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  • How to do the transition from project manager to product manager? [on hold]

    - by E. Topp
    I'm working as project manager / head of software for a small software company and was working on my own previously to this position. I want to however make the transition to product manager from my current position. You could ask about position differences, pitfalls of using project management processes and decision making as a product manager. What skill sets you need for the product manager job What are the position differences? What are the pitfalls of using project management processes and decision making as a product manager? What skill set is required for the product manager job? Is the transition easier for a project manager?

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  • View space lighting in deferred shading

    - by kochol
    I implemented a simple deferred shading renderer. I use 3 G-Buffer for storing position (R32F), normal (G16R16F) and albedo (ARGB8). I use sphere map algorithm to store normals in world space. Currently I use inverse of view * projection matrix to calculate the position of each pixel from stored depth value. First I want to avoid per pixel matrix multiplication for calculating the position. Is there another way to store and calculate position in G-Buffer without the need of matrix multiplication Store the normal in view space Every lighting in my engine is in world space and I want do the lighting in view space to speed up my lighting pass. I want an optimized lighting pass for my deferred engine.

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric (2D) game with moderate-scale multiplayer - 20-30 players. I've had some difficulty getting a good movement prediction implementation in place. Right now, clients are authoritative for their own position. The server performs validation and broad-scale cheat detection, and I fully realize that the system will never be fully robust against cheating. However, the performance and implementation tradeoffs work well for me right now. Given that I'm dealing with sprite graphics, the game has 8 defined directions rather than free movement. Whenever the player changes their direction or speed (walk, run, stop), a "true" 3D velocity is set on the entity and a packet it sent to the server with the new movement state. In addition, every 250ms additional packets are transmitted with the player's current position for state updates on the server as well as for client prediction. After the server validates the packet, it gets automatically distributed to all of the other "nearby" players. Client-side, all entities with non-zero velocity (ie/ moving entities) are tracked and updated by a rudimentary "physics" system - basically nothing more than changing the position by the velocity according to the elapsed time slice (40ms or so). What I'm struggling with is how to implement clean movement prediction. I have the nagging suspicion that I've made a design mistake somewhere. I've been over the Unreal, Half-life, and all other movement prediction/lag compensation articles I could find, but they all seam geared toward shooters: "Don't send each control change, send updates every 120ms, server is authoritative, client predicts, etc". Unfortunately, that style of design won't work well for me - there's no 3D environment so each individual state change is important. 1) Most of the samples I saw tightly couple movement prediction right into the entities themselves. For example, storing the previous state along with the current state. I'd like to avoid that and keep entities with their "current state" only. Is there a better way to handle this? 2) What should happen when the player stops? I can't interpolate to the correct position, since they might need to walk backwards or another strange direction if their position is too far ahead. 3) What should happen when entities collide? If the current player collides with something, the answer is simple - just stop the player from moving. But what happens if two entities take up the same space on the server? What if the local prediction causes a remote entity to collide with the player or another entity - do I stop them as well? If the prediction had the misfortune of sticking them in front of a wall that the player has gone around, the prediction will never be able to compensate and once the error gets to high the entity will snap to the new position.

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  • Moving an object using its velocity on a closed curve

    - by Futaro
    I want that an object follows a path, in Peggle game there are some pegs that have movement in a closed path. How can i get the same result? I guess that I can use parametric curve but I need use the velocity and not the position (x, y). I use NAPE and I have this in my gameloop: //circunference angle = angle + 1*(Math.PI / 180); movableBall.position.x = radius * Math.cos(angle)+ h; movableBall.position.y = radius * Math.sin(angle)+ k; it's works but I can not control the velocity, each movableBall must have its own velocity. Besides, from docs of NAPE:"Setting the position of a body is equivalent to simply teleporting the body; for instance moving a kinematic body by position is not the way to go about things.." I want to use: movableBall.velocity.x =?? movableBall.velocity.y = ?? The final idea is to follow others paths like the Lemniscate of Bernoulli. Thanks!

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  • What is a useful pattern to maintaining an object state in a one to many relationship?

    - by ahenderson
    I am looking for a design for my application, here are the players(classes) involved. struct Transform { // Uses a matrix to transform the position. // Also acts acts as the state of a Dialog. Position transform(Position p); //other methods. }; struct Dialog { // There are multiple dialog for the user to transform the output. Transform& t; void ChangeTranformation(){t.rotate(360);} } struct Algorithm { //gives us a position based on an implementation. For example this can return points on a circle or line. Transform& t; Position m_p; Dialog& d; Position GetCurrentPosition(){ return t.transform(m_p);} //other methods. } Properties I need: Each algorithms has one dialog and each dialog can have many algorithms associated with it. When the user selects an algorithm a dialog associated with that algorithm is displayed. If the user selects a different algorithm then re-selects back the state is restored in the dialog. Basically I want a good design pattern to maintain the state of the dialog given that many algorithms use it and they can be switched back and forth. Does anyone have any suggestions? Here is a use case: Dialog1 has a single edit box to control the radius. Algorithm1 generates points on a unit circle. Algorithm2 is the same as Algorithm1. The user has selected Algorithm1 and entered 2 into the edit box. This will generate points on a circle of radius 2. The user then selects Algorithm2 and enters 10 into the edit box of Dialog1. This will generate points on a circle of radius 10. Finally Algorithm1 is selected again. The edit box of Dialog1 should show 2 and points on a circle of radius 2 should be generated.

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  • How do I interpolate air drag with a variable time step?

    - by Valentin Krummenacher
    So I have a little game which works with small steps, however those steps vary in time, so for example I sometimes have 10 Steps/second and then I have 20 Steps/second. This changes automatically depending on how many steps the user's computer can take. To avoid inaccurate positioning of the game's player object I use y=v0*dt+g*dt^2/2 to determine my objects y-position, where dt is the time since the last step, v0 is the velocity of my object in the beginning of my step and g is the gravity. To calculate the velocity in the end of a step I use v=v0+g*dt what also gives me correct results, independent of whether I use 2 steps with a dt of for example 20ms or one step with a dt of 40ms. Now I would like to introduce air drag. For simplicity's sake I use a=k*v^2 where a is the air drag's acceleration (I am aware that it would usually result in a force, but since I assume 1kg for my object's mass the force is the same as the resulting acceleration), k is a constant (in this case I'm using 0.001) and v is the speed. Now in an infinitely small time interval a is k multiplied by the velocity in this small time interval powered by 2. The problem is that v in the next time interval would depend on the drag of the last which again depends on the v of the last interval and so on... In other words: If I use a=k*v^2 I get different results for my position/velocity when I use 2 steps of 20ms than when I use one step of 40ms. I used to have this problem for my position too, but adding +g*dt^2/2 to the formula for my position fixed the problem since it takes into account that the position depends on the velocity which changes slightly in every infinitely small time interval. Does something like that exist for air drag too? And no, I dont mean anything like Adding air drag to a golf ball trajectory equation or similar, for that kind of method only gives correct results when all my steps are the same. (I hope you can understand my intermediate english, it's not my main language so I would like to say sorry for all the silly mistakes I might have made in my question)

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  • box2d and constant movement

    - by Arnas
    i'm developing a game with a top down view, the players body is a circle. To move the character you need to tap on the screen and it moves to the spot. To achieve this i'm saving the coordinate of the touch and call a method every frame which applies linear velocity to the body with a vector of the direction the body should go _body->SetLinearVelocity(b2Vec2((a.x - currPos.x)/SPEED_RATIO,(size.height - a.y - currPos.y)/SPEED_RATIO)); //click position - current position, screen height - click position (since the y axis is flipped, (0,0) is in the bottom left ) - current position = vector of the direction we want to go now the problem with this is that the body slows down until it finally stops when getting closer to the point we want it to go, since the closer we are to that point the lenght of the vector gets smaller. Besides that i've read that it's bad practice to set linear velocity in box2d and i should use apply force instead, but that way the forces would add up and overshoot the target where it's supposed to stop. So what i'm asking is how to move a box2d body to a coordinate in constant speed.

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  • Stumbling Through: Visual Studio 2010 (Part II)

    I would now like to expand a little on what I stumbled through in part I of my Visual Studio 2010 post and touch on a few other features of VS 2010.  Specifically, I want to generate some code based off of an Entity Framework model and tie it up to an actual data source.  Im not going to take the easy way and tie to a SQL Server data source, though, I will tie it to an XML data file instead.  Why?  Well, why not?  This is purely for learning, there are probably much better ways to get strongly-typed classes around XML but it will force us to go down a path less travelled and maybe learn a few things along the way.  Once we get this XML data and the means to interact with it, I will revisit data binding to this data in a WPF form and see if I cant get reading, adding, deleting, and updating working smoothly with minimal code.  To begin, I will use what was learned in the first part of this blog topic and draw out a data model for the MFL (My Football League) - I dont want the NFL to come down and sue me for using their name in this totally football-related article.  The data model looks as follows, with Teams having Players, and Players having a position and statistics for each season they played: Note that when making the associations between these entities, I was given the option to create the foreign key but I only chose to select this option for the association between Player and Position.  The reason for this is that I am picturing the XML that will contain this data to look somewhat like this: <MFL> <Position/> <Position/> <Position/> <Team>     <Player>         <Statistic/>     </Player> </Team> </MFL> Statistic will be under its associated Player node, and Player will be under its associated Team node no need to have an Id to reference it if we know it will always fall under its parent.  Position, however, is more of a lookup value that will not have any hierarchical relationship to the player.  In fact, the Position data itself may be in a completely different xml file (something Id like to play around with), so in any case, a player will need to reference the position by its Id. So now that we have a simple data model laid out, I would like to generate two things based on it:  A class for each entity with properties corresponding to each entity property An IO class with methods to get data for each entity, either all instances, by Id or by parent. Now my experience with code generation in the past has consisted of writing up little apps that use the code dom directly to regenerate code on demand (or using tools like CodeSmith).  Surely, there has got to be a more fun way to do this given that we are using the Entity Framework which already has built-in code generation for SQL Server support.  Lets start with that built-in stuff to give us a base to work off of.  Right click anywhere in the canvas of our model and select Add Code Generation Item: So just adding that code item seemed to do quite a bit towards what I was intending: It apparently generated a class for each entity, but also a whole ton more.  I mean a TON more.  Way too much complicated code was generated now that code is likely to be a black box anyway so it shouldnt matter, but we need to understand how to make this work the way we want it to work, so lets get ready to do some stumbling through that text template (tt) file. When I open the .tt file that was generated, right off the bat I realize there is going to be trouble there is no color coding, no intellisense no nothing!  That is going to make stumbling through more like groping blindly in the dark while handcuffed and hopping on one foot, which was one of the alternate titles I was considering for this blog.  Thankfully, the community comes to my rescue and I wont have to cast my mind back to the glory days of coding in VI (look it up, kids).  Using the Extension Manager (Available under the Tools menu), I did a quick search for tt editor in the Online Gallery and quickly found the Tangible T4 Editor: Downloading and installing this was a breeze, and after doing so I got some color coding and intellisense while editing the tt files.  If you will be doing any customizing of tt files, I highly recommend installing this extension.  Next, well see if that is enough help for us to tweak that tt file to do the kind of code generation that we wantDid 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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  • How do I control an animation with a drag command?

    - by Zishan
    I want to play an animation when someone drags a sprite from it's default position to another selected position. If they drag half of the selected position then animation will be play half. For example, I have 15 frames of a animation for a projectile arm. The projectile arm can be rotated a maximum of 30°, if someone rotates the arm 2° then the animation sprite should show the 2nd frame, if rotated 12° then the animation sprite should show the 6th frame.... and so on. Also when they release the arm, the arm will be reverse back to it's default position and animation frames also will be reverse back to the default first frame. I am new on cocos2D. I know how to make an animation and how to drag a sprite but I have no idea how to combine them. Can anyone give me an idea or any tutorial on how to do this?

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  • Relative Positions Of Player And Enemy Are Different In XNA 3D Game

    - by CoOlDud3
    I am having a problem in my 3D Jet Fighter Game using XNA. I have a Player Jet and a few enemy drones built from a separate class. The problem is that when I set Player position and a drone's position to a height 10f in y direction. They aren't at the same height. But if i move Drone's Position up 500f in the y direction then it is pretty much close to the player. Relatively They are supposedly at the same height but with different position values. Can Any One Help Please?

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  • Mobile Compatibility: traditional website look vs native application ?

    - by Siddiqui
    I have a question related to mobile compatible websites, I have seen two type of websites One in which they adopt traditional website look and adjust website according to mobile screen, if they have lot of information which can not be adjust according to screen then they expand the height of page, so that user can scroll the page to see more information... In the second approach they used native application look means use navigation-bar, tab-bar, tool-bar, scroll-view just like in native applications. Height and width of page adjust according to screen size, if they have more information then they use scroll-view etc... My question is: which approach is better then other, in which approach you feel more comfortable to use website.

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  • Touch Event Not Work With PinchZoom

    - by Siddharth
    I was implemented pinch zoom functionality for my tower of defense game. I manage different entity to display all the towers. From that entity game player select the tower and drag to the actual position where he want to plot the tower. I set the entity in HUD also, so user scroll and zoom the region, the tower become visible all the time. Basically I have created the different entity to show and hide towers only so I can manage it easily. My problem is when I have not perform the scroll and zoom the tower touch and the dragging easily done but when I zoom and scroll the scene at that time the tower touch event does not call so the player can not able to drag and drop it to actual position. So anybody please help me to come out of it.

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  • Particle system lifetimes in OpenGL ES 2

    - by user16547
    I don't know how to work with my particle's lifetimes. My design is simple: each particle has a position, a speed and a lifetime. At each frame, each particle should update its position like this: position.y = position.y + INCREMENT * speed.y However, I'm having difficulties in choosing my INCREMENT. If I set it to some sort of FRAME_COUNT, it looks fine until FRAME_COUNT has to be set back to 0. The effect will be that all particles start over at the same time, which I don't want to happen. I want my particles sort of live "independent" of each other. That's the reason I need a lifetime, but I don't know how to make use of it. I added a lifetime for each particle in the particle buffer, but I also need an individual increment that's updated on each frame, so that when PARTICLE_INCREMENT = PARTICLE_LIFETIME, each increment goes back to 0. How can I achieve something like that?

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  • How can I track a falling ball with a camera?

    - by Jason
    I have been trying to get my camera to follow a falling ball but with no success. here is the code float cameraY = (FrustumHeight / 2)+((ball.getPosition().y) /2) - (FrustumHeight /2); if (cameraY < FrustumHeight/2 ) cameraY = FrustumHeight/2; camera.position.set(0f,cameraY, 0f); Gdx.app.log("test",camera.position.toString()); camera.update(); camera.apply(Gdx.gl10); batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(backgroundRegion, camera.position.x - FrustumWidth / 2, -cameraY - (FrustumHeight/2) , 320, 480); batch.draw(ballTexture, (camera.position.x - FrustumWidth / 2) + ball.getPosition().x,-cameraY + ball.getPosition().y - (FrustumHeight/2) , 32, 32); I'm sure I am doing this completely wrong - what is the correct way to do this?

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  • Windows Phone 7 Networked Game

    - by Craig
    Im creating a multiplayer asteroids type game for the Windows Phone 7, 2 players can challenge each other over who will get the highest score. On each players phone the opponent is displayed and both go about shooting asteroids and enemies. In an assignment I have due I would like to talk about the packet design, what would be the least amount of info that I can send over the connection? Instead of constantly having to send each players position, asteroid position, bullet position and enemy position etc. Or would all that data constantly need to be sent?

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  • How can i make a gallery with web images from my website?

    - by ronhdoge
    I currently have two codes that i am trying to figure out how to mix or write a new code to have a gallery with image doing fill_parent but i can slide sideways to see the other url linked images from my site. here are both parts of code i have: package com.mandarich.gallerygrid; import java.io.InputStream; import java.net.URL; import android.app.Activity; import android.graphics.drawable.Drawable; import android.os.Bundle; import android.widget.ImageView; public class Gallery extends Activity { /** Called when the activity is first created. */ public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); ImageView imgView =(ImageView)findViewById(R.id.ImageView01); Drawable drawable = LoadImageFromWebOperations("http://www.mandarichmodels.com/hot-pics/"); imgView.setImageDrawable(drawable); } private Drawable LoadImageFromWebOperations(String url) { try { InputStream is = (InputStream) new URL(url).getContent(); Drawable d = Drawable.createFromStream(is, "src name"); return d; }catch (Exception e) { System.out.println("Exc="+e); return null; } } } and here is my gallery code package com.mandarich.Grid; import android.app.Activity; import android.content.Context; import android.content.res.TypedArray; import android.os.Bundle; import android.view.View; import android.view.ViewGroup; import android.widget.AdapterView; import android.widget.BaseAdapter; import android.widget.Gallery; import android.widget.ImageView; import android.widget.Toast; import android.widget.AdapterView.OnItemClickListener; public class gridfinal extends Activity { private Gallery gallery; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); gallery = (Gallery) findViewById(R.id.examplegallery); gallery.setAdapter(new AddImgAdp(this)); gallery.setOnItemClickListener(new OnItemClickListener() { @SuppressWarnings("unchecked") public void onItemClick(AdapterView parent, View v, int position, long id) { // Displaying the position when the gallery item in clicked Toast.makeText(gridfinal.this, "Position=" + position, Toast.LENGTH_SHORT).show(); } }); } public class AddImgAdp extends BaseAdapter { int GalItemBg; private Context cont; // Adding images. private Integer[] Imgid = { R.drawable.cindy, R.drawable.clinton, R.drawable.colin, R.drawable.cybil, R.drawable.david, R.drawable.demi, R.drawable.drew }; public AddImgAdp(Context c) { cont = c; TypedArray typArray = obtainStyledAttributes(R.styleable.GalleryTheme); GalItemBg = typArray.getResourceId(R.styleable.GalleryTheme_android_galleryItemBackground, 0); typArray.recycle(); } public int getCount() { return Imgid.length; } public Object getItem(int position) { return position; } public long getItemId(int position) { return position; } public View getView(int position, View convertView, ViewGroup parent) { ImageView imgView = new ImageView(cont); imgView.setImageResource(Imgid[position]); // Fixing width & height for image to display imgView.setLayoutParams(new Gallery.LayoutParams(430, 370)); imgView.setScaleType(ImageView.ScaleType.FIT_XY); imgView.setBackgroundResource(GalItemBg); return imgView; } } }

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  • Geolocation through Android's GPS Provider on a website?

    - by Corey Ogburn
    I'm trying to get the geolocation of the mobile device in a regular website, not a webview of an application or anything native like that. I'm getting a location, but it's highly inaccurate, the accuracy comes back as 3230 or some other outrageous number. I'm assuming that's in meters, either way it's not nearly accurate enough. By comparison, the same webpage on a laptop gets an accuracy of 30-40. My first thought was that it was using the Network Provider instead of the GPS Provider, telling me where I am based on tower location and reach. A little research later I found enableHighAccuracy and set it true in the options that I pass. After including that, I still notice no difference. Here's the test page's HTML/javascript: <html> <head> <script type="text/javascript" src="http://ecn.dev.virtualearth.net/mapcontrol/mapcontrol.ashx?v=7.0"></script> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.3/jquery.min.js"></script> <script type="text/javascript"> function OnLoad() { $("#Status").text("Init"); if (navigator.geolocation) { $("#Status").text("Supports Geolocation"); navigator.geolocation.getCurrentPosition(HandleLocation, LocationError, { enableHighAccuracy: true }); $("#Status").text("Sent position request..."); } else { $("#Status").text("Doesn't support geolocation"); } } function HandleLocation(position) { $("#Status").text("Received response:"); $("#Position").text("(" + position.coords.latitude + ", " + position.coords.longitude + ") accuracy: " + position.coords.accuracy); var loc = new Microsoft.Maps.Location(position.coords.latitude, position.coords.longitude); GetMap(loc); } function LocationError(error) { switch(error.code) { case error.PERMISSION_DENIED: alert("Location not provided"); break; case error.POSITION_UNAVAILABLE: alert("Current location not available"); break; case error.TIMEOUT: alert("Timeout"); break; default: alert("unknown error"); break; } } function GetMap(loc) { var map = new Microsoft.Maps.Map(document.getElementById("mapDiv"), {credentials: "Aj59meaCR1e7rNgkfQy7j08Pd3mzfP1r04hGesGmLe2a3ZwZ3iGecwPX2SNPWq5a", center: loc, mapTypeId: Microsoft.Maps.MapTypeId.road, zoom: 15}); } </script> </head> <body onload="javascript:OnLoad()"> <div id="Status"></div> <div id="Position"></div><br/> <div id='mapDiv' style="position:relative; width:600px; height:400px;"></div> </body> </html> I'm testing this on a rooted MyTouch 3G running Cyanogen 6.1 stable, Android 2.2 and GPS is enabled. In case rooting was a problem, I have also had various friends and coworkers try the webpage on their non-rooted 2.0+ Android devices. Each phone had various effects on the accuracy, but none were better than 1000, I attribute this to the different carriers. I have not (but eventually will) tested with iPhone or other location-aware cell phones.

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  • How to make condition inside getView of Custom BaseAdapter

    - by user1501150
    I want to make a Custom ListView with Custom BaseAdapter, where the the status=1,I want to show a CheckBox, and else I want to show a textView.. My given condition is: if (NewtheStatus == 1) { alreadyOrderText .setVisibility(TextView.GONE); } else{ checkBox.setVisibility(CheckBox.GONE); } But Some times I obtain some row that has neither checkBox nor TextView. The Code of my Custom BaseAdapter is given below . private class MyCustomAdapter extends BaseAdapter { private static final int TYPE_ITEM = 0; private static final int TYPE_ITEM_WITH_HEADER = 1; // private static final int TYPE_MAX_COUNT = TYPE_SEPARATOR + 1; private ArrayList<WatchListAllEntity> mData = new ArrayList(); private LayoutInflater mInflater; private ArrayList<WatchListAllEntity> items = new ArrayList<WatchListAllEntity>(); public MyCustomAdapter(Context context, ArrayList<WatchListAllEntity> items) { mInflater = (LayoutInflater) getSystemService(Context.LAYOUT_INFLATER_SERVICE); } public void addItem(WatchListAllEntity watchListAllEntity) { // TODO Auto-generated method stub items.add(watchListAllEntity); } public View getView(int position, View convertView, ViewGroup parent) { View v = convertView; final int position1 = position; if (v == null) { LayoutInflater vi = (LayoutInflater) getSystemService(Context.LAYOUT_INFLATER_SERVICE); v = vi.inflate(R.layout.listitempict, null); } watchListAllEntity = new WatchListAllEntity(); watchListAllEntity = items.get(position); Log.i("position: iteamsLength ", position + ", " + items.size()); if (watchListAllEntity != null) { ImageView itemImage = (ImageView) v .findViewById(R.id.imageviewproduct); if (watchListAllEntity.get_thumbnail_image_url1() != null) { Drawable image = ImageOperations(watchListAllEntity .get_thumbnail_image_url1().replace(" ", "%20"), "image.jpg"); // itemImage.setImageResource(R.drawable.icon); if (image != null) { itemImage.setImageDrawable(image); itemImage.setAdjustViewBounds(true); } else { itemImage.setImageResource(R.drawable.iconnamecard); } Log.i("status_ja , status", watchListAllEntity.get_status_ja() + " ," + watchListAllEntity.getStatus()); int NewtheStatus = Integer.parseInt(watchListAllEntity .getStatus()); CheckBox checkBox = (CheckBox) v .findViewById(R.id.checkboxproduct); TextView alreadyOrderText = (TextView) v .findViewById(R.id.alreadyordertext); if (NewtheStatus == 1) { alreadyOrderText .setVisibility(TextView.GONE); } else{ checkBox.setVisibility(CheckBox.GONE); } Log.i("Loading ProccardId: ", watchListAllEntity.get_proc_card_id() + ""); checkBox.setOnCheckedChangeListener(new OnCheckedChangeListener() { public void onCheckedChanged(CompoundButton buttonView, boolean isChecked) { WatchListAllEntity watchListAllEntity2 = items .get(position1); Log.i("Position: ", position1 + ""); // TODO Auto-generated method stub if (isChecked) { Constants.orderList.add(watchListAllEntity2 .get_proc_card_id()); Log.i("Proc Card Id Add: ", watchListAllEntity2 .get_proc_card_id() + ""); } else { Constants.orderList.remove(watchListAllEntity2 .get_proc_card_id()); Log.i("Proc Card Id Remove: ", watchListAllEntity2.get_proc_card_id() + ""); } } }); } } return v; } private Drawable ImageOperations(String url, String saveFilename) { try { InputStream is = (InputStream) this.fetch(url); Drawable d = Drawable.createFromStream(is, "src"); return d; } catch (MalformedURLException e) { return null; } catch (IOException e) { return null; } } public Object fetch(String address) throws MalformedURLException, IOException { URL url = new URL(address); Object content = url.getContent(); return content; } public int getCount() { // TODO Auto-generated method stub int sizef=items.size(); Log.i("Size", sizef+""); return items.size(); } public Object getItem(int position) { // TODO Auto-generated method stub return items.get(position); } public long getItemId(int position) { // TODO Auto-generated method stub return position; } }

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  • Box2dx: Usage of World.QueryAABB?

    - by Rosarch
    I'm using Box2dx with C#/XNA. I'm trying to write a function that determines if a body could exist in a given point without colliding with anything: /// <summary> /// Can gameObject exist with start Point without colliding with anything? /// </summary> internal bool IsAvailableArea(GameObjectModel model, Vector2 point) { Vector2 originalPosition = model.Body.Position; model.Body.Position = point; // less risky would be to use a deep clone AABB collisionBox; model.Body.GetFixtureList().GetAABB(out collisionBox); // how is this supposed to work? physicsWorld.QueryAABB(x => true, ref collisionBox); model.Body.Position = originalPosition; return true; } Is there a better way to go about doing this? How is World.QueryAABB supposed to work? Here is an earlier attempt. It is broken; it always returns false. /// <summary> /// Can gameObject exist with start Point without colliding with anything? /// </summary> internal bool IsAvailableArea(GameObjectModel model, Vector2 point) { Vector2 originalPosition = model.Body.Position; model.Body.Position = point; // less risky would be to use a deep clone AABB collisionBox; model.Body.GetFixtureList().GetAABB(out collisionBox); ICollection<GameObjectController> gameObjects = worldQueryEngine.GameObjectsForPredicate(x => ! x.Model.Passable); foreach (GameObjectController controller in gameObjects) { AABB potentialCollidingBox; controller.Model.Body.GetFixtureList().GetAABB(out potentialCollidingBox); if (AABB.TestOverlap(ref collisionBox, ref potentialCollidingBox)) { model.Body.Position = originalPosition; return false; // there is something that will collide at this point } } model.Body.Position = originalPosition; return true; }

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  • basic javascript question on geolocation and googlemaps

    - by ade
    hello all, Im hoping that somebody can help me out on what i feel is an easy answer but I just cant get it to work out. Im trying to trap the geolocation lat and long and place it into the google maps api so far i have var myOptions = { zoom:7, trips:1, mapTypeId: google.maps.MapTypeId.ROADMAP } var map = new google.maps.Map(document.getElementById("map"), myOptions); directionsDisplay.setMap(map); var request = { origin: 'newyork' destination: 'deleware', travelMode: google.maps.DirectionsTravelMode.DRIVING }; this works fine for what i want. how ever I want to be able to change Origin to the users lat long using the following script from google.maps.api. their code is: if(navigator.geolocation) { navigator.geolocation.getCurrentPosition(function(position) { initialLocation = new google.maps.LatLng(position.coords.latitude,position.coords.longitude); var placeMarker = new google.maps.Marker({ position: initialLocation, map: map, }); map.setCenter(initialLocation); }, function() { handleNoGeolocation(browserSupportFlag); }); } else { // Browser doesn't support Geolocation handleNoGeolocation(); } function handleNoGeolocation() { initialLocation = newyork; map.setCenter(initialLocation); } I want to pull out the navigator.geolocation.getCurrentPosition(function(position) { initialLocation = new google.maps.LatLng(position.coords.latitude,position.coords.longitude); and allocate it two 2 varibles, myLat and myLong. I then want to be able to change my orignal script from var request = { origin: 'newyork' destination: 'deleware', travelMode: google.maps.DirectionsTravelMode.DRIVING }; to var request = { origin: myLat,myLong destination: 'deleware', travelMode: google.maps.DirectionsTravelMode.DRIVING }; Does this make sense..? Im currently having a pig with it and as im not a JS developer its what i think should be a simple bit of coding that im losing the battle with.. any thoughts..?

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  • Generics with constraints hierarchy

    - by devoured elysium
    I am currently facing a very disturbing problem: interface IStateSpace<Position, Value> where Position : IPosition // <-- Problem starts here where Value : IValue // <-- and here as I don't { // know how to get away this // circular dependency! // Notice how I should be // defining generics parameters // here but I can't! Value GetStateAt(Position position); void SetStateAt(Position position, State state); } As you'll down here, both IPosition, IValue and IState depend on each other. How am I supposed to get away with this? I can't think of any other design that will circumvent this circular dependency and still describes exactly what I want to do! interface IState<StateSpace, Value> where StateSpace : IStateSpace where Value : IValue { StateSpace StateSpace { get; }; Value Value { get; set; } } interface IPosition { } interface IValue<State> where State : IState { State State { get; } } Basically I have a state space IStateSpace that has states IState inside. Their position in the state space is given by an IPosition. Each state then has one (or more) values IValue. I am simplifying the hierarchy, as it's a bit more complex than described. The idea of having this hierarchy defined with generics is to allow for different implementations of the same concepts (an IStateSpace will be implemented both as a matrix as an graph, etc). Would can I get away with this? How do you generally solve this kind of problems? Which kind of designs are used in these cases? Thanks

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  • How to do OrderBY on XML column in SQL SERVER 2008

    - by Rohit
    I am creating a comma seperated values of columns specified in dbName attribute of below xml. Now i want to concatenate those columns on the basic of Position attribute. DECLARE @varXML AS XML = '<gridFormat> <column property="FacilityInternalID" dbName="Pname" HeaderText="TAT Health" IsVisible="1" Position="1" /> <column property="FacilityInternalID" dbName="Priority" HeaderText="Priority" IsVisible="1" Position="2" /> <column property="FacilityInternalID" dbName="JobID" HeaderText="Job Number" IsVisible="1" Position="3" /> <column property="FacilityInternalID" dbName="Status" HeaderText="Status" IsVisible="1" Position="6" /> <column property="FacilityInternalID" dbName="name" HeaderText="Customer" IsVisible="1" Position="4" /> <column property="FacilityInternalID" dbName="sname" HeaderText="Facility " IsVisible="1" Position="5" /> </gridFormat>' PRINT @varXML This is the query by which I am generating CSV of columns. I have to use it is select list. SELECT @ColumnsToDisplay = LEFT(MyCsvList, LEN(MyCsvList) - 1) FROM ( SELECT ( SELECT row.value('@property', 'varchar(200)') + ', ' AS [text()] FROM @varXML.nodes('gridFormat/column') AS d ( row ) FOR XML PATH('') ) AS MyCsvList ) AS MyCsvListFinal SET @SQL = 'SELECT ' + @ColumnsToDisplay + ' FROM JobListingDetails' Result should be select Pname,Priority,JobID,name,sname,status FROM JobListingDetails. Please help.

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  • Pong: How does the paddle know where the ball will hit?

    - by Roflcoptr
    After implementing Pacman and Snake I'm implementing the next very very classic game: Pong. The implementation is really simple, but I just have one little problem remaining. When one of the paddle (I'm not sure if it is called paddle) is controlled by the computer, I have trouble to position it at the correct position. The ball has a current position, a speed (which for now is constant) and a direction angle. So I could calculate the position where it will hit the side of the computer controlled paddle. And so Icould position the paddle right there. But however in the real game, there is a probability that the computer's paddle will miss the ball. How can I implement this probability? If I only use a probability of lets say 0.5 that the computer's paddle will hit the ball, the problem is solved, but I think it isn't that simple. From the original game I think the probability depends on the distance between the current paddle position and the position the ball will hit the border. Does anybody have any hints how exactly this is calculated?

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  • Python: deleting rows in a text file

    - by Jenny
    A sample of the following text file i have is: > 1 -4.6 -4.6 -7.6 > > 2 -1.7 -3.8 -3.1 > > 3 -1.6 -1.6 -3.1 the data is separated by tabs in the text file and the first column indicates the position. I need to iterate through every value in the text file apart from column 0 and find the lowest value. once the lowest value has been found that value needs to be written to a new text file along with the column name and position. Column 0 has the name "position" Column 1 "fifteen", column 2 "sixteen" and column 3 "seventeen" for example the lowest value in the above data is "-7.6" and is in column 3 which has the name "seventeen". Therefore "7.6", "seventeen" and its position value which in this case is 1 need to be written to the new text file. I then need a number of rows deleted from the above text file. E.G. the lowest value above is "-7.6" and is found at position "1" and is found in column 3 which as the name "seventeen". I therefore need seventeen rows deleted from the text file starting from and including position 1 so the the column in which the lowest value is found denotes the amount of rows that needs to be deleted and the position it is found at states the start point of the deletion

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  • How to tell if you touched a CCLabel? (Cocos2d Question)

    - by RexOnRoids
    How to tell if you touched a CCLabel? The following code obviously does not work well enough because it only tests for point equality. Naturally touch point will not necessarily be equal to the position property of the CCLabel (CCNode). How to I tell if a Touch point has fallen within the "rectangle?" of the CCLabel? - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { for( UITouch *touch in touches ) { CGPoint location = [touch locationInView: [touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; self.myGraphManager.isSliding = NO; if(CGPointEqualToPoint(location, label1.position)){ NSLog(@"Label 1 Touched"); }else if(CGPointEqualToPoint(location, label2.position)){ NSLog(@"Label 2 Touched"); }else if(CGPointEqualToPoint(location, label3.position)){ NSLog(@"Label 3 Touched"); }else if(CGPointEqualToPoint(location, label4.position)){ NSLog(@"Label 4 Touched"); }else if(CGPointEqualToPoint(location, label5.position)){ NSLog(@"Label 5 Touched"); }else if(CGPointEqualToPoint(location, label6.position)){ NSLog(@"Label 6 Touched"); } NSLog(@"Touch Made!"); } }

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