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  • Which of these design patterns is superior?

    - by durron597
    I find I tend to design class structures where several subclasses have nearly identical functionality, but one piece of it is different. So I write nearly all the code in the abstract class, and then create several subclasses to do the one different thing. Does this pattern have a name? Is this the best way for this sort of scenario? Option 1: public interface TaxCalc { String calcTaxes(); } public abstract class AbstractTaxCalc implements TaxCalc { // most constructors and fields are here public double calcTaxes(UserFinancials data) { // code double diffNumber = getNumber(data); // more code } abstract protected double getNumber(UserFinancials data); protected double initialTaxes(double grossIncome) { // code return initialNumber; } } public class SimpleTaxCalc extends AbstractCalc { protected double getNumber(UserFinancials data) { double temp = intialCalc(data.getGrossIncome()); // do other stuff return temp; } } public class FancyTaxCalc extends AbstractTaxCalc { protected double getNumber(UserFinancials data) { int temp = initialCalc(data.getGrossIncome()); // Do fancier math return temp; } } Option 2: This version is more like the Strategy pattern, and should be able to do essentially the same sorts of tasks. public class TaxCalcImpl implements TaxCalc { private final TaxMath worker; public DummyImpl(TaxMath worker) { this.worker = worker; } public double calcTaxes(UserFinancials data) { // code double analyzedDouble = initialNumber; int diffNumber = worker.getNumber(data, initialNumber); // more code } protected int initialTaxes(double grossIncome) { // code return initialNumber; } } public interface TaxMath { double getNumber(UserFinancials data, double initial); } Then I could do: TaxCalc dum = new TaxCalcImpl(new TaxMath() { @Override public double getNumber(UserFinancials data, double initial) { double temp = data.getGrossIncome(); // do math return temp; }); And I could make specific implementations of TaxMath for things I use a lot, or I could make a stateless singleton for certain kinds of workers I use a lot. So the question I'm asking is: Which of these patterns is superior, when, and why? Or, alternately, is there an even better third option?

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  • Obtaining a world point from a screen point with an orthographic projection

    - by vargonian
    I assumed this was a straightforward problem but it has been plaguing me for days. I am creating a 2D game with an orthographic camera. I am using a 3D camera rather than just hacking it because I want to support rotating, panning, and zooming. Unfortunately the math overwhelms me when I'm trying to figure out how to determine if a clicked point intersects a bounds (let's say rectangular) in the game. I was under the impression that I could simply transform the screen point (the clicked point) by the inverse of the camera's View * Projection matrix to obtain the world coordinates of the clicked point. Unfortunately this is not the case at all; I get some point that seems to be in some completely different coordinate system. So then as a sanity check I tried taking an arbitrary world point and transforming it by the camera's View*Projection matrices. Surely this should get me the corresponding screen point, but even that didn't work, and it is quickly shattering any illusion I had that I understood 3D coordinate systems and the math involved. So, if I could form this into a question: How would I use my camera's state information (view and projection matrices, for instance) to transform a world point to a screen point, and vice versa? I hope the problem will be simpler since I'm using an orthographic camera and can make several assumptions from that. I very much appreciate any help. If it makes a difference, I'm using XNA Game Studio.

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  • (Quaternion based) Trouble moving foward based on model rotation

    - by ChocoMan
    Using quaternions, I'm having trouble moving my model in its facing direction. Currently the model moves can move in all cardinal directions with no problems. The problem comes when I rotate the move as it still travelling in the direction of world space. Meaning, if I'm moving forward, backward or any other direction while rotating the model, the model acts like its a figure skater spinning while traveling in the same direction. How do I update the direction of travel proper with the facing direction of the model? Rotates model on Y-axis: Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(speedAngleMAX); AddRotation = Quaternion.CreateFromYawPitchRoll(yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); Moves model forward: // Move Forward if (pController.IsButtonDown(Buttons.LeftThumbstickUp)) { SpeedX = (float)(Math.Sin(ModelLoad.ModelRotation)) * FWDSpeedMax * pController.ThumbSticks.Left.Y * (float)gameTime.ElapsedGameTime.TotalSeconds; SpeedZ = (float)(Math.Cos(ModelLoad.ModelRotation)) * FWDSpeedMax * pController.ThumbSticks.Left.Y * (float)gameTime.ElapsedGameTime.TotalSeconds; // Update model position ModelLoad._modelPos += Vector3.Forward * SpeedZ; ModelLoad._modelPos += Vector3.Left * SpeedX; }

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  • Inspiration

    - by Oracle Campus Blog
    Once again, I find myself back in Seoul – ASEM Tower, 16th Floor in a mobile room. I’m busy preparing for the interview process that is about to take place for Oracle Korea’s GIP 7th (Graduate Intake Program): scheduling the first round interviews, organizing interview guidelines, educating interviewers on the process and framework and  getting all the logistics ready for the 1st round interview. Seoul or Korea rather is a fascinating place. Highly efficient, the utmost respect for seniors and results orientated. When students come in for an interview at first it was hard to tell them apart – there seems to be accepted interview attire that must be worn when attending an interview. Males and Females, all dress in black suits, with white shirts underneath – with males to wear simple and dark colored ties. During the interview, they would all sit very upright, all would bow when entering the room, place their hands on the laps and very often they would hold minimal eye contact. They would project their voice loud to portray confidence, they would talk in the Korean formal dialect at all times and will treat every question, every moment with extreme clarity and the utmost professionalism. When the interview concludes, they will all stand hands by their sides, bow 90 degrees and thank all the interviewers for their precious time and opportunity. As soon as they leave the interview room, I could hear all their sighs of relief and commended each other on their efforts. More and more I learn about the Korean culture it inspires me. Their patriotism, their respect for each, their values, their appreciation, their motivation, their desires and passion – it truly was an experience for me (even as a recruiter) and can’t help but feel truly impressed and motivated to live for every moment. Philip Yi     Oracle Campus Recruiter 

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  • program logic of printing the prime numbers

    - by Vignesh Vicky
    can any body help to understand this java program it just print prime n.o ,as you enter how many you want and it works good class PrimeNumbers { public static void main(String args[]) { int n, status = 1, num = 3; Scanner in = new Scanner(System.in); System.out.println("Enter the number of prime numbers you want"); n = in.nextInt(); if (n >= 1) { System.out.println("First "+n+" prime numbers are :-"); System.out.println(2); } for ( int count = 2 ; count <=n ; ) { for ( int j = 2 ; j <= Math.sqrt(num) ; j++ ) { if ( num%j == 0 ) { status = 0; break; } } if ( status != 0 ) { System.out.println(num); count++; } status = 1; num++; } } } i dont understand this for loop condition for ( int j = 2 ; j <= Math.sqrt(num) ; j++ ) why we are taking sqrt of num...which is 3....why we assumed it as 3?

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  • Making a perfect map (not tile-based)

    - by Sri Harsha Chilakapati
    I would like to make a map system as in the GameMaker and the latest code is here. I've searched a lot in google and all of them resulted in tutorials about tile-maps. As tile maps do not fit for every type of game and GameMaker uses tiles for a different purpose, I want to make a "Sprite Based" map. The major problem I had experienced was collision detection being slow for large maps. So I wrote a QuadTree class here and the collision detection is fine upto 50000 objects in the map without PixelPerfect collision detection and 30000 objects with PixelPerferct collisions enabled. Now I need to implement the method "isObjectCollisionFree(float x, float y, boolean solid, GObject obj)". The existing implementation is becoming slow in Platformer games and I need suggestions on improvement. The current Implementation: /** * Checks if a specific position is collision free in the map. * * @param x The x-position of the object * @param y The y-position of the object * @param solid Whether to check only for solid object * @param object The object ( used for width and height ) * @return True if no-collision and false if it collides. */ public static boolean isObjectCollisionFree(float x, float y, boolean solid, GObject object){ boolean bool = true; Rectangle bounds = new Rectangle(Math.round(x), Math.round(y), object.getWidth(), object.getHeight()); ArrayList<GObject> collidables = quad.retrieve(bounds); for (int i=0; i<collidables.size(); i++){ GObject obj = collidables.get(i); if (obj.isSolid()==solid && obj != object){ if (obj.isAlive()){ if (bounds.intersects(obj.getBounds())){ bool = false; if (Global.USE_PIXELPERFECT_COLLISION){ bool = !GUtil.isPixelPerfectCollision(x, y, object.getAnimation().getBufferedImage(), obj.getX(), obj.getY(), obj.getAnimation().getBufferedImage()); } break; } } } } return bool; } Thanks.

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  • Tried teaching myself to program before college, accidently overwhelmed myself, tips?

    - by Gunnar Keith
    I'm sixteen, I'm overly interested in programming, and I'm currently taking IT classes during my mornings in high school. Last year, I tried teaching myself to code. It was quite exciting, but all I did was watch TheNewBoston's videos on YouTube for Python. After his tutorials, I just did research, made some CMD programs, and that's it. After that, I got cocky and got my feet wet in many other languages. Java, C++, C#, Perl, Ruby... and it overwhelmed me. Which made it less fun to code. I want to go to college for a 2 year programming course. And I want to make writing code my profession. But how do you recommend I attack re-learning it all again? Start with Python? Don't even try? Also, I'm not 100% in math, but I'm good friends with a lot of programmers, who say they suck at math, but manage to code just fine. I'm not looking for negative feedback. I just want the proper head-start on things before college.

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  • If statement causing xna sprites to draw frame by frame

    - by user1489599
    I’m a bit new to XNA but I wanted to write a simple program that would fire a cannon ball from a cannon at a 45 degree angle. It works fine outside of my keyboard i/o if statement, but when I encapsulate the code around an if statement checking to see if the user hits the space bar, the sprite will draw one frame at a time every time the space bar is hit. This is the code in question if (currentKeyboardState.IsKeyUp(Keys.Space) && previousKeyboardState.IsKeyDown(Keys.Space) && !skullBall.Alive) { //works outside the keyboard input if statement //{ skullBall.Position = cannon.Position; skullBall.DeltaY = -(float)(Math.Sin(MathHelper.ToRadians(45)) * 50/*39.7577*/ * time + 0.5 * (gravity * (time * time))); skullBall.DeltaX = (float)(Math.Cos(MathHelper.ToRadians(45)) * 50/*39.7577*/ * time); skullBall.Alive = true; //} } The skull ball represents the cannon ball and the cannon is just the starting point. DeltaX and DeltaY are the values I’m using to update the cannon balls position per update. I know it's dumb to have the cannon ball start at the cannons position every time the update is called but it’s not really noticeable right now. I was wondering if after examining my code, if anyone noticed any errors that would cause the sprite to display frame by frame instead of drawing it as a full animation of the cannon ball leaving the cannon and moving from there.

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  • Paying it Forward

    - by Liam McLennan
    You’re a talented guy (or girl). You’ve done alright. Years of hard work and stick-to-it-ive-ness have paid off and left you with plenty and an opportunity to make a positive difference to someone else. And then there are people with less than they need. Sometimes all they need to help themselves is a start. Opportunity International provide micro financing to help people grow their small businesses so that they can afford food, shelter, water and education. microfinance to solve poverty   MonsoonerOrLater This June, Chris, Angus (my brother) and I are travelling to India, entering into a rickshaw race and raising money for charity (Opportunity International and Round Table India). The Deccan Odyssey is a nine day rally, racing up the coast of India from Goa to Mumbai in a three wheeled motorbike. If you would like to support us, please make a tax deductable donation via our secure site at GoFundraise. For more information take a look at the MonsoonerOrLater site. If you live in Brisbane come along to An Evening With MonsoonerOrLater. The entry fee includes a three-course Indian meal, live music, henna tattooist, chilli eating competition, best bollywood dance off, Dhalsim Vs Dhalsim Street fighter, Delhi Belly Bet, Auctions and Prizes. All profits go to our charities: Round Table India and Opportunity International.

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  • Is the separation of program logic and presentation layer going too far?

    - by Timwi
    In a Drupal programming guide, I noticed this sentence: The theme hook receives the total number of votes and the number of votes for just that item, but the template wants to display a percentage. That kind of work shouldn't be done in a template; instead, the math is performed here. The math necessary to calculate a percentage from a total and a number is (number/total)*100. Is this application of two basic arithmetic operators within a presentation layer already too much? Is the maintenance of the entire system severely compromised by this amount of mathematics? The WPF (Windows Presentation Framework) and its UI mark-up language, XAML, seem to go to similar extremes. If you try to so much as add two numbers in the View (the presentation layer), you have committed a cardinal sin. Consequently, XAML has no operators for any arithmetic whatsoever. Is this ultra-strict separation really the holy grail of programming? What are the significant gains to be had from taking the separation to such extremes?

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  • What's the best way to learn/increase problem-solving skills?

    - by tucaz
    Hi all! I'm not sure this is the right place to ask this question, neither if this is the right way to ask this question but I hope you help me if it is not. I work as a programmer since I was 15 (will be 24 next week) so learning programming logic was somehow natural during the course of my career and I think that it helped me to get pretty good problem-solving. One thing none of us (programmers) can deny is that programming logic helps us in a lot of fields outside computer programming. So I'd say it is a very valuable resource that one should learn. My girlfriend is not a programmer and graduated in college on a non related course (Foreign Relations) because she didn't know what to study back then. As the years passed she discovered that she liked Logistics and started to work with it almost two years ago. However, since she does not have a technical background (not even basic Math) she is really having a hard time with it. She is already trying to catch up with Math, but even simple questions/brain-teasers are hard to her. For example, trying to find the missing numbers of this sequence: 0, 1, 1, 2, 3, 5, 8, _, _, 34 and so on. We know that this is Fibonacci but if we didn't we would probably be able to get to the correct answer just by "guessing" (using our acquired problem-solving skills). I'm not sure if problem-solving skills or logic are the correct name for it, but this is what I mean: quick solve problems, brain-teasers, find patterns, have a "sharp" mind. So, the question is: what is the best way for someone to learn this kind of skills without being a programmer (or studying algorithms and such)? If you say it is a book, could you please recommend one? Thanks a lot!

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  • looking for a short explanation of fuzzy logic

    - by user613326
    Well i got the idea that basics of fuzzy logic are not that hard to grasp. And i got the feeling that someone might explain it to me in like 30 minutes. Just like i understand neural networks and am able to re-create the famous Xor problem. And go just beyond it and create 3 layer networks of x nodes. I'd like to understand fuzzy till a similar usefully level, in c# language. However the problem is face, I'd like to get concept right however i see many websites who include lots of errors in their basic explaining. Like for example showing pictures and use different numbers as shown in pictures to calculate, as if lots of people just copied stuff without noticing what they write down. While others for me go to deep in their math notation) To me that's very annoying to learn from. For me there is no need to re-invent wheel; Aforge already got a fuzzy logic framework. So what i am looking for are some good examples, good examples like how the neural XOR problem is solved. Is there anyone such a instructional resource out there; do you know a web page, or YouTube where it is shortly explained, what would you recommend me ? Note this article comes close; but it just doesnt nail it for me. After that i downloaded a bunch of free PDF's but most are academic and hard to read for me (i'm not English and dont have a special math degree). (i've been looking around a lot for this, good starter material about it is hard to find).

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  • XNA C# Rectangle Intersect Ball on a Square

    - by user2436057
    I made a Game like Peggle Deluxe using C# and XNA for lerning. I have 2 rectangles a ball and a square field. The ball gets shoot out with a cannon and if the Ball hits the Square the Square disapears and the Ball flys away.But the Ball doesent spring of realistically, it sometimes flys away in a different direction or gets stuck on the edge. Thads my Code at the moment: public void Update(Ball b, Deadline dl) { ArrayList listToDelete = new ArrayList(); foreach (Field aField in allFields) { if (aField.square.Intersects(b.ballhere)) { listToDelete.Add(aField); Punkte = Punkte + 100; float distanceX = Math.Abs(b.ballhere.X - aField.square.X); float distanceY = Math.Abs(b.ballhere.Y - aField.square.Y); if (distanceX < distanceY) { b.myMovement.X = -b.myMovement.X; } else { b.myMovement.Y = -b.myMovement.Y; } } } It changes the X or Y axis depending on how the ball hits the Square but not everytimes. What could cause the problem? Thanks for your answer. Greetings from Switzerland.

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  • Where to go after having a good grasp of a language?

    - by Alex M.
    I have been programming as a hobby for the past few years now (most of high school and 1 year in cs in college) and although I've came to the conclusion that a career in CS isn't for me I switched over to math (which pairs what I love about programming with my interest in physical sciences) but I miss writing code. Recently I've had an interest in low-level programming. Understanding how compilers work, learning some basics of assembly language and trying to get out of my comfort zone. The problem is that since I've been out of the CS programs, I'm not faced with much opportunities to write code. I do intend to take a few CS classes in college (a lot of CS stuff is opened to math majors) but that won't come for until next year. So I ask: What are the steps to take in order to keep improving as a programmer once you're passed the basic steps? How do you find projects to keep you going? Beside my newly discovered interest in assembly language, I've been writing code in C and have been interested in FOSS. Thanks!

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

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

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  • Circle to Circle collision, checking each circle against all others

    - by user14861
    I'm currently coding a little circle to circle collision demo but I've got a little stuck. I think I currently have the code to detect collision but I'm not sure how to loop through my list of circles and check them off against one another. Collision check code: public static Vector2 GetIntersectionDepth(Circle a, Circle b) { float xValue = a.Center.X - b.Center.X; float yValue = a.Center.Y - b.Center.Y; Vector2 depth = Vector2.Zero; float distance = Vector2.Distance(a.Center, b.Center); if (a.Radius + b.Radius > distance) { float result = (a.Radius + b.Radius) - distance; depth.X = (float)Math.Cos(result); depth.Y = (float)Math.Sin(result); } return depth; } Loop through code: Vector2 depth = Vector2.Zero; for (int i = 0; i < bounds.Count; i++) for (int j = i+1; j < bounds.Count; j++) { depth = CircleToCircleIntersection.GetIntersectionDepth(bounds[i], bounds[j]); } Clearly I'm a complete newbie, wondering if anyone can give any suggestions or point out my errors, thanks in advance. :)

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  • XNA shield effect with a Primative sphere problem

    - by Sparky41
    I'm having issue with a shield effect i'm trying to develop. I want to do a shield effect that surrounds part of a model like this: http://i.imgur.com/jPvrf.png I currently got this: http://i.imgur.com/Jdin7.png (The red likes are a simple texture a black background with a red cross in it, for testing purposes: http://i.imgur.com/ODtzk.png where the smaller cross in the middle shows the contact point) This sphere is drawn via a primitive (DrawIndexedPrimitives) This is how i calculate the pieces of the sphere using a class i've called Sphere (this class is based off the code here: http://xbox.create.msdn.com/en-US/education/catalog/sample/primitives_3d) public class Sphere { // During the process of constructing a primitive model, vertex // and index data is stored on the CPU in these managed lists. List vertices = new List(); List indices = new List(); // Once all the geometry has been specified, the InitializePrimitive // method copies the vertex and index data into these buffers, which // store it on the GPU ready for efficient rendering. VertexBuffer vertexBuffer; IndexBuffer indexBuffer; BasicEffect basicEffect; public Vector3 position = Vector3.Zero; public Matrix RotationMatrix = Matrix.Identity; public Texture2D texture; /// <summary> /// Constructs a new sphere primitive, /// with the specified size and tessellation level. /// </summary> public Sphere(float diameter, int tessellation, Texture2D text, float up, float down, float portstar, float frontback) { texture = text; if (tessellation < 3) throw new ArgumentOutOfRangeException("tessellation"); int verticalSegments = tessellation; int horizontalSegments = tessellation * 2; float radius = diameter / 2; // Start with a single vertex at the bottom of the sphere. AddVertex(Vector3.Down * ((radius / up) + 1), Vector3.Down, Vector2.Zero);//bottom position5 // Create rings of vertices at progressively higher latitudes. for (int i = 0; i < verticalSegments - 1; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude / up);//(up)5 float dxz = (float)Math.Cos(latitude); // Create a single ring of vertices at this latitude. for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)(Math.Cos(longitude) * dxz) / portstar;//port and starboard (right)2 float dz = (float)(Math.Sin(longitude) * dxz) * frontback;//front and back1.4 Vector3 normal = new Vector3(dx, dy, dz); AddVertex(normal * radius, normal, new Vector2(j, i)); } } // Finish with a single vertex at the top of the sphere. AddVertex(Vector3.Up * ((radius / down) + 1), Vector3.Up, Vector2.One);//top position5 // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; AddIndex(1 + i * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(CurrentVertex - 1); AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); AddIndex(CurrentVertex - 2 - i); } //InitializePrimitive(graphicsDevice); } /// <summary> /// Adds a new vertex to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddVertex(Vector3 position, Vector3 normal, Vector2 texturecoordinate) { vertices.Add(new VertexPositionNormal(position, normal, texturecoordinate)); } /// <summary> /// Adds a new index to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); indices.Add((ushort)index); } /// <summary> /// Queries the index of the current vertex. This starts at /// zero, and increments every time AddVertex is called. /// </summary> protected int CurrentVertex { get { return vertices.Count; } } public void InitializePrimitive(GraphicsDevice graphicsDevice) { // Create a vertex declaration, describing the format of our vertex data. // Create a vertex buffer, and copy our vertex data into it. vertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormal), vertices.Count, BufferUsage.None); vertexBuffer.SetData(vertices.ToArray()); // Create an index buffer, and copy our index data into it. indexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), indices.Count, BufferUsage.None); indexBuffer.SetData(indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. basicEffect = new BasicEffect(graphicsDevice); //basicEffect.EnableDefaultLighting(); } /// <summary> /// Draws the primitive model, using the specified effect. Unlike the other /// Draw overload where you just specify the world/view/projection matrices /// and color, this method does not set any renderstates, so you must make /// sure all states are set to sensible values before you call it. /// </summary> public void Draw(Effect effect) { GraphicsDevice graphicsDevice = effect.GraphicsDevice; // Set our vertex declaration, vertex buffer, and index buffer. graphicsDevice.SetVertexBuffer(vertexBuffer); graphicsDevice.Indices = indexBuffer; graphicsDevice.BlendState = BlendState.Additive; foreach (EffectPass effectPass in effect.CurrentTechnique.Passes) { effectPass.Apply(); int primitiveCount = indices.Count / 3; graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Count, 0, primitiveCount); } graphicsDevice.BlendState = BlendState.Opaque; } /// <summary> /// Draws the primitive model, using a BasicEffect shader with default /// lighting. Unlike the other Draw overload where you specify a custom /// effect, this method sets important renderstates to sensible values /// for 3D model rendering, so you do not need to set these states before /// you call it. /// </summary> public void Draw(Camera camera, Color color) { // Set BasicEffect parameters. basicEffect.World = GetWorld(); basicEffect.View = camera.view; basicEffect.Projection = camera.projection; basicEffect.DiffuseColor = color.ToVector3(); basicEffect.TextureEnabled = true; basicEffect.Texture = texture; GraphicsDevice device = basicEffect.GraphicsDevice; device.DepthStencilState = DepthStencilState.Default; if (color.A < 255) { // Set renderstates for alpha blended rendering. device.BlendState = BlendState.AlphaBlend; } else { // Set renderstates for opaque rendering. device.BlendState = BlendState.Opaque; } // Draw the model, using BasicEffect. Draw(basicEffect); } public virtual Matrix GetWorld() { return /*world */ Matrix.CreateScale(1f) * RotationMatrix * Matrix.CreateTranslation(position); } } public struct VertexPositionNormal : IVertexType { public Vector3 Position; public Vector3 Normal; public Vector2 TextureCoordinate; /// <summary> /// Constructor. /// </summary> public VertexPositionNormal(Vector3 position, Vector3 normal, Vector2 textCoor) { Position = position; Normal = normal; TextureCoordinate = textCoor; } /// <summary> /// A VertexDeclaration object, which contains information about the vertex /// elements contained within this struct. /// </summary> public static readonly VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0), new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0) ); VertexDeclaration IVertexType.VertexDeclaration { get { return VertexPositionNormal.VertexDeclaration; } } } A simple call to the class to initialise it. The Draw method is called in the master draw method in the Gamecomponent. My current thoughts on this are: The direction of the weapon hitting the ship is used to get the middle position for the texture Wrap a texture around the drawn sphere based on this point of contact Problem is i'm not sure how to do this. Can anyone help or if you have a better idea please tell me i'm open for opinion? :-) Thanks.

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  • How to rotate a sprite using multi-touch with AndEngine?

    - by 786
    I am new to Android game development. I am using AndEngine GLES-2. I have created a box with a sprite. This box is now draggable by using the code below. It works fine. But I want multi-touch on this: I want to rotate the sprite with two fingers on that box, and to keep it draggable. I've no idea how do do that, which way should I go? final float centerX = (CAMERA_WIDTH - this.mBox.getWidth()) / 2; final float centerY = (CAMERA_HEIGHT - this.mBox.getHeight()) / 2; Box = new Sprite(centerX, centerY, this.mBox, this.getVertexBufferObjectManager()) { public boolean onAreaTouched(TouchEvent pSceneTouchEvent, float pTouchAreaLocalX, float pTouchAreaLocalY) { this.setPosition(pSceneTouchEvent.getX() - this.getWidth()/ 2, pSceneTouchEvent.getY() - this.getHeight() / 2); float pValueX = pSceneTouchEvent.getX(); float pValueY = CAMERA_HEIGHT-pSceneTouchEvent.getY(); float dx = pValueX - gun.getX(); float dy = pValueY - gun.getY(); double Radius = Math.atan2(dy,dx); double Angle = Radius * 360 ; Box.setRotation((float)Math.toDegrees(Angle)); return true; }

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  • Geekswithblogs.net Influencer Programm

    - by Staff of Geeks
    Recently, @StaffOfGeeks announced to a select group of bloggers, the Geekswithblogs.net Influencer Program.  Here is a little detail about the program. Description (from Influencer Page): Geekswithblogs.net is a community of bloggers passionate about contributing information to the world of developers and IT professionals. Our bloggers are some of the best in the world and receive honors on a regular basis for outside companies (such as the Microsoft© MVP Program). The Geekswithblogs.net Influencer Program is our way as Staff of Geeks to show our appreciation for those bloggers who have the greatest influence on the site. Each influencer in the program is awarded by the amount of posts, views, and comments they receive on their posts in the previous quarter. Each quarter, we select the top 25 bloggers of influence and give them special access to products and services we have obtained through our network of partners. Here is how it works.  Each quarter we select the top 25 bloggers bases on the amount of posts that created in that quarter, and apply points to the views and comments those posts receive.  The selection is purely off of the numbers, we do not select any based on any other basis.  In fact in the first round, several of our key bloggers did not qualify in the top 25.  Though they are still loved dearly, we wanted a program that anyone could be a part of if they put in the hard work. This said, the first quarter ends at the end of March and we will have another round of influencers joining us.  Keep the posts rolling and maybe you will be selected as an influencer! Visit the influencers page to see who has the greatest influence on Geekswithblogs right now.   Technorati Tags: Geekswithblogs

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  • dynamic 2d texture creation in unity from script

    - by gman
    I'm coming from HTML5 and I'm used to having the 2D Canvas API I can use to generate textures. Is there anything similar in Unity3D? For example, let's say at runtime I want to render a circle, put 3 initials in the middle and then take the result and put that in a texture. In HTML5 I'd do this var initials = "GAT"; var textureWidth = 256; var textureHeight = 256; // create a canvas var c = document.createElement("canvas"); c.width = textureWidth; c.height = textureHeight; var ctx = c.getContext("2d"); // Set the origin to the center of the canvas ctx.translate(textureWidth / 2, textureHeight / 2); // Draw a yellow circle ctx.fillStyle = "rgb(255,255,0)"; // yellow ctx.beginPath(); var radius = (Math.min(textureWidth, textureHeight) - 2) / 2; ctx.arc(0, 0, radius, 0, Math.PI * 2, true); ctx.fill(); // Draw some black initials in the middle. ctx.fillStyle = "rgb(0,0,0)"; ctx.font = "60pt Arial"; ctx.textAlign = "center"; ctx.fillText(initials, 0, 30); // now I can make a texture from that var tex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, tex); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, c); gl.generateMipmap(gl.TEXTURE_2D); I know I can edit individual pixels in a Unity texture but is there any higher level API for drawing to texture in unity?

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  • What are some Java patterns well-suited for fast, algorithmic coding?

    - by Casey Chu
    I'm in college, and I've recently started competing in programming competitions with my friends. These competitions involve solving algorithmic problems quickly. It's a lot of fun, but there's one problem: I'm forced to use Java. (My teammates use Java.) Background: I'm a self-taught JavaScript programmer, and it hurts to write Java code. I find it very verbose and inflexible, and I feel slowed down when having to declare types and decide which of the eighty list data structure to use. I'm also frustrated about the lack of functional programming features and how verbose using regular expressions, arrays, and dictionaries are. As an example, consider the problem of finding the length of the longest string of consecutive characters in a given string. So the string XX22BBBBccXX222 would give 4, for the string of four Bs. In Java, I'd have to loop through and manually count characters and manually keep track of the maximum. (That's at least as far as I'm aware -- I'm not as familiar with Java as I am with JavaScript.) In JavaScript, I'd find it like this: var max = Math.max.apply(Math, str.match(/(.)\1*/g).map(function (s) { return s.length; })); Much quicker and simpler, in my book. The question: what are some Java features, techniques, or patterns well-suited for fast, algorithmic coding?

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  • How to scroll hex tiles?

    - by Chris Evans
    I don't seem to be able to find an answer to this one. I have a map of hex tiles. I wish to implement scrolling. Code at present: drawTilemap = function() { actualX = Math.floor(viewportX / hexWidth); actualY = Math.floor(viewportY / hexHeight); offsetX = -(viewportX - (actualX * hexWidth)); offsetY = -(viewportY - (actualY * hexHeight)); for(i = 0; i < (10); i++) { for(j = 0; j < 10; j++) { if(i % 2 == 0) { x = (hexOffsetX * i) + offsetX; y = j * sourceHeight; } else { x = (hexOffsetX * i) + offsetX; y = hexOffsetY + (j * sourceHeight); } var tileselected = mapone[actualX + i][j]; drawTile(x, y, tileselected); } } } The code I've written so far only handles X movement. It doesn't yet work the way it should do. If you look at my example on jsfiddle.net below you will see that when moving to the right, when you get to the next hex tile along, there is a problem with the X position and calculations that have taken place. It seems it is a simple bit of maths that is missing. Unfortunately I've been unable to find an example that includes scrolling yet. http://jsfiddle.net/hd87E/1/ Make sure there is no horizontal scroll bar then trying moving right using the - right arrow on the keyboard. You will see the problem as you reach the end of the first tile. Apologies for the horrid code, I'm learning! Cheers

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  • How to determine the end of list has been reached?

    - by Sweta Dwivedi
    I'm trying to animate my object according to a set of recorded values from kinect skeleton stream by saving the (x,y,z) stream from the skeletal data into a list and then set my objects x and y position from the x,y of the list. However, once the list end has been reached it starts to animate again from the start. I don't want that - I just want the model position to keep going in the positive X direction. Is there any way I can check if end of the list has been reached and to just update the model position in x direction? Or is there any other way to continue moving my sprite once the points in the list are over... i dont want it to start animating all the way again.. protected override void Update(GameTime gameTime) { //position += spriteSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; //// TODO: Add your update logic here using (StreamReader r = new StreamReader(f)) { string line; Viewport view = graphics.GraphicsDevice.Viewport; int maxWidth = view.Width; int maxHeight = view.Height; while((line = r.ReadLine()) != null) { string[] temp = line.Split(','); int x = (int) Math.Floor(((float.Parse(temp[0]) * 0.5f) + 0.5f) * maxWidth); int y = (int) Math.Floor(((float.Parse(temp[1]) * -0.5f) + 0.5f) * maxHeight); motion_2.Add(new Point(x, y)); } } position.X = motion_2[i].X; position.Y = motion_2[i].Y; i++; a_butterfly_up.Update(gameTime); a_butterfly_side.Update(gameTime); G_vidPlayer.Play(mossV); base.Update(gameTime); }

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  • How to monetize and protect a engine's and its framework's copyrights and patents?

    - by Arthur Wulf White
    I created a game engine that handles: Rendering levels with 2d textured curved surfaces Collisions with curved surfaces Animationn paths on and navigation in 2d-sapce I have also made a framework for: Procedural organic level generation with round surfaces Level editing Light weight sprite design The engine and framework are written in AS3 and I am in the process of translating the code into HaXe to better support other platforms. I am also interested in adding Animated curved platforms More advanced level editing features Currently, I have a part time job and any time I spend on this engine is either taken out of my limited free time (I'm a student working to support myself through school) or out my time working at my job. I really believe this engine can make life much easier for people designing Tower Defence games, Shooters and and Platformers while also possibly improving their results. It could also support RTS, RPGs and racing games very well. It continains original algorithms that could be used for procedural generation of organic round and smooth levels. The algorithms I used are new and are not available in any other level editor I've seen. In order to constantly improve the Engine and have it tested thoroughly I think the best route is releasing it to the public. What are the best ways to benefit myself and others with my new framework? I want to have some lisence, allowing me to share the framework and still benefit from it. Any advice would be appreciated. This issue has been on my mind a lot this year. I am hoping to find a solution that will bring me some relief. I am thinking of designing three sample games, releasing them and starting a kickstarter, any advice and thoughts on the matter would be valuable. My goal is like Markus von Broady suggested, to get people involved in developing the engine and let people use it for games for either a symbolic fee or for free and charge for support. That or use some form of croud sourcing. Do I need to hire a lawyer to get some sort of legal document to protect my work?

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  • Learning Programming from scratch

    - by David542
    I am entirely new to programming, other than basic HTML/CSS knowledge. I want to learn programming as quickly and efficiently as possible, and I'm willing to put in the time (at least 70 hours a week). The reason I want to learn is because I have a startup that I've written a business plan for and have prototyped in Photoshop (both front-end and back-end pages). My goals is to have a prototype of the site up within 6 months. I have a good aptitude for math (A's in all math courses up through DiffEq and Linear Algebra). I assume learning programming from scratch can be a daunting task -- not because it is particularly difficult, but because there are so many areas and so much information. I want to make sure that I learn as efficiently as possible and have individuals (in addition to Google) to solicit advice from and that will help me when I get stuck or have questions. I know with other's help, my learning experience will be both more productive and enjoyable. What is the best way to find people that will help me in this? What are some good 'live' resources in addition to asking questions on Stack Overflow? Thank you very much for your time and help.

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