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  • What's the difference between find and findstr commands in Windows?

    - by Prashant Bhate
    In Windows, what are the differences between find and findstr commands? Both seems to search text in files: find c:\>find /? Searches for a text string in a file or files. FIND [/V] [/C] [/N] [/I] [/OFF[LINE]] "string" [[drive:][path]filename[ ...]] /V Displays all lines NOT containing the specified string. /C Displays only the count of lines containing the string. /N Displays line numbers with the displayed lines. /I Ignores the case of characters when searching for the string. /OFF[LINE] Do not skip files with offline attribute set. "string" Specifies the text string to find. [drive:][path]filename Specifies a file or files to search. If a path is not specified, FIND searches the text typed at the prompt or piped from another command. findstr c:\>findstr /? Searches for strings in files. FINDSTR [/B] [/E] [/L] [/R] [/S] [/I] [/X] [/V] [/N] [/M] [/O] [/P] [/F:file] [/C:string] [/G:file] [/D:dir list] [/A:color attributes] [/OFF[LINE]] strings [[drive:][path]filename[ ...]] /B Matches pattern if at the beginning of a line. /E Matches pattern if at the end of a line. /L Uses search strings literally. /R Uses search strings as regular expressions. /S Searches for matching files in the current directory and all subdirectories. /I Specifies that the search is not to be case-sensitive. /X Prints lines that match exactly. /V Prints only lines that do not contain a match. /N Prints the line number before each line that matches. /M Prints only the filename if a file contains a match. /O Prints character offset before each matching line. /P Skip files with non-printable characters. /OFF[LINE] Do not skip files with offline attribute set. /A:attr Specifies color attribute with two hex digits. See "color /?" /F:file Reads file list from the specified file(/ stands for console). /C:string Uses specified string as a literal search string. /G:file Gets search strings from the specified file(/ stands for console). /D:dir Search a semicolon delimited list of directories strings Text to be searched for. [drive:][path]filename Specifies a file or files to search. Use spaces to separate multiple search strings unless the argument is prefixed with /C. For example, 'FINDSTR "hello there" x.y' searches for "hello" or "there" in file x.y. 'FINDSTR /C:"hello there" x.y' searches for "hello there" in file x.y. Regular expression quick reference: . Wildcard: any character * Repeat: zero or more occurances of previous character or class ^ Line position: beginning of line $ Line position: end of line [class] Character class: any one character in set [^class] Inverse class: any one character not in set [x-y] Range: any characters within the specified range \x Escape: literal use of metacharacter x \<xyz Word position: beginning of word xyz\> Word position: end of word For full information on FINDSTR regular expressions refer to the online Command Reference.

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  • Rail 3 escaping maruku

    - by Micke
    I am using Maruku with my RoR3 app. But the problem is that when i use the h(text) method to escape the text from the database before i use Maruku it escapes > to &gt; so Maruku wont see this as a blockquote. But i still want to escape the rest of the text so my question is how can i make this work? I don't want to disable the escaping but i don't want it to escape >

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  • Setting Mnemonics and Hot Keys for a JOptionPane Dialog

    - by Daniel Bingham
    Is it possible to assign hotkeys and mnemonics to the buttons in a JOptionPane Dialog? I'd like to be able, in a JOptionPane generated message dialog with the options Yes, No and Cancel, press Y to hit the Yes button, N to hit the No button and escape to activate the escape button. Similarly in a dialog with Okay and Cancel buttons I'd like to be able to activate them with enter and escape. I've attempted passing JButtons into the JOptionPane's button Object array with the Mnemonics set already. The mnemonics work and the buttons show up correctly in the dialogs, however, they do not act properly when they are activated. Most noticeably they do not dispose of the dialog. What is the correct way to add hotkeys and Mnemonics to a JOptionPane Dialog's buttons? As always, my apologies ahead of time if this is a duplicate - I searched both Google and Stackoverflow and found nothing.

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  • Unicode and URI encoding, decoding and escaping in JavaScript

    - by apphacker
    If you look at this table here, it has a list of escape sequences for Unicode characters that don't actually work for me. For example for "%96", which should be a –, I get an error when trying decode: decodeURIComponent("%96"); URIError: URI malformed If I attempt to encode "–" I actually get: encodeURIComponent("–"); "%E2%80%93" I searched through the internet and I saw this page, which mentions using escape and unescape with decodeURIComponent and encodeURIComponent respectively. This doesn't seem to help because %96 doesn't show up as "–" no matter what I try and this of course wouldn't work: decodeURIComponent(escape("%96)); "%96" Not very helpful. How can I get "%96" to be a "–" with JavaScript (without hardcoding a map for every single possible unicode character I may run into)?

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  • how do I send stuff to method using the JQuery Ajax method

    - by nisardotnet
    $.ajax({ type: "POST", url: "WebService.asmx/AddVisitor", data: "{'fname':'dave', 'lname':'ward'}", contentType: "application/json; charset=utf-8", dataType: "json" }); I have an Asp.Net WebMethod that takes a firstName, lastName.....as a parameter, how do I send that stuff to that method using the JQuery Ajax method. if i hardcode the above it works without any problem but if i pass dynamic it fails var firstName = $("[id$='txtFirstName']"); var lastName = $("[id$='txtLastName']"); //data: "{'firstName':'Chris','lastName':'Brandsma'}"<br> data: "{'firstname':'" + escape(firstName.val()) + "','lastName':'" + escape(lastName.val()) + "'}", my WebMethod looks like this [WebMethod] public bool AddVisitor(string firstName, string lastName) { return true; } what wrong here? i have tried with eval and escape none of that works. Thanks for any help.

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  • I have a custom type which i want to serialize, this custom type accepts input which might consists

    - by starz26
    I have a custom type which i want to serialize, this custom type accepts input which might consists of escape chars. M1_Serilizer(MyCustomType customTypeObj) {XmlSerializer serializer = new XmlSerializer(typeof(MyCustomType)); StringWriter sw = new StringWriter(CultureInfo.InvariantCulture); serializer.Serialize(sw, customTypeObj); string str= sw.ToString(); M2_Deserializer(str); } M2_Deserializer(string str) { XmlSerializer serializer = new XmlSerializer(typeof(MyCustomType)); StringReader sr = new StringReader(str); MyCustomType customTypeObj = (MyCustomType)serializer.Deserialize(sr); } when escape type chars are part of the CustomTypeObj, on deserialization it throws an exception. Q1)How do i overcome this?, Q2)I should use StringReader and StringWriter and not memorystream or other thing ways. StringWriter/reader will only serve my internal functionality Q3)How can these escape chars be handled?

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  • SQLite issues, escaping certain characters...

    - by CODe
    I'm working on my first database application. It is a WinForms application written in C# using a SQLite database. I've come across some problems, when a apostrophe is used, my SQLite query fails. Here is the structure of my queries. string SQL = "UPDATE SUBCONTRACTOR SET JobSite = NULL WHERE JobSite = '" + jobSite + "'"; For instance, if an apostrophe is used in the jobSite var, it offsets the other apostrophes in the command, and fails. So my questions are: 1. How do I escape characters like the apostrophe and semicolon in the above query example? 2. What characters do I need to escape? I know I should escape the apostrophe, what else is dangerous? Thanks for your help!

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  • 2D animation example in pyglet (python) looping through 2 images/sprites every x seconds

    - by Bentley4
    Suppose you have two images: step1.png and step2.png . Can anyone show me a very simple example in pyglet how to loop through those 2 images say every 0.5 seconds? The character doesn't have to move, just a simple black screen with a fixed region wherein the two images continually change every 0.5 secs. I know how to make a character move, shoot projectiles etc. but I just can't figure out how to control the looping speed of the images.

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  • XNA 2D Collision with specific tiles

    - by zenzero
    I am new to game programming and to these sites for help. I am making a 2D game but I can't seem to get the collision between my character and certain tiles. I have a map filled with grass tiles and water tiles and I want to keep my character from walking on the water tiles. I have a Tiles class that I use so that the tiles are objects and also has the collision method in it, a TileEngine class used create the map and it also holds a list of Tiles, and the class James which is for my character. I also have a Camera class that centers the camera on my character if that has anything to do with the problem. The character's movement is intended to be restricted to 4 directions(up, down, left, right). As an extra note, the bottom right water tile does have collision, but the collision does not occur for any of the other water tiles. Here is my TileEngine class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class TileEngine : Microsoft.Xna.Framework.Game { //makes a list of Tiles objects public List<Tiles> tilesList = new List<Tiles>(); public TileEngine() {} public static int tileWidth = 64; public static int tileHeight = 64; public int[,] map = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, }; public void drawMap(SpriteBatch spriteBatch) { for (int y = 0; y < map.GetLength(0); y++) { for (int x = 0; x < map.GetLength(1); x++) { //make a Rectangle tilesList[map[y, x]].rectangle = new Rectangle(x * tileWidth, y * tileHeight, tileWidth, tileHeight); //draw the Tiles objects spriteBatch.Draw(tilesList[map[y, x]].texture, tilesList[map[y, x]].rectangle, Color.White); } } } } } Here is my Tiles class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class Tiles { public Texture2D texture; public Rectangle rectangle; public Tiles(Texture2D texture) { this.texture = texture; } //check to see if james collides with the tile from the right side public void rightCollision(James james) { if (james.GetBounds().Intersects(rectangle)) { james.position.X = rectangle.Left - james.front.Width; } } } } I have a method for rightCollision because I could only figure out how to get the collisions from specifying directions. and here is the James class for my character using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class James { public Texture2D front; public Texture2D back; public Texture2D left; public Texture2D right; public Vector2 center; public Vector2 position; public James(Texture2D front) { position = new Vector2(0, 0); this.front = front; center = new Vector2(front.Width / 2, front.Height / 2); } public James(Texture2D front, Vector2 newPosition) { this.front = front; position = newPosition; center = new Vector2(front.Width / 2, front.Height / 2); } public void move(GameTime gameTime) { KeyboardState keyboard = Keyboard.GetState(); float SCALE = 20.0f; float speed = gameTime.ElapsedGameTime.Milliseconds / 100.0f; if (keyboard.IsKeyDown(Keys.Up)) { position.Y -=speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Down)) { position.Y += speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Left)) { position.X -= speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Right)) { position.X += speed * SCALE; } } public void draw(SpriteBatch spriteBatch) { spriteBatch.Draw(front, position, null, Color.White, 0, center, 1.0f, SpriteEffects.None, 0.0f); } //get the boundingbox for James public Rectangle GetBounds() { return new Rectangle( (int)position.X, (int)position.Y, front.Width, front.Height); } } }

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  • Blender DirectX exporter to Panda3D

    - by jakebird451
    I have been experimenting with Panda3D lately. I have a character made in Blender with various bones and currently with one animation that I wish to export to a *.x format for Panda3D. My current attempt was to export the model was to first export with bones [Armatures] by checking the "Export Armatures" button in the export menu (file name: char.x). Thanks to the *.x file format, I read the file and it seems to have the same bone structure format as the model (with parenting and matrix positional data). The second export was selecting Animations - Full Animation to provide just the animation (file name: char_idle.x). The models exported just fine. I am not sure about the animation yet, but the file seems to be just fine. This is my code for loading the model into python & Panda3D: self.model = Actor("char.x",{"char_idle.x"}) When I run the program the command line provides a couple of errors, the main errors of interest are: :Actor(warning): char.x is not a character! and ... File "C:\Panda3D-1.8.0\direct\actor\Actor.py", line 284, in __init__ if (type(anims[anims.keys()[0]])==type({})): AttributeError: 'set' object has no attribute 'keys' The first error is the most interesting to me. The model works if I leave the animation dictionary blank. With no animations loaded the character appears in its un-animated T position, however the actor warning still shows up. The character should include the various bones when I exported the model right? I am not that experienced with blender, I'm just a programmer. So if the problem lies in blender please try to keep that in mind when posting a reply. I'll try my best to keep up. I also tried to print out the bone structure without any animations loaded and it provides a similar error with the line print self.model.listJoints(): File "C:\Panda3D-1.8.0\direct\actor\Actor.py", line 410, in listJoints Actor.notify.error("no part named: %s" % (partName)) File "C:\Panda3D-1.8.0\direct\directnotify\Notifier.py", line 132, in error raise exception(errorString) StandardError: no part named: modelRoot I really hope it is a simple exporting fix.

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  • Different Style Technique

    - by Muhammad Iqbal Dwi Cahyo
    I'm newbie here.. Please anyone knows, to create a character that his/her Style Tech is had a different kind of movement... I wanna make my character 2d his/her power technique like rasengan, I mean first the ball its just spining around and then going bigger and much more bigger so blow up if it touch his/her opponent? How the coding is, and what I've must do? Please your guide, thank's a lot... ^_^

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  • How to TDD test that objects are being added to a collection if the collection is private?

    - by Joshua Harris
    Assume that I planned to write a class that worked something like this: public class GameCharacter { private Collection<CharacterEffect> _collection; public void Add(CharacterEffect e) { ... } public void Remove(CharacterEffect e) { ... } public void Contains(CharacterEffect e) { ... } } When added an effect does something to the character and is then added to the _collection. When it is removed the effect reverts the change to the character and is removed from the _collection. It's easy to test if the effect was applied to the character, but how do I test that the effect was added to _collection? What test could I write to start constructing this class. I could write a test where Contains would return true for a certain effect being in _collection, but I can't arrange a case where that function would return true because I haven't implemented the Add method that is needed to place things in _collection. Ok, so since Contains is dependent on having Add working, then why don't I try to create Add first. Well for my first test I need to try and figure out if the effect was added to the _collection. How would I do that? The only way to see if an effect is in _collection is with the Contains function. The only way that I could think to test this would be to use a FakeCollection that Mocks the Add, Remove, and Contains of a real collection, but I don't want _collection being affected by outside sources. I don't want to add a setEffects(Collection effects) function, because I do not want the class to have that functionality. The one thing that I am thinking could work is this: public class GameCharacter<C extends Collection> { private Collection<CharacterEffect> _collection; public GameCharacter() { _collection = new C<CharacterEffect>(); } } But, that is just silly making me declare what some private data structures type is on every declaration of the character. Is there a way for me to test this without breaking TDD principles while still allowing me to keep my collection private?

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  • Helper method to Replace/Remove characters that do not match the Regular Expression

    - by Michael Freidgeim
    I have a few fields, that use regEx for validation. In case if provided field has unaccepted characters, I don't want to reject the whole field, as most of validators do, but just remove invalid characters. I am expecting to keep only Character Classes for allowed characters and created a helper method to strip unaccepted characters. The allowed pattern should be in Regex format, expect them wrapped in square brackets. function will insert a tilde after opening squere bracket , according to http://stackoverflow.com/questions/4460290/replace-chars-if-not-match.  [^ ] at the start of a character class negates it - it matches characters not in the class.I anticipate that it could work not for all RegEx describing valid characters sets,but it works for relatively simple sets, that we are using.         /// <summary>               /// Replaces  not expected characters.               /// </summary>               /// <param name="text"> The text.</param>               /// <param name="allowedPattern"> The allowed pattern in Regex format, expect them wrapped in brackets</param>               /// <param name="replacement"> The replacement.</param>               /// <returns></returns>               /// //        http://stackoverflow.com/questions/4460290/replace-chars-if-not-match.               //http://stackoverflow.com/questions/6154426/replace-remove-characters-that-do-not-match-the-regular-expression-net               //[^ ] at the start of a character class negates it - it matches characters not in the class.               //Replace/Remove characters that do not match the Regular Expression               static public string ReplaceNotExpectedCharacters( this string text, string allowedPattern,string replacement )              {                     allowedPattern = allowedPattern.StripBrackets( "[", "]" );                      //[^ ] at the start of a character class negates it - it matches characters not in the class.                      var result = Regex .Replace(text, @"[^" + allowedPattern + "]", replacement);                      return result;              }static public string RemoveNonAlphanumericCharacters( this string text)              {                      var result = text.ReplaceNotExpectedCharacters(NonAlphaNumericCharacters, "" );                      return result;              }        public const string NonAlphaNumericCharacters = "[a-zA-Z0-9]";There are a couple of functions from my StringHelper class  http://geekswithblogs.net/mnf/archive/2006/07/13/84942.aspx , that are used here.    //                           /// <summary>               /// 'StripBrackets checks that starts from sStart and ends with sEnd (case sensitive).               ///           'If yes, than removes sStart and sEnd.               ///           'Otherwise returns full string unchanges               ///           'See also MidBetween               /// </summary>               /// <param name="str"></param>               /// <param name="sStart"></param>               /// <param name="sEnd"></param>               /// <returns></returns>               public static string StripBrackets( this string str, string sStart, string sEnd)              {                      if (CheckBrackets(str, sStart, sEnd))                     {                           str = str.Substring(sStart.Length, (str.Length - sStart.Length) - sEnd.Length);                     }                      return str;              }               public static bool CheckBrackets( string str, string sStart, string sEnd)              {                      bool flag1 = (str != null ) && (str.StartsWith(sStart) && str.EndsWith(sEnd));                      return flag1;              }               public static string WrapBrackets( string str, string sStartBracket, string sEndBracket)              {                      StringBuilder builder1 = new StringBuilder(sStartBracket);                     builder1.Append(str);                     builder1.Append(sEndBracket);                      return builder1.ToString();              }v

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  • How to rotate FBX files in 90 degree while running on a path in iTween in unity 3d

    - by Jack Dsilva
    I am doing one racing game,in which I used iTween path systems to smooth camera turning in turns,iTween path systems works fine(special thanks to Bob Berkebile) Here first I used one cube to follow path and it works fine in turning But my problem is instead of using cube I used FBX(character) to follow path here when turn comes character will not move This is my problem Image: I want this type: How to Slove this problem?

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  • What are the names for various forms of camel-case style naming?

    - by Robert Dailey
    For the purposes of communicating coding styles to my co-workers, what would I formally call the following variants of camel case? camelCase and CamelCase Notice that the former version starts with a lower-case alphabetic character, and the latter version starts with an upper-case alphabetic character. I assume these have some sort of "official name". Also if there are any other forms I have not listed here, bonus points to those that mention them as well as well as their names.

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  • Kickoff and Krunner to search with less than 3 chars in search field?

    - by Benjamin
    Both Krunner and Kickoff in Kubuntu return a list of found items after the user has entered at least three characters in the search field. Usage on Synapse shows that returning a list after one character onwards is faster and efficient. I would like Kickoff and Krunner to behave similarly, by making the return a list of items after entering the first character in their search field. How can I achieve that?

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  • Can I use one set of images to represent multiple sprites in Java?

    - by mal
    I've got a game that has 3 basic sprites, at the moment I'm loading 8 images into each sprite for animating. Each character class has a sprite object. if I've got 10 characters on screen at once then that's 80 images loaded in to memory. Can I make a central sprite class that only holds 8 images for each of the 3 sprites, then get the character objects to request the relevant images from the central sprite class, thereby massively reducing the memory required for the images?

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  • Is it dangerous for me to give some of my Model classes Control-like methods?

    - by Pureferret
    In my personal project I have tried to stick to MVC, but I've also been made aware that sticking to MVC too tightly can be a bad thing as it makes writing awkward and forces the flow of the program in odd ways (i.e. some simple functions can be performed by something that normally wouldn't, and avoid MVC related overheads). So I'm beginning to feel justified in this compromise: I have some 'manager programs' that 'own' data and have some way to manipulate it, as such I think they'd count as both part of the model, and part of the control, and to me this feels more natural than keepingthem separate. For instance: One of my Managers is the PlayerCharacterManager that has these methods: void buySkill(PlayerCharacter playerCharacter, Skill skill); void changeName(); void changeRole(); void restatCharacter(); void addCharacterToGame(); void createNewCharacter(); PlayerCharacter getPlayerCharacter(); List<PlayerCharacter> getPlayersCharacter(Player player); List<PlayerCharacter> getAllCharacters(); I hope the mothod names are transparent enough that they don't all need explaining. I've called it a manager because it will help manage all of the PlayerCharacter 'model' objects the code creates, and create and keep a map of these. I may also get it to store other information in the future. I plan to have another two similar classes for this sort of control, but I will orchestrate when and how this happens, and what to do with the returned data via a pure controller class. This splitting up control between informed managers and the controller, as opposed to operating just through a controller seems like it will simplify my code and make it flow more. My question is, is this a dangerous choice, in terms of making the code harder to follow/test/fix? Is this somethign established as good or bad or neutral? I oculdn't find anything similar except the idea of Actors but that's not quite why I'm trying to do. Edit: Perhaps an example is needed; I'm using the Controller to update the view and access the data, so when I click the 'Add new character to a player button' it'll call methods in the controller that then go and tell the PlayerCharacterManager class to create a new character instance, it'll call the PlayerManager class to add that new character to the player-character map, and then it'll add this information to the database, and tell the view to update any GUIs effected. That is the sort of 'control sequence' I'm hoping to create with these manager classes.

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  • Determining if something is on the right or left side of an object?

    - by meds
    I have a character in a 3D world which is facing an arbitrary direction on a flat plane, the player can click on the left or right side of the character and based on which side is clicked on a different action happens. How can I determine which side the click occured on? Obviously for straight on ahead (0,0,1) I can simply use the x coordinate of the click point to determine if it's the left or right hand side, but what about other cases?

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  • How to pause and unpause the Particular action of a sprite?

    - by user1609578
    My game has a sprite representing a character. When the character picks up an item, the sprite should stop moving for a period of time. I use CCbezier to make the sprite move, like this: sprite->runaction(x) Now I want the sprite to stop its current action (moving) and later resume it. I can make the sprite stop by using: sprite->stopaction(x) but if I do that, I can't resume the movement. How can I do that?

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  • How to pause and unpause the animation of a sprite?

    - by user1609578
    My game has a sprite representing a character. When the character picks up an item, the sprite should stop moving for a period of time. I use CCbezier to make the sprite move, like this: sprite->runaction(x) Now I want the sprite to stop its current action (moving) and later resume it. I can make the sprite stop by using: sprite->stopaction(x) but if I do that, I can't resume the movement. How can I do that?

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  • Keyboard Function Keys Do Not Work

    - by Anthony Burman
    I use the Microsoft Natural MultiMedia Keyboard 1.0A. The keyboard is not a wireless board. The Escape button and the function keys have never worked. I am currently running on 10.10. On previous incarnations the keys never worked either. However a recent journey through all the Microsoft options in System Preference Keyboard Layouts suggested that the Escape button could be functional. The current setting is Generic 105-key (Intl) PC. Can I find out whether the keys can be made to work or not? Of the top buttons, nothing happens when I press My Documents; a small red cross appears at the top right of the screen when I press My Pictures and the Media, Mail and Web/Home buttons work just fine. Thanks, Anthony.

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  • Friday Fun: Maus Trap

    - by Asian Angel
    Friday is here once again, but today you are not the only one who needs to escape! This week your mission is to help a poor mouse named Peanut escape the dangerous lab she is trapped in. Do you have what it takes to save the day Latest Features How-To Geek ETC How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware The Splendiferous Array of Culinary Tools [Infographic] Add a Real-Time Earth Wallpaper App to Ubuntu with xplanetFX The Citroen GT – An Awesome Video Game Car Brought to Life [Video] Final Man vs. Machine Round of Jeopardy Unfolds; Watson Dominates Give Chromium-Based Browser Desktop Notifications a Native System Look in Ubuntu Chrome Time Track Is a Simple Task Time Tracker

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  • How to enable rgb colored output in terminal?

    - by t.pimentel
    I'm trying to print a colored string to a gnome-terminal using ANSI escape codes, but, although it works for the custom colors, or even the 256 extra color, it doesn't work with RGB codes. So, simplifying: cout << "\033[33m" << '.' << "\033[0m"; # prints with color cout << "\033[38;5;135m" << '.' << "\033[0m"; # prints with color cout << "\033[38;2;0;135;0m" << '.' << "\033[0m"; # doesn't work, prints with default color How can I output something with an RGB color code in the gnome-terminal? I'm following this link for outputs: Wikipedia ANSI escape code.

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  • Sort order in Windows Explorer

    - by Haim H.
    The behaviour described below occurs on Windows-7 systems and on Windows XP. We operate in a dual-language environment - English and Hebrew. When in Windows Explorer we sort files by name, the order in which they are listed is not what we would expect. Here is a list of file names as sorted by Windows Explorer (all of the files have a .pdf suffix): 1G110033H-PP 19C050G-PP-ORB 19C050H-PPRM 19C100H-PPRM 19C-MBPS-PP 19C-MBPS-PP-1 29AAC050-PP 29AAC100-PP 29AAC100-PPUL 29B004064-PP 101AC050-PP 101AC100-PP 101B100-PPE 1091003G-PPFSUL 10108033G-PPSA 10125033H-PPM It looks to me that first the items are sorted according to the position of the first alphabetic character in the name, and then, within those groups, they are sorted in "normal" alpha-numeric order. That is, all the files with an alpha character in the first position are on top of the list, followed by those with the first alpha character in the second position, followed by those with the first alpha character in the third position, and so on. An alternate way of looking at this is that, in a file name composed of numbers and letters, the sort treats the first group of numbers in the name as the major sort node, with the rest of the name being the secondary sort node. Now that I understand the sequencing logic, it's not a big problem, but I was wondering why this happens?

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