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  • XNA 2D Top Down game - FOREACH didn't work for checking Enemy and Switch-Tile

    - by aldroid16
    Here is the gameplay. There is three condition. The player step on a Switch-Tile and it became false. 1) When the Enemy step on it (trapped) AND the player step on it too, the Enemy will be destroyed. 2) But when the Enemy step on it AND the player DIDN'T step on it too, the Enemy will be escaped. 3) If the Switch-Tile condition is true then nothing happened. The effect is activated when the Switch tile is false (player step on the Switch-Tile). Because there are a lot of Enemy and a lot of Switch-Tile, I have to use foreach loop. The problem is after the Enemy is ESCAPED (case 2) and step on another Switch-Tile again, nothing happened to the enemy! I didn't know what's wrong. The effect should be the same, but the Enemy pass the Switch tile like nothing happened (They should be trapped) Can someone tell me what's wrong? Here is the code : public static void switchUpdate(GameTime gameTime) { foreach (SwitchTile switch in switchTiles) { foreach (Enemy enemy in EnemyManager.Enemies) { if (switch.Active == false) { if (!enemy.Destroyed) { if (switch.IsCircleColliding(enemy.EnemyBase.WorldCenter, enemy.EnemyBase.CollisionRadius)) { enemy.EnemySpeed = 10; //reducing Enemy Speed if it enemy is step on the Tile (for about two seconds) enemy.Trapped = true; float elapsed = (float)gameTime.ElapsedGameTime.Milliseconds; moveCounter += elapsed; if (moveCounter> minMoveTime) { //After two seconds, if the player didn't step on Switch-Tile. //The Enemy escaped and its speed back to normal enemy.EnemySpeed = 60f; enemy.Trapped = false; } } } } else if (switch.Active == true && enemy.Trapped == true && switch.IsCircleColliding(enemy.EnemyBase.WorldCenter, enemy.EnemyBase.CollisionRadius) ) { //When the Player step on Switch-Tile and //there is an enemy too on this tile which was trapped = Destroy Enemy enemy.Destroyed = true; } } } }

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  • Realistic Jumping

    - by Seth Taddiken
    I want to make the jumping that my character does more realistic. This is what I've tried so far but it doesn't seem very realistic when the player jumps. I want it to jump up at a certain speed then slow down as it gets to the top then eventually stopping (for about one frame) and then slowly going back down but going faster and faster as it goes back down. I've been trying to make the speed at which the player jumps up slow down by one each frame then become negative and go down faster... but it doesn't work very well public bool isPlayerDown = true; public bool maxJumpLimit = false; public bool gravityReality = false; public bool leftWall = false; public bool rightWall = false; public float x = 76f; public float y = 405f; if (Keyboard.GetState().IsKeyDown(up) && this.isPlayerDown == true && this.y <= 405f) { this.isPlayerDown = false; } if (this.isPlayerDown == false && this.maxJumpLimit == false) { this.y = this.y - 6; } if (this.y <= 200) { this.maxJumpLimit = true; } if (this.isPlayerDown == true) { this.y = 405f; this.isPlayerDown = true; this.maxJumpLimit = false; } if (this.gravityReality == true) { this.y = this.y + 2f; this.gravityReality = false; } if (this.maxJumpLimit == true) { this.y = this.y + 2f; this.gravityReality = true; } if (this.y > 405f) { this.isPlayerDown = true; }

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  • How can I make smoother upwards/downwards controls in pygame?

    - by Zolani13
    This is a loop I use to interpret key events in a python game. # Event Loop for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_a: my_speed = -10; if event.key == pygame.K_d: my_speed = 10; if event.type == pygame.KEYUP: if event.key == pygame.K_a: my_speed = 0; if event.key == pygame.K_d: my_speed = 0; The 'A' key represents up, while the 'D' key represents down. I use this loop within a larger drawing loop, that moves the sprite using this: Paddle1.rect.y += my_speed; I'm just making a simple pong game (as my first real code/non-gamemaker game) but there's a problem between moving upwards <= downwards. Essentially, if I hold a button upwards (or downwards), and then press downwards (or upwards), now holding both buttons, the direction will change, which is a good thing. But if I then release the upward button, then the sprite will stop. It won't continue in the direction of my second input. This kind of key pressing is actually common with WASD users, when changing directions quickly. Few people remember to let go of the first button before pressing the second. But my program doesn't accommodate the habit. I think I understand the reason, which is that when I let go of my first key, the KEYUP event still triggers, setting the speed to 0. I need to make sure that if a key is released, it only sets the speed to 0 if another key isn't being pressed. But the interpreter will only go through one event at a time, I think, so I can't check if a key has been pressed if it's only interpreting the commands for a released key. This is my dilemma. I want set the key controls so that a player doesn't have to press one button at a time to move upwards <= downwards, making it smoother. How can I do that?

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  • TechEd 2012: Fast SQL Server

    - by Tim Murphy
    While I spend a certain amount of my time creating databases (coding around SQL Server and setup a server when I have to) it isn’t my bread and butter.  Since I have run into a number of time that SQL Server needed to be tuned I figured I would step out of my comfort zone and see what I can learn. Brent Ozar packed a mountain of information into his session on making SQL Server faster.  I’m not sure how he found time to hit all of his points since he was allowing the audience abuse him on Twitter instead of asking questions, but he managed it.  I also questioned his sanity since he appeared to be using a fruit laptop. He had my attention though when he stated that he had given up on telling people to not use “select *”. He posited that it could be fixed with hardware by caching the data in memory.  He continued by cautioning that having too many indexes could defeat this approach.  His logic was sound if not always practical, but it was a good place to start when determining the trade-offs you need to balance.  He was moving pretty fast, but I believe he was prescribing this solution predominately for OLTP database prior to moving on to data warehouse solutions. Much of the advice he gave for data warehouses is contained in the Microsoft Fast Track guidance so I won’t rehash it here.  To summarize the solution seems to be the proper balance memory, disk access speed and the speed of the pipes that get the data from storage to the CPU.  It appears to be sound guidance and the session gave enough information that going forward we should be able to find the details needed easily.  Just what the doctor ordered. del.icio.us Tags: SQL Server,TechEd,TechEd 2012,Database,Performance Tuning

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  • Animating sprites in HTML5 canvas

    - by fnx
    I'm creating a 2D platformer game with HTML5 canvas and javascript. I'm having a bit of a struggle with animations. Currently I animate by getting preloaded images from an array, and the code is really simple, in player.update() I call a function that does this: var animLength = this.animations[id].length; this.counter++; this.counter %= 3; if (this.counter == 2) this.spriteCounter++; this.spriteCounter %= animLength; return this.animations[id][this.spriteCounter]; There are a couple of problems with this one: When the player does 2 actions that require animating at the same time, animation speed doubles. Apparently this.counter++ is working twice at the same time. I imagine that if I start animating multiple sprites with this, the animation speed will multiply by the amount of sprites. Other issue is that I couldn't make the animation run only once instead of looping while key is held down. Someone told me that I should create a function Animation(animation id, isLooped boolean) and the use something like player.sprite = new Animation("explode", false) but I don't know how to make it work. Yes I'm a noob... :)

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  • Sound no longer changes when I plug in headphones in Ubuntu 12.04

    - by Victor9098
    In ubuntu 11.10 (I am not 100% about 11.04) when I plugged in my headphones the sound settings would automatically set themselves to my preferred setting (on 100% and then use the dial on the headphones to control). Then when I unplugged them the sound would go back to whatever I had been using previously. Since upgrading to 12.04 this has stopped working. Instead I have to adjust my sound settings after I plug in headphones and remember to turn down before unplugging. Does anybody know how to get this working again or has the feature been removed in 12.04?

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  • Whats a good host for an active vBulletin site?

    - by Kyle
    I've been switching hosts using a VPS each time and I'm just really not sure I'm finding the right VPS's. I've used a VPS from burst.net & rubyringtech and I just feel like it's slowly killing my site because of the slow speed. I really don't know if it's the network or the VPS itself but I really wish to fix this. When I TOP into the VPS peak times it shows this: top - 03:18:56 up 16:33, 1 user, load average: 1.33, 1.40, 1.33 Tasks: 30 total, 1 running, 29 sleeping, 0 stopped, 0 zombie Cpu(s): 27.2%us, 13.6%sy, 0.0%ni, 59.2%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Mem: 1048576k total, 679712k used, 368864k free, 0k buffers Swap: 0k total, 0k used, 0k free, 0k cached And pages take atleast a good 2-3 minutes to load. I have only like 50-60 members on the forum also. I had a shared hosting account and the forum was lightning fast.... Is a VPS a bad idea? :\ What should I do to fix this? I'm running lighttpd with xcache, and the latest mysql + php version. The server is a intel i7 2600 w/ 1gb uplink (I think the 1gb uplink is a lie because I've tested the network and the highest download speed I've seen was 20mb/s from a code.google page) All in all I've seen people talking about linode. Should I try them? I honestly don't need a dedicated server yet it's only 50-70 members online. What should I do? I really want a VPS because I enjoy root access. Does anyone have any suggestions?

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  • Why is my USB data transfer so slow?

    - by Dave M G
    Whenever I do any kind of file transfer using USB, whether to a USB stick, or with my Android phone, or anything else, it is ridiculously slow. It says 59.8 KB/sec, which would be an awesome speed if this were 1991 and I was using a modem to dial up to my local BBS. Surely USB technology is better than that...? 37 seconds to move less data than the equivelent of 1 MP3 file? Also, regardless of what it says about speed and time, the reality is much, much slower. I routinely see it say something like "37 seconds left" and have to wait for minutes. Sometimes, if I want to move large amounts of files, it can say it will take 8 hours or more. Is this normal? My computer may not be the most awesome on the market, and about a year old, but it's an i5 with 4GB RAM and modern components, so surely this isn't the hardware's fault. What can I do to get better USB data transfer performance? Also, I did look at this question, but my newbie eyes don't see anything that look like an actual solution, just a lot of discussion about what transfer rates could or should be. Update: As requested in the comments, I've generated a whole bunch of output from the command line, and put it on Ubuntu Pastebin. Please see it here.

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  • Predictive firing (in a tile-based game)

    - by n00bster
    I have a (turn-based) tile-based game, in which you can shoot at entities. You can move around with mouse and keyboard, it's all tile-based, except that bullets move "freely". I've got it all working just fine except that when I move, and the creatures shoot towards the player, they shoot towards the previous tiles.. resulting in ugly looking "miss hits" or lag. I think I need to implement some kind of predictive firing based on the bullet speed and the distance, but I don't quite know how to implement such a thing... Here's a simplified snip of my firing code. class Weapon { public void fire(int x, int y) { ... ... ... Creature owner = getOwner(); Tile targetTile = Zone.getTileAt(x, y); float dist = Vector.distance(owner.getCenterPosition(), targetTile.getCenterPosition()); Bullet b = new Bullet(); b.setPosition(owner.getCenterPosition()); // Take dist into account in the duration to get constant speed regardless of distance float duration = dist / 600f; // Moves the bullet to the centre of the target tile in the given amount of time (in seconds) b.moveTo(targetTile.getCenterPosition(), duration); // This is what I'm after // Vector v = predict the position // b.moveTo(v, duration); Zone.add(bullet); // Now the bullet gets "ticked" and moveTo will be implemented } } Movement of creatures is as simple as setting the position variable. If you need more information, just ask.

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  • what's wrong with my lookAt and move forward code?

    - by alaslipknot
    so am still in the process of getting familiar with libGdx and one of the fun things i love to do is to make basics method for reusability on future projects, and for now am stacked on getting a Sprite rotate toward target (vector2) and then move forward based on that rotation the code am using is this : // set angle public void lookAt(Vector2 target) { float angle = (float) Math.atan2(target.y - this.position.y, target.x - this.position.x); angle = (float) (angle * (180 / Math.PI)); setAngle(angle); } // move forward public void moveForward() { this.position.x += Math.cos(getAngle())*this.speed; this.position.y += Math.sin(getAngle())*this.speed; } and this is my render method : @Override public void render(float delta) { // TODO Auto-generated method stub Gdx.gl.glClearColor(0, 0, 0.0f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // groupUpdate(); Vector3 mousePos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0); camera.unproject(mousePos); ball.lookAt(new Vector2(mousePos.x, mousePos.y)); // if (Gdx.input.isTouched()) { ball.moveForward(); } batch.begin(); batch.draw(ball.getSprite(), ball.getPos().x, ball.getPos().y, ball .getSprite().getOriginX(), ball.getSprite().getOriginY(), ball .getSprite().getWidth(), ball.getSprite().getHeight(), .5f, .5f, ball.getAngle()); batch.end(); } the goal is to make the ball always look at the mouse cursor, and then move forward when i click, am also using this camera : // create the camera and the SpriteBatch camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); aaaand the result was so creepy lol Thank you

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  • Monday at Oracle OpenWorld 2012 - Must See Session: “Using the Right Tools, Techniques, and Technologies for Integration Projects”

    - by Lionel Dubreuil
    Don’t miss this “CON8669 - Using the Right Tools, Techniques, and Technologies for Integration Projects“ session with Timothy Hall - Sr. Director, Oracle: Date: Monday, Oct 1, Time: 3:15 PM - 4:15 PM Location: Moscone South - 308 Every integration project brings its own unique set of challenges. There are many tools and techniques to choose from. How do you ensure that you have a means of consistently and repeatedly making decisions about which tools, techniques, and technologies are used? In working with many customers around the globe, Oracle has developed a set of criteria to help evaluate a variety of common integration questions. This session explores these criteria and how they have been further organized into decision trees that offer a repeatable means for ensuring that project teams are given the same guidance from project to project. Using these techniques, the presentation shows how you can reduce risk and speed productivity for your projects Objectives for this session are to: Discuss common questions that arise at the start of integration projects Review various decision criteria and approaches for getting to a consistent set of answers Explore how these techniques can be used to reduce risk and speed productivity Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif";}

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  • colliding btRigidBody objects behave strangely when moving slowly

    - by Piku
    I'm trying to use Bullet Physics in my iOS game. The engine appears to be correctly compiled in that the demos work fine. In my game I have the player's ship and some enemy ships. They're defined as btRigidBody objects and btCollisionObjects and I'm using btSphereShapes for collision. At 'fast' speeds, collisions appear to happen sensibly - things collide and nothing goes 'weird'. If the speeds are very slow though and the player's ship touches a non-moving object the collision happens, but then the player's ship moves at incredible speed over the next few frames and appears a long distance from where it collided - completely out of proportion to the speed it was moving before impact. To move the things around I'm using setLinearVelocity() each frame, ticking the physics engine, then using getMotionState() to update the rendering code I have. Part of the issue might be I don't quite understand how to set the correct mass or what the best speeds are to use for anything. I'm mostly sticking numbers in and seeing what happens. Should I be using Bullet in this way, and are there any guidelines for deciding on the mass of objects? (am I right in assuming that in collisions heavier objects will force lighter objects to move more)

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  • Scaling sprite velocity / co-ordinatesin Android

    - by user22241
    I'm trying to find the answer to a question that I've had for a long time, but am having trouble finding it! I hope someone can help :-) I'm trying to find information on how to scale sprite velocity / movement / co-ordinates. What I mean by this is how do I get a sprite to move at the same speed relative to the screen size / DPI so that it takes the same amount of real-time to get from one side of the screen to the other? All of the posts pertaining to sprite scaling that I can find on the various forums relate to the size of the sprite, but this part of it I'm OK with so far, it's just that when I move a sprite, it kind of gets there at different speed depending on the dpi / resolution of the device. I hope I'm making sense. This is the code I have so far, instead of using explicit amounts, like 1, I'm using something like the following: platSpeedFloat= (1 * (dpi/160)); //Use '1' so on an MDPI screen, the sprite will move by 1 physical pixel Then basically what I'm doing is something like this: (all varialble previously declared) platSpeedSave+=platSpeedFloat; //Add the platSpeedFloat value to the current platSpeedSave value platSpeed=(int) platSpeedSave; //Cast to int so it can be checked in the following statement if (platSpeed==platSpeedSave) //Check the casted int value to float value stored previoiusly {floorY=floorY-platSpeed; //If they match then change the Y value platSpeedSave=0;} //Reset Would be grateful if someone could assists - hope I'm making sense. The above doesn't seems to work the sprite moves 'faster' on lower DPI screens. Thanks

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  • NoSQL Memcached API for MySQL: Latest Updates

    - by Mat Keep
    With data volumes exploding, it is vital to be able to ingest and query data at high speed. For this reason, MySQL has implemented NoSQL interfaces directly to the InnoDB and MySQL Cluster (NDB) storage engines, which bypass the SQL layer completely. Without SQL parsing and optimization, Key-Value data can be written directly to MySQL tables up to 9x faster, while maintaining ACID guarantees. In addition, users can continue to run complex queries with SQL across the same data set, providing real-time analytics to the business or anonymizing sensitive data before loading to big data platforms such as Hadoop, while still maintaining all of the advantages of their existing relational database infrastructure. This and more is discussed in the latest Guide to MySQL and NoSQL where you can learn more about using the APIs to scale new generations of web, cloud, mobile and social applications on the world's most widely deployed open source database The native Memcached API is part of the MySQL 5.6 Release Candidate, and is already available in the GA release of MySQL Cluster. By using the ubiquitous Memcached API for writing and reading data, developers can preserve their investments in Memcached infrastructure by re-using existing Memcached clients, while also eliminating the need for application changes. Speed, when combined with flexibility, is essential in the world of growing data volumes and variability. Complementing NoSQL access, support for on-line DDL (Data Definition Language) operations in MySQL 5.6 and MySQL Cluster enables DevOps teams to dynamically update their database schema to accommodate rapidly changing requirements, such as the need to capture additional data generated by their applications. These changes can be made without database downtime. Using the Memcached interface, developers do not need to define a schema at all when using MySQL Cluster. Lets look a little more closely at the Memcached implementations for both InnoDB and MySQL Cluster. Memcached Implementation for InnoDB The Memcached API for InnoDB is previewed as part of the MySQL 5.6 Release Candidate. As illustrated in the following figure, Memcached for InnoDB is implemented via a Memcached daemon plug-in to the mysqld process, with the Memcached protocol mapped to the native InnoDB API. Figure 1: Memcached API Implementation for InnoDB With the Memcached daemon running in the same process space, users get very low latency access to their data while also leveraging the scalability enhancements delivered with InnoDB and a simple deployment and management model. Multiple web / application servers can remotely access the Memcached / InnoDB server to get direct access to a shared data set. With simultaneous SQL access, users can maintain all the advanced functionality offered by InnoDB including support for Foreign Keys, XA transactions and complex JOIN operations. Benchmarks demonstrate that the NoSQL Memcached API for InnoDB delivers up to 9x higher performance than the SQL interface when inserting new key/value pairs, with a single low-end commodity server supporting nearly 70,000 Transactions per Second. Figure 2: Over 9x Faster INSERT Operations The delivered performance demonstrates MySQL with the native Memcached NoSQL interface is well suited for high-speed inserts with the added assurance of transactional guarantees. You can check out the latest Memcached / InnoDB developments and benchmarks here You can learn how to configure the Memcached API for InnoDB here Memcached Implementation for MySQL Cluster Memcached API support for MySQL Cluster was introduced with General Availability (GA) of the 7.2 release, and joins an extensive range of NoSQL interfaces that are already available for MySQL Cluster Like Memcached, MySQL Cluster provides a distributed hash table with in-memory performance. MySQL Cluster extends Memcached functionality by adding support for write-intensive workloads, a full relational model with ACID compliance (including persistence), rich query support, auto-sharding and 99.999% availability, with extensive management and monitoring capabilities. All writes are committed directly to MySQL Cluster, eliminating cache invalidation and the overhead of data consistency checking to ensure complete synchronization between the database and cache. Figure 3: Memcached API Implementation with MySQL Cluster Implementation is simple: 1. The application sends reads and writes to the Memcached process (using the standard Memcached API). 2. This invokes the Memcached Driver for NDB (which is part of the same process) 3. The NDB API is called, providing for very quick access to the data held in MySQL Cluster’s data nodes. The solution has been designed to be very flexible, allowing the application architect to find a configuration that best fits their needs. It is possible to co-locate the Memcached API in either the data nodes or application nodes, or alternatively within a dedicated Memcached layer. The benefit of this flexible approach to deployment is that users can configure behavior on a per-key-prefix basis (through tables in MySQL Cluster) and the application doesn’t have to care – it just uses the Memcached API and relies on the software to store data in the right place(s) and to keep everything synchronized. Using Memcached for Schema-less Data By default, every Key / Value is written to the same table with each Key / Value pair stored in a single row – thus allowing schema-less data storage. Alternatively, the developer can define a key-prefix so that each value is linked to a pre-defined column in a specific table. Of course if the application needs to access the same data through SQL then developers can map key prefixes to existing table columns, enabling Memcached access to schema-structured data already stored in MySQL Cluster. Conclusion Download the Guide to MySQL and NoSQL to learn more about NoSQL APIs and how you can use them to scale new generations of web, cloud, mobile and social applications on the world's most widely deployed open source database See how to build a social app with MySQL Cluster and the Memcached API from our on-demand webinar or take a look at the docs Don't hesitate to use the comments section below for any questions you may have 

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  • Integrating Windows Form Click Once Application into SharePoint 2007 &ndash; Part 2 of 4

    - by Kelly Jones
    In my last post, I explained why we decided to use a Click Once application to solve our business problem. To quickly review, we needed a way for our business users to upload documents to a SharePoint 2007 document library in mass, set the meta data, set the permissions per document, and to do so easily. Let’s look at the pieces that make up our solution.  First, we have the Windows Form application.  This app is deployed using Click Once and calls SharePoint web services in order to upload files and then calls web services to set the meta data (SharePoint columns and permissions).  Second, we have a custom action.  The custom action is responsible for providing our users a link that will launch the Windows app, as well as passing values to it via the query string.  And lastly, we have the web services that the Windows Form application calls.  For our solution, we used both out of the box web services and a custom web service in order to set the column values in the document library as well as the permissions on the documents. Now, let’s look at the technical details of each of these pieces.  (All of the code is downloadable from here: )   Windows Form application deployed via Click Once The Windows Form application, called “Custom Upload”, has just a few classes in it: Custom Upload -- the form FileList.xsd -- the dataset used to track the names of the files and their meta data values SharePointUpload -- this class handles uploading the file SharePointUpload uses an HttpWebRequest to transfer the file to the web server. We had to change this code from a WebClient object to the HttpWebRequest object, because we needed to be able to set the time out value.  public bool UploadDocument(string localFilename, string remoteFilename) { bool result = true; //Need to use an HttpWebRequest object instead of a WebClient object // so we can set the timeout (WebClient doesn't allow you to set the timeout!) HttpWebRequest req = (HttpWebRequest)WebRequest.Create(remoteFilename); try { req.Method = "PUT"; req.Timeout = 60 * 1000; //convert seconds to milliseconds req.AllowWriteStreamBuffering = true; req.Credentials = System.Net.CredentialCache.DefaultCredentials; req.SendChunked = false; req.KeepAlive = true; Stream reqStream = req.GetRequestStream(); FileStream rdr = new FileStream(localFilename, FileMode.Open, FileAccess.Read); byte[] inData = new byte[4096]; int bytesRead = rdr.Read(inData, 0, inData.Length); while (bytesRead > 0) { reqStream.Write(inData, 0, bytesRead); bytesRead = rdr.Read(inData, 0, inData.Length); } reqStream.Close(); rdr.Close(); System.Net.HttpWebResponse response = (HttpWebResponse)req.GetResponse(); if (response.StatusCode != HttpStatusCode.OK && response.StatusCode != HttpStatusCode.Created) { String msg = String.Format("An error occurred while uploading this file: {0}\n\nError response code: {1}", System.IO.Path.GetFileName(localFilename), response.StatusCode.ToString()); LogWarning(msg, "2ACFFCCA-59BA-40c8-A9AB-05FA3331D223"); result = false; } } catch (Exception ex) { LogException(ex, "{E9D62A93-D298-470d-A6BA-19AAB237978A}"); result = false; } return result; } The class also contains the LogException() and LogWarning() methods. When the application is launched, it parses the query string for some initial values.  The query string looks like this: string queryString = "Srv=clickonce&Sec=N&Doc=DMI&SiteName=&Speed=128000&Max=50"; This Srv is the path to the server (my Virtual Machine is name “clickonce”), the Sec is short for security – meaning HTTPS or HTTP, the Doc is the shortcut for which document library to use, and SiteName is the name of the SharePoint site.  Speed is used to calculate an estimate for download speed for each file.  We added this so our users uploading documents would realize how long it might take for clients in remote locations (using slow WAN connections) to download the documents. The last value, Max, is the maximum size that the SharePoint site will allow documents to be.  This allowed us to give users a warning that a file is too large before we even attempt to upload it. Another critical piece is the meta data collection.  We organized our site using SharePoint content types, so when the app loads, it gets a list of the document library’s content types.  The user then select one of the content types from the drop down list, and then we query SharePoint to get a list of the fields that make up that content type.  We used both an out of the box web service, and one that we custom built, in order to get these values. Once we have the content type fields, we then add controls to the form.  Which type of control we add depends on the data type of the field.  (DateTime pickers for date/time fields, etc)  We didn’t write code to cover every data type, since we were working with a limited set of content types and field data types. Here’s a screen shot of the Form, before and after someone has selected the content types and our code has added the custom controls:     The other piece of meta data we collect is the in the upper right corner of the app, “Users with access”.  This box lists the different SharePoint Groups that we have set up and by checking the boxes, the user can set the permissions on the uploaded documents. All of this meta data is collected and submitted to our custom web service, which then sets the values on the documents on the list.  We’ll look at these web services in a future post. In the next post, we’ll walk through the Custom Action we built.

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  • XNA RTS A* pathfinding issues

    - by Slayter
    I'm starting to develop an RTS game using the XNA framework in C# and am still in the very early prototyping stage. I'm working on the basics. I've got unit selection down and am currently working on moving multiple units. I've implemented an A* pathfinding algorithm which works fine for moving a single unit. However when moving multiple units they stack on top of each other. I tried fixing this with a variation of the boids flocking algorithm but this has caused units to sometimes freeze and get stuck trying to move but going no where. Ill post the related methods for moving the units below but ill only post a link to the pathfinding class because its really long and i don't want to clutter up the page. These parts of the code are in the update method for the main controlling class: if (selectedUnits.Count > 0) { int indexOfLeader = 0; for (int i = 0; i < selectedUnits.Count; i++) { if (i == 0) { indexOfLeader = 0; } else { if (Vector2.Distance(selectedUnits[i].position, destination) < Vector2.Distance(selectedUnits[indexOfLeader].position, destination)) indexOfLeader = i; } selectedUnits[i].leader = false; } selectedUnits[indexOfLeader].leader = true; foreach (Unit unit in selectedUnits) unit.FindPath(destination); } foreach (Unit unit in units) { unit.Update(gameTime, selectedUnits); } These three methods control movement in the Unit class: public void FindPath(Vector2 destination) { if (path != null) path.Clear(); Point startPoint = new Point((int)position.X / 32, (int)position.Y / 32); Point endPoint = new Point((int)destination.X / 32, (int)destination.Y / 32); path = pathfinder.FindPath(startPoint, endPoint); pointCounter = 0; if (path != null) nextPoint = path[pointCounter]; dX = 0.0f; dY = 0.0f; stop = false; } private void Move(List<Unit> units) { if (nextPoint == position && !stop) { pointCounter++; if (pointCounter <= path.Count - 1) { nextPoint = path[pointCounter]; if (nextPoint == position) stop = true; } else if (pointCounter >= path.Count) { path.Clear(); pointCounter = 0; stop = true; } } else { if (!stop) { map.occupiedPoints.Remove(this); Flock(units); // Move in X ********* TOOK OUT SPEED ********** if ((int)nextPoint.X > (int)position.X) { position.X += dX; } else if ((int)nextPoint.X < (int)position.X) { position.X -= dX; } // Move in Y if ((int)nextPoint.Y > (int)position.Y) { position.Y += dY; } else if ((int)nextPoint.Y < (int)position.Y) { position.Y -= dY; } if (position == nextPoint && pointCounter >= path.Count - 1) stop = true; map.occupiedPoints.Add(this, position); } if (stop) { path.Clear(); pointCounter = 0; } } } private void Flock(List<Unit> units) { float distanceToNextPoint = Vector2.Distance(position, nextPoint); foreach (Unit unit in units) { float distance = Vector2.Distance(position, unit.position); if (unit != this) { if (distance < space && !leader && (nextPoint != position)) { // create space dX += (position.X - unit.position.X) * 0.1f; dY += (position.Y - unit.position.Y) * 0.1f; if (dX > .05f) nextPoint.X = nextPoint.X - dX; else if (dX < -.05f) nextPoint.X = nextPoint.X + dX; if (dY > .05f) nextPoint.Y = nextPoint.Y - dY; else if (dY < -.05f) nextPoint.Y = nextPoint.Y + dY; if ((dX < .05f && dX > -.05f) && (dY < .05f && dY > -.05f)) stop = true; path[pointCounter] = nextPoint; Console.WriteLine("Make Space: " + dX + ", " + dY); } else if (nextPoint != position && !stop) { dX = speed; dY = speed; Console.WriteLine(dX + ", " + dY); } } } } And here's the link to the pathfinder: https://docs.google.com/open?id=0B_Cqt6txUDkddU40QXBMeTR1djA I hope this post wasn't too long. Also please excuse the messiness of the code. As I said before this is early prototyping. Any help would be appreciated. Thanks!

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  • Actionscript 3.0 - Enemies do not move right in my platformer game

    - by Christian Basar
    I am making a side-scrolling platformer game in Flash (Actionscript 3.0). I have made lots of progress lately, but I have come across a new problem. I will give some background first. My game level's terrain (or 'floor') is referenced by a MovieClip variable called 'floor.' My desire is to have the Player and enemy characters walk along the terrain. I have gotten the Player character to move on the terrain just fine; he walks up/down hills and falls whenever there is no ground beneath him. Here is the code I created to allow the Player to follow the terrain correctly. Much more code is used to control the Player, but only this code deals with the Player character's following of the terrain and gravity. // If the Player's not on the ground (not touching the 'floor' MovieClip)... if (!onGround) { // Disable ducking downKeyPressed = false; // Increase the Player's 'y' position by his 'y' velocity player.y += playerYVel; } // Increase the 'playerYVel' variable so that the Player will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the player // when he's off the ground. playerYVel += gravity; // Give the Player a terminal velocity of 15 px/frame if (playerYVel > 15) { playerYVel = 15; } // If the Player has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(player.x, player.y, true)) { player.y += playerYVel; // The Player is not on the ground when he's not touching it onGround = false; } Since getting this code to work for the Player, I have created a 'SkullDemon' class, which is one of the planned enemies for my game. I want the 'SkullDemon' objects to move along the terrain like the Player does. With lots of great help, I have already coded the EventListeners, etc. necessary for the 'SkullDemons' to move. Unfortunately, I am having trouble getting them to move along the terrain. In fact, they do not touch the terrain at all; they move along the top of the boundary of the 'floor' MovieClip! I had a simple text diagram showing what I mean, but unfortunately Stackoverflow does not format it correctly. I hope my problem is clear from my description. Strangely enough, my code for the Player's movement and the 'SkullDemon's' movement is almost exactly the same, yet the 'SkullDemons' do not move like the Player does. Here is my code for the SkullDemon movement: // Move all of the Skull Demons using this method protected function moveSkullDemons():void { // Go through the whole 'skullDemonContainer' for (var skullDi:int = 0; skullDi < skullDemonContainer.numChildren; skullDi++) { // Set the SkullDemon 'instance' variable to equal the current SkullDemon skullDIns = SkullDemon(skullDemonContainer.getChildAt(skullDi)); // For now, just move the Skull Demons left at 5 units per second skullDIns.x -= 5; // If the Skull Demon has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { // Increase the Skull Demon's 'y' position by his 'y' velocity skullDIns.y += skullDIns.sdYVel; // The Skull Demon is not on the ground when he's not touching it skullDIns.sdOnGround = false; } // Increase the 'sdYVel' variable so that the Skull Demon will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the Skull Demon // when he's off the ground. if (! skullDIns.sdOnGround) { skullDIns.sdYVel += skullDIns.sdGravity; // Give the Skull Demon a terminal velocity of 15 px/frame if (skullDIns.sdYVel > 15) { skullDIns.sdYVel = 15; } } // What happens when the Skull Demon lands on the ground after a fall? // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre for (var i:int = 0; i < 10; i++) { // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre if (floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { skullDIns.y = skullDIns.y; // Set the Skull Demon's y-axis speed to 0 skullDIns.sdYVel = 0; // The Skull Demon is on the ground again skullDIns.sdOnGround = true; } } } } // End of 'moveSkullDemons()' function It is almost like the 'SkullDemons' are interacting with the 'floor' MovieClip using the hitTestObject() function, and not the hitTestPoint() function which is what I want, and which works for the Player character. I am confused about this problem and would appreciate any help you could give me. Thanks!

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  • Better way to load level content in XNA?

    - by user2002495
    Currently I loaded all my assets in XNA in the main Game class. What I want to achieve later is that I only load specific assets for specific levels (the game will consist of many levels). Here is how I load my main assets into the main class: protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); plane = new Player(Content.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; lvl1 = new Level1(Content.Load<Texture2D>(@"Levels/bgLvl1"), Content.Load<Texture2D>(@"Levels/bgLvl1-other"), new Vector2(0, 0), new Vector2(0, -600)); CommonBullet.LoadContent(Content); CommonEnemyBullet.LoadContent(Content); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); plane.Update(gameTime); lvl1.Update(gameTime); foreach (CommonEnemy ce in cel) { if (ce.CollidesWith(plane)) { ce.hasSpawn = false; } foreach (CommonBullet b in plane.commonBulletList) { if (b.CollidesWith(ce)) { ce.hasSpawn = false; } } ce.Update(gameTime); } LoadCommonEnemy(); base.Update(gameTime); } private void LoadCommonEnemy() { int randY = rand.Next(-600, -10); int randX = rand.Next(0, 750); if (cel.Count < 3) { cel.Add(new CommonEnemy(Content.Load<Texture2D>(@"Enemy/Common/commonEnemySprite"), 7, 2, "left", randX, randY)); } for (int i = 0; i < cel.Count; i++) { if (!cel[i].hasSpawn) { cel.RemoveAt(i); i--; } } } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(); lvl1.Draw(spriteBatch); plane.Draw(spriteBatch); foreach (CommonEnemy ce in cel) { ce.Draw(spriteBatch); } spriteBatch.End(); base.Draw(gameTime); } I wish to load my players, enemies, all in Level1 class. However, when I move my player & enemy code into the Level1 class, the gameTime returns null. Here is my Level1 class: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Input; using SpaceShooter_Beta.Animation.PlayerCollection; using SpaceShooter_Beta.Animation.EnemyCollection.Common; namespace SpaceShooter_Beta.Levels { public class Level1 { public Texture2D bgTexture1, bgTexture2; public Vector2 bgPos1, bgPos2; public float speed = 5f; Player plane; public Level1(Texture2D texture1, Texture2D texture2, Vector2 pos1, Vector2 pos2) { this.bgTexture1 = texture1; this.bgTexture2 = texture2; this.bgPos1 = pos1; this.bgPos2 = pos2; } public void LoadContent(ContentManager cm) { plane = new Player(cm.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; } public void Draw(SpriteBatch sb) { sb.Draw(bgTexture1, bgPos1, Color.White); sb.Draw(bgTexture2, bgPos2, Color.White); plane.Draw(sb); } public void Update(GameTime gt) { bgPos1.Y += speed; bgPos2.Y += speed; if (bgPos1.Y >= 600) { bgPos1.Y = -600; } if (bgPos2.Y >= 600) { bgPos2.Y = -600; } plane.Update(gt); } } } Of course when I did this, I delete all my player's code in the main Game class. All of that works fine (no errors) except that the game cannot start. The debugger says that plane.Update(gt); in Level 1 class has null GameTime, same thing with the Draw method in the Level class. Please help, I appreciate for the time. [EDIT] I know that using switch in the main class can be a solution. But I prefer a cleaner solution than that, since using switch still means I need to load all the assets through the main class, the code will be A LOT later on for each levels

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  • Why won't USB 3.0 external hard drive run at USB 3.0 speeds?

    - by jgottula
    I recently purchased a PCI Express x1 USB 3.0 controller card (containing the NEC USB 3.0 controller) with the intent of using a USB 3.0 external hard drive with my Linux box. I installed the card in an empty PCIe slot on my motherboard, connected the card to a power cable, strung a USB 3.0 cable between one of the new ports and my external HDD, and connected the HDD to a wall socket for power. Booting the system, the drive works 100% as intended, with the one exception of throughput: rather than using SuperSpeed 4.8 Gbps connectivity, it seems to be falling back to High Speed 480 Mbps USB 2.0-style throughput. Disk Utility shows it as a 480 Mbps device, and running a couple Disk Utility and dd benchmarks confirms that the drive fails to exceed ~40 MB/s (the approximate limit of USB 2.0), despite it being an SSD capable of far more than that. When I connect my USB 3.0 HDD, dmesg shows this: [ 3923.280018] usb 3-2: new high speed USB device using ehci_hcd and address 6 where I would expect to find this: [ 3923.280018] usb 3-2: new SuperSpeed USB device using xhci_hcd and address 6 My system was running on kernel 2.6.35-25-generic at the time. Then, I stumbled upon this forum thread by an individual who found that a bug, which was present in kernels prior to 2.6.37-rc5, could be the culprit for this type of problem. Consequently, I installed the 2.6.37-generic mainline Ubuntu kernel to determine if the problem would go away. It didn't, so I tried 2.6.38-rc3-generic, and even the 2.6.38 nightly from 2010.02.01, to no avail. In short, I'm trying to determine why, with USB 3.0 support in the kernel, my USB 3.0 drive fails to run at full SuperSpeed throughput. See the comments under this question for additional details. Output that might be relevant to the problem (when booting from 2.6.38-rc3): Relevant lines from dmesg: [ 19.589491] xhci_hcd 0000:03:00.0: PCI INT A -> GSI 17 (level, low) -> IRQ 17 [ 19.589512] xhci_hcd 0000:03:00.0: setting latency timer to 64 [ 19.589516] xhci_hcd 0000:03:00.0: xHCI Host Controller [ 19.589623] xhci_hcd 0000:03:00.0: new USB bus registered, assigned bus number 12 [ 19.650492] xhci_hcd 0000:03:00.0: irq 17, io mem 0xf8100000 [ 19.650556] xhci_hcd 0000:03:00.0: irq 47 for MSI/MSI-X [ 19.650560] xhci_hcd 0000:03:00.0: irq 48 for MSI/MSI-X [ 19.650563] xhci_hcd 0000:03:00.0: irq 49 for MSI/MSI-X [ 19.653946] xHCI xhci_add_endpoint called for root hub [ 19.653948] xHCI xhci_check_bandwidth called for root hub Relevant section of sudo lspci -v: 03:00.0 USB Controller: NEC Corporation uPD720200 USB 3.0 Host Controller (rev 03) (prog-if 30) Flags: bus master, fast devsel, latency 0, IRQ 17 Memory at f8100000 (64-bit, non-prefetchable) [size=8K] Capabilities: [50] Power Management version 3 Capabilities: [70] MSI: Enable- Count=1/8 Maskable- 64bit+ Capabilities: [90] MSI-X: Enable+ Count=8 Masked- Capabilities: [a0] Express Endpoint, MSI 00 Capabilities: [100] Advanced Error Reporting Capabilities: [140] Device Serial Number ff-ff-ff-ff-ff-ff-ff-ff Capabilities: [150] #18 Kernel driver in use: xhci_hcd Kernel modules: xhci-hcd Relevant section of sudo lsusb -v: Bus 012 Device 001: ID 1d6b:0003 Linux Foundation 3.0 root hub Device Descriptor: bLength 18 bDescriptorType 1 bcdUSB 3.00 bDeviceClass 9 Hub bDeviceSubClass 0 Unused bDeviceProtocol 3 bMaxPacketSize0 9 idVendor 0x1d6b Linux Foundation idProduct 0x0003 3.0 root hub bcdDevice 2.06 iManufacturer 3 Linux 2.6.38-020638rc3-generic xhci_hcd iProduct 2 xHCI Host Controller iSerial 1 0000:03:00.0 bNumConfigurations 1 Configuration Descriptor: bLength 9 bDescriptorType 2 wTotalLength 25 bNumInterfaces 1 bConfigurationValue 1 iConfiguration 0 bmAttributes 0xe0 Self Powered Remote Wakeup MaxPower 0mA Interface Descriptor: bLength 9 bDescriptorType 4 bInterfaceNumber 0 bAlternateSetting 0 bNumEndpoints 1 bInterfaceClass 9 Hub bInterfaceSubClass 0 Unused bInterfaceProtocol 0 Full speed (or root) hub iInterface 0 Endpoint Descriptor: bLength 7 bDescriptorType 5 bEndpointAddress 0x81 EP 1 IN bmAttributes 3 Transfer Type Interrupt Synch Type None Usage Type Data wMaxPacketSize 0x0004 1x 4 bytes bInterval 12 Hub Descriptor: bLength 9 bDescriptorType 41 nNbrPorts 4 wHubCharacteristic 0x0009 Per-port power switching Per-port overcurrent protection TT think time 8 FS bits bPwrOn2PwrGood 10 * 2 milli seconds bHubContrCurrent 0 milli Ampere DeviceRemovable 0x00 PortPwrCtrlMask 0xff Hub Port Status: Port 1: 0000.0100 power Port 2: 0000.0100 power Port 3: 0000.0100 power Port 4: 0000.0100 power Device Status: 0x0003 Self Powered Remote Wakeup Enabled Full, non-verbose lsusb: Bus 012 Device 001: ID 1d6b:0003 Linux Foundation 3.0 root hub Bus 011 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 010 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 009 Device 003: ID 04d9:0702 Holtek Semiconductor, Inc. Bus 009 Device 002: ID 046d:c068 Logitech, Inc. G500 Laser Mouse Bus 009 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 008 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 007 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 006 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 003 Device 006: ID 174c:5106 ASMedia Technology Inc. Bus 003 Device 004: ID 0bda:0151 Realtek Semiconductor Corp. Mass Storage Device (Multicard Reader) Bus 003 Device 002: ID 058f:6366 Alcor Micro Corp. Multi Flash Reader Bus 003 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 006: ID 1687:0163 Kingmax Digital Inc. Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 001 Device 002: ID 046d:081b Logitech, Inc. Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Full output: full dmesg full lspci full lsusb

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  • Why are only some of my objects being rendered?

    - by BleedObsidian
    Every time I create a new asteroid the previous one is no longer rendered? I did some debugging and printed out the size of Array-List 'Small' and when a new asteroid is created it doesn't go down, so the thread is still there it's just not being rendered, Why? StatePlay: package me.bleedobsidian.astroidjump; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; public class StatePlay extends BasicGameState { int stateID = 10; Player player; Asteroids asteroids; StatePlay(int stateID) { this.stateID = stateID; } @Override public int getID() { return stateID; } @Override public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { ResManager.loadImages(); player = new Player(); asteroids = new Asteroids(); } @Override public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException { g.setAntiAlias(true); player.render(g); asteroids.render(g); g.drawString("Asteroids: " + Asteroids.small.size(), 10, 25); } @Override public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { player.update(gc, delta); asteroids.update(delta); } } Asteroids: package me.bleedobsidian.astroidjump; import java.util.ArrayList; import java.util.Timer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; import org.newdawn.slick.SpriteSheet; public class Asteroids { public static ArrayList<Asteroid_Small> small = new ArrayList<Asteroid_Small>(); static SpriteSheet small_sprites = new SpriteSheet(ResManager.asteroids_small_ss, 32, 32); static Image small_1 = small_sprites.getSubImage(0, 0); static Image small_2 = small_sprites.getSubImage(1, 0); static Image small_3 = small_sprites.getSubImage(2, 0); static Image small_4 = small_sprites.getSubImage(3, 0); static boolean asteroids = true; static int diff = 0; Asteroids() { Task_Asteroids TaskA = new Task_Asteroids(); Timer timer = new Timer("Asteroids"); if(diff == 0) { timer.schedule(TaskA, 0, 4000); } else if(diff == 1) { timer.schedule(TaskA, 0, 3000); } } public static Image chooseSmallImage(int i) { if(i == 0) { return small_1; } else if(i == 1) { return small_2; } else if(i == 2) { return small_3; } else if(i == 3) { return small_4; } else { return small_1; } } public static void level_manager(float x) { if(x < 1000) { diff = 0; } else if(x < 2000) { diff = 1; } else if(x < 3000) { diff = 2; } else if(x < 5000) { diff = 3; } else if(x < 10000) { diff = 4; } else { diff = 5; } } public void update(int delta) { for(int s = 0; s < small.size(); s++) { Asteroid_Small as = small.get(s); as.update(delta); } } public void render(Graphics g) { for(int s = 0; s < small.size(); s++) { Asteroid_Small as = small.get(s); as.render(g); } } public static void setAsteroids(boolean tf) { asteroids = tf; } } Asteroid_Small: package me.bleedobsidian.astroidjump; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; public class Asteroid_Small { private static Image me; private static float x = 0; private static float y = 0; private static float speed = 0; private static float rotation = 0; private static float rotation_speed = 0; Asteroid_Small(Image i, float x, float y, float rs, float sp) { me = i; Asteroid_Small.x = x; Asteroid_Small.y = y; Asteroid_Small.rotation_speed = rs; Asteroid_Small.speed = sp; } public void update(int delta) { x -= speed * delta; rotation += rotation_speed * delta; me.setRotation(rotation); } public void render(Graphics g) { g.drawImage(me, x, y); } } Task_Asteroid: package me.bleedobsidian.astroidjump; import java.util.TimerTask; public class Task_Asteroids extends TimerTask { public void run() { if(Asteroids.diff == 0) { int randImage = (int) (Math.random() * 4); int randHeight = (int) (Math.random() * 480); Asteroids.small.add(new Asteroid_Small(Asteroids.chooseSmallImage(randImage), Player.x + 960, randHeight, 0.05f, 0.04f)); } } }

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  • The architecture and technologies to use for a secure, fast, reliable and easily scalable web application

    - by DSoul
    ^ For actual questions, skip to the lists down below I understand, that his is a vague topic, but please, before you turn the other way and disregard me, hear me out. I am currently doing research for a web application(I don't know if application is the correct word for it, but I will proceed w/ that for now), that one day might need to be everything mentioned in the title. I am bound by nothing. That means that every language, OS and framework is acceptable, but only if it proves it's usefulness. And if you are going to say, that scalability and speed depend on the code I write for this application, then I agree, but I am just trying to find something, that wouldn't stand in my way later on. I have done quite a bit reading on this subject, but I still don't have a clear picture, to what suits my needs, so I come to you, StackOverflow, to give me directions. I know you all must be wondering what I'm building, but I assure you, that it doesn't matter. I have heard of 12 factor app though, if you have any similar guidelines or what is, to suggest the please, go ahead. For the sake of keeping your answers as open as possible, I'm not gonna provide you my experience regarding anything written in this question. ^ Skippers, start here First off - the weights of the requirements are probably something like that (on a scale of 10): Security - 10 Speed - 5 Reliability (concurrency) - 7.5 Scalability - 10 Speed and concurrency are not a top priority, in the sense, that the program can be CPU intensive, and therefore slow, and only accept a not-that-high number of concurrent users, but both of these factors must be improvable by scaling the system Anyway, here are my questions: How many layers should the application have, so it would be future-proof and could best fulfill the aforementioned requirements? For now, what I have in mind is the most common version: Completely separated front end, that might be a web page or an MMI application or even both. Some middle-ware handling communication between the front and the back end. This is probably a server that communicates w/ the front end via HTTP. How the communication w/ the back end should be handled is probably dependent on the back end. The back end. Something that handles data through resources like DB and etc. and does various computations w/ the data. This, as the highest priority part of the software, must be easily spread to multiple computers later on and have no known security holes. I think ideally the middle-ware should send a request to a queue from where one of the back end processes takes this request, chops it up to smaller parts and buts these parts of the request back onto the same queue as the initial request, after what these parts will be then handled by other back end processes. Something *map-reduce*y, so to say. What frameworks, languages and etc. should these layers use? The technologies used here are not that important at this moment, you can ignore this part for now I've been pointed to node.js for this part. Do you guys know any better alternatives, or have any reasons why I should (not) use node.js for this particular job. I actually have no good idea, what to use for this job, there are too many options out there, so please direct me. This part (and the 2. one also, I think) depend a lot on the OS, so suggest any OSs alongside w/ the technologies/frameworks. Initially, all computers (or 1 for starters) hosting the back end are going to be virtual machines. Please do give suggestions to any part of the question, that you feel you have comprehensive knowledge and/or experience of. And also, point out if you feel that any part of the current set-up means an instant (or even distant) failure or if I missed a very important aspect to consider. I'm not looking for a definitive answer for how to achieve my goals, because there certainly isn't one, for I haven't provided you w/ all the required information. I'm just looking for recommendations and directions on what to look into. Also, bare in mind, that this isn't something that I have to get done quickly, to sell and let it be re-written by the new owner (which, I've been told for multiple times, is what I should aim for). I have all the time in the world and I really just want to learn doing something really high-end. Also, excuse me if my language isn't the best, I'm not a native. Anyway. Thanks in advance to anyone, who takes the time to help me out here. PS. When I do seem to come up w/ a good architecture/design for this project, I will certainly make it an open project and keep you guys up to date w/ it's development. As in what you could have told me earlier and etc. For obvious reasons the very same question got closed on SO, but could you guys still help me?.

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  • Python regex to parse text file, get the items in list and count the list

    - by Nemo
    I have a text file which contains some data. I m particularly interested in finding the count of the number of items in v_dims v_dims pattern in my text file looks like this : v_dims={ "Sales", "Product Family", "Sales Organization", "Region", "Sales Area", "Sales office", "Sales Division", "Sales Person", "Sales Channel", "Sales Order Type", "Sales Number", "Sales Person", "Sales Quantity", "Sales Amount" } So I m thinking of getting all the elements in v_dims and dumping them out in a Python list. Then compute the len(mylist) to get the count of the items. The challenge is in getting all the elements of v_dims from my text file and putting them in an empty list. I m particularly interested in items in v_dims in my text file. The text file has data in the form of v_dims pattern i showed in my original post. Some data has nested patterns of v_dims. Thanks. Here's what I have tried and failed. Any help is appreciated. TIA. import re fname = "C:\Users\XXXX\Test.mrk" with open(fname, "r") as fo: content_as_string = fo.read() match = re.findall(r'v_dims={\"(.+?)\"}',content_as_string) Though I have a big text file, Here's a snippet of what's the structure of my text file version "1"; // Computer generated object language file object 'MRKR' "Main" { Data_Type=2, HeaderBlock={ Version_String="6.3 (25)" }, Printer_Info={ Orientation=0, Page_Width=8.50000000, Page_Height=11.00000000, Page_Header="", Page_Footer="", Margin_type=0, Top_Margin=0.50000000, Left_Margin=0.50000000, Bottom_Margin=0.50000000, Right_Margin=0.50000000 }, Marker_Options={ Close_All="TRUE", Hide_Console="FALSE", Console_Left="FALSE", Console_Width=217, Main_Style="Maximized", MDI_Rect={ 0, 0, 892, 1063 } }, Dives={ { Dive="A", Windows={ { View_Index=0, Window_Info={ Window_Rect={ 0, -288, 400, 1008 }, Window_Style="Maximized Front", Window_Name="Theater [Previous Qtr Diveplan-Dive A]" }, Dependent_bool="FALSE", Colset={ Dive_Type="Normal", Dimension_Name="Theater", Action_List={ Actions={ { Action_Type="Select", select_type=5 }, { Action_Type="Select", select_type=0, Key_Names={ "Theater" }, Key_Indexes={ { "AMERICAS" } } }, { Action_Type="Focus", Focus_Rows="True" }, { Action_Type="Dimensions", v_dims={ "Theater", "Product Family", "Division", "Region", "Install at Country Name", "Connect Home Type", "Connect In Type", "SymmConnect Enabled", "Connect Home Refusal Reason", "Sales Order Channel Type", "Maintained By Group", "PS Flag", "Avalanche Flag", "Product Item Family" }, Xtab_Bool="False", Xtab_Flip="False" }, { Action_Type="Select", select_type=5 }, { Action_Type="Select", select_type=0, Key_Names={ "Theater", "Product Family", "Division", "Region", "Install at Country Name", "Connect Home Type", "Connect In Type", "SymmConnect Enabled", "Connect Home Refusal Reason", "Sales Order Channel Type", "Maintained By Group", "PS Flag", "Avalanche Flag" }, Key_Indexes={ { "AMERICAS", "ATMOS", "Latin America CS Division", "37000 CS Region", "Mexico", "", "", "", "", "DIRECT", "EMC", "N", "0" } } } } }, Num_Palette_cols=0, Num_Palette_rows=0 }, Format={ Window_Type="Tabular", Tabular={ Num_row_labels=8 } } } } } }, Widget_Set={ Widget_Layout="Vertical", Go_Button=1, Picklist_Width=0, Sort_Subset_Dimensions="TRUE", Order={ } }, Views={ { Data_Type=1, dbname="Previous Qtr Diveplan", diveline_dbname="Current Qtr Diveplan", logical_name="Current Qtr Diveplan", cols={ { name="Total TSS installs", column_type="Calc[Total TSS installs]", output_type="Number", format_string="." }, { name="TSS Valid Connectivity Records", column_type="Calc[TSS Valid Connectivity Records]", output_type="Number", format_string="." }, { name="% TSS Connectivity Record", column_type="Calc[% TSS Connectivity Record]", output_type="Number" }, { name="TSS Not Applicable", column_type="Calc[TSS Not Applicable]", output_type="Number", format_string="." }, { name="TSS Customer Refusals", column_type="Calc[TSS Customer Refusals]", output_type="Number", format_string="." }, { name="% TSS Refusals", column_type="Calc[% TSS Refusals]", output_type="Number" }, { name="TSS Eligible for Physical Connectivity", column_type="Calc[TSS Eligible for Physical Connectivity]", output_type="Number", format_string="." }, { name="TSS Boxes with Physical Connectivty", column_type="Calc[TSS Boxes with Physical Connectivty]", output_type="Number", format_string="." }, { name="% TSS Physical Connectivity", column_type="Calc[% TSS Physical Connectivity]", output_type="Number" } }, dim_cols={ { name="Model", column_type="Dimension[Model]", output_type="None" }, { name="Model", column_type="Dimension[Model]", output_type="None" }, { name="Connect In Type", column_type="Dimension[Connect In Type]", output_type="None" }, { name="Connect Home Type", column_type="Dimension[Connect Home Type]", output_type="None" }, { name="SymmConnect Enabled", column_type="Dimension[SymmConnect Enabled]", output_type="None" }, { name="Theater", column_type="Dimension[Theater]", output_type="None" }, { name="Division", column_type="Dimension[Division]", output_type="None" }, { name="Region", column_type="Dimension[Region]", output_type="None" }, { name="Sales Order Number", column_type="Dimension[Sales Order Number]", output_type="None" }, { name="Product Item Family", column_type="Dimension[Product Item Family]", output_type="None" }, { name="Item Serial Number", column_type="Dimension[Item Serial Number]", output_type="None" }, { name="Sales Order Deal Number", column_type="Dimension[Sales Order Deal Number]", output_type="None" }, { name="Item Install Date", column_type="Dimension[Item Install Date]", output_type="None" }, { name="SYR Last Dial Home Date", column_type="Dimension[SYR Last Dial Home Date]", output_type="None" }, { name="Maintained By Group", column_type="Dimension[Maintained By Group]", output_type="None" }, { name="PS Flag", column_type="Dimension[PS Flag]", output_type="None" }, { name="Connect Home Refusal Reason", column_type="Dimension[Connect Home Refusal Reason]", output_type="None", col_width=177 }, { name="Cust Name", column_type="Dimension[Cust Name]", output_type="None" }, { name="Sales Order Channel Type", column_type="Dimension[Sales Order Channel Type]", output_type="None" }, { name="Sales Order Type", column_type="Dimension[Sales Order Type]", output_type="None" }, { name="Part Model Key", column_type="Dimension[Part Model Key]", output_type="None" }, { name="Ship Date", column_type="Dimension[Ship Date]", output_type="None" }, { name="Model Number", column_type="Dimension[Model Number]", output_type="None" }, { name="Item Description", column_type="Dimension[Item Description]", output_type="None" }, { name="Customer Classification", column_type="Dimension[Customer Classification]", output_type="None" }, { name="CS Customer Name", column_type="Dimension[CS Customer Name]", output_type="None" }, { name="Install At Customer Number", column_type="Dimension[Install At Customer Number]", output_type="None" }, { name="Install at Country Name", column_type="Dimension[Install at Country Name]", output_type="None" }, { name="TLA Serial Number", column_type="Dimension[TLA Serial Number]", output_type="None" }, { name="Product Version", column_type="Dimension[Product Version]", output_type="None" }, { name="Avalanche Flag", column_type="Dimension[Avalanche Flag]", output_type="None" }, { name="Product Family", column_type="Dimension[Product Family]", output_type="None" }, { name="Project Number", column_type="Dimension[Project Number]", output_type="None" }, { name="PROJECT_STATUS", column_type="Dimension[PROJECT_STATUS]", output_type="None" } }, Available_Columns={ "Total TSS installs", "TSS Valid Connectivity Records", "% TSS Connectivity Record", "TSS Not Applicable", "TSS Customer Refusals", "% TSS Refusals", "TSS Eligible for Physical Connectivity", "TSS Boxes with Physical Connectivty", "% TSS Physical Connectivity", "Total Installs", "All Boxes with Valid Connectivty Record", "% All Connectivity Record", "Overall Refusals", "Overall Refusals %", "All Eligible for Physical Connectivty", "Boxes with Physical Connectivity", "% All with Physical Conectivity" }, Remaining_columns={ { name="Total Installs", column_type="Calc[Total Installs]", output_type="Number", format_string="." }, { name="All Boxes with Valid Connectivty Record", column_type="Calc[All Boxes with Valid Connectivty Record]", output_type="Number", format_string="." }, { name="% All Connectivity Record", column_type="Calc[% All Connectivity Record]", output_type="Number" }, { name="Overall Refusals", column_type="Calc[Overall Refusals]", output_type="Number", format_string="." }, { name="Overall Refusals %", column_type="Calc[Overall Refusals %]", output_type="Number" }, { name="All Eligible for Physical Connectivty", column_type="Calc[All Eligible for Physical Connectivty]", output_type="Number" }, { name="Boxes with Physical Connectivity", column_type="Calc[Boxes with Physical Connectivity]", output_type="Number" }, { name="% All with Physical Conectivity", column_type="Calc[% All with Physical Conectivity]", output_type="Number" } }, calcs={ { name="Total TSS installs", definition="Total[Total TSS installs]", ts_flag="Not TS Calc" }, { name="TSS Valid Connectivity Records", definition="Total[PS Boxes w/ valid connectivity record (1=yes)]", ts_flag="Not TS Calc" }, { name="% TSS Connectivity Record", definition="Total[PS Boxes w/ valid connectivity record (1=yes)] /Total[Total TSS installs]", ts_flag="Not TS Calc" }, { name="TSS Not Applicable", definition="Total[Bozes w/ valid connectivity record (1=yes)]-Total[Boxes Eligible (1=yes)]-Total[TSS Refusals]", ts_flag="Not TS Calc" }, { name="TSS Customer Refusals", definition="Total[TSS Refusals]", ts_flag="Not TS Calc" }, { name="% TSS Refusals", definition="Total[TSS Refusals]/Total[PS Boxes w/ valid connectivity record (1=yes)]", ts_flag="Not TS Calc" }, { name="TSS Eligible for Physical Connectivity", definition="Total[TSS Eligible]-Total[Exception]", ts_flag="Not TS Calc" }, { name="TSS Boxes with Physical Connectivty", definition="Total[PS Physical Connectivity] - Total[PS Physical Connectivity, SymmConnect Enabled=\"Capable not enabled\"]", ts_flag="Not TS Calc" }, { name="% TSS Physical Connectivity", definition="Total[Boxes w/ phys conn]/Total[Boxes Eligible (1=yes)]", ts_flag="Not TS Calc" }, { name="Total Installs", definition="Total[Total Installs]", ts_flag="Not TS Calc" }, { name="All Boxes with Valid Connectivty Record", definition="Total[Bozes w/ valid connectivity record (1=yes)]", ts_flag="Not TS Calc" }, { name="% All Connectivity Record", definition="Total[Bozes w/ valid connectivity record (1=yes)]/Total[Total Installs]", ts_flag="Not TS Calc" }, { name="Overall Refusals", definition="Total[Overall Refusals]", ts_flag="Not TS Calc" }, { name="Overall Refusals %", definition="Total[Overall Refusals]/Total[Bozes w/ valid connectivity record (1=yes)]", ts_flag="Not TS Calc" }, { name="All Eligible for Physical Connectivty", definition="Total[Boxes Eligible (1=yes)]-Total[Exception]", ts_flag="Not TS Calc" }, { name="Boxes with Physical Connectivity", definition="Total[Boxes w/ phys conn]-Total[Boxes w/ phys conn,SymmConnect Enabled=\"Capable not enabled\"]", ts_flag="Not TS Calc" }, { name="% All with Physical Conectivity", definition="Total[Boxes w/ phys conn]/Total[Boxes Eligible (1=yes)]", ts_flag="Not TS Calc" } }, merge_type="consolidate", merge_dbs={ { dbname="connectivityallproducts.mdl", diveline_dbname="/DI_PSREPORTING/connectivityallproducts.mdl" } }, skip_constant_columns="FALSE", categories={ { name="Geography", dimensions={ "Theater", "Division", "Region", "Install at Country Name" } }, { name="Mappings and Flags", dimensions={ "Connect Home Type", "Connect In Type", "SymmConnect Enabled", "Connect Home Refusal Reason", "Sales Order Channel Type", "Maintained By Group", "Customer Installable", "PS Flag", "Top Level Flag", "Avalanche Flag" } }, { name="Product Information", dimensions={ "Product Family", "Product Item Family", "Product Version", "Item Description" } }, { name="Sales Order Info", dimensions={ "Sales Order Deal Number", "Sales Order Number", "Sales Order Type" } }, { name="Dates", dimensions={ "Item Install Date", "Ship Date", "SYR Last Dial Home Date" } }, { name="Details", dimensions={ "Item Serial Number", "TLA Serial Number", "Part Model Key", "Model Number" } }, { name="Customer Infor", dimensions={ "CS Customer Name", "Install At Customer Number", "Customer Classification", "Cust Name" } }, { name="Other Dimensions", dimensions={ "Model" } } }, Maintain_Category_Order="FALSE", popup_info="false" } } };

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  • Call a Phone number and pass DTMF using the iPhone SDK

    - by datag
    Please suggest me to achieve the below requirement using iphone SDK. 1) Programatically Dial a Phone Number through the iPhone SDK 2) Send additional DTMF after the number is called. After googled found tel URL scheme is available to make a call. Not sure about sending DTMF tones. Please help me. https://developer.apple.com/iphone/library/featuredarticles/iPhoneURLScheme_Reference/Articles/PhoneLinks.html Thanks

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  • Lua on Android: Comment character

    - by markus_b
    I have a tiny LUA script which is supposed to disable call forwarding: require 'android' android.dialNumber('*21#') The problem is that the script only dials '*21' and omits the '#' character. Playing around It looks to me like the # character is treated as comment character as everything after it is ignored. I've tried singel and double quotes, escaping, \023, but nothing works. How can I dial '*21#' on android with LUA ?

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