Search Results

Search found 35430 results on 1418 pages for 'java 2d'.

Page 77/1418 | < Previous Page | 73 74 75 76 77 78 79 80 81 82 83 84  | Next Page >

  • drawing different quartz 2d

    - by Cosizzle
    Hello, I'm trying to make a small application or demo thats a tab bar application. Each bar item loads in a new view. I've created a quartzView class that is called on by the controller: - (void)viewDidLoad { quartzView *drawingView = [[quartzView alloc] initWithFrame:CGRectMake(0,0,320,480)]; [self.view addSubview:drawingView]; [super viewDidLoad]; } From my understanding, the drawRect method must be triggered in order to render the object and to draw it. This is my quartzView class: #import "quartzView.h" @implementation quartzView #pragma mark shapes // Blue Circle - (void)drawRect:(CGRect)rect { NSLog(@"Trying to draw..."); CGContextRef ctx = UIGraphicsGetCurrentContext(); //get the current context CGContextClearRect(ctx, rect); //clear off the screen //draw a red square CGContextSetRGBFillColor(ctx, 255, 0, 0, 1); CGContextFillRect(ctx, CGRectMake(10, 10, 50, 50)); } // ==================================================================================================== #pragma mark - - (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { // Initialization code } return self; } - (void)dealloc { [super dealloc]; } @end So how would I go about to say, if the view is view one, draw a square if it's view two draw a circle. And so on.

    Read the article

  • Freehand drawing with Quartz 2D

    - by qutaibah
    I am trying to develop a simple freehand-drawing app for red-marking some of my images. Below is a method that is called from within the drawRect. I want to ask if there is a way to avoid add the path every time the path is redrawn? Also, the way the draw method is set up, the drawing gets a bit slow and choopy after a few seconds. How can I improve the smoothness of the drawn path? thanks -(void)freehandDraw:(CGContextRef)context inRect:(CGRect)rect { CGPathAddLineToPoint( path, NULL, drawTip.x, drawTip.y); CGContextAddPath( context, path); CGContextStrokePath(context); } // method

    Read the article

  • How to render a 2d side-scroller

    - by Apoc
    I do not really understand the way I'm suppose to render a side-scroller? How do I know what to render when my character move? What kind of positionning should I use for the characters? I hope my question is clear

    Read the article

  • daynamic 2d array in c++ and memory leaks

    - by SepiDev
    Hi guys, i wrote this code, it runs ok, but when i check it under Valgrind it catches 2 problems, since i can not interpret valgrind's messages i will appreciate if anyone explain me more and tell me where is the problem!!! here is the code: #include <iostream> #define width 70000 #define height 10000 using namespace std; int main(void) { int** pint; pint = new int*[height]; for(int i = 0; i < height; i++) pint[i] = new int[width]; for(int i = 0; i < height; i++){ delete[] pint[i]; pint[i] = NULL; } delete[] pint; pint = NULL; return 1; }

    Read the article

  • Objective-C - How to add objects in 2d NSMutableArrays

    - by thary
    Hello, I have this code NSMutableArray *insideArray = [[NSMutableArray alloc] init]; NSMutableArray *outsideArray = [[NSMutableArray alloc] init]; [insideArray addObject:@"Hello 1"]; [insideArray addObject:@"Hello 2"]; [outsideArray addObject:insideArray]; [insideArray removeAllObjects]; [insideArray addObject:@"Hello 3"]; [insideArray addObject:@"Hello 4"]; [outsideArray addObject:insideArray]; The current output is array( ( "Hello 3", "Hello 4" ), ( "Hello 3", "Hello 4" ) ) I need a way to get the output to be array( ( "Hello 1", "Hello 2" ), ( "Hello 3", "Hello 4" ) ) Does anyone have a solution or could see where i've gone wrong? Thanks

    Read the article

  • Java Swing over Remote Desktop - Strange, weird GUI squashing

    - by ADTC
    I thought this question fits SuperUser more than StackOverflow because it's not about actual Java programming, though programmers might be more likely to encounter the problem. Anyway, let me start of with some stats before I ask the actual question: Laptop: Windows 7 x32 Screen resolution 1024 x 768; Nvidia GeForce Go 6200 Connected to desktop via ad-hoc wireless network Access internet via desktop Desktop: Windows 7 x64 Screen resolution 1920 x 1080 Connected to laptop via ad-hoc wireless network Access internet via cable modem I'm connecting to my laptop via Remote Desktop from my desktop to take advantage of the large screen. I'm doing programming on my laptop (for portability reasons). Everything else runs smooth and fast over Remote Desktop as both computers are connected directly over the ad-hoc wireless. The only problem is this: Java Swing apps don't display the GUI properly. I acquired a Java Swing application and I'm debugging it in Eclipse. Here's what I got when I ran the app: Apparently there doesn't seem to be anything wrong with the GUI application I'm debugging, because the Java Control Panel exhibits the same problem. I've searched high and low in Google about this; the closest I came to a solution is this. But sadly, the use of -Dsun.java2d.nodraw=true has no effect at all. This only happens over Remote Desktop. I have tried locally and the GUI apps display properly. This isn't a dealbreaker for me as I can stop using Remote Desktop when developing Java Swing apps. However, I would like to know if anyone has encountered this and found any solution. PS: All software involved (Eclipse, Java JRE, etc.) are latest versions.

    Read the article

  • Quartz 2D: draw from a CGContext to another CGContext

    - by alexey
    I have a CGBitmapContext (bitmapContext) and I would like to draw some rectangle part (rect) of it to the current CGContext (context). Right now I do that way: CGContextRef context = UIGraphicsGetCurrentContext(); CGImageRef cgImage = CGBitmapContextCreateImage(bitmapContext); CGContextClipToRect(context, rect); CGContextDrawImage(context, CGRectMake(0, 0, width, height), cgImage); CGImageRelease(cgImage); Is it optimal? What is the best way to do it?

    Read the article

  • Sorting an XML in Java

    - by Java Guy
    Hello I have an XML similiar to below, which needed to be sorted using the date field. <root> <Node1><date></date></Node1> <Node1><date></date></Node1> <Node1> <date></date></Node1> <Node1> <date></date></Node1> <Node2> <date></date></Node2> <Node2> <date></date></Node2> <Node2> <date></date></Node2> <Node2> <date></date> </Node2> </root> I would like to sort the XML based on the date(say asc order), irrespective of whether the date is under Node1 or Node2. Actually in Java code I have two seperate lists, one with Node1 objects and other with Node2 obects. I can sort the list in any order sperately inside java. But I need to have the dates sorted irrespective of the nodes it is apperaing on the XML. What is the best approach to sort this way in Java? Actaully I am using Castor for marshalling the java objects to XML. If you know this can be done with Castor, that will be great!

    Read the article

  • 2D polygon triangulation

    - by logank9
    The code below is my attempt at triangulation. It outputs the wrong angles (it read a square's angles as 90, 90. 90, 176) and draws the wrong shapes. What am I doing wrong? //use earclipping to generate a list of triangles to draw std::vector<vec> calcTriDraw(std::vector<vec> poly) { std::vector<double> polyAngles; //get angles for(unsigned int i = 0;i < poly.size();i++) { int p1 = i - 1; int p2 = i; int p3 = i + 1; if(p3 > int(poly.size())) p3 -= poly.size(); if(p1 < 0) p1 += poly.size(); //get the angle from 3 points double dx, dy; dx = poly[p2].x - poly[p1].x; dy = poly[p2].y - poly[p1].y; double a = atan2(dy,dx); dx = poly[p3].x - poly[p2].x; dy = poly[p3].y - poly[p2].y; double b = atan2(dy,dx); polyAngles.push_back((a-b)*180/PI); } std::vector<vec> triList; for(unsigned int i = 0;i < poly.size() && poly.size() > 2;i++) { int p1 = i - 1; int p2 = i; int p3 = i + 1; if(p3 > int(poly.size())) p3 -= poly.size(); if(p1 < 0) p1 += poly.size(); if(polyAngles[p2] >= 180) { continue; } else { triList.push_back(poly[p1]); triList.push_back(poly[p2]); triList.push_back(poly[p3]); poly.erase(poly.begin()+p2); std::vector<vec> add = calcTriDraw(poly); triList.insert(triList.end(), add.begin(), add.end()); break; } } return triList; }

    Read the article

  • How to determine visibility in 2D

    - by Jack
    Hello, I'm developing an AI sandbox and I would like to calculate what every living entity can see. The rule is to simply hide what's behind the edges of the shapes from the point of view of the entity. The image clarifies everything: I need it either as an input to the artificial intelligence either graphically, to show it for a specific entity while it moves.. Any cool ideas?

    Read the article

  • OpenGL 2D Texture Mapping problem.

    - by gutsblow
    Hi there, I am relatively new to OpenGL and I am having some issues when I am rendering an image as a texture for a QUAD which is as the same size of the image. Here is my code. I would be very grateful if someone helps me to solve this problem. The image appears way smaller and is squished. (BTW, the image dimensions are 500x375). glGenTextures( 1, &S_GLator_InputFrameTextureIDSu ); glBindTexture(GL_TEXTURE_2D, S_GLator_InputFrameTextureIDSu); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexImage2D( GL_TEXTURE_2D, 0, 4, S_GLator_EffectCommonData.mRenderBufferWidthSu, S_GLator_EffectCommonData.mRenderBufferHeightSu, 0, GL_RGBA, GL_UNSIGNED_BYTE, dataP); glBindTexture(GL_TEXTURE_2D, S_GLator_InputFrameTextureIDSu); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, S_GLator_EffectCommonData.mRenderBufferWidthSu, S_GLator_EffectCommonData.mRenderBufferHeightSu, GL_RGBA, GL_UNSIGNED_BYTE, bufferP); //set the matrix modes glMatrixMode( GL_PROJECTION ); glLoadIdentity(); //gluPerspective( 45.0, (GLdouble)widthL / heightL, 0.1, 100.0 ); glOrtho (0, 1, 0, 1, -1, 1); // Set up the frame-buffer object just like a window. glViewport( 0, 0, widthL, heightL ); glDisable(GL_DEPTH_TEST); glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glBindTexture( GL_TEXTURE_2D, S_GLator_InputFrameTextureIDSu ); //Render the geometry to the frame-buffer object glBegin(GL_QUADS); //input frame glColor4f(1.f,1.f,1.f,1.f); glTexCoord2f(0.0f,0.0f); glVertex3f(0.f ,0.f ,0.0f); glTexCoord2f(1.0f,0.0f); glVertex3f(1.f ,0.f,0.0f); glTexCoord2f(1.0f,1.f); glVertex3f(1.f ,1.f,0.0f); glTexCoord2f(0.0f,1.f); glVertex3f(0.f ,1.f,0.0f); glEnd();

    Read the article

  • Android ==> Simple 2d Animation ???

    - by aryaxt
    public void MoveMyButton (int x) //where the button suppose to move to { TranslateAnimation anim=new TranslateAnimation(this.getLeft() ,x, this.getTop() ,20)); anim.setFillAfter(true); anim.setDuration(1000); this.setAnimation(anim); anim.start(); } button's x at start is 1. I call the method to move it to 100, and it goes from 1 to 100 I call it to go to 200, and it goes from 1 to 200, instead of 100 to 200 Is there any way to make the animation to save the location of the button as it animates it? Thanks

    Read the article

  • Animation in quartz 2D

    - by coure06
    I want to create an app which after each 1 second will show 4-5 words on screen but the last word will zoom out/in. I can easily create static words and for the last animating word i need to draw the static again n again. How can i create 2 separate layers so the static text is on one layer ( i will fill it after each second) and the last word (animated one) will be on other layer. How to create 2 separate layers? Attached on same screen but handling their drawRect method separately?

    Read the article

  • C++ 2d Array Class Function Call Help

    - by johnny-conrad
    I hope this question takes a simple fix, and I am just missing something very small. I am in my second semester of C++ in college, and we are just getting into OOP. This is my first OOP program, and it is causing me a little problem. Here are the errors I am getting: Member function must be called or its address taken in function displayGrid(int,Cell ( *)[20]) Member function must be called or its address taken in function Turn(int,int,Cell ( *)[20]) Member function must be called or its address taken in function Turn(int,int,Cell ( *)[20]) Warning: Parameter 'grid' is never used in function displayGrid(int,Cell ( *)[20]) Here is all of my code. I am aware It is much more code than necessary, sorry if it makes it more difficult. I was worried that I might accidentally delete something. const int MAX=20; //Struct Cell holds player and their symbol. class Cell { private: int Player; char Symbol; public: Cell(void); void setPlayer(int); void setSymbol(char); int getPlayer(void); char getSymbol(void); }; Cell::Cell(void) { Symbol ='-'; } void Cell::setPlayer(int player_num) { Player = player_num; } void Cell::setSymbol(char rps) { Symbol = rps; } int Cell::getPlayer(void) { return Player; } char Cell::getSymbol(void) { return Symbol; } void Turn(int, int, Cell[MAX][MAX]); void displayGrid(int, Cell[MAX][MAX]); void main(void) { int size; cout << "How big would you like the grid to be: "; cin >> size; //Checks to see valid grid size while(size>MAX || size<3) { cout << "Grid size must between 20 and 3." << endl; cout << "Please re-enter the grid size: "; cin >> size; } int cnt=1; int full; Cell grid[MAX][MAX]; //I use full to detect when the game is over by squaring size. full = size*size; cout << "Starting a new game." << endl; //Exits loop when cnt reaches full. while(cnt<full+1) { displayGrid(size, grid); //calls function to display grid if(cnt%2==0) //if cnt is even then it's 2nd players turn cout << "Player 2's turn." << endl; else cout << "Player 1's turn" << endl; Turn(size, cnt, grid); //calls Turn do each players turn cnt++; } cout << endl; cout << "Board is full... Game Over" << endl; } void displayGrid(int size, Cell grid[MAX][MAX]) { cout << endl; cout << " "; for(int x=1; x<size+1; x++) // prints first row cout << setw(3) << x; // of numbers. cout << endl; //Nested-For prints the grid. for(int i=1; i<size+1; i++) { cout << setw(2) << i; for(int c=1; c<size+1; c++) { cout << setw(3) << grid[i][c].getSymbol; } cout << endl; } cout << endl; } void Turn(int size, int cnt, Cell grid[MAX][MAX]) { char temp; char choice; int row=0; int column=0; cout << "Enter the Row: "; cin >> row; cout << "Enter the Column: "; cin >> column; //puts what is in the current cell in "temp" temp = grid[row][column].getSymbol; //Checks to see if temp is occupied or not while(temp!='-') { cout << "Cell space is Occupied..." << endl; cout << "Enter the Row: "; cin >> row; cout << "Enter the Column: "; cin >> column; temp = grid[row][column].getSymbol; //exits loop when finally correct } if(cnt%2==0) //if cnt is even then its player 2's turn { cout << "Enter your Symbol R, P, or S (Capitals): "; cin >> choice; grid[row][column].setPlayer(1); in >> choice; } //officially sets choice to grid cell grid[row][column].setSymbol(choice); } else //if cnt is odd then its player 1's turn { cout << "Enter your Symbol r, p, or s (Lower-Case): "; cin >> choice; grid[row][column].setPlayer(2); //checks for valid input by user1 while(choice!= 'r' && choice!='p' && choice!='s') { cout << "Invalid Symbol... Please Re-Enter: "; cin >> choice; } //officially sets choice to grid cell. grid[row][column].setSymbol(choice); } cout << endl; } Thanks alot for your help!

    Read the article

  • Getting text position while parsing pdf with Quartz 2D

    - by Koteg
    Hi guys, another question regarding pdf parsing... Just read PDF Reference version 1.7 "5.3.1 Text-Positioning Operators" and I am a little bit confused. I wrote some code to get transformation matrix and initial text position. CGPDFOperatorTableSetCallback (table, "MP", &op_MP);//Define marked-content point CGPDFOperatorTableSetCallback (table, "DP", &op_DP);//Define marked-content point with property list CGPDFOperatorTableSetCallback (table, "BMC", &op_BMC);//Begin marked-content sequence CGPDFOperatorTableSetCallback (table, "BDC", &op_BDC);//Begin marked-content sequence with property list CGPDFOperatorTableSetCallback (table, "EMC", &op_EMC);//End marked-content sequence //Text State operators CGPDFOperatorTableSetCallback(table, "Tc", &op_Tc); CGPDFOperatorTableSetCallback(table, "Tw", &op_Tw); CGPDFOperatorTableSetCallback(table, "Tz", &op_Tz); CGPDFOperatorTableSetCallback(table, "TL", &op_TL); CGPDFOperatorTableSetCallback(table, "Tf", &op_Tf); CGPDFOperatorTableSetCallback(table, "Tr", &op_Tr); CGPDFOperatorTableSetCallback(table, "Ts", &op_Ts); //text showing operators CGPDFOperatorTableSetCallback(table, "TJ", &op_TJ); CGPDFOperatorTableSetCallback(table, "Tj", &op_Tj); CGPDFOperatorTableSetCallback(table, "'", &op_apostrof); CGPDFOperatorTableSetCallback(table, "\"", &op_double_apostrof); //text positioning operators CGPDFOperatorTableSetCallback(table, "Td", &op_Td); CGPDFOperatorTableSetCallback(table, "TD", &op_TD); CGPDFOperatorTableSetCallback(table, "Tm", &op_Tm); CGPDFOperatorTableSetCallback(table, "T*", &op_T); //text object operators CGPDFOperatorTableSetCallback(table, "BT", &op_BT);//Begin text object CGPDFOperatorTableSetCallback(table, "ET", &op_ET);//End text object So this is the output after application lunch: 2010-09-02 15:09:23.041 testSearch[8251:207] op_BT begin Integer value: 0 2010-09-02 15:09:23.043 testSearch[8251:207] op_BT end 2010-09-02 15:09:23.043 testSearch[8251:207] op_Tf begin Integer value: 1 2010-09-02 15:09:23.044 testSearch[8251:207] op_Tf end 2010-09-02 15:09:23.044 testSearch[8251:207] op_Tm begin Float value: 557.364197 2010-09-02 15:09:23.045 testSearch[8251:207] op_Tm end 2010-09-02 15:09:23.045 testSearch[8251:207] op_TJ begin 2010-09-02 15:09:23.046 testSearch[8251:207] Array string value [0]: F 2010-09-02 15:09:23.046 testSearch[8251:207] Array integer value [1]: 94985208 2010-09-02 15:09:23.047 testSearch[8251:207] Array string value [2]: r 2010-09-02 15:09:23.047 testSearch[8251:207] Array integer value [3]: 94985208 2010-09-02 15:09:23.048 testSearch[8251:207] Array string value [4]: o 2010-09-02 15:09:23.048 testSearch[8251:207] Array integer value [5]: 94985208 2010-09-02 15:09:23.049 testSearch[8251:207] Array string value [6]: m s 2010-09-02 15:09:23.049 testSearch[8251:207] Array integer value [7]: 94985208 2010-09-02 15:09:23.049 testSearch[8251:207] Array string value [8]: a 2010-09-02 15:09:23.050 testSearch[8251:207] Array integer value [9]: 94985208 2010-09-02 15:09:23.050 testSearch[8251:207] Array string value [10]: m 2010-09-02 15:09:23.051 testSearch[8251:207] Array integer value [11]: 94985208 2010-09-02 15:09:23.051 testSearch[8251:207] Array string value [12]: p 2010-09-02 15:09:23.052 testSearch[8251:207] Array integer value [13]: 94985208 2010-09-02 15:09:23.053 testSearch[8251:207] Array string value [14]: l 2010-09-02 15:09:23.054 testSearch[8251:207] Array integer value [15]: 94985208 2010-09-02 15:09:23.055 testSearch[8251:207] Array string value [16]: e t 2010-09-02 15:09:23.055 testSearch[8251:207] Array integer value [17]: 94985208 2010-09-02 15:09:23.057 testSearch[8251:207] Array string value [18]: o r 2010-09-02 15:09:23.057 testSearch[8251:207] Array integer value [19]: 94985208 2010-09-02 15:09:23.058 testSearch[8251:207] Array string value [20]: e 2010-09-02 15:09:23.058 testSearch[8251:207] Array integer value [21]: 94985208 2010-09-02 15:09:23.059 testSearch[8251:207] Array string value [22]: s 2010-09-02 15:09:23.059 testSearch[8251:207] Array integer value [23]: 94985208 2010-09-02 15:09:23.060 testSearch[8251:207] Array string value [24]: u 2010-09-02 15:09:23.061 testSearch[8251:207] Array integer value [25]: 94985208 2010-09-02 15:09:23.061 testSearch[8251:207] Array string value [26]: l 2010-09-02 15:09:23.062 testSearch[8251:207] Array integer value [27]: 94985208 2010-09-02 15:09:23.062 testSearch[8251:207] Array string value [28]: t 2010-09-02 15:09:23.063 testSearch[8251:207] op_TJ end If someone is familiar with text matrix and text positioning operators it would be nice to explain how all those thing work. How to calculate text position (or glyph?) using Tm (transformation matrix and other data)?

    Read the article

  • Touch draw in Quatz 2D/Core Graphics

    - by OgreSwamp
    Hello, I'm trying to implement "hand draw tool". At the moment algorythm looks like that (I don't insert any code because methods are quite big, will try to explain an idea): Drawing In touchesStarted: method I create NSMutableArray *pointsArray and add point into it. Call setNeedsDisplay: method. In touchesMoved: method I calculate points between last added point from the pointsArray and current point. Add all points to the pointsArray. Call setNeedsDisplay: method. In touchesFinished: event I calculate points between last added point from the array and current point. Set flag touchesWereFinished. Call setNeedsDisplay:. Render: drawRect: method checks is pointsArray != nil and is there any data in it. If there is - it starts to traw circles in each point of this array. If flag touchesWereFinished is set - save current context to the UIImage, release pointsArray, set it to nil and reset the flag. There are a lot disadvantages of this method: It is slow It becomes extremely slow when user touches and move finger for long time. Array becomes enormous "Lines" composed by circles are ugly I would like to change my algorithm to make it bit faster and line smoother. In result I would like to have lines like on the picture at following URL (sorry, not enough reputation to insert an image): http://2.bp.blogspot.com/_r5VzEAUYXJ4/SrOYp8tJCPI/AAAAAAAAAMw/ZwDKXiHlhV0/s320/SketchBook+Mobile(4).png Can you advice me, ho I can draw lines this way (smooth and slim on the edges)? I thought to draw circles with alpha gradient on the edges (to make lines smoother), but it will be extremely slowly IMHO. Thanks for help

    Read the article

  • How to run a jar file in hadoop

    - by Arihant
    I have created a jar file using the java file from this blog using following statements javac -classpath /usr/local/hadoop/hadoop-core-1.0.3.jar -d /home/hduser/dir Dictionary.java /usr/lib/jvm/jdk1.7.0_07/bin/jar cf Dictionary.jar /home/hduser/dir Now i have tried running this jar in hadoop by hit and trial of various commands 1hduser@ubuntu:~$ /usr/local/hadoop/bin/hadoop jar Dictionary.jar Output: Warning: $HADOOP_HOME is deprecated. RunJar jarFile [mainClass] args... 2.hduser@ubuntu:~$ /usr/local/hadoop/bin/hadoop jar Dictionary.jar Dictionary Output: Warning: $HADOOP_HOME is deprecated. Exception in thread "main" java.lang.ClassNotFoundException: Dictionary at java.net.URLClassLoader$1.run(URLClassLoader.java:366) at java.net.URLClassLoader$1.run(URLClassLoader.java:355) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:354) at java.lang.ClassLoader.loadClass(ClassLoader.java:423) at java.lang.ClassLoader.loadClass(ClassLoader.java:356) at java.lang.Class.forName0(Native Method) at java.lang.Class.forName(Class.java:264) at org.apache.hadoop.util.RunJar.main(RunJar.java:149) How can i run the jar in hadoop? I have the right DFS Locations as per needed by my program.

    Read the article

  • Java EE 6: JSF vs Servlet + JSP. Should I bother learning JSF?

    - by Harry Pham
    I am trying to get familiar with Java EE 6 by reading http://java.sun.com/javaee/6/docs/tutorial/doc/gexaf.html. I am a bit confused about the use of JSF. Usually, the way I develop my Web App would be, Servlet would act like a controller and JSP would act like a View in an MVC model. So Does JSF try to replace this structure? Below are the quote from the above tutorial: Servlet are best suited for service-oriented App and control function of presentation-oriented App like dispatching request JSF and Facelet are more appropriated for generating mark-up like XHTML, and generally used for presentation-oriented App Not sure if I understand the above quote too well, they did not explain too well what is service-oriented vs presentation-oriented. A JavaServer Faces application can map HTTP requests to component-specific event handling and manage components as stateful objects on the server. Any knowledgeable Java developer out there can give me a quick overview about JSF, JSP and Servlet? Do I integrate them all, or do I use them separated base on the App? if so then what kind of app use JSF in contrast with Servlet and JSP A JavaServer Faces application can map HTTP requests to component-specific event handling and manage components as stateful objects on the server. Sound like what servlet can do, but not sure about manage components as stateful objects on the server. Not even sure what that mean? Thanks in advance.

    Read the article

  • Java constructor using generic types

    - by user37903
    I'm having a hard time wrapping my head around Java generic types. Here's a simple piece of code that in my mind should work, but I'm obviously doing something wrong. Eclipse reports this error in BreweryList.java: The method initBreweryFromObject() is undefined for the type <T> The idea is to fill a Vector with instances of objects that are a subclass of the Brewery class, so the invocation would be something like: BreweryList breweryList = new BreweryList(BrewerySubClass.class, list); BreweryList.java package com.beerme.test; import java.util.Vector; public class BreweryList<T extends Brewery> extends Vector<T> { public BreweryList(Class<T> c, Object[] j) { super(); for (int i = 0; i < j.length; i++) { T item = c.newInstance(); // initBreweryFromObject() is an instance method // of Brewery, of which <T> is a subclass (right?) c.initBreweryFromObject(); // "The method initBreweryFromObject() is undefined // for the type <T>" } } } Brewery.java package com.beerme.test; public class Brewery { public Brewery() { super(); } protected void breweryMethod() { } } BrewerySubClass.java package com.beerme.test; public class BrewerySubClass extends Brewery { public BrewerySubClass() { super(); } public void androidMethod() { } } I'm sure this is a complete-generics-noob question, but I'm stuck. Thanks for any tips!

    Read the article

  • Collision Detection (Ground & Slopes) in 2D Platform Game using Pygame Rects

    - by RedCap
    Hi, First off, I am not after any instructions on logic for collision detection; I get it. What I am trying to work out is the least complicated way to do this with Pygame using Sprites & Rects. I want to be able to check collisions for the Player against ground, walls & slopes. In theory it is quite straight forward, but I'm having difficulty because it seems like you cannot do this with one Rect. One Rect is simple enough to get you collisions in the X plane against walls. The same Rect could be used also be used in the Y plane against solids, but not with slopes - since with the collision routines in Pygame it checks the whole Rect (or mask), rather than perhaps just the bottom middle of the Rect. It seems in addition you need to have a number of "sprites" to check collisions with, that are 1x1 pixel in various places around the Player. What's the easiest way to do this, without having a bunch of 3, 4, or more separate "collision pixels" to check against slopes? Geoff

    Read the article

  • java memory allocation under linux

    - by pstanton
    I'm running 4 java processes with the following command: java -Xmx256m -jar ... and the system has 8Gb memory under fedora 12. however it is apparently going into swap. how can that be if 4 x 256m = 1Gb ? EDIT: also, how can all 8Gb of memory be used with so little memory allocated to basically the only thing running? is it java not garbage collecting because the OS tells it it doesn't need to or what? TOP: top - 20:13:57 up 3:55, 6 users, load average: 1.99, 2.54, 2.67 Tasks: 251 total, 6 running, 245 sleeping, 0 stopped, 0 zombie Cpu(s): 50.1%us, 2.9%sy, 0.0%ni, 45.1%id, 1.1%wa, 0.0%hi, 0.8%si, 0.0%st Mem: 8252304k total, 8195552k used, 56752k free, 34356k buffers Swap: 10354680k total, 74044k used, 10280636k free, 6624148k cached PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 1948 xxxxxxxx 20 0 1624m 240m 4020 S 96.8 3.0 164:33.75 java 1927 xxxxxxxx 20 0 139m 31m 27m R 91.8 0.4 38:34.55 postgres 1929 xxxxxxxx 20 0 1624m 200m 3984 S 86.2 2.5 183:24.88 java 1969 xxxxxxxx 20 0 1624m 292m 3984 S 65.6 3.6 154:06.76 java 1987 xxxxxxxx 20 0 137m 29m 27m R 28.5 0.4 75:49.82 postgres 1581 root 20 0 159m 18m 4712 S 22.5 0.2 52:42.54 Xorg 2411 xxxxxxxx 20 0 309m 9748 4544 S 20.9 0.1 45:05.08 gnome-system-mo 1947 xxxxxxxx 20 0 137m 28m 27m S 13.3 0.4 44:46.04 postgres 1772 xxxxxxxx 20 0 135m 25m 25m S 4.0 0.3 1:09.14 postgres 1966 xxxxxxxx 20 0 137m 29m 27m S 3.0 0.4 64:27.09 postgres 1773 xxxxxxxx 20 0 135m 732 624 S 1.0 0.0 0:24.86 postgres 2464 xxxxxxxx 20 0 15028 1156 744 R 0.7 0.0 0:49.14 top 344 root 15 -5 0 0 0 S 0.3 0.0 0:02.26 kdmflush 1 root 20 0 4124 620 524 S 0.0 0.0 0:00.88 init 2 root 15 -5 0 0 0 S 0.0 0.0 0:00.00 kthreadd 3 root RT -5 0 0 0 S 0.0 0.0 0:00.00 migration/0 4 root 15 -5 0 0 0 S 0.0 0.0 0:00.04 ksoftirqd/0

    Read the article

  • Why does my code dividing a 2D array into chunks fail?

    - by Borog
    I have a 2D-Array representing my world. I want to divide this huge thing into smaller chunks to make collision detection easier. I have a Chunk class that consists only of another 2D Array with a specific width and height and I want to iterate through the world, create new Chunks and add them to a list (or maybe a Map with Coordinates as the key; we'll see about that). world = new World(8192, 1024); Integer[][] chunkArray; for(int a = 0; a < map.getHeight() / Chunk.chunkHeight; a++) { for(int b = 0; b < map.getWidth() / Chunk.chunkWidth; b++) { Chunk chunk = new Chunk(); chunkArray = new Integer[Chunk.chunkWidth][Chunk.chunkHeight]; for(int x = Chunk.chunkHeight*a; x < Chunk.chunkHeight*(a+1); x++) { for(int y = Chunk.chunkWidth*b; y < Chunk.chunkWidth*(b+1); y++) { // Yes, the tileMap actually is [height][width] I'll have // to fix that somewhere down the line -.- chunkArray[y][x] = map.getTileMap()[x*a][y*b]; // TODO:Attach to chunk } } chunkList.add(chunk); } } System.out.println(chunkList.size()); The two outer loops get a new chunk in a specific row and column. I do that by dividing the overall size of the map by the chunkSize. The inner loops then fill a new chunkArray and attach it to the chunk. But somehow my maths is broken here. Let's assume the chunkHeight = chunkWidth = 64. For the first Array I want to start at [0][0] and go until [63][63]. For the next I want to start at [64][64] and go until [127][127] and so on. But I get an out of bounds exception and can't figure out why. Any help appreciated! Actually I think I know where the problem lies: chunkArray[y][x] can't work, because y goes from 0-63 just in the first iteration. Afterwards it goes from 64-127, so sure it is out of bounds. Still no nice solution though :/ EDIT: if(y < Chunk.chunkWidth && x < Chunk.chunkHeight) chunkArray[y][x] = map.getTileMap()[y][x]; This works for the first iteration... now I need to get the commonly accepted formula.

    Read the article

< Previous Page | 73 74 75 76 77 78 79 80 81 82 83 84  | Next Page >