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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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  • Creating user UI using Flixel

    - by Jamie Read
    I am new to game development but familiar with programming languages. I have started using Flixel and have a working Breakout game with score and lives. What I am trying to do is add a Start Screen before actually loading the game. I have a create function that adds all the game elements to the stage: override public function create():void // all game elements { How can I add this pre-load Start Screen? I'm not sure if I have to add in the code to this create function or somewhere else and what code to actually add. Eventually I would also like to add saving, loading, options and upgrades too. So any advice with that would be great. Here is my main game.as: package { import org.flixel.*; public class Game extends FlxGame { private const resolution:FlxPoint = new FlxPoint(640, 480); private const zoom:uint = 2; private const fps:uint = 60; public function Game() { super(resolution.x / zoom, resolution.y / zoom, PlayState, zoom); FlxG.flashFramerate = fps; } } } Thanks.

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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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  • How do i rotate a 2D picturebox according to my mouse

    - by Gwenda.T
    I would want to rotate my picturebox which contains an image. The image will just spin around following the mouse, but the position of the image is fixed. Any idea on how it should be done? Btw using Visual Studio 2012 C# Windows phone application for Windows Phone 8. I've did a little research on google but the other codes were from VS2012 using a WinForm But it's different now I'm not able to use their code. So I was hoping I could find some answer at here! Currently now I have this private void arrowHead_Tap(object sender, System.Windows.Input.GestureEventArgs e) { Duration Time_duration = new Duration(TimeSpan.FromSeconds(0.5)); Storyboard MyStory = new Storyboard(); MyStory.Duration = Time_duration; DoubleAnimation My_Double = new DoubleAnimation(); My_Double.Duration = Time_duration; MyStory.Children.Add(My_Double); RotateTransform MyTransform = new RotateTransform(); Storyboard.SetTarget(My_Double, MyTransform); Storyboard.SetTargetProperty(My_Double, new PropertyPath("Angle")); My_Double.To = 15; arrowHead.RenderTransform = MyTransform; arrowHead.RenderTransformOrigin = new Point(0.5, 0.5); //stackPanel1.Children.Add(image1); MyStory.Begin(); } This is my only way of tilting the image however now I want it to follow my mouse! Thanks!

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  • What to Return with Async CRUD methods

    - by RualStorge
    While there is a similar question focused on Java, I've been in debates with utilizing Task objects. What's the best way to handle returns on CRUD methods (and similar)? Common returns we've seen over the years are: Void (no return unless there is an exception) Boolean (True on Success, False on Failure, exception on unhandled failure) Int or GUID (Return the newly created objects Id, 0 or null on failure, exception on unhandled failure) The updated Object (exception on failure) Result Object (Object that houses the manipulated object's ID, Boolean or status field to with success or failure indicated, Exception information if there was one, etc) The concern comes into play as we've started moving over to utilizing C# 5's Async functionality, and this brought the question up of how we should handle CRUD returns large-scale. In our systems we have a little of everything in regards to what we return, we want to make these returns standardized... Now the question is what is the recommended standard? Is there even a recommended standard yet? (I realize we need to decide our standard, but typically we do so by looking at best practices, see if it makes sense for us and go from there, but here we're not finding much to work with)

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  • Tweaking log4net Settings Programmatically

    - by PSteele
    A few months ago, I had to dynamically add a log4net appender at runtime.  Now I find myself in another log4net situation.  I need to modify the configuration of my appenders at runtime. My client requires all files generated by our applications to be saved to a specific location.  This location is determined at runtime.  Therefore, I want my FileAppenders to log their data to this specific location – but I won't know the location until runtime so I can't add it to the XML configuration file I'm using. No problem.  Bing is my new friend and returned a couple of hits.  I made a few tweaks to their LINQ queries and created a generic extension method for ILoggerRepository (just a hunch that I might want this functionality somewhere else in the future – sorry YAGNI fans): public static void ModifyAppenders<T>(this ILoggerRepository repository, Action<T> modify) where T:log4net.Appender.AppenderSkeleton { var appenders = from appender in log4net.LogManager.GetRepository().GetAppenders() where appender is T select appender as T;   foreach (var appender in appenders) { modify(appender); appender.ActivateOptions(); } } Now I can easily add the proper directory prefix to all of my FileAppenders at runtime: log4net.LogManager.GetRepository().ModifyAppenders<FileAppender>(a => { a.File = Path.Combine(settings.ConfigDirectory, Path.GetFileName(a.File)); }); Thanks beefycode and Wil Peck. Technorati Tags: .NET,log4net,LINQ

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  • can't spot the error. Trying to increment

    - by Kevin Jensen Petersen
    I really can't spot the error, or the misspelling. This script should increase the variable currentTime with 1 every second, as long as i am holding the Space button down. This is Unity C#. using UnityEngine; using System.Collections; public class GameTimer : MonoBehaviour { //Timer private bool isTimeDone; public GUIText counter; public int currentTime; private bool starting; //Each message will be shown random each 20 seconds. public string[] messages; public GUIText msg; //To check if this is the end private bool end; void Update () { counter.guiText.text = currentTime.ToString(); if(Input.GetKey(KeyCode.Space)) { if(starting == false) { starting = true; } if(end == false) { if(isTimeDone) { StartCoroutine(timer()); } } else { msg.guiText.text = "You think you can do better? Press 'R' to Try again!"; if(Input.GetKeyDown(KeyCode.R)) { Application.LoadLevel(Application.loadedLevel); } } } if(!Input.GetKey(KeyCode.Space) & starting) { end = true; } } IEnumerator timer() { isTimeDone = false; yield return new WaitForSeconds(1); currentTime++; isTimeDone = true; } }

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  • Controlling a GameObject from another GameObject's script component

    - by OhMrBigshot
    I'm creating a game where when starting the game, a Cube is duplicated GridSize * GridSize times when the game starts. Now, after the cubes are duplicated I want to attach a variable to them, say "Flag" which is a bool, from another script component (let's say I have a Prefab that generates the cloned cubes). In short, I have something like this: CreateTiles.cs : Attached to Prefab void Start() { createMyTiles(); // a function that clones the tiles flagRandomTiles(); // a function that (what I'm trying to do) "Flags" 10 random cubes } CubeBehavior.cs : Attached to each Cube public bool hasFlag; // other stuff Now, I want flagRandomTiles() to set a Cube's hasFlag property via code, assuming I have access to them via a GameObject[] array. Here's what I've tried: Cubes[x].hasFlag = true; - No access. Making a function such as Cubes[x].setHasFlag(true) - still no access. Initializing Cubes as a CubeBehavior object array, then doing the above - GameObjects can't be converted to CubeBehaviors - I get this error when I try to assign the Cubes into the array. How do I do this?

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  • Having trouble with projection matrix, need help

    - by Mr.UNOwen
    I'm having trouble with what appears to be the projection matrix. Given a wide enough of a screen, when a cube is on the left and right most edge, the left or right wall will appear stretched to the point that the front face is 1/10 the width of the side. So I do update the screen ratio along with the projection matrix and view port on screen resize, am I safe to assume all the trouble is from the matrix class? Also the cube follows the mouse, but it's only vertically aligned and ahead of the mouse when going left or right from the center of the screen. Perspective function call: * setPerspective * * @param fov: angle in radians * @param aspect: screen ratio w/h * @param near: near distance * @param far: far distance **/ void APCamera::setPerspective(GMFloat_t fov, GMFloat_t aspect, GMFloat_t near, GMFloat_t far) { GMFloat_t difZ = near - far; GMFloat_t *data; mProjection->clear(); //set to identity matrix data = mProjection->getData(); GMFloat_t v = 1.0f / tan(fov / 2.0f); data[_AP_MAA] = v / aspect; data[_AP_MBB] = v; data[_AP_MCC] = (far + near) / difZ; data[_AP_MCD] = -1.0f; data[_AP_MDD] = 0.0f; data[_AP_MDC] = 2.0f * far * near/ difZ; mRatio = aspect; mInvProjOutdated = true; mIsPerspective = true; } and... #define _AP_MAA 0 #define _AP_MAB 1 #define _AP_MAC 2 #define _AP_MAD 3 #define _AP_MBA 4 #define _AP_MBB 5 #define _AP_MBC 6 #define _AP_MBD 7 #define _AP_MCA 8 #define _AP_MCB 9 #define _AP_MCC 10 #define _AP_MCD 11 #define _AP_MDA 12 #define _AP_MDB 13 #define _AP_MDC 14 #define _AP_MDD 15

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  • Project Gantt chart using ADF BC

    - by shantala.sankeshwar
    This article describes simple example of using Project Gantt chart using ADF Business components.Use Case DescriptionLet us create a simple Project Gantt chart using ADF Business components & try to get the selected tasks details. Implementation stepsA project Gantt chart is used for project management. The chart lists tasks vertically and shows the duration of each task as a bar on a horizontal time line.To create a basic project gantt chart,we first need to define  2 tables as below:1)task_table with taskid,task_type,start_date & end_date 2)subtask_table with subtaskid,subtask_type,start_date, end_date &  taskidNow we can create Business components for the above 2 tables .Then we will create new jspx page -projectGantt.jspx Drop TaskView1 as Gantt->Project: Select all required columns under tasks & subtasks tabs of 'create Project Gantt chart' dialog.We have created Project Gantt chart that lists tasks & its subtasks.Now if we need to get all task details selected by the user then define taskSelectionListener for the dvt:projectGantt in jspx source page: taskSelectionListener="#{test.taskSelectlistener}" public void taskListener(TaskSelectionEvent taskSelectionEvent) {// This codes gives all the tasks selected by user System.out.println("Selected task details +taskSelectionEvent.getTask());            }Run the above page & note that it shows all details of tasks nodes & expanding these tasks nodes shows its corresponding subtasks details.Now if user selects 2 tasks,we can see that it prints the complete task details for the selected tasks.

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  • Where is it permissible to add logging code in a MVC model?

    - by BDotA
    Working on a C# WinForms program that is written in a MVC ( actually Model-View-Presenter) style and I want to add a few lines of code that is responsible for logging some events. Where should I write two or three lines of code that I need? Should I write it in the Presenter section? To get an idea, here is some lines of sample code that already exists in the Save() metohd in Company.MyApplication.Presenter.MyPresenter.cs class: he has written codes lie the following in this part of presenter: private void Save(Helper.SaveStatusEnum status) { if (notification.CheckLocks(orderIdCollection)) { using (new HourglassController()) { controller.FireActiveCellLeaving(); ViewDocumentedValues(); int result = saveController.Save(status); if (result == Helper.SAVE_SUCCESSFUL) { // IS IT OK TO WRITE MY COUPLE LINES OF CODE IN HERE??????????? model.Dirty = false; if ((model.CurrentStatus == Helper.OrderStatusEnum.Complete) || (model.CurrentStatus == Helper.OrderStatusEnum.Corrected)) { controller.EnableDisableSheet(false); } CheckApplicationState(); SheetHelper.ClearUnsavedDataRowImage(view.ActiveSheet); } else { MessageBox.Show("An unexpected error occuring trying to save."); } } } }

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  • Reusable skill class structure

    - by Martino Wullems
    Hello, Pretty new to the whole game development scene, but I have experience in other branches of programming. Anyway, I was wondering what methods are used to implement a skill structure. I imagine a skill in itself would a class. I'm using actionscript 3 for this project btw. public class Skill { public var power:int; public var delay:int; public var cooldown:int; public function Attack(user:Mob, target:Mob) { } } } Each skill would extend the Skill class and add it's own functionality. public class Tackle extends Skill { public function Tackle(user:Mob, target:Mob) { super(user, target); executeAttack(); } private function executeAttack():void { //multiply user.strength with power etc //play attack animation } } } This where I get stuck. How do I termine which mobs has which skills? And which skill will they later be able to retrieve (by reaching a certain level etc). How does the player actually execute the skill and how is it determine if it hits. It's all very new to me so I have no idea where to begin. Any links would also be appreciated. Thanks in advance.

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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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  • 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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  • Algorithm for optimal control on space ship using accelerometer input data

    - by mm24
    Does someone have a good algorithm for controlling a space ship in a vertical shooter game using acceleration data? I have done a simple algorithm, but works very badly. I save an initial acceleration value (used to calibrate the movement according to the user's initial position) and I do subtract it from the current acceleration so I get a "calibrated" value. The problem is that basing the movement solely on relative acceleration has an effect of loss of sensitivity: certain movements are independent from the initial position. Would anyone be able to share a a better solution? I am wondering if I should use/integrate also inputs from gyroscope hardware. Here is my sample of code for a Cocos2d iOS game: - (void) accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration { if (calibrationLayer.visible){ [self evaluateCalibration:acceleration]; initialAccelleration=acceleration; return; } if([self evaluatePause]){ return; } ShooterScene * shooterScene = (ShooterScene *) [self parent]; ShipEntity *playerSprite = [shooterScene playerShip]; float accellerationtSensitivity = 0.5f; UIAccelerationValue xAccelleration = acceleration.x - initialAccelleration.x; UIAccelerationValue yAccelleration = acceleration.y - initialAccelleration.y; if(xAccelleration > 0.05 || xAccelleration < -0.05) { [playerSprite setPosition:CGPointMake(playerSprite.position.x + xAccelleration * 80, playerSprite.position.y + yAccelleration * 80)]; } else if(yAccelleration > 0.05 || yAccelleration < -0.05) { [playerSprite setPosition:CGPointMake(playerSprite.position.x + xAccelleration * 80, playerSprite.position.y + yAccelleration * 80)]; } }

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  • How to simulate pressure with particles?

    - by BeachRunnerJoe
    I'm trying to simulate pressure with a collection of spherical particles in a Unity game I'm building. A couple notes about the problem: The goal is to fill a constantly changing 2d space/void with small, frictionless spheres. The game is trying to simulate the ever-growing pressure of more objects being shoved into this space. The level itself is constantly scrolling from left to right, meaning if the space's dimensions are not changed by the user it will automatically get smaller (the leftmost part of the space will continually scroll off-screen). I'm wondering what some approaches are that I can take to tackling these problems... Knowing when to detect when there is space to fill and then add spheres to the space. Removing spheres from the space when it is shrinking. Strategies to simulate pressure on the spheres such that they "explode outwards" when more space is created. The current approach I am contemplating is using a constantly moving wall, that is off screen and moves with the screen, as this image illustrates: . This moving wall will push and trap the spheres into the space. As for adding new spheres, I was going to have either (1) spheres replicate themselves upon detecting free space, OR (2) spawn them at the left side of the space (where the wall is) - pushing the rest of the spheres to fill the space. I foresee problems with idea #1 because this likely wouldn't really create/simulate pressure; idea #2 seems more promising, but raises the question of how to provide a location for these new sphere particles to spawn (and the ramifications of spawning them when there IS no space). Thanks so much in advance for your wisdom!

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  • Rotate canvas along its center based on user touch - Android

    - by Ganapathy
    I want to rotate the canvas circularly on its center axis based on user touch. i want to rotate based on center but its rotating based on top left corner . so i am able to see only 1/4 for rotation of image. any idea.. Like a old phone dialer . I have tried like as follows onDraw(Canvas canvas){ canvas.save(); // do my rotation canvas.rotate(rotation,0,0); canvas.drawBitmap( ((BitmapDrawable)d).getBitmap(),0,0,p ); canvas.restore(); } @Override public boolean onTouchEvent(MotionEvent e) { float x = e.getX(); float y = e.getY(); updateRotation(x,y); mPreviousX = x; mPreviousY = y; invalidate(); } private void updateRotation(float x, float y) { double r = Math.atan2(x - centerX, centerY - y); rotation = (int) Math.toDegrees(r); }

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  • GSL Uniform Random Number Generator

    - by Jamaia
    I want to use GSL's uniform random number generator. On their website, they include this sample code: #include <stdio.h> #include <gsl/gsl_rng.h> int main (void) { const gsl_rng_type * T; gsl_rng * r; int i, n = 10; gsl_rng_env_setup(); T = gsl_rng_default; r = gsl_rng_alloc (T); for (i = 0; i < n; i++) { double u = gsl_rng_uniform (r); printf ("%.5f\n", u); } gsl_rng_free (r); return 0; } However, this does not rely on any seed and so, the same random numbers will be produced each time. They also specify the following: The generator itself can be changed using the environment variable GSL_RNG_TYPE. Here is the output of the program using a seed value of 123 and the multiple-recursive generator mrg, $ GSL_RNG_SEED=123 GSL_RNG_TYPE=mrg ./a.out But I don't understand how to implement this. Any ideas as to what modifications I can make to the above code to incorporate the seed?

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  • TBXML parsing issue while the value cannot get in UILabel

    - by Dany
    In my app I'm using TBXML parser where I need to get a value from xml file and print it on the label. This is my xml file in server <gold> <price> <title>22 K Gold</title> </price> <price> <title>24 K Gold</title> </price> </gold> any my Viewcontroller.h looks like #import <UIKit/UIKit.h> #import "TBXML.h" @interface ViewController : UIViewController{ IBOutlet UILabel *lab; IBOutlet UILabel *lab1; TBXML *tbxml; } @end and my Viewcontrooler.m looks like - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view, typically from a nib. NSData *xmlData = [[NSData alloc]initWithContentsOfURL:[NSURL URLWithString:@"http://www.abcde.com/sample.xml"]]; tbxml = [[TBXML alloc]initWithXMLData:xmlData]; TBXMLElement * root = tbxml.rootXMLElement; if (root) { TBXMLElement * elem_PLANT = [TBXML childElementNamed:@"price" parentElement:root]; while (elem_PLANT !=nil) { TBXMLElement * elem_BOTANICAL = [TBXML childElementNamed:@"title" parentElement:elem_PLANT]; NSString *botanicalName = [TBXML textForElement:elem_BOTANICAL]; lab.text=[NSString stringWithFormat:@"re %@", botanicalName]; elem_PLANT = [TBXML nextSiblingNamed:@"price" searchFromElement:elem_PLANT]; elem_BOTANICAL = [TBXML childElementNamed:@"title" parentElement:elem_PLANT]; botanicalName = [TBXML textForElement:elem_BOTANICAL]; lab1.text=[NSString stringWithFormat:@"re %@", botanicalName]; } } } I'm getting BAD_ACCESS thread. Am I missing anything?

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  • Libgdx ParallaxScrolling and TiledMaps

    - by kirchhoff
    I implemented ParallaxScrolling for my SideScroller project, everything is working but the tiled map (the most important part!). I've been trying out everything but it doesn't work (see the code below). I'm using ParallaxCamera from GdxTests, it's working perfectly for the background layers. I can't explain myself properly in english, so I recorded 2 videos: Before parallaxScrolling After parallaxScrolling As you can see, now the platforms appear in the middle of the Y-axis. I've got a Map class with 2 tiled maps, so I need two renderers too: private TiledMapRenderer renderer1; private TiledMapRenderer renderer2; public void update(GameCamera camera) { renderer1.setView(camera.calculateParallaxMatrix(1f, 0f), camera.position.x - camera.viewportWidth / 2, **camera.position.y - camera.viewportHeight/2**, camera.viewportWidth, camera.viewportHeight); renderer2.setView(camera.calculateParallaxMatrix(1f, 0f), camera.position.x - camera.viewportWidth / 2, **camera.position.y - camera.viewportHeight/2**, camera.viewportWidth, camera.viewportHeight); } In bold, the code I think I should change. I've tried changing parameters, even adding hardcoded values, etc, but one of two: 1. Nothing happens. 2. Platforms disappear. Here is some aditional code. The render method: world.update(delta); parallaxBackground.update(camera); clear(0.5f, 0.7f, 1.0f, 1); batch.setProjectionMatrix(camera.calculateParallaxMatrix(0, 0)); batch.disableBlending(); batch.begin(); batch.draw(background, -(int)background.getRegionWidth()/2, -(int)background.getRegionHeight()/2); batch.end(); batch.enableBlending(); parallaxBackground.draw(batch, camera); renderer.render(batch);

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  • Euler Problem 1 : Code Optimization / Alternatives [on hold]

    - by Sudhakar
    I am new bee into the world of Datastructures and algorithms from ground up. This is my attempt to learn. If the question is very plain/simple . Please bear with me. Problem: Find the sum of all the multiples of 3 or 5 below 1000. Code i worte: package problem1; public class Problem1 { public static void main(String[] args) { //******************Approach 1**************** long start = System.currentTimeMillis(); int total = 0; int toSubtract = 0; //Complexity N/3 int limit = 10000; for(int i=3 ; i<limit ;i=i+3){ total = total +i; } //Complexity N/5 for(int i=5 ; i<limit ;i=i+5){ total = total +i; } //Complexity N/15 for(int i=15 ; i<limit ;i=i+15){ toSubtract = toSubtract +i; } //9N/15 = 0.6 N System.out.println(total-toSubtract); System.out.println("Completed in "+(System.currentTimeMillis() - start)); //******************Approach 2**************** for(int i=3 ; i<limit ;i=i+3){ total = total +i; } for(int i=5 ; i<limit ;i=i+5){ if ( 0 != (i%3)) total = total +i; } } } Question 1 - Which best approach from the above code and why ? 2 - Are there any better alternatives ?

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  • RPi and Java Embedded GPIO: Java code to blink more LEDs

    - by hinkmond
    Now, it's time to blink the other GPIO ports with the other LEDs connected to them. This is easy using Java Embedded, since the Java programming language is powerful and flexible. Embedded developers are not used to this, since the C programming language is more popular but less easy to develop in. We just need to use a dynamic Java String array to map to the pinouts of the GPIO port names from the previous diagram posted. This way we can address each "channel" with an index into that String array. static String[] GpioChannels = { "0", "1", "4", "17", "21", "22", "10", "9" }; With this new dynamic array, we can streamline the main() of this Java program to activate all the ports. /** * @param args the command line arguments */ public static void main(String[] args) { FileWriter[] commandChannels; try { /*** Init GPIO port for output ***/ // Open file handles to GPIO port unexport and export controls FileWriter unexportFile = new FileWriter("/sys/class/gpio/unexport"); FileWriter exportFile = new FileWriter("/sys/class/gpio/export"); for (String gpioChannel : GpioChannels) { System.out.println(gpioChannel); // Reset the port unexportFile.write(gpioChannel); unexportFile.flush(); // Set the port for use exportFile.write(gpioChannel); exportFile.flush(); // Open file handle to port input/output control FileWriter directionFile = new FileWriter("/sys/class/gpio/gpio" + gpioChannel + "/direction"); // Set port for output directionFile.write(GPIO_OUT); directionFile.flush(); } And, then simply add array code to where we blink the LED to make it blink all the LEDS on and off at once. /*** Send commands to GPIO port ***/ commandChannels = new FileWriter[GpioChannels.length]; for (int channum=0; channum It's easier than falling off a log... or at least easier than C programming. Hinkmond

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  • Access functions from user control without events?

    - by BornToCode
    I have an application made with usercontrols and a function on main form that removes the previous user controls and shows the desired usercontrol centered and tweaked: public void DisplayControl(UserControl uControl) I find it much easier to make this function static or access this function by reference from the user control, like this: MainForm mainform_functions = (MainForm)Parent; mainform_functions.DisplayControl(uc_a); You probably think it's a sin to access a function in mainform, from the usercontrol, however, raising an event seems much more complex in such case - I'll give a simple example - let's say I raise an event from usercontrol_A to show usercontrol_B on mainform, so I write this: uc_a.show_uc_b+= (s,e) => { usercontrol_B uc_b = new usercontrol_B(); DisplayControl(uc_b); }; Now what if I want usercontrol_B to also have an event to show usercontrol_C? now it would look like this: uc_a.show_uc_b+= (s,e) => { usercontrol_B uc_b = new usercontrol_B(); DisplayControl(uc_b); uc_b.show_uc_c += (s2,e2) => {usercontrol_C uc_c = new usercontrol_C(); DisplayControl(uc_c);} }; THIS LOOKS AWFUL! The code is much simpler and readable when you actually access the function from the usercontrol itself, therefore I came to the conclusion that in such case it's not so terrible if I break the rules and not use events for such general function, I also think that a readable usercontrol that you need to make small adjustments for another app is preferable than a 100% 'generic' one which makes my code look like a pile of mud. What is your opinion? Am I mistaken?

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  • How can I resolve component types in a way that supports adding new types relatively easily?

    - by John
    I am trying to build an Entity Component System for an interactive application developed using C++ and OpenGL. My question is quite simple. In my GameObject class I have a collection of Components. I can add and retrieve components. class GameObject: public Object { public: GameObject(std::string objectName); ~GameObject(void); Component * AddComponent(std::string name); Component * AddComponent(Component componentType); Component * GetComponent (std::string TypeName); Component * GetComponent (<Component Type Here>); private: std::map<std::string,Component*> m_components; }; I will have a collection of components that inherit from the base Components class. So if I have a meshRenderer component and would like to do the following GameObject * warship = new GameObject("myLovelyWarship"); MeshRenderer * meshRenderer = warship->AddComponent(MeshRenderer); or possibly MeshRenderer * meshRenderer = warship->AddComponent("MeshRenderer"); I could be make a Component Factory like this: class ComponentFactory { public: static Component * CreateComponent(const std::string &compTyp) { if(compTyp == "MeshRenderer") return new MeshRenderer; if(compTyp == "Collider") return new Collider; return NULL; } }; However, I feel like I should not have to keep updating the Component Factory every time I want to create a new custom Component but it is an option. Is there a more proper way to add and retrieve these components? Is standard templates another solution?

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  • What is the difference between Callback<T> and Java 8's Supplier<T>?

    - by Dan Pantry
    I've been switching over to Java from C# after some recommendations from some over at CodeReview. So, when I was looking into LWJGL, one thing I remembered was that every call to Display must be executed on the same thread that the Display.create() method was invoked on. Remembering this, I whipped up a class that looks a bit like this. public class LwjglDisplayWindow implements DisplayWindow { private final static int TargetFramesPerSecond = 60; private final Scheduler _scheduler; public LwjglDisplayWindow(Scheduler displayScheduler, DisplayMode displayMode) throws LWJGLException { _scheduler = displayScheduler; Display.setDisplayMode(displayMode); Display.create(); } public void dispose() { Display.destroy(); } @Override public int getTargetFramesPerSecond() { return TargetFramesPerSecond; } @Override public Future<Boolean> isClosed() { return _scheduler.schedule(() -> Display.isCloseRequested()); } } While writing this class you'll notice that I created a method called isClosed() that returns a Future<Boolean>. This dispatches a function to my Scheduler interface (which is nothing more than a wrapper around an ScheduledExecutorService. While writing the schedule method on the Scheduler I noticed that I could either use a Supplier<T> argument or a Callable<T> argument to represent the function that is passed in. ScheduledExecutorService didn't contain an override for Supplier<T> but I noticed that the lambda expression () -> Display.isCloseRequested() is actually type compatible with both Callable<bool> and Supplier<bool>. My question is, is there a difference between those two, semantically or otherwise - and if so, what is it, so I can adhere to it?

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