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  • android game performance regarding timers

    - by iQue
    Im new to the game-dev world and I have a tendancy to over-simplify my code, and sometimes this costs me alot fo memory. Im using a custom TimerTask that looks like this: public class Task extends TimerTask { private MainGamePanel panel; public Task(MainGamePanel panel) { this.panel=panel; } /** * When the timer executes, this code is run. */ public void run() { panel.createEnemies(); } } this task calls this method from my view: public void createEnemies() { Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.female); if(enemyCounter < 24){ enemies.add(new Enemy(bmp, this)); } enemyCounter++; } Since I call this in the onCreate-method instead of in my views contructor (because My enemies need to get width and height of view). Im wondering if this will work when I have multiple levels in game (start a new intent). And if this kind of timer really is the best way to add a delay between the spawning-time of my enemies performance-wise. adding code for my timer if any1 came here cus they dont understand timers: private Timer timer1 = new Timer(); private long delay1 = 5*1000; // 5 sec delay public void surfaceCreated(SurfaceHolder holder) { timer1.schedule(new Task(this), 0, delay1); //I call my timer and add the delay thread.setRunning(true); thread.start(); }

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  • Autocomplete in Silverlight with Visual Studio 2010

    - by Sayre Collado
    Last week I keep searching on how to use the autocomplete in silverligth with visual studio 2010 but most of the examples that I find they are using a textbox or combobox for the autocomplete. I tried to study those examples and apply to the single autocomplete from tools on my silverlight project. And now this is the result. I will use a database again from my previous post (Silverlight Simple DataBinding in DataGrid) to show how the autocomplete works with database. This is the output: First, this is the setup for my autocomplete: //The tags for autocompletebox on XAML Second, my simple snippets: //Event for the autocomplete to send a text string to my function private void autoCompleteBox1_KeyUp(object sender, KeyEventArgs e) { autoCompleteBox1.Populating += (s, args) => { args.Cancel = true; var c = new Service1Client(); c.GetListByNameCompleted +=new EventHandler(c_GetListByNameCompleted); c.GetListByNameAsync(autoCompleteBox1.Text); }; } //Getting result from database void c_GetListByNameCompleted(object sender, GetListByNameCompletedEventArgs e) { autoCompleteBox1.ItemsSource = e.Result; autoCompleteBox1.PopulateComplete(); } The snippets above will show on how to use the autocompleteBox using the data from database that bind in DataGrid. But what if we want to show the result on DataGrid while the autocomplete changing the items source? Ok just add one line to c_GetListByNameCompleted void c_GetListByNameCompleted(object sender, GetListByNameCompletedEventArgs e) { autoCompleteBox1.ItemsSource = e.Result; autoCompleteBox1.PopulateComplete(); dataGrid1.ItemsSource = e.Result; }

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  • Manager/Container class vs static class methods

    - by Ben
    Suppose I a have a Widget class that is part of a framework used independently by many applications. I create Widget instances in many situations and their lifetimes vary. In addition to Widget's instance specified methods, I would like to be able to perform the follow class wide operations: Find a single Widget instance based on a unique id Iterate over the list of all Widgets Remove a widget from the set of all widgets In order support these operations, I have been considering two approaches: Container class - Create some container or manager class, WidgetContainer, which holds a list of all Widget instances, support iteration and provides methods for Widget addition, removal and lookup. For example in C#: public class WidgetContainer : IEnumerable<Widget { public void AddWidget(Widget); public Widget GetWidget(WidgetId id); public void RemoveWidget(WidgetId id); } Static class methods - Add static class methods to Widget. For example: public class Widget { public Widget(WidgetId id); public static Widget GetWidget(WidgetId id); public static void RemoveWidget(WidgetId id); public static IEnumerable<Widget AllWidgets(); } Using a container class has the added problem of how to access the container class. Make it a singleton?..yuck! Create some World object that provides access to all such container classes? I have seen many frameworks that use the container class approach, so what is the general consensus?

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  • When are Getters and Setters Justified

    - by Winston Ewert
    Getters and setters are often criticized as being not proper OO. On the other hand most OO code I've seen has extensive getters and setters. When are getters and setters justified? Do you try to avoid using them? Are they overused in general? If your favorite language has properties (mine does) then such things are also considered getters and setters for this question. They are same thing from an OO methodology perspective. They just have nicer syntax. Sources for Getter/Setter Criticism (some taken from comments to give them better visibility): http://www.javaworld.com/javaworld/jw-09-2003/jw-0905-toolbox.html http://typicalprogrammer.com/?p=23 http://c2.com/cgi/wiki?AccessorsAreEvil http://www.darronschall.com/weblog/2005/03/no-brain-getter-and-setters.cfm http://www.adam-bien.com/roller/abien/entry/encapsulation_violation_with_getters_and To state the criticism simply: Getters and Setters allow you to manipulate the internal state of objects from outside of the object. This violates encapsulation. Only the object itself should care about its internal state. And an example Procedural version of code. struct Fridge { int cheese; } void go_shopping(Fridge fridge) { fridge.cheese += 5; } Mutator version of code: class Fridge { int cheese; void set_cheese(int _cheese) { cheese = _cheese; } int get_cheese() { return cheese; } } void go_shopping(Fridge fridge) { fridge.set_cheese(fridge.get_cheese() + 5); } The getters and setters made the code much more complicated without affording proper encapsulation. Because the internal state is accessible to other objects we don't gain a whole lot by adding these getters and setters. The question has been previously discussed on Stack Overflow: http://stackoverflow.com/questions/565095/java-are-getters-and-setters-evil http://stackoverflow.com/questions/996179

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  • Looking for some OO design advice

    - by Andrew Stephens
    I'm developing an app that will be used to open and close valves in an industrial environment, and was thinking of something simple like this:- public static void ValveController { public static void OpenValve(string valveName) { // Implementation to open the valve } public static void CloseValve(string valveName) { // Implementation to close the valve } } (The implementation would write a few bytes of data to the serial port to control the valve - an "address" derived from the valve name, and either a "1" or "0" to open or close the valve). Another dev asked whether we should instead create a separate class for each physical valve, of which there are dozens. I agree it would be nicer to write code like PlasmaValve.Open() rather than ValveController.OpenValve("plasma"), but is this overkill? Also, I was wondering how best to tackle the design with a couple of hypothetical future requirements in mind:- We are asked to support a new type of valve requiring different values to open and close it (not 0 and 1). We are asked to support a valve that can be set to any position from 0-100, rather than simply "open" or "closed". Normally I would use inheritance for this kind of thing, but I've recently started to get my head around "composition over inheritance" and wonder if there is a slicker solution to be had using composition?

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  • Slick2D - Entities and rendering

    - by Zarkopafilis
    I have been trying to create my very first game for quite a while, followed some tutorials and stuff, but I am stuck at creating my entity system. I have made a class that extends the Entity class and here it is: public class Lazer extends Entity{//Just say that it is some sort of bullet private Play p;//Play class(State) private float x; private float y; private int direction; public Lazer(Play p, float x , float y, int direction){ this.p = p; this.x = x; this.y = y; this.direction = direction; p.ent.add(this); } public int getDirection(){ return direction; //this one specifies what value will be increased (x/y) at update } public float getX(){ return x; } public float getY(){ return y; } public void setY(float y){ this.y = y; } public void setX(float x){ this.x = x; } } The class seems pretty good , after speding some hours googling what would be the right thing. Now, on my Play class. I cant figure out how to draw them. (I have added them to an arraylist) On the update method , I update the lazers based on their direction: public void moveLazers(int delta){ for(int i=0;i<ent.size();i++){ Lazer l = ent.get(i); if(l.getDirection() == 1){ l.setX(l.getX() + delta * .1f); }else if(l.getDirection() == 2){ l.setX(l.getX() - delta * .1f); }else if(l.getDirection() == 3){ l.setY(l.getY() + delta * .1f); }else if(l.getDirection() == 4){ l.setY(l.getY() - delta * .1f); } } } Now , I am stuck at the render method. Anyway , is this the correct way of doing this or do I need to change stuff? Also I need to know if collision detection needs to be in the update method. Thanks in advance ~ Teo Ntakouris

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  • Entity system and rendering types

    - by Papi75
    I would like to implement entity system in my game and I've got some question about entity system and rendering. Currently, my renderer got two types of elements: Current design Mesh : A default renderable with a Material, a Geometry and a Transformable Sprite : A type of mesh with some methods like "flip" and "setRect" methods and a rect member (With an imposed geometry, a quad) This objects inherit from "Spacial" class. Questions: How can I handle this two types in an entity system? I'm thinking about using "MeshComponent" and "SpriteComponent", but if I do that, an entity could have a Mesh and a Sprite at the same type, it's look stupid, right? I thought the idea to have a parent "rendering" component : "RenderableComponent" for "MeshComponent" and "SpriteComponent" but it will be difficult to handle "cast" in the game (ex: did I need to ask entity-getComponent or SpineComponent, …) Thanks a lot for reading me! My entity system work like that: --------------------------------------------------------------------------- Entity* entity = world->createEntity(); MeshComponent* mesh = entity->addComponent<MeshComponent>(material); mesh->loadFromFile("monkey.obj"); PhysicComponent* physic = entity->addComponent<PhysicComponent>(); physic->setMass(5.4f); physic->setVelocity( 0.5f, 2.f ); --------------------------------------------------------------------------- class RenderingSystem { private: Scene scene; public: void onEntityAdded( Entity* entity ) { scene.addMesh( entity->getComponent<MeshComponent>() ); } } class PhysicSystem { private: World world; public: void onEntityAdded( Entity* entity ) { world.addBody( entity->getComponent<PhysicComponent>()->getBody() ); } void process( Entity* entity ) { PhysicComponent* physic = entity->getComponent<PhysicComponent>(); } } ---------------------------------------------------------------------------

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  • libgdx game not disposing

    - by Yesh
    My game does not exit entirely even after calling dispose() method. It loads a black screen when I launch it for the second time and works well if I kill the game manually and restart it. I get an error that says buffer not allocated with newUnsafeByteBuffer or already disposed when I try to dispose off the SpriteBatch object. This is were I suspect the problem to be. But not able to fix it entirely. Please help! Here is how I have built it (I have put the sample code here just to show you guys that there are no visible loop backs in dispose function, please correct me if I'm wrong)- In game screen, public void dispose() { AssetLoader.dispose(); render.dispose(); Gdx.app.exit(); } Under class AssetLoader- public void dispose(){ Texture.dispose(); sound.dispose(); } Under game render class - public void dispose(){ spritebatch.dispose(); //throws an error when I GameScreen.dispose is called font.dispose(); shaperender.dispose(); } I believe that my spritebatch isn't disposing which is causing the black screen but I cannot find a way to dispose it off successfully. Any help would be greatly appreciated.

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  • Restrict Tile Map to its boundaries

    - by Farooq Arshed
    I have loaded a tmx file in cocos2dx and now I am trying to implement panning. I have successfully implemented the panning first part where the map moves. Now I want to restrict the map so it does not display the map beyond its boundary where it shows black screen. I am confused as to how to implement it. Below is my code any help would be appreciated. bool HelloWorld::init() { if ( !CCLayer::init() ) { return false; } const char* tmx= "isometric_grass_and_water.tmx"; _tileMap = new CCTMXTiledMap(); _tileMap->initWithTMXFile(tmx); this->addChild(_tileMap); this->setTouchEnabled(true); return true; } void HelloWorld::ccTouchesBegan(CCSet *touches, CCEvent *event){ CCSetIterator it; for (it=touches->begin(); it!=touches->end(); ++it){ CCTouch* touch = (CCTouch*)it.operator*(); CCLog("touches id: %d", touch->getID()); oldLoc = touch->getLocationInView(); oldLoc = CCDirector::sharedDirector()->convertToGL(oldLoc); } } void HelloWorld::ccTouchesMoved(CCSet *touches, CCEvent *event) { if (touches->count() == 1) { CCTouch* touch = (CCTouch*)( touches->anyObject() ); this->moveScreen(touch); } else if (touches->count() == 2) { this->scaleScreen(touches); } } void HelloWorld::moveScreen(CCTouch* touch) { CCPoint currentLoc = touch->getLocationInView(); currentLoc = CCDirector::sharedDirector()->convertToGL(currentLoc); CCPoint moveTo = ccpSub(oldLoc, currentLoc); moveTo = ccpMult(moveTo, -1); oldLoc = currentLoc; this->setPosition(ccpAdd(this->getPosition(), ccp(moveTo.x, moveTo.y))); }

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  • Inheritance, commands and event sourcing

    - by Arthis
    In order not to redo things several times I wanted to factorize common stuff. For Instance, let's say we have a cow and a horse. The cow produces milk, the horse runs fast, but both eat grass. public class Herbivorous { public void EatGrass(int quantity) { var evt= Build.GrassEaten .WithQuantity(quantity); RaiseEvent(evt); } } public class Horse : Herbivorous { public void RunFast() { var evt= Build.FastRun; RaiseEvent(evt); } } public class Cow: Herbivorous { public void ProduceMilk() { var evt= Build.MilkProduced; RaiseEvent(evt); } } To eat Grass, the command handler should be : public class EatGrassHandler : CommandHandler<EatGrass> { public override CommandValidation Execute(EatGrass cmd) { Contract.Requires<ArgumentNullException>(cmd != null); var herbivorous= EventRepository.GetById<Herbivorous>(cmd.Id); if (herbivorous.IsNull()) throw new AggregateRootInstanceNotFoundException(); herbivorous.EatGrass(cmd.Quantity); EventRepository.Save(herbivorous, cmd.CommitId); } } so far so good. I get a Herbivorous object , I have access to its EatGrass function, whether it is a horse or a cow doesn't matter really. The only problem is here : EventRepository.GetById<Herbivorous>(cmd.Id) Indeed, let's imagine we have a cow that has produced milk during the morning and now wants to eat grass. The EventRepository contains an event MilkProduced, and then come the command EatGrass. With the CommandHandler, we are no longer in the presence of a cow and the herbivorious doesn't know anything about producing milk . what should it do? Ignore the event and continue , thus allowing the inheritance and "general" commands? or throw an exception to forbid execution, it would mean only CowEatGrass, and HorseEatGrass might exists as commands ? Thanks for your help, I am just beginning with these kinds of problem, and I would be glad to have some news from someone more experienced.

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  • Powershell variables to string

    - by Mike Koerner
    I'm new to powershell. I'm trying to write an error handler to wrap around my script.  Part of the error handler is dumping out some variable settings.  I spent a while trying to do this and couldn't google a complete solution so I thought I'd post something. I want to display the $myinvocation variable. In powershell you can do this PS C:\> $myInvocation for my purpose I want to create a stringbuilder object and append the $myinvocation info.  I tried this $sbOut = new-object System.Text.Stringbuilder $sbOut.appendLine($myinvocation) $sbOut.ToString() This produces                                    Capacity                                MaxCapacity                                     Length                                    --------                                -----------                                     ------                                          86                                 2147483647                                         45 System.Management.Automation.InvocationInfo This is not what I wanted so I tried $sbOut.appendLine(($myinvocation|format-list *)) This produced                                    Capacity                                MaxCapacity                                     Length                                    --------                                -----------                                     ------                                         606                                 2147483647                                        305 Microsoft.PowerShell.Commands.Internal.Format.FormatStartData Microsoft.PowerShell.Commands.Internal.Format.GroupStartData Micros oft.PowerShell.Commands.Internal.Format.FormatEntryData Microsoft.PowerShell.Commands.Internal.Format.GroupEndData Microsoft.Powe rShell.Commands.Internal.Format.FormatEndData Finally I figured out how to produce what I wanted: $sbOut = new-object System.Text.Stringbuilder [void]$sbOut.appendLine(($myinvocation|out-string)) $sbOut.ToString() MyCommand        : $sbOut = new-object System.Text.Stringbuilder                                    [void]$sbOut.appendLine(($myinvocation|out-string))                                      $sbOut.ToString()                    BoundParameters  : {} UnboundArguments : {} ScriptLineNumber : 0 OffsetInLine     : 0 HistoryId        : 13 ScriptName       : Line             : PositionMessage  : InvocationName   : PipelineLength   : 2 PipelinePosition : 1 ExpectingInput   : False CommandOrigin    : Runspace Note the [void] in front of the stringbuilder variable doesn't show the Capacity,MaxCapacity of the stringbuilder object.  The pipe to out-string makes the output a string. It's not pretty but it works.

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  • Alternatives to Component Based Architecture?

    - by Ben Lakey
    Usually when I develop a game I will use an architecture like what you see below. What other architectures are popular for simple game development? I'm concerned about having a narrow view of what exists out there for architectures beyond this. Is this an example of component-based architecture? Or is this something else? What would that look like? What alternatives exist? public abstract class ComponentBase { protected final Collection<ComponentBase> subComponents = new LinkedList<ComponentBase>(); private boolean enableInput; private boolean isVisible; protected ComponentBase(boolean enableInput, boolean isVisible) { this.enableInput = enableInput; this.isVisible = isVisible; } public void render(Graphics2D graphics) { for(ComponentBase gameComponent : this.subComponents) { if(gameComponent.isVisible()) { gameComponent.render(graphics); } } } public void input(InputData input) { for(ComponentBase gameComponent : this.subComponents) { if(gameComponent.inputIsEnabled()) { gameComponent.input(input); } } } ... getters/setters ... public void update(long elapsedTimeMillis) { for(ComponentBase gameComponent : this.subComponents) { gameComponent.update(elapsedTimeMillis); } } }

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  • Optimization ended up in casting an object at each method call

    - by Aybe
    I've been doing some optimization for the following piece of code : public void DrawLine(int x1, int y1, int x2, int y2, int color) { _bitmap.DrawLineBresenham(x1, y1, x2, y2, color); } After profiling it about 70% of the time spent was in getting a context for drawing and disposing it. I ended up sketching the following overload : public void DrawLine(int x1, int y1, int x2, int y2, int color, BitmapContext bitmapContext) { _bitmap.DrawLineBresenham(x1, y1, x2, y2, color, bitmapContext); } Until here no problems, all the user has to do is to pass a context and performance is really great as a context is created/disposed one time only (previously it was a thousand times per second). The next step was to make it generic in the sense it doesn't depend on a particular framework for rendering (besides .NET obvisouly). So I wrote this method : public void DrawLine(int x1, int y1, int x2, int y2, int color, IDisposable bitmapContext) { _bitmap.DrawLineBresenham(x1, y1, x2, y2, color, (BitmapContext)bitmapContext); } Now every time a line is drawn the generic context is casted, this was unexpected for me. Are there any approaches for fixing this design issue ? Note : _bitmap is a WriteableBitmap from WPF BitmapContext is from WriteableBitmapEx library DrawLineBresenham is an extension method from WriteableBitmapEx

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  • A Look Inside JSR 360 - CLDC 8

    - by Roger Brinkley
    If you didn't notice during JavaOne the Java Micro Edition took a major step forward in its consolidation with Java Standard Edition when JSR 360 was proposed to the JCP community. Over the last couple of years there has been a focus to move Java ME back in line with it's big brother Java SE. We see evidence of this in JCP itself which just recently merged the ME and SE/EE Executive Committees into a single Java Executive Committee. But just before that occurred JSR 360 was proposed and approved for development on October 29. So let's take a look at what changes are now being proposed. In a way JSR 360 is returning back to the original roots of Java ME when it was first introduced. It was indeed a subset of the JDK 4 language, but as Java progressed many of the language changes were not implemented in the Java ME. Back then the tradeoff was still a functionality, footprint trade off but the major market was feature phones. Today the market has changed and CLDC, while it will still target feature phones, will have it primary emphasis on embedded devices like wireless modules, smart meters, health care monitoring and other M2M devices. The major changes will come in three areas: language feature changes, library changes, and consolidating the Generic Connection Framework.  There have been three Java SE versions that have been implemented since JavaME was first developed so the language feature changes can be divided into changes that came in JDK 5 and those in JDK 7, which mostly consist of the project Coin changes. There were no language changes in JDK 6 but the changes from JDK 5 are: Assertions - Assertions enable you to test your assumptions about your program. For example, if you write a method that calculates the speed of a particle, you might assert that the calculated speed is less than the speed of light. In the example code below if the interval isn't between 0 and and 1,00 the an error of "Invalid value?" would be thrown. private void setInterval(int interval) { assert interval > 0 && interval <= 1000 : "Invalid value?" } Generics - Generics add stability to your code by making more of your bugs detectable at compile time. Code that uses generics has many benefits over non-generic code with: Stronger type checks at compile time. Elimination of casts. Enabling programming to implement generic algorithms. Enhanced for Loop - the enhanced for loop allows you to iterate through a collection without having to create an Iterator or without having to calculate beginning and end conditions for a counter variable. The enhanced for loop is the easiest of the new features to immediately incorporate in your code. In this tip you will see how the enhanced for loop replaces more traditional ways of sequentially accessing elements in a collection. void processList(Vector<string> list) { for (String item : list) { ... Autoboxing/Unboxing - This facility eliminates the drudgery of manual conversion between primitive types, such as int and wrapper types, such as Integer.  Hashtable<Integer, string=""> data = new Hashtable<>(); void add(int id, String value) { data.put(id, value); } Enumeration - Prior to JDK 5 enumerations were not typesafe, had no namespace, were brittle because they were compile time constants, and provided no informative print values. JDK 5 added support for enumerated types as a full-fledged class (dubbed an enum type). In addition to solving all the problems mentioned above, it allows you to add arbitrary methods and fields to an enum type, to implement arbitrary interfaces, and more. Enum types provide high-quality implementations of all the Object methods. They are Comparable and Serializable, and the serial form is designed to withstand arbitrary changes in the enum type. enum Season {WINTER, SPRING, SUMMER, FALL}; } private Season season; void setSeason(Season newSeason) { season = newSeason; } Varargs - Varargs eliminates the need for manually boxing up argument lists into an array when invoking methods that accept variable-length argument lists. The three periods after the final parameter's type indicate that the final argument may be passed as an array or as a sequence of arguments. Varargs can be used only in the final argument position. void warning(String format, String... parameters) { .. for(String p : parameters) { ...process(p);... } ... } Static Imports -The static import construct allows unqualified access to static members without inheriting from the type containing the static members. Instead, the program imports the members either individually or en masse. Once the static members have been imported, they may be used without qualification. The static import declaration is analogous to the normal import declaration. Where the normal import declaration imports classes from packages, allowing them to be used without package qualification, the static import declaration imports static members from classes, allowing them to be used without class qualification. import static data.Constants.RATIO; ... double r = Math.cos(RATIO * theta); Annotations - Annotations provide data about a program that is not part of the program itself. They have no direct effect on the operation of the code they annotate. There are a number of uses for annotations including information for the compiler, compiler-time and deployment-time processing, and run-time processing. They can be applied to a program's declarations of classes, fields, methods, and other program elements. @Deprecated public void clear(); The language changes from JDK 7 are little more familiar as they are mostly the changes from Project Coin: String in switch - Hey it only took us 18 years but the String class can be used in the expression of a switch statement. Fortunately for us it won't take that long for JavaME to adopt it. switch (arg) { case "-data": ... case "-out": ... Binary integral literals and underscores in numeric literals - Largely for readability, the integral types (byte, short, int, and long) can also be expressed using the binary number system. and any number of underscore characters (_) can appear anywhere between digits in a numerical literal. byte flags = 0b01001111; long mask = 0xfff0_ff08_4fff_0fffl; Multi-catch and more precise rethrow - A single catch block can handle more than one type of exception. In addition, the compiler performs more precise analysis of rethrown exceptions than earlier releases of Java SE. This enables you to specify more specific exception types in the throws clause of a method declaration. catch (IOException | InterruptedException ex) { logger.log(ex); throw ex; } Type Inference for Generic Instance Creation - Otherwise known as the diamond operator, the type arguments required to invoke the constructor of a generic class can be replaced with an empty set of type parameters (<>) as long as the compiler can infer the type arguments from the context.  map = new Hashtable<>(); Try-with-resource statement - The try-with-resources statement is a try statement that declares one or more resources. A resource is an object that must be closed after the program is finished with it. The try-with-resources statement ensures that each resource is closed at the end of the statement.  try (DataInputStream is = new DataInputStream(...)) { return is.readDouble(); } Simplified varargs method invocation - The Java compiler generates a warning at the declaration site of a varargs method or constructor with a non-reifiable varargs formal parameter. Java SE 7 introduced a compiler option -Xlint:varargs and the annotations @SafeVarargs and @SuppressWarnings({"unchecked", "varargs"}) to supress these warnings. On the library side there are new features that will be added to satisfy the language requirements above and some to improve the currently available set of APIs.  The library changes include: Collections update - New Collection, List, Set and Map, Iterable and Iteratator as well as implementations including Hashtable and Vector. Most of the work is too support generics String - New StringBuilder and CharSequence as well as a Stirng formatter. The javac compiler  now uses the the StringBuilder instead of String Buffer. Since StringBuilder is synchronized there is a performance increase which has necessitated the wahat String constructor works. Comparable interface - The comparable interface works with Collections, making it easier to reuse. Try with resources - Closeable and AutoCloseable Annotations - While support for Annotations is provided it will only be a compile time support. SuppressWarnings, Deprecated, Override NIO - There is a subset of NIO Buffer that have been in use on the of the graphics packages and needs to be pulled in and also support for NIO File IO subset. Platform extensibility via Service Providers (ServiceLoader) - ServiceLoader interface dos late bindings of interface to existing implementations. It helpe to package an interface and behavior of the implementation at a later point in time.Provider classes must have a zero-argument constructor so that they can be instantiated during loading. They are located and instantiated on demand and are identified via a provider-configuration file in the METAINF/services resource directory. This is a mechansim from Java SE. import com.XYZ.ServiceA; ServiceLoader<ServiceA> sl1= new ServiceLoader(ServiceA.class); Resources: META-INF/services/com.XYZ.ServiceA: ServiceAProvider1 ServiceAProvider2 ServiceAProvider3 META-INF/services/ServiceB: ServiceBProvider1 ServiceBProvider2 From JSR - I would rather use this list I think The Generic Connection Framework (GCF) was previously specified in a number of different JSRs including CLDC, MIDP, CDC 1.2, and JSR 197. JSR 360 represents a rare opportunity to consolidated and reintegrate parts that were duplicated in other specifications into a single specification, upgrade the APIs as well provide new functionality. The proposal is to specify a combined GCF specification that can be used with Java ME or Java SE and be backwards compatible with previous implementations. Because of size limitations as well as the complexity of the some features like InvokeDynamic and Unicode 6 will not be included. Additionally, any language or library changes in JDK 8 will be not be included. On the upside, with all the changes being made, backwards compatibility will still be maintained. JSR 360 is a major step forward for Java ME in terms of platform modernization, language alignment, and embedded support. If you're interested in following the progress of this JSR see the JSR's java.net project for details of the email lists, discussions groups.

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  • PostgreSQL, Ubuntu, NetBeans IDE (Part 3)

    - by Geertjan
    To complete the picture, let's use the traditional (that is, old) Hibernate mechanism, i.e., via XML files, rather than via the annotations shown yesterday. It's definitely trickier, with many more places where typos can occur, but that's why it's the old mechanism. I do not recommend this approach. I recommend the approach shown yesterday. The other players in this scenario include PostgreSQL, as outlined in the previous blog entries in this series. Here's the structure of the module, replacing the code shown yesterday: Here's the Employee class, notice that it has no annotations: import java.io.Serializable; import java.util.Date; public class Employees implements Serializable {         private int employeeId;     private String firstName;     private String lastName;     private Date dateOfBirth;     private String phoneNumber;     private String junk;     public int getEmployeeId() {         return employeeId;     }     public void setEmployeeId(int employeeId) {         this.employeeId = employeeId;     }     public String getFirstName() {         return firstName;     }     public void setFirstName(String firstName) {         this.firstName = firstName;     }     public String getLastName() {         return lastName;     }     public void setLastName(String lastName) {         this.lastName = lastName;     }     public Date getDateOfBirth() {         return dateOfBirth;     }     public void setDateOfBirth(Date dateOfBirth) {         this.dateOfBirth = dateOfBirth;     }     public String getPhoneNumber() {         return phoneNumber;     }     public void setPhoneNumber(String phoneNumber) {         this.phoneNumber = phoneNumber;     }     public String getJunk() {         return junk;     }     public void setJunk(String junk) {         this.junk = junk;     } } And here's the Hibernate configuration file: <?xml version="1.0"?> <!DOCTYPE hibernate-configuration PUBLIC       "-//Hibernate/Hibernate Configuration DTD 3.0//EN"     "http://hibernate.sourceforge.net/hibernate-configuration-3.0.dtd"> <hibernate-configuration>     <session-factory>         <property name="hibernate.connection.driver_class">org.postgresql.Driver</property>         <property name="hibernate.connection.url">jdbc:postgresql://localhost:5432/smithdb</property>         <property name="hibernate.connection.username">smith</property>         <property name="hibernate.connection.password">smith</property>         <property name="hibernate.connection.pool_size">1</property>         <property name="hibernate.default_schema">public"</property>         <property name="hibernate.transaction.factory_class">org.hibernate.transaction.JDBCTransactionFactory</property>         <property name="hibernate.current_session_context_class">thread</property>         <property name="hibernate.dialect">org.hibernate.dialect.PostgreSQLDialect</property>         <property name="hibernate.show_sql">true</property>         <mapping resource="org/db/viewer/employees.hbm.xml"/>     </session-factory> </hibernate-configuration> Next, the Hibernate mapping file: <?xml version="1.0"?> <!DOCTYPE hibernate-mapping PUBLIC       "-//Hibernate/Hibernate Mapping DTD 3.0//EN"       "http://hibernate.sourceforge.net/hibernate-mapping-3.0.dtd"> <hibernate-mapping>     <class name="org.db.viewer.Employees"            table="employees"            schema="public"            catalog="smithdb">         <id name="employeeId" column="employee_id" type="int">             <generator class="increment"/>         </id>         <property name="firstName" column="first_name" type="string" />         <property name="lastName" column="last_name" type="string" />         <property name="dateOfBirth" column="date_of_birth" type="date" />         <property name="phoneNumber" column="phone_number" type="string" />         <property name="junk" column="junk" type="string" />             </class>     </hibernate-mapping> Then, the HibernateUtil file, for providing access to the Hibernate SessionFactory: import java.net.URL; import org.hibernate.cfg.AnnotationConfiguration; import org.hibernate.SessionFactory; public class HibernateUtil {     private static final SessionFactory sessionFactory;         static {         try {             // Create the SessionFactory from standard (hibernate.cfg.xml)             // config file.             String res = "org/db/viewer/employees.cfg.xml";             URL myURL = Thread.currentThread().getContextClassLoader().getResource(res);             sessionFactory = new AnnotationConfiguration().configure(myURL).buildSessionFactory();         } catch (Throwable ex) {             // Log the exception.             System.err.println("Initial SessionFactory creation failed." + ex);             throw new ExceptionInInitializerError(ex);         }     }         public static SessionFactory getSessionFactory() {         return sessionFactory;     }     } Finally, the "createKeys" in the ChildFactory: @Override protected boolean createKeys(List list) {     Session session = HibernateUtil.getSessionFactory().getCurrentSession();     Transaction transac = null;     try {         transac = session.beginTransaction();         Query query = session.createQuery("from Employees");         list.addAll(query.list());     } catch (HibernateException he) {         Exceptions.printStackTrace(he);         if (transac != null){             transac.rollback();         }     } finally {         session.close();     }     return true; } Note that Constantine Drabo has a similar article here. Run the application and the result should be the same as yesterday.

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  • HTML5 data-* (custom data attribute)

    - by Renso
    Goal: Store custom data with the data attribute on any DOM element and retrieve it. Previously under HTML4 we used to use classes to store custom data, something to the affect of <input class="account void limit-5000 over-4999" /> and then have to parse the data out of the class In a book published by Peter-Paul Koch in 2007, ppk on JavaScript, he explains why and how to use custom attributes to make data more accessible to JavaScript, using name-value pairs. Accessing a custom attribute account-limit=5000 is much easier and more intuitive than trying to parse it out of a class, Plus, what if the class name for example "color-5" has a representative class definition in a CSS stylesheet that hides it away or worse some JavaScript plugin that automatically adds 5000 to it, or something crazy like that, just because it is a valid class name. As you can see there are quite a few reasons why using classes is a bad design and why it was important to define custom data attributes in HTML5. Syntax: You define the data attribute by simply prefixing any data item you want to store with any HTML element with "data-". For example to store our customers account data with a hidden input element: <input type="hidden" data-account="void" data-limit=5000 data-over=4999  /> How to access the data: account  -     element.dataset.account limit    -     element.dataset.limit You can also access it by using the more traditional get/setAttribute method or if using jQuery $('#element').attr('data-account','void') Browser support: All except for IE. There is an IE hack around this at http://gist.github.com/362081. Special Note: Be AWARE, do not use upper-case when defining your data elements as it is all converted to lower-case when reading it, so: data-myAccount="A1234" will not be found when you read it with: element.dataset.myAccount Use only lowercase when reading so this will work: element.dataset.myaccount

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  • Using Lerp to create a hovering effect for a GameObject

    - by OhMrBigshot
    I want to have a GameObject that has a "hovering" effect when the mouse is over it. What I'm having trouble with is actually having a color that gradually goes from one color to the next. I'm assuming Color.Lerp() is the best function for that, but I can't seem to get it working properly. Here's my CubeBehavior.cs's Update() function: private bool ReachedTop = false; private float t = 0f; private float final_t; private bool MouseOver = false; // Update is called once per frame void Update () { if (MouseOver) { t = Time.time % 1f; // using Time.time to get a value between 0 and 1 if (t >= 1f || t <= 0f) // If it reaches either 0 or 1... ReachedTop = ReachedTop ? false : true; if (ReachedTop) final_t = 1f - t; // Make it count backwards else final_t = t; print (final_t); // for debugging purposes renderer.material.color = Color.Lerp(Color.red, Color.green, final_t); } } void OnMouseEnter() { MouseOver = true; } void OnMouseExit() { renderer.material.color = Color.white; MouseOver = false; } Now, I've tried several approaches to making it reach 1 then count backwards till 0 including a multiplier that alternates between 1 and -1, but I just can't seem to get that effect. The value goes to 1 then resets at 0. Any ideas on how to do this?

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  • How do I check on non-transparent pixels in a bitmapdata?

    - by Opoe
    I'm still working on my window cleaning game from one of my previous questions I marked a contribution as my answer, but after all this time I can't get it to work and I have to many questions about this so I decided to ask some more about it. As a sequel on my mentioned previous question, my question to you is: How can I check whether or not a bitmapData contains non transparent pixels? Subquestion: Is this possible when the masked image is a movieclip? Shouldn't I use graphics instead? Information I have: A dirtywindow movieclip on the bottom layer and a clean window movieclip on layer 2(mc1) on the layer above. To hide the top layer(the dirty window) I assign a mask to it. Code // this creates a mask that hides the movieclip on top var mask_mc:MovieClip = new MovieClip(); addChild(mask_mc) //assign the mask to the movieclip it should 'cover' mc1.mask = mask_mc; With a brush(cursor) the player wipes of the dirt ( actualy setting the fill from the mask to transparent so the clean window appears) //add event listeners for the 'brush' brush_mc.addEventListener(MouseEvent.MOUSE_DOWN,brushDown); brush_mc.addEventListener(MouseEvent.MOUSE_UP,brushUp); //function to drag the brush over the mask function brushDown(dragging:MouseEvent):void{ dragging.currentTarget.startDrag(); MovieClip(dragging.currentTarget).addEventListener(Event.ENTER_FRAME,erase) ; mask_mc.graphics.moveTo(brush_mc.x,brush_mc.y); } //function to stop dragging the brush over the mask function brushUp(dragging:MouseEvent):void{ dragging.currentTarget.stopDrag(); MovieClip(dragging.currentTarget).removeEventListener(Event.ENTER_FRAME,erase); } //fill the mask with transparant pixels so the movieclip turns visible function erase(e:Event):void{ with(mask_mc.graphics){ beginFill(0x000000); drawRect(brush_mc.x,brush_mc.y,brush_mc.width,brush_mc.height); endFill(); } }

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  • How do I draw a point sprite using OpenGL ES on Android?

    - by nbolton
    Edit: I'm using the GL enum, which is incorrect since it's not part of OpenGL ES (see my answer). I should have used GL10, GL11 or GL20 instead. Here's a few snippets of what I have so far... void create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.getFileHandle("res/tiles2.png", FileType.Internal), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); } void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); } void renderSprite() { int handle = tiles.getTextureObjectHandle(); Gdx.gl.glBindTexture(GL.GL_TEXTURE_2D, handle); Gdx.gl.glEnable(GL.GL_POINT_SPRITE); Gdx.gl11.glTexEnvi(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); renderer.begin(GL.GL_POINTS); renderer.vertex(pos.x, pos.y, pos.z); renderer.end(); } create() is called once when the program starts, and renderSprites() is called for each sprite (so, pos is unique to each sprite) where the sprites are arranged in a sort-of 3D cube. Unfortunately though, this just renders a few white dots... I suppose that the texture isn't being bound which is why I'm getting white dots. Also, when I draw my sprites on anything other than 0 z-axis, they do not appear -- I read that I need to crease my zfar and znear, but I have no idea how to do this using libgdx (perhaps it's because I'm using ortho projection? What do I use instead?). I know that the texture is usable, since I was able to render it using a SpriteBatch, but I guess I'm not using it properly with OpenGL.

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  • How to design a scriptable communication emulator?

    - by Hawk
    Requirement: We need a tool that simulates a hardware device that communicates via RS232 or TCP/IP to allow us to test our main application which will communicate with the device. Current flow: User loads script Parse script into commands User runs script Execute commands Script / commands (simplified for discussion): Connect RS232 = RS232ConnectCommand Connect TCP/IP = TcpIpConnectCommand Send data = SendCommand Receive data = ReceiveCommand Disconnect = DisconnectCommand All commands implement the ICommand interface. The command runner simply executes a sequence of ICommand implementations sequentially thus ICommand must have an Execute exposure, pseudo code: void Execute(ICommunicator context) The Execute method takes a context argument which allows the command implementations to execute what they need to do. For instance SendCommand will call context.Send, etc. The problem RS232ConnectCommand and TcpIpConnectCommand needs to instantiate the context to be used by subsequent commands. How do you handle this elegantly? Solution 1: Change ICommand Execute method to: ICommunicator Execute(ICommunicator context) While it will work it seems like a code smell. All commands now need to return the context which for all commands except the connection ones will be the same context that is passed in. Solution 2: Create an ICommunicatorWrapper (ICommunicationBroker?) which follows the decorator pattern and decorates ICommunicator. It introduces a new exposure: void SetCommunicator(ICommunicator communicator) And ICommand is changed to use the wrapper: void Execute(ICommunicationWrapper context) Seems like a cleaner solution. Question Is this a good design? Am I on the right track?

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  • How To Scale Canvas In Android

    - by Daniel Braithwaite
    I am writing a android game using Canvas as the way to draw everything, the problem is that when i run it on different android phones the canvas dosn't change size i tried using canvas.scale() but that didn't make a i difference. The code i use for drawing is ... public void draw( Canvas c, int score ) { Obstical2[] obstmp = Queue.toArray(this.o); Coin[] cointmp = QueueC.toArray(this.c); for( int i = 0; i < obstmp.length; i++ ) { obstmp[i].draw(c); } for( int i = 0; i < cointmp.length; i++ ) { cointmp[i].draw(c); } c.drawText(String.format("%d", score ), 20, 50, textPaint); if( isWon && isStarted ) c.drawText("YOU WON", 20, 400, resPaint); else if( isLost && isStarted ) c.drawText("YOU LOST", 20, 400, resPaint); } The function above calls the draw functions for the entity's on the screen, theses function are as follows Draw Function For Obstical : public void draw( Canvas c ) { Log.i("D", "COIN"); coin.draw(c); } Draw Function For Coin : public void draw( Canvas c ) { obstical.draw(c); } How could i make the canvas re-size to it would look the same on any screen ? Cheers Daniel

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  • Gap in parallaxing background loop

    - by CinetiK
    The bug here is that my background kind of offset a bit itself from where it should draw and so I have this line. I have some troubles understanding why I get this bug when I set a speed that is different then 1,2,4,8,16,... In main class I set the speed depending on the player speed bgSpeed = -(int)playerMoveSpeed.X / 10; and here's my background class class ParallaxingBackground { Texture2D texture; Vector2[] positions; public int Speed { get; set;} public void Initialize(ContentManager content, String texturePath, int screenWidth, int speed) { texture = content.Load<Texture2D>(texturePath); this.Speed = speed; positions = new Vector2[screenWidth / texture.Width + 2]; for (int i = 0; i < positions.Length; i++) { positions[i] = new Vector2(i * texture.Width, 0); } } public void Update() { for (int i = 0; i < positions.Length; i++) { positions[i].X += Speed; if (Speed <= 0) { if (positions[i].X <= -texture.Width) { positions[i].X = texture.Width * (positions.Length - 1); } } else { if (positions[i].X >= texture.Width*(positions.Length - 1)) { positions[i].X = -texture.Width; } } } } public void Draw(SpriteBatch spriteBatch) { for (int i = 0; i < positions.Length; i++) { spriteBatch.Draw(texture, positions[i], Color.White); } } }

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  • Drawing text from update method in XNA

    - by Sigh-AniDe
    I am having a problem drawing the "Game Over!" text once the user is on the last tile. This is what I have: The Update and drawText methods are in a class named turtle: public void Update(float scalingFactor, int[,] map, SpriteBatch batch, SpriteFont font) { if (isMovable(mapX, mapY - 1, map)) { position.Y = position.Y - (int)scalingFactor; angle = 0.0f; Program.form.direction = ""; if (mapX == 17 && mapY == 1)// This is the last tile(Tested) { Program.form.BackColor = System.Drawing.Color.Red; drawText(batch, font); } } } public void drawText(SpriteBatch spritebatch, SpriteFont spriteFont) { textPosition.X = 200; // a vector2 textPosition.Y = 200; spritebatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spritebatch.DrawString(spriteFont, "Game Over!!!", textPosition, Color.Red); spritebatch.End(); } This update is in the Game1 class: protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); turtle.Update(scalingFactor, map, spriteBatch, font); base.Update(gameTime); } I have also added the font content to LoadContent: font = Content.Load<SpriteFont>("fontType"); What am I doing wrong? Why does the text not want to show on game completion? If I call the turtle.draw() in the main Draw method. The "Game Over" text stays on screen from the beggining. What am I missing? Thanks

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  • Grading an algorithm: Readability vs. Compactness

    - by amiregelz
    Consider the following question in a test \ interview: Implement the strcpy() function in C: void strcpy(char *destination, char *source); The strcpy function copies the C string pointed by source into the array pointed by destination, including the terminating null character. Assume that the size of the array pointed by destination is long enough to contain the same C string as source, and does not overlap in memory with source. Say you were the tester, how would you grade the following answers to this question? 1) void strcpy(char *destination, char *source) { while (*source != '\0') { *destination = *source; source++; destionation++; } *destionation = *source; } 2) void strcpy(char *destination, char *source) { while (*(destination++) = *(source++)) ; } The first implementation is straightforward - it is readable and programmer-friendly. The second implementation is shorter (one line of code) but less programmer-friendly; it's not so easy to understand the way this code is working, and if you're not familiar with the priorities in this code then it's a problem. I'm wondering if the first answer would show more complexity and more advanced thinking, in the tester's eyes, even though both algorithms behave the same, and although code readability is considered to be more important than code compactness. It seems to me that since making an algorithm this compact is more difficult to implement, it will show a higher level of thinking as an answer in a test. However, it is also possible that a tester would consider the first answer not good because it's not readable. I would also like to mention that this is not specific to this example, but general for code readability vs. compactness when implementing an algorithm, specifically in tests \ interviews.

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  • Why do I get this Debug Assertion Failed? Expression: list iterator not dereferenceable [migrated]

    - by Karel
    I'm trying this example in the (translated to dutch) book of Bjarne Stroustrup (C++): #include <vector> #include <list> #include "complex.h" complex ac[200]; std::vector<complex> vc; std::list<complex> l; template<class In, class Out> void Copy(In from, In too_far, Out to) { while(from != too_far) { *to = *from; ++to; ++from; } } void g(std::vector<complex>& vc , std::list<complex>& lc) { Copy(&ac[0], &ac[200], lc.begin()); // generates debug error Copy(lc.begin(), lc.end(), vc.begin()); // also generates debug error } void f() { ac[0] = complex(10,20); g(vc, l); } int main () { f(); } ** Compiling and Linking goes successful (0 errors/warnings)** But at runtime I get this error: Debug Assertion Failed! Program: path to exe file: \program files\ms vs studio 10.0\vc\include\list Line: 207 Expression: list iterator not dereferenceable For information on how your program can cause an assertion failure, see the Visual C++ documentation on asserts. (Press retry to debug the application)

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