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  • Observable Collections

    - by SGWellens
    I didn't think it was possible, but .NET surprised me yet again with a cool feature I never knew existed: The ObservableCollection. This became available in .NET 3.0. In essence, an ObservableCollection is a collection with an event you can connect to. The event fires when the collection changes. As usual, working with the .NET classes is so ridiculously easy, it feels like cheating. The following is small test program to illustrate how the ObservableCollection works. To start, create an ObservableCollection and then store it in the Session object so it will persist between page post backs. I also added the code to pull it out of Session state when there is a page post back:   public partial class _Default : System.Web.UI.Page{    public ObservableCollection<int> MyInts;     // ---- Page_Load ------------------------------     protected void Page_Load(object sender, EventArgs e)    {        if (IsPostBack == false)        {            MyInts = new ObservableCollection<int>();            MyInts.CollectionChanged += CollectionChangedHandler;             Session["MyInts"] = MyInts;  // store for use between postbacks        }        else        {            MyInts = Session["MyInts"] as ObservableCollection<int>;        }    } Here's the event handler I hooked up to the ObservableCollection, it writes status strings to a ListBox. Note: The event handler fires in a different thread than the IIS process thread.     // ---- CollectionChangedHandler -----------------------------------    //    // Something changed in the Observable collection     public void CollectionChangedHandler(object sender, NotifyCollectionChangedEventArgs e)    {        // need to dig around to get the current page and control to write to:        // (because this is in a separate thread)        Page CurrentPage = System.Web.HttpContext.Current.Handler as Page;        ListBox LB = CurrentPage.FindControl("ListBoxHistory") as ListBox;         switch (e.Action)        {            case NotifyCollectionChangedAction.Add:                LB.Items.Add("Add: " + e.NewItems[0]);                               break;             case NotifyCollectionChangedAction.Remove:                LB.Items.Add("Remove: " + e.OldItems[0]);                break;             case NotifyCollectionChangedAction.Reset:                LB.Items.Add("Reset: ");                break;             default:                LB.Items.Add(e.Action.ToString());                break;                     }    }  Next, add some buttons and code to exercise the ObservableCollection:     <br />    <asp:Button ID="ButtonAdd" runat="server" Text="Add" OnClick="ButtonAdd_Click" />    <asp:Button ID="ButtonRemove" runat="server" Text="Remove" OnClick="ButtonRemove_Click" />    <asp:Button ID="ButtonReset" runat="server" Text="Reset" OnClick="ButtonReset_Click" />    <asp:Button ID="ButtonList" runat="server" Text="List" OnClick="ButtonList_Click" />    <br />    <asp:TextBox ID="TextBoxInt" runat="server" Width="51px"></asp:TextBox>    <br />    <asp:ListBox ID="ListBoxHistory" runat="server" Height="255px" Width="195px">    </asp:ListBox>    // ---- Add Button --------------------------------------     protected void ButtonAdd_Click(object sender, EventArgs e)    {        int Temp;        if (int.TryParse(TextBoxInt.Text, out Temp) == true)            MyInts.Add(Temp);    }     // ---- Remove Button --------------------------------------     protected void ButtonRemove_Click(object sender, EventArgs e)    {        int Temp;        if (int.TryParse(TextBoxInt.Text, out Temp) == true)            MyInts.Remove(Temp);    }     // ---- Button Reset -----------------------------------     protected void ButtonReset_Click(object sender, EventArgs e)    {        MyInts.Clear();    }     // ---- Button List --------------------------------------     protected void ButtonList_Click(object sender, EventArgs e)    {        ListBoxHistory.Items.Add("MyInts:");        foreach (int i in MyInts)        {            // a bit of tweaking to get the text to be indented            ListItem LI = new ListItem("&nbsp;&nbsp;" + i.ToString());            LI.Text = Server.HtmlDecode(LI.Text);            ListBoxHistory.Items.Add(LI);        }    } Here's what it looks like after entering some numbers and clicking some buttons: An interesting note is that I had to use: System.Web.HttpContext.Current.Response to write to a control on the page. As mentioned earlier, this implies that the notification event is in a thread separate from the IIS thread. Another interesting note: From the online help: Any public static (Shared in Visual Basic) members of this type are thread safe. Any instance members are not guaranteed to be thread safe What does that mean to Asp.Net developers? If you are going to share an ObservableCollection among different sessions, you'd better make it a static object. I hope someone finds this useful. Steve Wellens

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  • Performance Optimization &ndash; It Is Faster When You Can Measure It

    - by Alois Kraus
    Performance optimization in bigger systems is hard because the measured numbers can vary greatly depending on the measurement method of your choice. To measure execution timing of specific methods in your application you usually use Time Measurement Method Potential Pitfalls Stopwatch Most accurate method on recent processors. Internally it uses the RDTSC instruction. Since the counter is processor specific you can get greatly different values when your thread is scheduled to another core or the core goes into a power saving mode. But things do change luckily: Intel's Designer's vol3b, section 16.11.1 "16.11.1 Invariant TSC The time stamp counter in newer processors may support an enhancement, referred to as invariant TSC. Processor's support for invariant TSC is indicated by CPUID.80000007H:EDX[8]. The invariant TSC will run at a constant rate in all ACPI P-, C-. and T-states. This is the architectural behavior moving forward. On processors with invariant TSC support, the OS may use the TSC for wall clock timer services (instead of ACPI or HPET timers). TSC reads are much more efficient and do not incur the overhead associated with a ring transition or access to a platform resource." DateTime.Now Good but it has only a resolution of 16ms which can be not enough if you want more accuracy.   Reporting Method Potential Pitfalls Console.WriteLine Ok if not called too often. Debug.Print Are you really measuring performance with Debug Builds? Shame on you. Trace.WriteLine Better but you need to plug in some good output listener like a trace file. But be aware that the first time you call this method it will read your app.config and deserialize your system.diagnostics section which does also take time.   In general it is a good idea to use some tracing library which does measure the timing for you and you only need to decorate some methods with tracing so you can later verify if something has changed for the better or worse. In my previous article I did compare measuring performance with quantum mechanics. This analogy does work surprising well. When you measure a quantum system there is a lower limit how accurately you can measure something. The Heisenberg uncertainty relation does tell us that you cannot measure of a quantum system the impulse and location of a particle at the same time with infinite accuracy. For programmers the two variables are execution time and memory allocations. If you try to measure the timings of all methods in your application you will need to store them somewhere. The fastest storage space besides the CPU cache is the memory. But if your timing values do consume all available memory there is no memory left for the actual application to run. On the other hand if you try to record all memory allocations of your application you will also need to store the data somewhere. This will cost you memory and execution time. These constraints are always there and regardless how good the marketing of tool vendors for performance and memory profilers are: Any measurement will disturb the system in a non predictable way. Commercial tool vendors will tell you they do calculate this overhead and subtract it from the measured values to give you the most accurate values but in reality it is not entirely true. After falling into the trap to trust the profiler timings several times I have got into the habit to Measure with a profiler to get an idea where potential bottlenecks are. Measure again with tracing only the specific methods to check if this method is really worth optimizing. Optimize it Measure again. Be surprised that your optimization has made things worse. Think harder Implement something that really works. Measure again Finished! - Or look for the next bottleneck. Recently I have looked into issues with serialization performance. For serialization DataContractSerializer was used and I was not sure if XML is really the most optimal wire format. After looking around I have found protobuf-net which uses Googles Protocol Buffer format which is a compact binary serialization format. What is good for Google should be good for us. A small sample app to check out performance was a matter of minutes: using ProtoBuf; using System; using System.Diagnostics; using System.IO; using System.Reflection; using System.Runtime.Serialization; [DataContract, Serializable] class Data { [DataMember(Order=1)] public int IntValue { get; set; } [DataMember(Order = 2)] public string StringValue { get; set; } [DataMember(Order = 3)] public bool IsActivated { get; set; } [DataMember(Order = 4)] public BindingFlags Flags { get; set; } } class Program { static MemoryStream _Stream = new MemoryStream(); static MemoryStream Stream { get { _Stream.Position = 0; _Stream.SetLength(0); return _Stream; } } static void Main(string[] args) { DataContractSerializer ser = new DataContractSerializer(typeof(Data)); Data data = new Data { IntValue = 100, IsActivated = true, StringValue = "Hi this is a small string value to check if serialization does work as expected" }; var sw = Stopwatch.StartNew(); int Runs = 1000 * 1000; for (int i = 0; i < Runs; i++) { //ser.WriteObject(Stream, data); Serializer.Serialize<Data>(Stream, data); } sw.Stop(); Console.WriteLine("Did take {0:N0}ms for {1:N0} objects", sw.Elapsed.TotalMilliseconds, Runs); Console.ReadLine(); } } The results are indeed promising: Serializer Time in ms N objects protobuf-net   807 1000000 DataContract 4402 1000000 Nearly a factor 5 faster and a much more compact wire format. Lets use it! After switching over to protbuf-net the transfered wire data has dropped by a factor two (good) and the performance has worsened by nearly a factor two. How is that possible? We have measured it? Protobuf-net is much faster! As it turns out protobuf-net is faster but it has a cost: For the first time a type is de/serialized it does use some very smart code-gen which does not come for free. Lets try to measure this one by setting of our performance test app the Runs value not to one million but to 1. Serializer Time in ms N objects protobuf-net 85 1 DataContract 24 1 The code-gen overhead is significant and can take up to 200ms for more complex types. The break even point where the code-gen cost is amortized by its faster serialization performance is (assuming small objects) somewhere between 20.000-40.000 serialized objects. As it turned out my specific scenario involved about 100 types and 1000 serializations in total. That explains why the good old DataContractSerializer is not so easy to take out of business. The final approach I ended up was to reduce the number of types and to serialize primitive types via BinaryWriter directly which turned out to be a pretty good alternative. It sounded good until I measured again and found that my optimizations so far do not help much. After looking more deeper at the profiling data I did found that one of the 1000 calls did take 50% of the time. So how do I find out which call it was? Normal profilers do fail short at this discipline. A (totally undeserved) relatively unknown profiler is SpeedTrace which does unlike normal profilers create traces of your applications by instrumenting your IL code at runtime. This way you can look at the full call stack of the one slow serializer call to find out if this stack was something special. Unfortunately the call stack showed nothing special. But luckily I have my own tracing as well and I could see that the slow serializer call did happen during the serialization of a bool value. When you encounter after much analysis something unreasonable you cannot explain it then the chances are good that your thread was suspended by the garbage collector. If there is a problem with excessive GCs remains to be investigated but so far the serialization performance seems to be mostly ok.  When you do profile a complex system with many interconnected processes you can never be sure that the timings you just did measure are accurate at all. Some process might be hitting the disc slowing things down for all other processes for some seconds as well. There is a big difference between warm and cold startup. If you restart all processes you can basically forget the first run because of the OS disc cache, JIT and GCs make the measured timings very flexible. When you are in need of a random number generator you should measure cold startup times of a sufficiently complex system. After the first run you can try again getting different and much lower numbers. Now try again at least two times to get some feeling how stable the numbers are. Oh and try to do the same thing the next day. It might be that the bottleneck you found yesterday is gone today. Thanks to GC and other random stuff it can become pretty hard to find stuff worth optimizing if no big bottlenecks except bloatloads of code are left anymore. When I have found a spot worth optimizing I do make the code changes and do measure again to check if something has changed. If it has got slower and I am certain that my change should have made it faster I can blame the GC again. The thing is that if you optimize stuff and you allocate less objects the GC times will shift to some other location. If you are unlucky it will make your faster working code slower because you see now GCs at times where none were before. This is where the stuff does get really tricky. A safe escape hatch is to create a repro of the slow code in an isolated application so you can change things fast in a reliable manner. Then the normal profilers do also start working again. As Vance Morrison does point out it is much more complex to profile a system against the wall clock compared to optimize for CPU time. The reason is that for wall clock time analysis you need to understand how your system does work and which threads (if you have not one but perhaps 20) are causing a visible delay to the end user and which threads can wait a long time without affecting the user experience at all. Next time: Commercial profiler shootout.

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  • Cocos2d-x v3 invalid conversion from 'cocos2d::Layer* [on hold]

    - by Hammerh5
    Hello guys I'm learning cocos2d-x v3 right but most of the code that I can find is to the version 2. My specific error is this one, when I try to compile my cocos2s-x 3 project this error shows. invalid conversion from 'cocos2d::Layer to Game* [-fpermisive]* What I want to do is create a new game scene in the following code: //Game.cpp #include "Game.h" Scene* Game::scene() { scene *sc = CCScene::create(); sc->setTag(TAG_GAME_SCENE); const Game *g = Game::create(); //Here is where the conversions fails. sc->addChild(g, 0, TAG_GAME_LAYER); return sc; } Of course this is my header file //Game.h #include "cocos2d.h" #include "Mole.h" #include "AppDelegate.h" using namespace cocos2d; class Game: public cocos2d::Layer { cocos2d::CCArray *moles; float timeBetweenMoles, timeElapsed, increaseMolesAtTime, increaseElapsed, lastMoleHiTime; int molesAtOnce; cocos2d::CCSize s; bool isPaused; public: CCString *missSound, *hitSound; static cocos2d::Scene* scene(); virtual bool init(); void showMole(); void initializeGame(); void onEnterTransitionDidFinish(); void onExit(); void onTouchesBegan(const std::vector<cocos2d::Touch *> &touches, cocos2d::Event *event); void tick(float dt); cocos2d::CCArray* getMoles(bool isUp); //LAYER_CREATE_FUNC(Game); }; #endif /* GAME_H_ */ I don't know what's wrong I suppose this code works fine in Cocos2d-x v2. It's maybe some changes in the C++ version ?

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  • How to Combine Rescue Disks to Create the Ultimate Windows Repair Disk

    - by The Geek
    We’ve covered loads of different anti-virus, Linux, and other boot disks that help you repair or recover your system, but why limit yourself to just one? Here’s how to combine your favorite repair disks together to create the ultimate repair toolkit for broken Windows systems—all on a single flash drive. The ones we’ve covered already? Here’s a quick list of all the ways you can recover your system with a rescue disk: How to Use the Avira Rescue CD to Clean Your Infected PC How to Use the BitDefender Rescue CD to Clean Your Infected PC How to Use the Kaspersky Rescue Disk to Clean Your Infected PC Change or Reset Windows Password from a Ubuntu Live CD The 10 Cleverest Ways to Use Linux to Fix Your Windows PC Change Your Forgotten Windows Password with the Linux System Rescue CD Use Ubuntu Live CD to Backup Files from Your Dead Windows Computer If you need to clean up an infected system, we’d absolutely recommend the BitDefender CD, since it’s auto-updating. Best bet? Create your ultimate boot disk with as many of the different utilities as your flash drive can hold Latest Features How-To Geek ETC How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 The 50 Best How-To Geek Windows Articles of 2010 The 20 Best How-To Geek Explainer Topics for 2010 How to Disable Caps Lock Key in Windows 7 or Vista How to Use the Avira Rescue CD to Clean Your Infected PC Luigi Installs Any OS on Google’s Cr-48 Notebook DIY iPad Stylus Offers Pen-Based Interaction on the Cheap Serene Blue Ubuntu Wallpaper for Your Desktop Enjoy Old School Style Video Game Fun with Chicken Invaders Hide the Twitter “Litter” in Twitter’s Sidebar Area (Chrome and Iron) Public Domain Day: Reflections on Copyright and the Importance of Public Domain

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  • Abstract exception super type

    - by marcof
    If throwing System.Exception is considered so bad, why wasn't Exception made abstract in the first place? That way, it would not be possible to call: throw new Exception("Error occurred."); This would enforce using derived exceptions to provide more details about the error that occurred. For example, when I want to provide a custom exception hierarchy for a library, I usually declare an abstract base class for my exceptions: public abstract class CustomExceptionBase : Exception { /* some stuff here */ } And then some derived exception with a more specific purpose: public class DerivedCustomException : CustomExceptionBase { /* some more specific stuff here */ } Then when calling any library method, one could have this generic try/catch block to directly catch any error coming from the library: try { /* library calls here */ } catch (CustomExceptionBase ex) { /* exception handling */ } Is this a good practice? Would it be good if Exception was made abstract? EDIT : My point here is that even if an exception class is abstract, you can still catch it in a catch-all block. Making it abstract is only a way to forbid programmers to throw a "super-wide" exception. Usually, when you voluntarily throw an exception, you should know what type it is and why it happened. Thus enforcing to throw a more specific exception type.

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  • How can I resize a set of sprite images?

    - by Tyler J Fisher
    Hey StackExchange GameDev community, I'm attempting to resize series of sprites upon instantiation of the class they're located in. I've attempted to use the following code to resize the images, however my attempts have been unsuccessful. I have been unable to write an implementation that is even compilable, so no error codes yet. wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); I've heard that Graphics2D is the best option. Any suggestions? I think I'm probably best off loading the images into a Java project, resizing the images then outputting them to a new directory so as not to have to resize each sprite upon class instantiation. What do you think? Photoshopping each individual sprite is out of the question, unless I used a macro. Code: package game; //Import import java.awt.Image; import javax.swing.ImageIcon; public class Mario extends Human { Image wLeft = new ImageIcon("sprites\\mario\\wLeft.PNG").getImage(); //Constructor public Mario(){ super("Mario", 50); wLeft = wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); }

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  • Integrating NetBeans for Raspberry Pi Java Development

    - by speakjava
    Raspberry Pi IDE Java Development The Raspberry Pi is an incredible device for building embedded Java applications but, despite being able to run an IDE on the Pi it really pushes things to the limit.  It's much better to use a PC or laptop to develop the code and then deploy and test on the Pi.  What I thought I'd do in this blog entry was to run through the steps necessary to set up NetBeans on a PC for Java code development, with automatic deployment to the Raspberry Pi as part of the build process. I will assume that your starting point is a Raspberry Pi with an SD card that has one of the latest Raspbian images on it.  This is good because this now includes the JDK 7 as part of the distro, so no need to download and install a separate JDK.  I will also assume that you have installed the JDK and NetBeans on your PC.  These can be downloaded here. There are numerous approaches you can take to this including mounting the file system from the Raspberry Pi remotely on your development machine.  I tried this and I found that NetBeans got rather upset if the file system disappeared either through network interruption or the Raspberry Pi being turned off.  The following method uses copying over SSH, which will fail more gracefully if the Pi is not responding. Step 1: Enable SSH on the Raspberry Pi To run the Java applications you create you will need to start Java on the Raspberry Pi with the appropriate class name, classpath and parameters.  For non-JavaFX applications you can either do this from the Raspberry Pi desktop or, if you do not have a monitor connected through a remote command line.  To execute the remote command line you need to enable SSH (a secure shell login over the network) and connect using an application like PuTTY. You can enable SSH when you first boot the Raspberry Pi, as the raspi-config program runs automatically.  You can also run it at any time afterwards by running the command: sudo raspi-config This will bring up a menu of options.  Select '8 Advanced Options' and on the next screen select 'A$ SSH'.  Select 'Enable' and the task is complete. Step 2: Configure Raspberry Pi Networking By default, the Raspbian distribution configures the ethernet connection to use DHCP rather than a static IP address.  You can continue to use DHCP if you want, but to avoid having to potentially change settings whenever you reboot the Pi using a static IP address is simpler. To configure this on the Pi you need to edit the /etc/network/interfaces file.  You will need to do this as root using the sudo command, so something like sudo vi /etc/network/interfaces.  In this file you will see this line: iface eth0 inet dhcp This needs to be changed to the following: iface eth0 inet static     address 10.0.0.2     gateway 10.0.0.254     netmask 255.255.255.0 You will need to change the values in red to an appropriate IP address and to match the address of your gateway. Step 3: Create a Public-Private Key Pair On Your Development Machine How you do this will depend on which Operating system you are using: Mac OSX or Linux Run the command: ssh-keygen -t rsa Press ENTER/RETURN to accept the default destination for saving the key.  We do not need a passphrase so simply press ENTER/RETURN for an empty one and once more to confirm. The key will be created in the file .ssh/id_rsa.pub in your home directory.  Display the contents of this file using the cat command: cat ~/.ssh/id_rsa.pub Open a window, SSH to the Raspberry Pi and login.  Change directory to .ssh and edit the authorized_keys file (don't worry if the file does not exist).  Copy and paste the contents of the id_rsa.pub file to the authorized_keys file and save it. Windows Since Windows is not a UNIX derivative operating system it does not include the necessary key generating software by default.  To generate the key I used puttygen.exe which is available from the same site that provides the PuTTY application, here. Download this and run it on your Windows machine.  Follow the instructions to generate a key.  I remove the key comment, but you can leave that if you want. Click "Save private key", confirm that you don't want to use a passphrase and select a filename and location for the key. Copy the public key from the part of the window marked, "Public key for pasting into OpenSSH authorized_keys file".  Use PuTTY to connect to the Raspberry Pi and login.  Change directory to .ssh and edit the authorized_keys file (don't worry if this does not exist).  Paste the key information at the end of this file and save it. Logout and then start PuTTY again.  This time we need to create a saved session using the private key.  Type in the IP address of the Raspberry Pi in the "Hostname (or IP address)" field and expand "SSH" under the "Connection" category.  Select "Auth" (see the screen shot below). Click the "Browse" button under "Private key file for authentication" and select the file you saved from puttygen. Go back to the "Session" category and enter a short name in the saved sessions field, as shown below.  Click "Save" to save the session. Step 4: Test The Configuration You should now have the ability to use scp (Mac/Linux) or pscp.exe (Windows) to copy files from your development machine to the Raspberry Pi without needing to authenticate by typing in a password (so we can automate the process in NetBeans).  It's a good idea to test this using something like: scp /tmp/foo [email protected]:/tmp on Linux or Mac or pscp.exe foo pi@raspi:/tmp on Windows (Note that we use the saved configuration name instead of the IP address or hostname so the public key is picked up). pscp.exe is another tool available from the creators of PuTTY. Step 5: Configure the NetBeans Build Script Start NetBeans and create a new project (or open an existing one that you want to deploy automatically to the Raspberry Pi). Select the Files tab in the explorer window and expand your project.  You will see a build.xml file.  Double click this to edit it. This file will mostly be comments.  At the end (but within the </project> tag) add the XML for <target name="-post-jar">, shown below Here's the code again in case you want to use cut-and-paste: <target name="-post-jar">   <echo level="info" message="Copying dist directory to remote Pi"/>   <exec executable="scp" dir="${basedir}">     <arg line="-r"/>     <arg value="dist"/>     <arg value="[email protected]:NetBeans/CopyTest"/>   </exec>  </target> For Windows it will be slightly different: <target name="-post-jar">   <echo level="info" message="Copying dist directory to remote Pi"/>   <exec executable="C:\pi\putty\pscp.exe" dir="${basedir}">     <arg line="-r"/>     <arg value="dist"/>     <arg value="pi@raspi:NetBeans/CopyTest"/>   </exec> </target> You will also need to ensure that pscp.exe is in your PATH (or specify a fully qualified pathname). From now on when you clean and build the project the dist directory will automatically be copied to the Raspberry Pi ready for testing.

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  • What's the benefit of object-oriented programming over procedural programming?

    - by niko
    I'm trying to understand the difference between procedural languages like C and object-oriented languages like C++. I've never used C++, but I've been discussing with my friends on how to differentiate the two. I've been told C++ has object-oriented concepts as well as public and private modes for definition of variables: things C does not have. I've never had to use these for while developing programs in Visual Basic.NET: what are the benefits of these? I've also been told that if a variable is public, it can be accessed anywhere, but it's not clear how that's different from a global variable in a language like C. It's also not clear how a private variable differs from a local variable. Another thing I've heard is that, for security reasons, if a function needs to be accessed it should be inherited first. The use-case is that an administrator should only have as much rights as they need and not everything, but it seems a conditional would work as well: if ( login == "admin") { // invoke the function } Why is this not ideal? Given that there seems to be a procedural way to do everything object-oriented, why should I care about object-oriented programming?

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  • LibGDX Boid Seek Behaviour

    - by childonline
    I'm trying to make a swarm of boids which seek out the mouse position and move towards it, but I'm having a bit of a problem. The boids just seem to want to go to upper-right corner of the game window. The mouse position seems influence the behavior a bit, but not enough to make the boid turn towards it. I suspect there is a problem with the way LibGDX handles its coordinate system, but I'm not sure how to fix it I've uploaded the eclipse project here! Also here are the relevant bits of my code, in case you see something obviously wrong: public Agent(){ _texture = GdxGame.TEX_AGENT; TextureRegion region = new TextureRegion(_texture, 0, 0, 32, 32); TextureRegion region2 = new TextureRegion(GdxGame.TEX_TARGET, 0, 0, 32, 32); _sprite = new Sprite(region); _sprite.setSize(.05f, .05f); _sprite_target = new Sprite(region2); _sprite_target.setSize(.1f, .1f); _max_velocity = 0.05f; _max_speed = 0.005f; _velocity = new Vector2(0, 0); _desired_velocity = new Vector2(0, 0); _steering = new Vector2(0, 0); _position = new Vector2(-_sprite.getWidth()/2, -_sprite.getHeight()/2); _mass = 10f; } public void Update(float deltaTime){ _target = new Vector2(Gdx.input.getX(), Gdx.input.getY()); _desired_velocity = ((_target.sub(_position)).nor()).scl(_max_velocity,_max_velocity); _steering = ((_desired_velocity.sub(_velocity)).limit(_max_speed)).div(_mass); _velocity = (_velocity.add(_steering)).limit(_max_speed); _position = _position.add(_velocity); _sprite.setPosition(_position.x, _position.y); _sprite_target.setPosition(Gdx.input.getX(), Gdx.input.getY()); } I've used this tutorial here. Thanks!

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  • Random Movement for multiple entities

    - by opiop65
    I have this code for a arraylist of entities. All the entities use the same random and so all of them move in the same direction. How can I change it so it generates a new random number for each entity? public void moveFemale() { for(int i = 0; i < 1000; i++){ random = rand.nextInt(99); } if (random >= 0 && random <= 25) { posX -= enemyWalkSpeed; // right } if (random >= 26 && random <= 50) { posX += enemyWalkSpeed; // left } if (random >= 51 && random <= 75) { posY -= enemyWalkSpeed; // up } if (random >= 76 && random <= 100) { posY += enemyWalkSpeed; // down } } Is this correct? public void moveFemale() { for (Female female: GameFrame.females){ female.lastChangedDirectionTime += elapsedTime; if (female.lastChangedDirectionTime >= CHANGE_DIRECTION_TIME) { female.lastChangedDirectionTime = 0; random = rand.nextInt(100); if (random >= 0 && random <= 25) { posX -= enemyWalkSpeed; // right } if (random >= 26 && random <= 50) { posX += enemyWalkSpeed; // left } if (random >= 51 && random <= 75) { posY -= enemyWalkSpeed; // up } if (random >= 76 && random <= 100) { posY += enemyWalkSpeed; // down } } } }

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  • Java - Resize images upon class instantiation

    - by Tyler J Fisher
    Hey StackExchange GameDev community, I'm attempting to: Resize series of sprites upon instantiation of the class they're located in (x2) I've attempted to use the following code to resize the images, however my attempts have been unsuccessful. I have been unable to write an implementation that is even compilable, so no error codes yet. wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); I've heard that Graphics2D is the best option. Any suggestions? I think I'm probably best off loading the images into a Java project, resizing the images then outputting them to a new directory so as not to have to resize each sprite upon class instantiation. What do you think? Photoshopping each individual sprite is out of the question, unless I used a macro. Code: package game; //Import import java.awt.Image; import javax.swing.ImageIcon; public class Mario extends Human { Image wLeft = new ImageIcon("sprites\\mario\\wLeft.PNG").getImage(); //Constructor public Mario(){ super("Mario", 50); wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); } Thanks! Note: not homework, just thought Mario would be a good, overused starting point in game dev.

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  • Windows Azure Virtual Machine Test Drive Kit

    - by Clint Edmonson
    The public preview of hosted Virtual Machines in Windows Azure is now available to the general public. This platform preview enables you to evaluate our new IaaS and Enterprise Networking capabilities. Once you have registered for the 90 Day Free Trial and created a new account, you can access the preview directly at this link: https://account.windowsazure.com/PreviewFeatures If you’ve been to any of my presentations lately, you’ll know that I’m fired up about these new offerings. As I’ve worked through some scenarios for myself and with my customers, I’ve been collecting the resources that helped me to ramp up. Here’s a collection of links to the items I’ve found most useful: Core Resources Digital Chalk Talk Videos – detailed technical overviews of the new Windows Azure services and supporting technologies as announced June 7, including Virtual Machines (IaaS Windows and Linux), Storage, Command Line Tools http://www.meetwindowsazure.com/DigitalChalkTalks Scenarios Videos on You Tube – “how to” guides, including “Create and Manage Virtual Networks”, “Create & Manage SQL Database”, and many more http://www.youtube.com/user/windowsazure Windows Azure Trust Center - provides a comprehensive of view of Windows Azure and security and compliance practices http://www.windowsazure.com/en-us/support/trust-center/ MSDN Forums for Windows Azure http://www.windowsazure.com/en-us/support/preview-support/ Microsoft Knowledge Base article Microsoft server software support for Windows Azure Virtual Machines Videos Deep Dive into Running Virtual Machines on Windows Azure Windows Azure Virtual Machines and Virtual Networks Windows Azure IaaS and How It Works Deep Dive into Windows Azure Virtual Machines: From the Cloud Vendor and Enterprise Perspective An Overview of Managing Applications, Services, and Virtual Machines in Windows Azure Monitoring and Managing Your Windows Azure Applications and Services Overview of Windows Azure Networking Features Hybrid Will Rule: Options to Connect, Extend and Integrate Applications in Your Data Center and Windows Azure Business Continuity in the Windows Azure Cloud Linux on Windows Azure Blogs Understanding Windows Azure Virtual Machines An Overview of Windows Azure Virtual Network Virtual Machines and Windows Running SQL Server in a Windows Azure Virtual Machine Support for Linux Virtual Machines on Windows Azure

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  • Facebook PHP SDK and Wordpress Error

    - by Gecko
    I have a developer environment setup with WAMP, Wordpress, and PHPEdit IDE. I use the Facebook, Twitter, and YouTube API's in a sidebar. I'm using Facebook's PHP SDK to display information(no login or admin functions). Since the FB SDK and WP use session_start() I get the following warning: Warning: session_start() [function.session-start]: Cannot send session cache limiter - headers already sent (output started at C:\wamp\www\dfi\wp-content\themes\DFI\header.php:12) in C:\wamp\www\dfi\wp-content\themes\DFI\api\facebook.php on line 36 I'm trying to figure this out by using the warning output but it doesn't help considering the following. I know about clearing white space and characters before and after <?php ?> and placing session_start() before any http output. I use unix line enders and UTF8 encoding without BOM. My host server is not set up for output_buffering. header.php line 11 to 13 11 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> 12 <html xmlns="http://www.w3.org/1999/xhtml" <?php language_attributes();?>> 13 <head> It looks like the warning comes from inline php code. I don't know what I can do to fix this line. facebook.php line 34 to 37 34 public function __construct($config) { 35 if (!session_id()) { 36 session_start(); 37 } I don't think I can stop either FB or WP from calling session_start() without breaking everything. How do I make Wordpress and Facebook play nicely together without this error?

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  • Announcing Unbreakable Enterprise Kernel Release 3 for Oracle Linux

    - by Lenz Grimmer
    We are excited to announce the general availability of the Unbreakable Enterprise Kernel Release 3 for Oracle Linux 6. The Unbreakable Enterprise Kernel Release 3 (UEK R3) is Oracle's third major supported release of its heavily tested and optimized Linux kernel for Oracle Linux 6 on the x86_64 architecture. UEK R3 is based on mainline Linux version 3.8.13. Some notable highlights of this release include: Inclusion of DTrace for Linux into the kernel (no longer a separate kernel image). DTrace for Linux now supports probes for user-space statically defined tracing (USDT) in programs that have been modified to include embedded static probe points Production support for Linux containers (LXC) which were previously released as a technology preview Btrfs file system improvements (subvolume-aware quota groups, cross-subvolume reflinks, btrfs send/receive to transfer file system snapshots or incremental differences, file hole punching, hot-replacing of failed disk devices, device statistics) Improved support for Control Groups (cgroups)  The ext4 file system can now store the content of a small file inside the inode (inline_data) TCP fast open (TFO) can speed up the opening of successive TCP connections between two endpoints FUSE file system performance improvements on NUMA systems Support for the Intel Ivy Bridge (IVB) processor family Integration of the OpenFabrics Enterprise Distribution (OFED) 2.0 stack, supporting a wide range of Infinband protocols including updates to Oracle's Reliable Datagram Sockets (RDS) Numerous driver updates in close coordination with our hardware partners UEK R3 uses the same versioning model as the mainline Linux kernel version. Unlike in UEK R2 (which identifies itself as version "2.6.39", even though it is based on mainline Linux 3.0.x), "uname" returns the actual version number (3.8.13). For further details on the new features, changes and any known issues, please consult the Release Notes. The Unbreakable Enterprise Kernel Release 3 and related packages can be installed using the yum package management tool on Oracle Linux 6 Update 4 or newer, both from the Unbreakable Linux Network (ULN) and our public yum server. Please follow the installation instructions in the Release Notes for a detailed description of the steps involved. The kernel source tree will also available via the git source code revision control system from https://oss.oracle.com/git/?p=linux-uek3-3.8.git If you would like to discuss your experiences with Oracle Linux and UEK R3, we look forward to your feedback on our public Oracle Linux Forum.

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  • OpenGL texture on sphere

    - by Cilenco
    I want to create a rolling, textured ball in OpenGL ES 1.0 for Android. With this function I can create a sphere: public Ball(GL10 gl, float radius) { ByteBuffer bb = ByteBuffer.allocateDirect(40000); bb.order(ByteOrder.nativeOrder()); sphereVertex = bb.asFloatBuffer(); points = build(); } private int build() { double dTheta = STEP * Math.PI / 180; double dPhi = dTheta; int points = 0; for(double phi = -(Math.PI/2); phi <= Math.PI/2; phi+=dPhi) { for(double theta = 0.0; theta <= (Math.PI * 2); theta+=dTheta) { sphereVertex.put((float) (raduis * Math.sin(phi) * Math.cos(theta))); sphereVertex.put((float) (raduis * Math.sin(phi) * Math.sin(theta))); sphereVertex.put((float) (raduis * Math.cos(phi))); points++; } } sphereVertex.position(0); return points; } public void draw() { texture.bind(); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, sphereVertex); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } My problem now is that I want to use this texture for the sphere but then only a black ball is created (of course because the top right corner s black). I use this texture coordinates because I want to use the whole texture: 0|0 0|1 1|1 1|0 That's what I learned from texturing a triangle. Is that incorrect if I want to use it with a sphere? What do I have to do to use the texture correctly?

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  • How can I make OpenGL textures scale without becoming blurry?

    - by adorablepuppy
    I'm using OpenGL through LWJGL. I have a 16x16 textured quad rendering at 16x16. When I change it's scale amount, the quad grows, then becomes blurrier as it gets larger. How can I make it scale without becoming blurry, like in Minecraft. Here is the code inside my RenderableEntity object: public void render(){ Color.white.bind(); this.spriteSheet.bind(); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0,0); GL11.glVertex2f(this.x, this.y); GL11.glTexCoord2f(1,0); GL11.glVertex2f(getDrawingWidth(), this.y); GL11.glTexCoord2f(1,1); GL11.glVertex2f(getDrawingWidth(), getDrawingHeight()); GL11.glTexCoord2f(0,1); GL11.glVertex2f(this.x, getDrawingHeight()); GL11.glEnd(); } And here is code from my initGL method in my game class GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glClearColor(0.46f,0.46f,0.90f,1.0f); GL11.glViewport(0,0,width,height); GL11.glOrtho(0,width,height,0,1,-1); And here is the code that does the actual drawing public void start(){ initGL(800,600); init(); while(true){ GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); for(int i=0;i<entities.size();i++){ ((RenderableEntity)entities.get(i)).render(); } Display.update(); Display.sync(100); if(Display.isCloseRequested()){ Display.destroy(); System.exit(0); } } }

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  • Problem with SNMP and MIBs

    - by jap1968
    I am installing Zabbix to monitor via snmp some devices from a machine running Ubuntu 12.04 server. There is a problem with MIB definitions, since snmp commands do no properly translate some of the MIBs. I have already installed the "snmp-mibs-downloader" package, so the files containing the MIB descriptions are properly installed. The MIB are only translated to obtain the numeric key (the MIB files are accessible to the snmp commands), but the results returned by the snmpget command do not properly translate the key. The zabbix templates that I am using do expect the key translated (SNMPv2-MIB::sysUpTime.0) , so, the current results are not recognised and these are ignored. Test case: $ snmptranslate -On SNMPv2-MIB::sysUpTime.0 .1.3.6.1.2.1.1.3.0 $ snmpget -v 2c -c public 192.168.1.1 1.3.6.1.2.1.1.3.0 iso.3.6.1.2.1.1.3.0 = Timeticks: (2911822510) 337 days, 0:23:45.10 On another machine (running a very old Red Hat based distribution), the snmp commands perform both, the directe and reverse traslation, as expected: # snmptranslate -On SNMPv2-MIB::sysUpTime.0 .1.3.6.1.2.1.1.3.0 # snmpget -v 2c -c public 192.168.1.1 1.3.6.1.2.1.1.3.0 SNMPv2-MIB::sysUpTime.0 = Timeticks: (2911819485) 337 days, 0:23:14.85 What is the problem on my Ubuntu box? Is there something I am missing?

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  • How to use T4 templates in WP7, Silverlight, Desktop or even MonoDroid apps

    - by Daniel Cazzulino
    In other words, how to use T4 templates without ANY runtime dependencies? Yes, it is possible, and quite simple and elegant actually. In a desktop project, just open the Add New Item dialog, and search for "text template": From the two available templates, the one that gives you a zero-dependency runtime-usable template is the first one: Preprocessed Text Template. Once unfolded, you get the .tt file, but also a dependent .cs file automatically generated. Note the Custom Tool associated with the file: If you open up the .cs file, you will see that it doesn't contain the rendered "Hello World!!!" I added in the .tt, but rather a full class named after the template file itself: namespace ConsoleApplication1 { using System; #line 1 "C:\Temp\ConsoleApplication1\ConsoleApplication1\PreTextTemplate1.tt" [System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.TextTemplating", "10.0.0.0")] public partial class PreTextTemplate1 : PreTextTemplate1Base { public virtual string TransformText() { this.GenerationEnvironment = null; this.Write("Hello World!!!"); return this.GenerationEnvironment.ToString(); } } #region Base class ... #endregion } ... Read full article

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  • When too much encapsulation was reached

    - by Samuel
    Recently, I read a lot of gook articles about how to do a good encapsulation. And when I say "good encapsulation", I don't talk about hiding private fields with public properties; I talk about preventing users of your Api to do wrong things. Here is two good articles about this subject: http://blog.ploeh.dk/2011/05/24/PokayokeDesignFromSmellToFragrance.aspx http://lostechies.com/derickbailey/2011/03/28/encapsulation-youre-doing-it-wrong/ At my job, the majority a our applications are not destined to other programmers but rather to the customers. About 80% of the application code is at the top of the structure (Not used by other code). For this reason, there is probably no chance ever that this code will be used by other application. An example of encapsulation that prevent user to do wrong thing with your Api is to return an IEnumerable instead of IList when you don't want to give the ability to the user to add or remove items in the list. My question is: When encapsulation could be considered like too much of purism object oriented programming while keeping in mind that each hour of programming is charged to the customer? I want to do good code that is maintainable, easy to read and to use but when this is not a public Api (Used by other programmer), where could we put the line between perfect code and not so perfect code? Thank you.

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  • Libgdx detect when player is outside of screen

    - by Rockyy
    Im trying to learn libGDX (coming from XNA/MonoDevelop), and I'm making a super simple test game to get to know it better. I was wondering how to detect if the player sprite is outside of the screen and make it so it is impossible to go outside of the screen edges. In XNA you could do something like this: // Prevent player from moving off the left edge of the screen if (player.Position.X < 0) player.Position = new Vector2(0, player.Position.Y); How is this achieved in libgdx? I think it's the Stage that handles the 2D viewport in libgdx? This is my code so far: private Texture texture; private SpriteBatch batch; private Sprite sprite; @Override public void create () { float w = Gdx.graphics.getWidth(); float h = Gdx.graphics.getHeight(); batch = new SpriteBatch(); texture = new Texture(Gdx.files.internal("player.png")); sprite = new Sprite(texture); sprite.setPosition(w/2 -sprite.getWidth()/2, h/2 - sprite.getHeight()/2); } @Override public void render () { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); if(Gdx.input.isKeyPressed(Input.Keys.LEFT)){ if(Gdx.input.isKeyPressed(Input.Keys.CONTROL_LEFT)) sprite.translateX(-1f); else sprite.translateX(-10.0f); } if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)){ if(Gdx.input.isKeyPressed(Input.Keys.CONTROL_LEFT)) sprite.translateX(1f); else sprite.translateX(10f); } batch.begin(); sprite.draw(batch); batch.end(); }

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  • JavaScript objects and Crockford's The Good Parts

    - by Jonathan
    I've been thinking quite a bit about how to do OOP in JS, especially when it comes to encapsulation and inheritance, recently. According to Crockford, classical is harmful because of new(), and both prototypal and classical are limited because their use of constructor.prototype means you can't use closures for encapsulation. Recently, I've considered the following couple of points about encapsulation: Encapsulation kills performance. It makes you add functions to EACH member object rather than to the prototype, because each object's methods have different closures (each object has different private members). Encapsulation forces the ugly "var that = this" workaround, to get private helper functions to have access to the instance they're attached to. Either that or make sure you call them with privateFunction.apply(this) everytime. Are there workarounds for either of two issues I mentioned? if not, do you still consider encapsulation to be worth it? Sidenote: The functional pattern Crockford describes doesn't even let you add public methods that only touch public members, since it completely forgoes the use of new() and constructor.prototype. Wouldn't a hybrid approach where you use classical inheritance and new(), but also call Super.apply(this, arguments) to initialize private members and privileged methods, be superior?

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  • Troubleshooting VC++ DLL in VB.Net

    - by Jolyon
    I'm trying to make a solution in Visual Studio that consists of a VC++ DLL and a VB.Net application. To figure this out, I created a VC++ Class Library project, with the following code (I removed all the junk the wizard creates): mathfuncs.cpp: #include "MathFuncs.h" namespace MathFuncs { double MyMathFuncs::Add(double a, double b) { return a + b; } } mathfuncs.h: using namespace System; namespace MathFuncs { public ref class MyMathFuncs { public: static double Add(double a, double b); }; } This compiles quite happily. I can then add a VC++ console project to the solution, add a reference to the original project for this new project, and call it as follows: test.cpp: using namespace System; int main(array<System::String ^> ^args) { double a = 7.4; int b = 99; Console::WriteLine("a + b = {0}", MathFuncs::MyMathFuncs::Add(a, b)); return 0; } This works just fine, and will build to test.exe and mathsfuncs.dll. However, I want to use a VB.Net project to call the DLL. To do this, I add a VB.Net project to the solution, make it the startup project, and add a reference to the original project. Then, I attempt to use it as follows: MsgBox(MathFuncs.MyMathFuncs.Add(1, 2)) However, when I run this code, it gives me an error: "Could not load file or assembly 'MathFuncsAssembly, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. An attempt was made to load a program with an incorrect format." Do I need to expose the method somehow? I'm using Visual Studio 2008 Professional.

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  • When is type testing OK?

    - by svidgen
    Assuming a language with some inherent type safety (e.g., not JavaScript): Given a method that accepts a SuperType, we know that in most cases wherein we might be tempted to perform type testing to pick an action: public void DoSomethingTo(SuperType o) { if (o isa SubTypeA) { o.doSomethingA() } else { o.doSomethingB(); } } We should usually, if not always, create a single, overridable method on the SuperType and do this: public void DoSomethingTo(SuperType o) { o.doSomething(); } ... wherein each subtype is given its own doSomething() implementation. The rest of our application can then be appropriately ignorant of whether any given SuperType is really a SubTypeA or a SubTypeB. Wonderful. But, we're still given is a-like operations in most, if not all, type-safe languages. And that seems suggests a potential need for explicit type testing. So, in what situations, if any, should we or must we perform explicit type testing? Forgive my absent mindedness or lack of creativity. I know I've done it before; but, it was honestly so long ago I can't remember if what I did was good! And in recent memory, I don't think I've encountered a need to test types outside my cowboy JavaScript.

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  • Conditional styles and templates with RadGridView for Silverlight and WPF

    Im happy to announce that with our upcoming Q1 2010 Service Pack 1 (middle of April) you will be able to apply conditionally styles and templates for RadGridView easily using DataTemplateSelectors and StyleSelectors for both Silverlight and WPF: You can test the new functionally with our upcoming latest internal build this Friday and in the meantime here is an example: XAML <Grid x:Name="LayoutRoot"> <Grid.Resources> <local:MyStyleSelector x:Key="styleSelector" /> <local:MyDataTemplateSelector x:Key="templateSelector" /> </Grid.Resources> <telerik:RadGridView AutoGenerateColumns="False" ItemsSource="{Binding}" RowStyleSelector="{StaticResource styleSelector}"> <telerik:RadGridView.Columns> <telerik:GridViewDataColumn DataMemberBinding="{Binding ID}" CellTemplateSelector="{StaticResource templateSelector}" /> </telerik:RadGridView.Columns> </telerik:RadGridView></Grid>     C# public class MyStyleSelector : StyleSelector{ public override ...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Creating Transparent Game Menu Items using AndEngine

    - by Chaitanya Chandurkar
    I'm trying to create a Game Menu which contains some Menu Items like New Game Multiplayer Options Exit I want to make this Menu Items Transparent. Only Text in White color should be visible. So i guess i do not need any background image for Menu Items. I have seen examples of SpriteButton like given below. ButtonSprite playButton = new ButtonSprite(0, 0, btnNormalTextureRegion, btnPushedTextureRegion, this.getVertexBufferObjectManager(), new OnClickListener() { @Override public boolean onAreaTouched(TouchEvent pSceneTouchEvent, float pTouchAreaLocalX, float pTouchAreaLocalY) { // Do Stuff here } } The thing which i don't understand is how can i initialize btnNormalTextureRegion? I use the code give below to initialize ITexture and ITextureRegion for objects. mBackgruondTexture = new BitmapTexture(activity.getTextureManager(), new IInputStreamOpener() { public InputStream open() throws IOException { return activity.getAssets().open("gfx/backgrounds/greenbg.jpg"); } }); mBackgruondTextureRegion = TextureRegionFactory.extractFromTexture(mBackgruondTexture); This code openes up an Image from assest. As i do not want to use any image for Menu Item How can i initialize btnNormalTextureRegion for SpriteButton. OR Is there any alternative to create Game Menu?

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