating around. (I think it might be rotating around the position.X of camera, not sure) If you look at these two images: http://imgur.com/E9qoAM7,5qzyhGD#0 http://imgur.com/E9qoAM7,5qzyhGD#1 The first one shows how the camera is normally, and the second shows how I want the level to look when I would rotate the camera 90 degrees left or right. My camera: public class Camera { private Matrix transform; public Matrix Transform { get { return transform; } } private Vector2 position; public Vector2 Position { get { return position; } set { position = value; } } private float rotation; public float Rotation { get { return rotation; } set { rotation = value; } } private Viewport viewPort; public Camera(Viewport newView) { viewPort = newView; } public void Update(Player player) { position.X = player.PlayerPos.X + (player.PlayerRect.Width / 2) - viewPort.Width / 4; if (position.X < 0) position.X = 0; transform = Matrix.CreateTranslation(new Vector3(-position, 0)) * Matrix.CreateRotationZ(Rotation); if (Keyboard.GetState().IsKeyDown(Keys.D)) { rotation += 0.01f; } if (Keyboard.GetState().IsKeyDown(Keys.A)) { rotation -= 0.01f; } } } (I'm assuming you would need to rotate around the centre of the screen to achieve this)

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  • Migrating BizTalk 2006 R2 to BizTalk 2010 XLANGs Issue

    - by SURESH GIRIRAJAN
    When we migrate some BizTalk apps from BizTalk 2006 R2 to BizTalk 2010, and we ran into issue when a .net component called inside the orchestration. In the .net component we are trying to retrieve some promoted property and we also checked in the BizTalk group hub to validate it was promoted, no issues there.  Only when we try to access the data into the .net component we had issue. We just moved all the assembly what we had in BizTalk 2006 R2 to BizTalk 2010, didn’t recompile anything in BizTalk 2010 environment. But looking further there is couple of new namespace added to the Microsoft.XLANGs… in BizTalk 2010 compared to BizTalk 2006 R2 caused the issue. So all we did to fix the issue is recompile the project in 2010 environment and it worked fine. So it looks like some backward compatibility issue.  public static void Load(XLANGMessage msg) {  try  {      // get the process id from context.       object ctxVal = msg.GetPropertyValue(typeof(ProcessID)); … } BizTalk 2010: Error Message in the event viewer:  The service instance will remain suspended until administratively resumed or terminated. If resumed the instance will continue from its last persisted state and may re-throw the same unexpected exception. InstanceId: 441d73d3-2e84-49d2-b6bd-7218065b5e1d Shape name: Bulk Load ShapeId: bb959e56-9221-48be-a80f-24051196617d Exception thrown from: segment 1, progress 65 Inner exception: A property cannot be associated with the type 'Tellago.Common.Schemas.ProcessId'.   Exception type: InvalidPropertyTypeException Source: Microsoft.XLANGs.Engine Target Site: Microsoft.XLANGs.RuntimeTypes.MessagePropertyDefinition _getMessagePropertyDefinition(System.Type) The following is a stack trace that identifies the location where the exception occured   at Microsoft.XLANGs.Core.XMessage._getMessagePropertyDefinition(Type propType) at Microsoft.XLANGs.Core.XMessage.GetContentProperty(Type propType) at Microsoft.XLANGs.Core.XMessage.GetPropertyValue(Type propType) at Microsoft.BizTalk.XLANGs.BTXEngine.BTXMessage.GetPropertyValue(Type propType) at Microsoft.XLANGs.Core.MessageWrapperForUserCode.GetPropertyValue(Type propType) at Tellago.Common.Components.Load(XLANGMessage msg) at Tellago.SuspensionProcess.segment1(StopConditions stopOn) at Microsoft.XLANGs.Core.SegmentScheduler.RunASegment(Segment s, StopConditions stopCond, Exception& exp)

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  • Why does my game loop speed vary on different platforms with the same hardware?

    - by Sri Harsha Chilakapati
    I've got a serious issue with my game loop. This loop varies in time with the platform and with the same hardware. This is a list of FPS achieved: - Windows ======= 140 to 150 - Linux ======= 120 to 125 - Windows(WINE) ======= 125 to 135 And since my game loop is fixed timestep, the speed of the game is not stable. Here's my game loop. public final void run() { // Initialize the resources Map.initMap(); initResources(); // Start the timer GTimer.startTimer(); GTimer.refresh(); long elapsedTime = 0; // The game loop while (running) { // Update the game update(elapsedTime); if (state == GameState.GAME_PLAYING) { Map.updateObjects(elapsedTime); } // Show or hide the cursor if (Global.HIDE_CURSOR) { setCursor(GInput.INVISIBLE_CURSOR); } else { setCursor(Cursor.getDefaultCursor()); } // Repaint the game and sync repaint(); elapsedTime = GTimer.sync(); Toolkit.getDefaultToolkit().sync(); } } The timer package How could I improve it?

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  • GLSL, is it possible to offsetting vertices based on height map colour?

    - by Rob
    I am attempting to generate some terrain based upon a heightmap. I have generated a 32 x 32 grid and a corresponding height map - In my vertex shader I am trying to offset the position of the Y axis based upon the colour of the heightmap, white vertices being higher than black ones. //Vertex Shader Code #version 330 uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; uniform sampler2D heightmap; layout (location=0) in vec4 vertexPos; layout (location=1) in vec4 vertexColour; layout (location=3) in vec2 vertexTextureCoord; layout (location=4) in float offset; out vec4 fragCol; out vec4 fragPos; out vec2 fragTex; void main() { // Retreive the current pixel's colour vec4 hmColour = texture(heightmap,vertexTextureCoord); // Offset the y position by the value of current texel's colour value ? vec4 offset = vec4(vertexPos.x , vertexPos.y + hmColour.r, vertexPos.z , 1.0); // Final Position gl_Position = projectionMatrix * viewMatrix * modelMatrix * offset; // Data sent to Fragment Shader. fragCol = vertexColour; fragPos = vertexPos; fragTex = vertexTextureCoord; } However the code I have produced only creates a grid with none of the y vertices higher than any others.

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  • Using OData to get Mix10 files

    - by Jon Dalberg
    There has been a lot of talk around OData lately (go to odata.org for more information) and I wanted to get all the videos from Mix ‘10: two great tastes that taste great together. Luckily, Mix has exposed the ‘10 sessions via OData at http://api.visitmix.com/OData.svc, now all I have to do is slap together a bit of code to fetch the videos. Step 1 (cut a hole in the box) Create a new console application and add a new service reference. Step 2 (put your junk in the box) Write a smidgen of code: 1: static void Main(string[] args) 2: { 3: var mix = new Mix.EventEntities(new Uri("http://api.visitmix.com/OData.svc")); 4:   5: var files = from f in mix.Files 6: where f.TypeName == "WMV" 7: select f; 8:   9: var web = new WebClient(); 10: 11: var myVideos = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.MyVideos), "Mix10"); 12:   13: Directory.CreateDirectory(myVideos); 14:   15: files.ToList().ForEach(f => { 16: var fileName = new Uri(f.Url).Segments.Last(); 17: Console.WriteLine(f.Url); 18: web.DownloadFile(f.Url, Path.Combine(myVideos, fileName)); 19: }); 20: } Step 3 (have her open the box) Compile and run. As you can see, the client reference created for the OData service handles almost everything for me. Yeah, I know there is some batch file to download the files, but it relies on cUrl being on the machine – and I wanted an excuse to work with an OData service. Enjoy!

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  • Scale a game object to Bounds

    - by Spikeh
    I'm trying to scale a lot of dynamically created game objects in Unity3D to the bounds of a sphere collider, based on the size of their current mesh. Each object has a different scale and mesh size. Some are bigger than the AABB of the collider, and some are smaller. Here's the script I've written so far: private void ScaleToCollider(GameObject objectToScale, SphereCollider sphere) { var currentScale = objectToScale.transform.localScale; var currentSize = objectToScale.GetMeshHierarchyBounds().size; var targetSize = (sphere.radius * 2); var newScale = new Vector3 { x = targetSize * currentScale.x / currentSize.x, y = targetSize * currentScale.y / currentSize.y, z = targetSize * currentScale.z / currentSize.z }; Debug.Log("{0} Current scale: {1}, targetSize: {2}, currentSize: {3}, newScale: {4}, currentScale.x: {5}, currentSize.x: {6}", objectToScale.name, currentScale, targetSize, currentSize, newScale, currentScale.x, currentSize.x); //DoorDevice_meshBase Current scale: (0.1, 4.0, 3.0), targetSize: 5, currentSize: (2.9, 4.0, 1.1), newScale: (0.2, 5.0, 13.4), currentScale.x: 0.125, currentSize.x: 2.869114 //RedControlPanelForAirlock_meshBase Current scale: (1.0, 1.0, 1.0), targetSize: 5, currentSize: (0.0, 0.3, 0.2), newScale: (147.1, 16.7, 25.0), currentScale.x: 1, currentSize.x: 0.03400017 objectToScale.transform.localScale = newScale; } And the supporting extension method: public static Bounds GetMeshHierarchyBounds(this GameObject go) { var bounds = new Bounds(); // Not used, but a struct needs to be instantiated if (go.renderer != null) { bounds = go.renderer.bounds; // Make sure the parent is included Debug.Log("Found parent bounds: " + bounds); //bounds.Encapsulate(go.renderer.bounds); } foreach (var c in go.GetComponentsInChildren<MeshRenderer>()) { Debug.Log("Found {0} bounds are {1}", c.name, c.bounds); if (bounds.size == Vector3.zero) { bounds = c.bounds; } else { bounds.Encapsulate(c.bounds); } } return bounds; } After the re-scale, there doesn't seem to be any consistency to the results - some objects with completely uniform scales (x,y,z) seem to resize correctly, but others don't :| Its one of those things I've been trying to fix for so long I've lost all grasp on any of the logic :| Any help would be appreciated!

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  • cygwin GNU make .net program piping inconsistent behavior

    - by Codism
    This question may sound like a superuser question but I feel there is something related to programming. Anyway, my computer had a fresh installation of Win 7 64 and cygwin recently. Now I observed some problem with pipe handling in gnu make file. The following is the Makefile I use to reproduce the issue: all: fsutil | cat my-dotnet-console.exe | cat The problem is: for the first command line, the piping works every time but for the second command line, the piping barely works - I got no result for the second command for most cases, regardless of the environment (cmd or bash) in which the make file is invoked. However, if I copy paste the second command line into cmd (or bash), the pipe works every time. The following is my .net program: static void Main(string[] args) { Console.WriteLine(new string('a', 40)); Console.Out.Flush(); } The make version is 3.82.90 but the same problem was observed in a previous version (because of the windows path handling problem in 3.82.9, I replaced make.exe with a previous version). I don't know the exact cygwin version I have installed but the current version on cygwin.com is 1.7.11-1. Currently, my work around is to redirect the output to a temporary file but it would be great if I can avoid the temporary file. Thanks

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  • Applying effects to an existing program that uses BasicEffect

    - by Fibericon
    Using the finished product from the tutorial here. Is it possible to apply the grayscale effect from here: Making entire scene fade to grayscale Or would you basically have to rewrite everything? EDIT: It's doing something now, but the whole grayscale seems extremely blue. It's like I'm looking at it through dark blue sunglasses. Here's my draw function: protected override void Draw(GameTime gameTime) { device.SetRenderTarget(renderTarget); graphics.GraphicsDevice.Clear(Color.CornflowerBlue); //Drawing models, bullets, etc. device.SetRenderTarget(null); spriteBatch.Begin(0, BlendState.Additive, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, grayScale); Texture2D temp = (Texture2D)renderTarget; grayScale.Parameters["coloredTexture"].SetValue(temp); grayScale.CurrentTechnique = grayScale.Techniques["Grayscale"]; foreach (EffectPass pass in grayScale.CurrentTechnique.Passes) { pass.Apply(); } spriteBatch.Draw(temp, new Vector2(GraphicsDevice.PresentationParameters.BackBufferWidth/2, GraphicsDevice.PresentationParameters.BackBufferHeight/2), null, Color.White, 0f, new Vector2(renderTarget.Width/2, renderTarget.Height/2), 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } Another edit: figured out what I was doing wrong. I have Blendstate.Additive in the spriteBatch.Draw() call. It should be Blendstate.Opaque, or it literally tries to add the blank blue image to the grayscale image.

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  • Adventures in MVVM &ndash; My ViewModel Base &ndash; Silverlight Support!

    - by Brian Genisio's House Of Bilz
    More Adventures in MVVM In my last post, I outlined the powerful features that are available in the ViewModelSupport.  It takes advantage of the dynamic features of C# 4.0 (as well as some 3.0 goodies) to help eliminate the plumbing that often comes with writing ViewModels.  If you are interested in learning about the capabilities, please take a look at that post and look at the code on CodePlex.  When I wrote about the ViewModel base class, I complained that the features did not work in Silverlight because as of 4.0, it does not support binding to dynamic properties.  Although I still think this is a bummer, I am happy to say that I have come up with a workaround.  In the Silverlight version of my base class, I include a PropertyCollectionConverter that lets you bind to dynamic properties in the ViewModelBase, especially the convention-based commands that the base class supports. To take advantage of any properties that are not statically defined, you can bind to the Properties property of the ViewModel and pass in a converter parameter for the name of the property you want to bind. For example, a ViewModel that looks like this: public class ExampleViewModel : ViewModelBase { public void Execute_MyCommand() { Set("Text", "Foo"); } } Can bind to the dynamic property and the convention-based command with the following XAML. <TextBlock Text="{Binding Properties, Converter={StaticResource PropertiesConverter}, ConverterParameter=Text}" Margin="5" /> <Button Content="Execute MyCommand" Command="{Binding Properties, Converter={StaticResource PropertiesConverter}, ConverterParameter=MyCommand}" Margin="5" /> Of course, it is not as pretty as binding to Text and MyCommand like you can in WPF.  But, it is better than having a failed feature.  This allows you to share your ViewModels between WPF and Silverlight very easily.  <BeatDeadHorse>Hopefully, in Silverlight 5.0, we will see binding to dynamic properties more directly????</BeatDeadHorse>

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  • Rhino Mocks, AssertWasCalled with Arg Constraint on array parameter

    - by Etienne Giust
    Today, I had a hard time unit testing a function to make sure a Method with some array parameters was called. Method to be called : void AddUsersToRoles(string[] usernames, string[] roleNames);   I had previously used Arg<T>.Matches on complex types in other unit tests, but for some reason I was unable to find out how to apply the same logic with an array of strings.   It is actually quite simple to do, T really is a string[], so we use Arg<string[]>. As for the Matching part, a ToList() allows us to leverage the lambda expression.   sut.PermissionServices.AssertWasCalled(                 l => l.AddUsersToRoles(                     Arg<string[]>.Matches(a => a.ToList().First() == UserId.ToString())                     ,Arg<string[]>.Matches(a => a.ToList().First() == expectedRole1 && a.ToList()[1] == expectedRole2)                     )                     );   Of course, iw we expect an array with 2 or more values, the math would be something like : a => a.ToList()[0] == value1 && a.ToList()[1] == value2    … etc.

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  • Updating physics for animated models

    - by Mathias Hölzl
    For a new game we have do set up a scene with a minimum of 30 bone animated models.(shooter) The problem is that the update process for the animated models takes too long. Thats what I do: Each character has ~30 bones and for every update tick the animation gets calculated and every bone fires a event with the new matrix. The physics receives the event with the new matrix and updates the collision shape for that bone. The time that it takes to build the animation isn't that bad (0.2ms for 30 Bones - 6ms for 30 models). But the main problem is that the physic engine (Bullet) uses a diffrent matrix for transformation and so its necessary to convert it. Code for matrix conversion: (~0.005ms) btTransform CLEAR_PHYSICS_API Mat_to_btTransform( Mat mat ) { btMatrix3x3 bulletRotation; btVector3 bulletPosition; XMFLOAT4X4 matData = mat.GetStorage(); // copy rotation matrix for ( int row=0; row<3; ++row ) for ( int column=0; column<3; ++column ) bulletRotation[row][column] = matData.m[column][row]; for ( int column=0; column<3; ++column ) bulletPosition[column] = matData.m[3][column]; return btTransform( bulletRotation, bulletPosition ); } The function for updating the transform(Physic): void CLEAR_PHYSICS_API BulletPhysics::VKinematicMove(Mat mat, ActorId aid) { if ( btRigidBody * const body = FindActorBody( aid ) ) { btTransform tmp = Mat_to_btTransform( mat ); body->setWorldTransform( tmp ); } } The real problem is the function FindActorBody(id): ActorIDToBulletActorMap::const_iterator found = m_actorBodies.find( id ); if ( found != m_actorBodies.end() ) return found->second; All physic actors are stored in m_actorBodies and thats why the updating process takes to long. But I have no idea how I could avoid this. Friendly greedings, Mathias

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  • OpenGL: glGetError() returns invalid enum after call to glewInit()

    - by malymato
    I use GLEW and freeglut. For some reason, after a call to glewInit(), glGetError() returns error code 1280. Reinstalling the drivers didn't help. I tried to disable glewExperimental, it had no effect. Code worked before, but I am not aware of any changes I could possibly make. Here's my code: int main(int argc, char* argv[]) { GLenum GlewInitResult, res; InitWindow(argc, argv); res = glGetError(); // res = 0 glewExperimental = GL_TRUE; GlewInitResult = glewInit(); res = glGetError(); // res = 1280 glutMainLoop(); exit(EXIT_SUCCESS); } void InitWindow(int argc, char* argv[]) { glutInit(&argc, argv); glutInitContextVersion(4, 0); glutInitContextFlags(GLUT_FORWARD_COMPATIBLE); glutInitContextProfile(GLUT_CORE_PROFILE); glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS); glutInitWindowPosition(0, 0); glutInitWindowSize(CurrentWidth, CurrentHeight); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); WindowHandle = glutCreateWindow(WINDOW_TITLE); GLenum errorCheckValue = glGetError(); if (WindowHandle < 1) { fprintf(stderr, "ERROR: Could not create new rendering window.\n"); exit(EXIT_FAILURE); } glutReshapeFunc(ResizeFunction); glutDisplayFunc(RenderFunction); glutIdleFunc(IdleFunction); glutTimerFunc(0, TimerFunction, 0); glutCloseFunc(Cleanup); glutKeyboardFunc(KeyboardFunction); } Could someone tell me what I am doing wrong? Thanks.

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  • Why does this game loop stop my process from responding?

    - by Ben
    I implemented a fixed time step loop for my C# game. All it does at the moment is make a square bounce around the screen. The problem I'm having is that when I execute the program, I can't close it from the window's close button and the cursor is stuck on the "busy" icon. I have to go into Visual Studio and stop the program manually. Here's the loop at the moment: public void run() { int updates = 0; int frames = 0; double msPerTick = 1000.0 / 60.0; double threshhold = 0; long lastTime = getCurrentTime(); long lastTimer = getCurrentTime(); while (true) { long currTime = getCurrentTime(); threshhold += (currTime - lastTime) / msPerTick; lastTime = currTime; while (threshhold >= 1) { update(); updates++; threshhold -= 1; } this.Refresh(); frames++; if ((getCurrentTime() - lastTimer) >= 1000) { this.Text = updates + " updates and " + frames + " frames per second"; updates = 0; frames = 0; lastTimer += 1000; } } } Why is this happening?

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  • Why are we as an industry not more technically critical of our peers? [closed]

    - by Jarrod Roberson
    For example: I still see people in 2011 writing blog posts and tutorials that promote setting the Java CLASSPATH at the OS environment level. I see people writing C and C++ tutorials dated 2009 and newer and the first lines of code are void main(). These are examples, I am not looking for specific answers to the above questions, but to why the culture of accepting sub-par knowledge in the industry is so rampant. I see people posting these same type of empirically wrong suggestions as answers on www.stackoverflow.com and they get lots of up votes and practically no down votes! The ones that get lots of down votes are usually from answering a question that wasn't asked because of lack of reading for comprehension skills, and not incorrect answers per se. Is our industry that ignorant as a whole, I can understand the internet in general being lazy, apathetic and un-informed but our industry should be more on top of things like this and way more critical of people that are promoting bad habits and out-dated techniques and information. If we are really an engineering discipline, why aren't people held to a higher standard as they are in other engineering disciplines? I want to know why people accept bad advice, poor practices as the norm and are not more critical of their peers in the software industry.?

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  • How I use RegExp in my Java program? [migrated]

    - by MIH1406
    I have the following string examples: 00001 1 12 123 00002 3 7 321 00003 99 23 332 00004 192 50 912 In a separate text file. Numbers are separated by tabs not spaces. I tried to read the file and print each line if it matches a given RegExp, but I could not find the suitable RegExp for these lines. private static void readFile() { String fileName = "processes.lst"; FileReader file = null; String result = ""; try { file = new FileReader(fileName); BufferedReader reader = new BufferedReader(file); String line = null; String regEx = "[0-9]\t[0-9]\t[0-9]\t[0-9]"; while((line = reader.readLine()) != null) { if(line.matches(regEx)) { result += "\n" + line; } } } catch(Exception e) { System.out.println(e.getMessage()); } finally { if(file != null) try { file.close(); } catch(Exception e) { System.out.println(e.getMessage()); } } System.out.println(result); } I ended up without any string being printed!!

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  • Understanding Visitor Pattern

    - by Nezreli
    I have a hierarchy of classes that represents GUI controls. Something like this: Control-ContainerControl-Form I have to implement a series of algoritms that work with objects doing various stuff and I'm thinking that Visitor pattern would be the cleanest solution. Let take for example an algorithm which creates a Xml representaion of a hierarchy of objects. Using 'classic' approach I would do this: public abstract class Control { public virtual XmlElement ToXML(XmlDocument document) { XmlElement xml = document.CreateElement(this.GetType().Name); // Create element, fill it with attributes declared with control return xml; } } public abstract class ContainerControl : Control { public override XmlElement ToXML(XmlDocument document) { XmlElement xml = base.ToXML(document); // Use forech to fill XmlElement with child XmlElements return xml; } } public class Form : ContainerControl { public override XmlElement ToXML(XmlDocument document) { XmlElement xml = base.ToXML(document); // Fill remaining elements declared in Form class return xml; } } But I'm not sure how to do this with visitor pattern. This is the basic implementation: public class ToXmlVisitor : IVisitor { public void Visit(Form form) { } } Since even the abstract classes help with implementation I'm not sure how to do that properly in ToXmlVisitor. Perhaps there is a better solution to this problem. The reason that I'm considering Visitor pattern is that some algorithms will need references not available in project where the classes are implemented and there is a number of different algorithms so I'm avoiding large classes. Any thoughts are welcome.

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  • Deferred rendering with both Clockwise and CounterClockwise culling

    - by user1423893
    I have a deferred rendering system that works well with objects that appear solid and drawn using CounterClockwise culling. I have a problem with Clockwise culled objects that are supposed to represent hollow that display their inside faces only. The image below shows a CounterClockwise culled object (left) Clockwise culled object (right). The Clockwise culled object faces display what would be displayed on the CounterClockwise face. How can I get the lighting to light the inner faces for Clockwise culled objects and continue lighting the outer CounterClockwise faces as normal? My lighting method is below private void DeferredLighting(GameTime gameTime) { // Set the render target for the lights game.GraphicsDevice.SetRenderTarget(lightMap); // Clear the render target to (0, 0, 0, 0) game.GraphicsDevice.Clear(Color.Transparent); // Set the render states game.GraphicsDevice.BlendState = BlendState.Additive; game.GraphicsDevice.DepthStencilState = DepthStencilState.None; game.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; // Set sampler state to Point as the Surface type requires it in XNA 4.0 game.GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp; // Set the camera properties for all lights BaseLight.SetCameraProperties(game.ActiveCamera); // Draw the lights int numLights = lights.Count; for (int i = 0; i < numLights; ++i) { if (lights[i].Diffuse.W > 0f) { lights[i].Render(gameTime, ref normalMap, ref depthMap, ref sgrMap); } } // Resolve the render target game.GraphicsDevice.SetRenderTarget(null); } I have tried adjusting the render states but no combination works for both objects.

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  • problem adding bumpmap to textured gluSphere in JOGL

    - by ChocoMan
    I currently have one texture on a gluSphere that represents the Earth being displayed perfectly, but having trouble figuring out how to implement a bumpmap as well. The bumpmap resides in "res/planet/earth/earthbump1k.jpg".Here is the code I have for the regular texture: gl.glTranslatef(xPath, 0, yPath + zPos); gl.glColor3f(1.0f, 1.0f, 1.0f); // base color for earth earthGluSphere = glu.gluNewQuadric(); colorTexture.enable(); // enable texture colorTexture.bind(); // bind texture // draw sphere... glu.gluDeleteQuadric(earthGluSphere); colorTexture.disable(); // texturing public void loadPlanetTexture(GL2 gl) { InputStream colorMap = null; try { colorMap = new FileInputStream("res/planet/earth/earthmap1k.jpg"); TextureData data = TextureIO.newTextureData(colorMap, false, null); colorTexture = TextureIO.newTexture(data); colorTexture.getImageTexCoords(); colorTexture.setTexParameteri(GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_LINEAR); colorTexture.setTexParameteri(GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST); colorMap.close(); } catch(IOException e) { e.printStackTrace(); System.exit(1); } // Set material properties gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_LINEAR); gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST); colorTexture.setTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_S); colorTexture.setTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_T); } How would I add the bumpmap as well to the same gluSphere?

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  • Calculating collision force with AfterCollision/NormalImpulse is unreliable when IgnoreCCD = false?

    - by Michael
    I'm using Farseer Physics Engine 3.3.1 in a very simple XNA 4 test game. (Note: I'm also tagging this Box2D, because Farseer is a direct port of Box2D and I will happily accept Box2D answers that solve this problem.) In this game, I'm creating two bodies. The first body is created using BodyFactory.CreateCircle and BodyType.Dynamic. This body can be moved around using the keyboard (which sets Body.LinearVelocity). The second body is created using BodyFactory.CreateRectangle and BodyType.Static. This body is static and never moves. Then I'm using this code to calculate the force of collision when the two bodies collide: staticBody.FixtureList[0].AfterCollision += new AfterCollisionEventHandler(AfterCollision); protected void AfterCollision(Fixture fixtureA, Fixture fixtureB, Contact contact) { float maxImpulse = 0f; for (int i = 0; i < contact.Manifold.PointCount; i++) maxImpulse = Math.Max(maxImpulse, contact.Manifold.Points[i].NormalImpulse); // maxImpulse should contain the force of the collision } This code works great if both of these bodies are set to IgnoreCCD=true. I can calculate the force of collision between them 100% reliably. Perfect. But here's the problem: If I set the bodies to IgnoreCCD=false, that code becomes wildly unpredictable. AfterCollision is called reliably, but for some reason the NormalImpulse is 0 about 75% of the time, so only about one in four collisions is registered. Worse still, the NormalImpulse seems to be zero for completely random reasons. The dynamic body can collide with the static body 10 times in a row in virtually exactly the same way, and only 2 or 3 of the hits will register with a NormalImpulse greater than zero. Setting IgnoreCCD=true on both bodies instantly solves the problem, but then I lose continuous physics detection. Why is this happening and how can I fix it? Here's a link to a simple XNA 4 solution that demonstrates this problem in action: http://www.mediafire.com/?a1w242q9sna54j4

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  • Junit test bluej [closed]

    - by user1721929
    Can someone make a junit test of this? public class PersonName { int NumberNames(String wholename) { // store the name passed in to the method String testname=wholename; // initialize number of names found int numnames=0; // on each iteration remove one name while(testname.length()>numnames) { // take the "white space" from the beginning and end testname = testname.trim(); // determine the position of the first blank // .. end of the first word int posBlank= testname.indexOf(' '); // cut off word /** * it continues to the stop sign because that is where you commanded it to end */ testname=testname.substring(posBlank+1,testname.length()); // System.out.println(numnames); // System.out.println(testname); numnames++; System.out.println(testname); } return numnames; } public static void main(String args[]) { PersonName One= new PersonName(); System.out.println(One.NumberNames("Bobby")); System.out.println(One.NumberNames("Bobby Smith")); System.out.println(One.NumberNames("Bobby L. Smith")); System.out.println(One.NumberNames(" Bobby Paul Smith Jr. ")); } }

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  • New way of integrating Openfeint in Cocos2d-x 0.12.0

    - by Ef Es
    I am trying to implement OpenFeint for Android in my cocos2d-x project. My approach so far has been creating a button that calls a static java method in class Bridge using jnihelper functions (jnihelper only accepts statics). Bridge has one singleton attribute of type OFAndroid, that is the class dynamically calling the Openfeint Api methods, and every method in the bridge just forwards it to the OFAndroid object. What I am trying to do now is to initialize the openfeint libraries in the main java class that is the one calling the static C++ libraries. My problem right now is that the initializing function void com.openfeint.api.OpenFeint.initialize(Context ctx, OpenFeintSettings settings, OpenFeintDelegate delegate) is not accepting the context parameter that I am giving him, which is a "this" reference to the main class. Main class extends from Cocos2dxActivity but I don't have any other that extends from Application. Any suggestions on fixing it or how to improve the architecture? EDIT: I am trying a new solution. Make the bridge class into an Application child, is called from Main object, initializes OpenFeint when created and it can call the OpenFeint functions instead of needing an additional class. The problem is I still get the error. 03-30 14:39:22.661: E/AndroidRuntime(9029): Caused by: java.lang.NullPointerException 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.content.ContextWrapper.getPackageManager(ContextWrapper.java:85) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.validateManifest(OpenFeintInternal.java:885) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.initializeWithoutLoggingIn(OpenFeintInternal.java:829) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.initialize(OpenFeintInternal.java:852) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.api.OpenFeint.initialize(OpenFeint.java:47) 03-30 14:39:22.661: E/AndroidRuntime(9029): at nurogames.fastfish.NuroFeint.onCreate(NuroFeint.java:23) 03-30 14:39:22.661: E/AndroidRuntime(9029): at nurogames.fastfish.FastFish.onCreate(FastFish.java:47) 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1069) 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2751)

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  • First Minecraft mod not working: make a new sword

    - by yamikoWebs
    I am making my first mod and cannot see what is wrong with it. I am using MCP and Modloader. For my first mod I was going to make swords. I started with making a new EnumToolMaterials WOOD(0, 59, 2.0F, 0, 15), STONE(1, 131, 4.0F, 1, 5), IRON(2, 250, 6.0F, 2, 14), LAPIS(3, 750, 7.0F, 2, 14), OBSIDIAN(3, 1000, 7.5F, 3, 12), EMERALD(3, 1561, 8.0F, 3, 10),//diamond GREEN(3, 2000, 9.0F, 4, 10),//emerald GOLD(0, 200, 12.0F, 0, 22); then here is the mod class public class _Mod_Yamiko extends BaseMod{ /* mod itemts */ public static final Item swordLapis = (new ItemSword(600, EnumToolMaterial.LAPIS)).setItemName("swordLapis"); public static final Item swordObsidian = (new ItemSword(601, EnumToolMaterial.OBSIDIAN)).setItemName("swordObsidian"); public static final Item swordGreen = (new ItemSword(602, EnumToolMaterial.GREEN)).setItemName("swordGreen"); public void load(){ //set images swordLapis.iconIndex = ModLoader.addOverride("/gui/items.png","/gui/swordLapis.png"); ModLoader.addName(swordLapis, "Lapis Sword"); //craft ModLoader.addRecipe(new ItemStack(_Mod_Yamiko.swordLapis, 1), new Object[]{ " X ", " X ", " Y ", 'X', Block.dirt, 'Y', Item.stick }); } public String getVersion(){ return "0.1"; } } Then I made a 16×16 .png image. I am not sure where to save it so I recompiled and reobfuscated, took the mod files and put it in my local Minecraft install, added the image where it be should be. No problems when playing but I cannot make the new sword.

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  • Interfaces and Virtuals Everywhere????

    - by David V. Corbin
    First a disclaimer; this post is about micro-optimization of C# programs and does not apply to most common scenarios - but when it does, it is important to know. Many developers are in the habit of declaring member virtual to allow for future expansion or using interface based designs1. Few of these developers think about what the runtime performance impact of this decision is. A simple test will show that this decision can have a serious impact. For our purposes, we used a simple loop to time the execution of 1 billion calls to both non-virtual and virtual implementations of a method that took no parameters and had a void return type: Direct Call:     1.5uS Virtual Call:   13.0uS The overhead of the call increased by nearly an order of magnitude! Once again, it is important to realize that if the method does anything of significance then this ratio drops quite quickly. If the method does just 1mS of work, then the differential only accounts for a 1% decrease in performance. Additionally the method in question must be called thousands of times in order to produce a meaqsurable impact at the application level. Yet let us consider a situation such as the per-pixel processing of a graphics processing application. Here we may have a method which is called millions of times and even the slightest increase in overhead can have significant ramification. In this case using either explicit virtuals or interface based constructs is likely to be a mistake. In conclusion, good design principles should always be the driving force behind descisions such as these; but remember that these decisions do not come for free.   1) When a concrete class member implements an interface it does not need to be explicitly marked as virtual (unless, of course, it is to be overriden in a derived concerete class). Nevertheless, when accessed via the interface it behaves exactly as if it had been marked as virtual.

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