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  • can I get .class from generic type argument?

    - by Mike S
    I have the following class: public abstract class MyClass<T extends Object> { protected T createNewFromData(Reader reader){ GSON.fromJSON(reader,T.class); // T.class isn't allowed :( } } How do I pass a Class<T instance into there? Is there some wierd and wacky work around? Is there a way to get a Class<T reference other than from a pre-instantiated Object of type T? It won't let me do this either: T t = new T(); Class<T> klass = t.class; ANSWER BELOW Thanks to the accepted answer, here is the solution: Type type = new TypeToken<T>(){}.getType(); return gson.fromJson(reader, type);

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  • Java : Using parent class method to access child class variable

    - by Jayant
    I have the following scenario : public class A { private int x = 5; public void print() { System.out.println(x); } } public class B extends A { private int x = 10; /*public void print() { System.out.println(x); }*/ public static void main(String[] args) { B b = new B(); b.print(); } } On executing the code, the output is : 5. How to access the child class(B's) variable(x) via the parent class method? Could this be done without overriding the print() method (i.e. uncommenting it in B)? [This is important because on overriding we will have to rewrite the whole code for the print() method again]

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  • How to test if Scala combinator parser matches a string

    - by W.P. McNeill
    I have a Scala combinator parser that handles comma-delimited lists of decimal numbers. object NumberListParser extends RegexParsers { def number: Parser[Double] = """\d+(\.\d*)?""".r ^^ (_.toDouble) def numbers: Parser[List[Double]] = rep1sep(number, ",") def itMatches(s: String): Boolean = parseAll(numbers, s) match { case _: Success[_] => true case _ => false } } The itMatches function returns true when given a string that matches the pattern. For example: NumberListParser.itMatches("12.4,3.141") // returns true NumberListParser.itMatches("bogus") // returns false Is there a more terse way to do this? I couldn't find one in the documentation, but my function sees a bit verbose, so I wonder if I'm overlooking something.

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  • Extending folder (LiveFolder?) class

    - by yamsha
    So, I noticed that I can organize apps into folders (HTC Incredible). However these folders are fairly limited in their capabilities. I want to implement an activity that extends the "base" folder activity (at the very least I want to add the ability to rearrange items in folders), but I can't figure out the class name... So, what's the name of the class that is used when adding a "New Folder" to the Home screen? PS I did take a look at the Android developer website. But the discussion there revolves mostly around content providers. I assume that's not quite what I need since I'd have to create a separate content provider for each new folder, or am I misunderstanding something?

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  • Java inheritance question

    - by user247866
    So I have 3 classes. Abstract class A Class B extends class A independent Class C In class D that contains the main method, I create a list of instances of class B List<B> b = method-call();` // the method returns a list of instances of class B Now in class C I have one method that is common to both A and B, and hence I don't want to duplicate it. I want to have one method that takes as input an instance of class A, as follows: public void some-method(LIst<A> a) However, when I do: C c = new C(). c. some-method(b) I get an error that some-method is not applicable for the argument List, instead it's expecting to get List. Is there a good way to fix this problem? Many thanks!

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  • Java Thread wait() => blocked?

    - by Chris
    According to http://java.sun.com/j2se/1.5.0/docs/api/java/lang/Thread.State.html calling wait() will result a thread to go in BLOCKED state. However this piece of code will result (after being called) in a Thread in WAITING State. class bThread extends Thread { public synchronized void run() { try { wait(); } catch (InterruptedException e) { e.printStackTrace(); } } } Have I got something wrong? Can anybody explain this behaviour to me? Any help would be appreciated!

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  • How to remove icon programatically (Android)

    - by user1865039
    By remove the below intent-filter in AndroidManifest.xml, it can remove the icon after install. <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> But i have try the below when on Boot than remove the Icon, but the icon still remain after reboot. I have add the permission, and this reboot receiver is work. public class BootBroadcastReceiver extends BroadcastReceiver { @Override public void onReceive(Context context, Intent intent) { PackageManager p = context.getApplicationContext().getPackageManager(); ComponentName componentName = new ComponentName("com.example.remove_icon","com.example.remove_icon.LauncherActivity"); p.setComponentEnabledSetting(componentName,PackageManager.COMPONENT_ENABLED_STATE_DISABLED, PackageManager.DONT_KILL_APP); } }

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  • how do I refactor this to make single function calls?

    - by stack.user.1
    I've been using this for a while updating mysql as needed. However I'm not too sure on the syntax..and need to migrate the sql to an array. Particulary the line database::query("CREATE TABLE $name($query)"); Does this translate to CREATE TABLE bookmark(name VARCHAR(64), url VARCHAR(256), tag VARCHAR(256), id INT) This is my ...guess. Is this correct? class table extends database { private function create($name, $query) { database::query("CREATE TABLE $name($query)"); } public function make($type) { switch ($type) { case "credentials": self::create('credentials', 'id INT NOT NULL AUTO_INCREMENT, flname VARCHAR(60), email VARCHAR(32), pass VARCHAR(40), PRIMARY KEY(id)'); break; case "booomark": self::create('boomark', 'name VARCHAR(64), url VARCHAR(256), tag VARCHAR(256), id INT'); break; case "tweet": self::create('tweet', 'time INT, fname VARCHAR(32), message VARCHAR(128), email VARCHAR(64)'); break; default: throw new Exception('Invalid Table Type'); } } }

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  • pass parameter from jsp to struts 2 action

    - by andrey_groza
    I have an e-store application and I want to pass item id to the action every time the button for that item is pressed. my jsp : <s:submit value="addToCart" action="addToCart" type="submit"> <s:param name="id" value="%{#cpu.id}" /> </s:submit> action: public class ProductsCPU extends BaseAction implements Preparable, SessionAware { private static final long serialVersionUID = 2124421844550008773L; private List colors = new ArrayList<>(); private List cpus; private String id; public String getId() { return id; } public void setId(String id) { this.id = id; } When I print id to console, it has the NULL value. What is the problem?

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  • Login verification always this same redirect

    - by user1738013
    This is my code: session_helper if ( ! function_exists('is_login')) { function is_login() { $CI =& get_instance(); $is_logged_in = $CI->session->userdata('is_logged_in'); if (!isset($is_logged_in) || $is_logged_in != TRUE) { redirect('login'); } } } check_login <?php if ( ! defined('BASEPATH')) exit('No direct script access allowed'); class Check_login extends CI_Controller { function __construct() { parent::__construct(); $this->is_logged_in(); } function is_logged_in() { $this->load->helper('session_helper'); $this->load->helper('url'); is_login(); } } When I induction this function: Every time is induction redirect('login'); Where is my problem?

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  • Default http/admin port in dropwizard project

    - by mithrandir
    I have a dropwizard project and I have maintained a config.yml file at the ROOT of the project (basically at the same level as pom.xml). Here I have specified the HTTP port to be used as follows: http: port:9090 adminPort:9091 I have the following code in my TestService.java file public class TestService extends Service<TestConfiguration> { @Override public void initialize(Bootstrap<TestConfiguration> bootstrap) { bootstrap.setName("test"); } @Override public void run(TestConfiguration config, Environment env) throws Exception { // initialize some resources here.. } public static void main(String[] args) throws Exception { new TestService().run(new String[] { "server" }); } } I expect the config.yml file to be used to determine the HTTP port. However the app always seems to start with the default ports 8080 and 8081. Also note that I am running this from eclipse. Any insights as to what am I doing wrong here ?

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  • AsyncTask not do onPostExecute()

    - by brian
    I write a AsyncTask as below: class Load extends AsyncTask<String, String, String> { @Override protected void onPreExecute() { super.onPreExecute(); } @Override protected String doInBackground(String... aurl) { //do job seconds //stop at here, and does not run onPostExecute } @Override protected void onPostExecute(String unused) { super.onPostExecute(unused); wait = false; new Load().execute(); } } And the other method as below: public void click() { new Load().execute(); while(wait) { ; } } The wait is a global boolean value.

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  • What if (stage) init(); means in actionscript ?

    - by asksuperuser
    I'm creating my first as3 with flashdevelop I don't understand what the instructions mean: package { import flash.display.Sprite; import flash.events.Event; public class Main extends Sprite { public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); // entry point } } } What if (stage) init(); means ? What is Event.ADDED_TO_STAGE ? Why remove listener in init ?

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  • PHP Passing Data to a Specific Class? (Data Encapsulation)

    - by Adam184
    I've learned that OOP is all about data encapsulation, but what about passing data between classes that have nothing to do with each other (would the below example be worthy of using extends)? class Dog { private $secretVar; public function getSecretVar() { $this->secretVar = 'psst... only for rainbow!'; return $this->secretVar; } } class Rainbow { public function __construct(Dog $Dog) { print_r($Dog->getSecretVar()); } } $Dog = new Dog(); $Rainbow = new Rainbow($Dog); // ... classes that don't need the $secretVar How would you encapsulate $secretVar for only classes Dog and Rainbow? As of now, anyone can call getSecretVar(), and I'm having a hard time allowing that to happen as it seems to defeat the whole point of encapsulation.

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  • Android camera to take multiple photos

    - by user2975407
    problem.java public class problem extends Activity { ImageView iv; @Override protected void onCreate(Bundle savedInstanceState) { // TODO Auto-generated method stub super.onCreate(savedInstanceState); setContentView(R.layout.problem); iv=(ImageView) findViewById(R.id.imageView1); Button b=(Button) findViewById(R.id.button1); b.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { Intent intent=new Intent(android.provider.MediaStore.ACTION_IMAGE_CAPTURE); startActivityForResult(intent, 0); } }); } @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { // TODO Auto-generated method stub super.onActivityResult(requestCode, resultCode, data); Bitmap bm=(Bitmap) data.getExtras().get("data"); iv.setImageBitmap(bm); } } From this code I can only take one photo and it displayed in the screen. **But I want to take more photos nearly 5 photos and display in the screen** Further I want to add these photos to MySQL database.please help me to do that.I am new to android

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  • Confusing calling method in Java

    - by vBx
    class Parent { private void method1() { System.out.println("Parent's method1()"); } public void method2() { System.out.println("Parent's method2()"); method1(); } } class Child extends Parent { public void method1() { System.out.println("Child's method1()"); } } class test { public static void main(String args[]) { Parent p = new Child(); p.method2(); } } I'm confuse why does in Parent::method2() when invoking method1() it will cal Parents method1() and not Childs method1 ? I see that this happens only when method1() is private? Can someone explain me why ? Thanks you.

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  • Java. What to do with Choice()???

    - by modzo
    import java.awt.*; import java.awt.event.*; import java.applet.*; public class ChoiceSample extends Applet implements ActionListener, ItemListener { Choice dz2; public void init(){ dz2 = new Choice(); dz2.addItem("female"); dz2.addItem("male"); dz2.addItemListener(this); add(dz2); public void itemStateChanged(ItemEvent e) { String result = dz2.getSelectedItem(); repaint(); if(result.equals(getParameter("male"))){ dz1 = 0.5; } else{ dz1 = 0.7; } } } /* this is yust a fragment from my program but this is the only thing that I can`t make right. I need when I chose male - dz1 = 0.5, but when I chose female dz1 = 0.7 Can someone help me, please? */

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  • Reverse-engineer SharePoint fields, content types and list instance—Part2

    - by ybbest
    Reverse-engineer SharePoint fields, content types and list instance—Part1 Reverse-engineer SharePoint fields, content types and list instance—Part2 In the part1 of this series, I demonstrated how to use VS2010 to Reverse-engineer SharePoint fields, content types and list instances. In the part 2 of this series, I will demonstrate how to do the same using CKS:Dev. CKS:Dev extends the Visual Studio 2010 SharePoint project system with advanced templates and tools. Using these extensions you will be able to find relevant information from your SharePoint environments without leaving Visual Studio. You will have greater productivity while developing SharePoint components and you will have greater deployment capabilities on your local SharePoint installation. You can download the complete solution here. 1. First, download and install appropriate CKS:Dev from CodePlex. If you are using SharePoint Foundation 2010 then download and install the SharePoint Foundation 2010 version If you are using SharePoint Server 2010 then download and install the SharePoint Server 2010 version 2. After installation, you need to restart your visual studio and create empty SharePoint. 3. Go to Viewà Server Explorer 4. Add SharePoint web application connection to the server explorer. 5. After add the connection, you can browse to see the contents for the Web Application. 6. Go to Site Columns à YBBEST (Custom Group of you own choice) and right-click the YBBEST Folder and Click Import Site Columns. 7. Go to ContentTypesà YBBEST (Custom Group of you own choice) and right-click the YBBEST Folder and Click Import Content Types. 8. After the import completes, you can find the fields and contentTypes in the SharePoint project below. Of course you need to do some modification to your current project to make it work. 9. Next, create list instances using list instance item template in Visual Studio 10. Finally, create lookup columns using the feature receivers and the final project will look like this. You can download the complete solution here.

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  • Create and use a Button class on AS3.0

    - by Madcowe
    I am currently working on a game and it is all going well. On the shop screen there are several buttons that affect the player's stats for when the player restarts the game. The button's names (with a text on the left), however, are rather cryptic and it's hard to figure out what they do unless you test or something. So the solution I came up with, is to create an InfoBox with an InfoText inside so that when the cursor is over the button it appears with the description, cost and etc. This I managed to do too however, the way I was about to do it would mean that I had to create 3 event listeners per button (CLICK, ROLL_OVER, ROLL_OUT) and, obviously, 3 functions connected to each event listener. Now, I don't mind much about having 1 event listener per button, for the click, but since the other events are just to make a box appear and disappear as well as display some text, I thought it was way too much of a mess of code. What I tried to do: I created a new class called InfoBoxButton, and this is the class' code: package { import flash.display.SimpleButton; import flash.display.MovieClip; import flash.ui.Mouse; import flash.events.MouseEvent; public class InfoBoxButton extends SimpleButton { public var description:String; public var infoBox:InfoBox; public function InfoBoxButton(description) { this.addEventListener( MouseEvent.ROLL_OVER, displayInfoText, false, 0, true); this.addEventListener( MouseEvent.ROLL_OUT, hideInfoText, false, 0, true); } private function displayInfoText() { infoBox.infoText.text = description; infoBox.visible = true; } private function hideInfoText() { infoBox.infoText.text = ""; infoBox.visible = false; } } } But now I don't have an idea how to associate it with the button, I have tried this: public var SoonButton:InfoBoxButton = new InfoBoxButton("This is merely a test"); The SoonButton is a button I made on the shopscreen, SoonButton is it's instance name, but I can't think of a way of associating one button to the other... I have been fiddling with the code for like 3 hours yesterday and no luck... can anyone give me some pointers on how I should go about doing it?

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  • Silverlight Cream for March 29, 2010 -- #824

    - by Dave Campbell
    In this Issue: smartyP(-2-), Al Pascual, Mike Taulty, Shawn Burke(-2-), Vikram Pendse, Tomasz Janczuk, Lee, and Alexey Zakharov. Shoutouts: Jeff Weber announced New Silverlight Game “Snow Spill” by Nick Avery of Liserd Arts Games John Papa summarized links to all the Silverlight and Windows Phone 7 Sessions from MIX 10 Tim Heuer has a post up about OData and the MIX10 feed: MIX10: Yet another way to view video content sessions using their OData feed From SilverlightCream.com: Creating a Windows Phone 7 Metro Style Pivot Application [Part 1] smartyP has a two-part video tutorial up on creating a WP7 pivot navigation app using Expression Blend. He's also looking for feedback. Creating a Windows Phone 7 Metro Style Pivot Application [Part 2] In part 2, smartyP adds gestures to his navigation. He also has some good external links listed. Al Pascual: My First Windows Phone 7 Application Al Pascual extends the MIX10 keynote WP7 sample by adding the ability to send tweets ... with all the code. Silverlight 4 RC and the “silent installation” Mike Taulty discusses and demonstrates installing an OOB app without having to visit a webpage to get it. In other words, pass it around on a USB drive, send it in email, etc. iPhone SDK vs Windows Phone 7 Series SDK Challenge, Part 1: Hello World! Shawn Burke has a 2-part series up comparing iPhone and WP7 development looking at how easy it is to code and lines of code produced by the tools. This first post is the classic Hello World. Check out the comments as well. iPhone SDK vs. Windows Phone 7 Series SDK Challenge, Part 2: MoveMe Shawn Burke's part 2 is comparing the classic iPhone 'MoveMe' app... again, check out all the comments. Silverlight 4 : Indic Support in Silverlight Vikram Pendse demonstrates using the Microsoft Indic Language Input tool. He has some screen shots and discussion about fonts in Silverlight. Comparison of HTTP polling duplex and net.tcp performance in Silverlight 4 RC Tomasz Janczuk is checking out Silverlight4 RC and has a comparison up of the performance of the three mechanisms for asynch data push for the server to the client/. Summary rows in Datagrid with multiple groups Lee revisted a post that displayed Summary/Totals in the group header to also support multiple groups now. Silverlight Commands Hacks: Passing EventArgs as CommandParameter to DelegateCommand triggered by EventTrigger Alexey Zakharov suggests a workaround 'InvokeDelegateCommandAction' to keep Blend from ignoring event args. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • box2D simulation doesn't work

    - by shadow_of__soul
    has been a while since last time i used box2D, and i needed to make some stuff, and i saw that my simulation don't worked (compiles, but do anything). i haven't been able to even have working the examples or this simple example i'm pasting below: package { import flash.display.Sprite; import flash.events.Event; import Box2D.Common.Math.b2Vec2; import Box2D.Dynamics.b2World; import Box2D.Dynamics.b2BodyDef; import Box2D.Dynamics.b2Body; import Box2D.Collision.Shapes.b2CircleShape; import Box2D.Dynamics.b2Fixture; import Box2D.Dynamics.b2FixtureDef; import org.flashdevelop.utils.FlashConnect; import flash.events.TimerEvent; import flash.utils.Timer; public class Main extends Sprite { public var world:b2World; public var wheelBody:b2Body; public var stepTimer:Timer; public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); var gravity:b2Vec2 = new b2Vec2(0, 10); world = new b2World(gravity, true); var wheelBodyDef:b2BodyDef = new b2BodyDef(); wheelBodyDef.type = b2Body.b2_dynamicBody; wheelBody = world.CreateBody(wheelBodyDef); var circleShape:b2CircleShape = new b2CircleShape(5); var wheelFixtureDef:b2FixtureDef = new b2FixtureDef(); wheelFixtureDef.shape = circleShape; var wheelFixture:b2Fixture = wheelBody.CreateFixture(wheelFixtureDef); stepTimer = new Timer(0.025 * 1000); stepTimer.addEventListener(TimerEvent.TIMER, onTick); FlashConnect.trace(wheelBody.GetPosition().x, wheelBody.GetPosition().y); stepTimer.start(); // entry point } private function onTick(a_event:TimerEvent):void { world.Step(0.025, 10, 10); FlashConnect.trace(wheelBody.GetPosition().x, wheelBody.GetPosition().y); } } } on this, the object should fall down, but the positions reported me by the trace method, are always 0. so is not a display problem, that i see everything freeze, is why the simulation is not working, and i have no idea why :( can anyone point me to the right direction of where i need to look for the problem? my settings are: windows 7 flashdevelop 4.2.1 SDK: 4.6.0 compiling for flash 10, but i tried every target i have available (till flash 11.5) project set at 30fps

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  • Help with Collision Resolution?

    - by Milo
    I'm trying to learn about physics by trying to make a simplified GTA 2 clone. My only problem is collision resolution. Everything else works great. I have a rigid body class and from there cars and a wheel class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private OBB2D predictionRect = new OBB2D(new Vector2D(), 1.0f, 1.0f, 0.0f); private float mass; private Vector2D deltaVec = new Vector2D(); private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); predictionRect.set(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); rectChanged(); } public void setPredictionLocation(Vector2D position, float angle) { getPredictionRect().set(position, getWidth(), getHeight(), angle); } public void setPredictionCenter(Vector2D center) { getPredictionRect().moveTo(center); } public void setPredictionAngle(float angle) { predictionRect.setAngle(angle); } public Vector2D getPosition() { return getRect().getCenter(); } public OBB2D getPredictionRect() { return predictionRect; } @Override public void update(float timeStep) { doUpdate(false,timeStep); } public void doUpdate(boolean prediction, float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); if(prediction) { Vector2D velocity = Vector2D.add(this.velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setPredictionCenter(c); //forces = new Vector2D(0,0); //clear forces } else { velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); deltaVec.x = v.x - c.x; deltaVec.y = v.y - c.y; deltaVec.normalize(); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; } //angular float angAcc = torque / inertia; if(prediction) { float angularVelocity = this.angularVelocity + angAcc * timeStep; setPredictionAngle(getAngle() + angularVelocity * timeStep); //torque = 0; //clear torque } else { angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } } public void updatePrediction(float timeStep) { doUpdate(true, timeStep); } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } public Vector2D getDeltaVec() { return deltaVec; } } Vehicle public class Wheel { private Vector2D forwardVec; private Vector2D sideVec; private float wheelTorque; private float wheelSpeed; private float wheelInertia; private float wheelRadius; private Vector2D position = new Vector2D(); public Wheel(Vector2D position, float radius) { this.position = position; setSteeringAngle(0); wheelSpeed = 0; wheelRadius = radius; wheelInertia = (radius * radius) * 1.1f; } public void setSteeringAngle(float newAngle) { Matrix mat = new Matrix(); float []vecArray = new float[4]; //forward Vector vecArray[0] = 0; vecArray[1] = 1; //side Vector vecArray[2] = -1; vecArray[3] = 0; mat.postRotate(newAngle / (float)Math.PI * 180.0f); mat.mapVectors(vecArray); forwardVec = new Vector2D(vecArray[0], vecArray[1]); sideVec = new Vector2D(vecArray[2], vecArray[3]); } public void addTransmissionTorque(float newValue) { wheelTorque += newValue; } public float getWheelSpeed() { return wheelSpeed; } public Vector2D getAnchorPoint() { return position; } public Vector2D calculateForce(Vector2D relativeGroundSpeed, float timeStep, boolean prediction) { //calculate speed of tire patch at ground Vector2D patchSpeed = Vector2D.scalarMultiply(Vector2D.scalarMultiply( Vector2D.negative(forwardVec), wheelSpeed), wheelRadius); //get velocity difference between ground and patch Vector2D velDifference = Vector2D.add(relativeGroundSpeed , patchSpeed); //project ground speed onto side axis Float forwardMag = new Float(0.0f); Vector2D sideVel = velDifference.project(sideVec); Vector2D forwardVel = velDifference.project(forwardVec, forwardMag); //calculate super fake friction forces //calculate response force Vector2D responseForce = Vector2D.scalarMultiply(Vector2D.negative(sideVel), 2.0f); responseForce = Vector2D.subtract(responseForce, forwardVel); float topSpeed = 500.0f; //calculate torque on wheel wheelTorque += forwardMag * wheelRadius; //integrate total torque into wheel wheelSpeed += wheelTorque / wheelInertia * timeStep; //top speed limit (kind of a hack) if(wheelSpeed > topSpeed) { wheelSpeed = topSpeed; } //clear our transmission torque accumulator wheelTorque = 0; //return force acting on body return responseForce; } public void setTransmissionTorque(float newValue) { wheelTorque = newValue; } public float getTransmissionTourque() { return wheelTorque; } public void setWheelSpeed(float speed) { wheelSpeed = speed; } } //our vehicle object public class Vehicle extends RigidBody { private Wheel [] wheels = new Wheel[4]; private boolean throttled = false; public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //front wheels wheels[0] = new Wheel(new Vector2D(halfSize.x, halfSize.y), 0.45f); wheels[1] = new Wheel(new Vector2D(-halfSize.x, halfSize.y), 0.45f); //rear wheels wheels[2] = new Wheel(new Vector2D(halfSize.x, -halfSize.y), 0.75f); wheels[3] = new Wheel(new Vector2D(-halfSize.x, -halfSize.y), 0.75f); super.initialize(halfSize, mass, bitmap); } public void setSteering(float steering) { float steeringLock = 0.13f; //apply steering angle to front wheels wheels[0].setSteeringAngle(steering * steeringLock); wheels[1].setSteeringAngle(steering * steeringLock); } public void setThrottle(float throttle, boolean allWheel) { float torque = 85.0f; throttled = true; //apply transmission torque to back wheels if (allWheel) { wheels[0].addTransmissionTorque(throttle * torque); wheels[1].addTransmissionTorque(throttle * torque); } wheels[2].addTransmissionTorque(throttle * torque); wheels[3].addTransmissionTorque(throttle * torque); } public void setBrakes(float brakes) { float brakeTorque = 15.0f; //apply brake torque opposing wheel vel for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); wheel.addTransmissionTorque(-wheelVel * brakeTorque * brakes); } } public void doUpdate(float timeStep, boolean prediction) { for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); //apply negative force to naturally slow down car if(!throttled && !prediction) wheel.addTransmissionTorque(-wheelVel * 0.11f); Vector2D worldWheelOffset = relativeToWorld(wheel.getAnchorPoint()); Vector2D worldGroundVel = pointVelocity(worldWheelOffset); Vector2D relativeGroundSpeed = worldToRelative(worldGroundVel); Vector2D relativeResponseForce = wheel.calculateForce(relativeGroundSpeed, timeStep,prediction); Vector2D worldResponseForce = relativeToWorld(relativeResponseForce); applyForce(worldResponseForce, worldWheelOffset); } //no throttling yet this frame throttled = false; if(prediction) { super.updatePrediction(timeStep); } else { super.update(timeStep); } } @Override public void update(float timeStep) { doUpdate(timeStep,false); } public void updatePrediction(float timeStep) { doUpdate(timeStep,true); } public void inverseThrottle() { float scalar = 0.2f; for(Wheel wheel : wheels) { wheel.setTransmissionTorque(-wheel.getTransmissionTourque() * scalar); wheel.setWheelSpeed(-wheel.getWheelSpeed() * 0.1f); } } } And my big hack collision resolution: private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_STEAL_CAR)) { vehicle.setThrottle(-1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); //vehicle.update(16.6666666f / 1000.0f); boolean colided = false; vehicle.updatePrediction(16.66666f / 1000.0f); List<Entity> buildings = world.queryStaticSolid(vehicle,vehicle.getPredictionRect()); if(buildings.size() > 0) { colided = true; } if(!colided) { vehicle.update(16.66f / 1000.0f); } else { Vector2D delta = vehicle.getDeltaVec(); vehicle.setVelocity(Vector2D.negative(vehicle.getVelocity().multiply(0.2f)). add(delta.multiply(-1.0f))); vehicle.inverseThrottle(); } } Here is OBB public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } }; What I do is when I predict a hit on the car, I force it back. It does not work that well and seems like a bad idea. What could I do to have more proper collision resolution. Such that if I hit a wall I will never get stuck in it and if I hit the side of a wall I can steer my way out of it. Thanks I found this nice ppt. It talks about pulling objects apart and calculating new velocities. How could I calc new velocities in my case? http://www.google.ca/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CC8QFjAB&url=http%3A%2F%2Fcoitweb.uncc.edu%2F~tbarnes2%2FGameDesignFall05%2FSlides%2FCh4.2-CollDet.ppt&ei=x4ucULy5M6-N0QGRy4D4Cg&usg=AFQjCNG7FVDXWRdLv8_-T5qnFyYld53cTQ&cad=rja

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  • Problem to match font size to the screen resolution in libgdx

    - by Iñaki Bedoya
    I'm having problems to show text on my game at same size on different screens, and I did a simple test. This test consists to show a text fitting at the screen, I want the text has the same size independently from the screen and from DPI. I've found this and this answer that I think should solve my problem but don't. In desktop the size is ok, but in my phone is too big. This is the result on my Nexus 4: (768x1280, 2.0 density) And this is the result on my MacBook: (480x800, 0.6875 density) I'm using the Open Sans Condensed (link to google fonts) As you can see on desktop looks good, but on the phone is so big. Here the code of my test: public class TextTest extends ApplicationAdapter { private static final String TAG = TextTest.class.getName(); private static final String TEXT = "Tap the screen to start"; private OrthographicCamera camera; private Viewport viewport; private SpriteBatch batch; private BitmapFont font; @Override public void create () { Gdx.app.log(TAG, "Screen size: "+Gdx.graphics.getWidth()+"x"+Gdx.graphics.getHeight()); Gdx.app.log(TAG, "Density: "+Gdx.graphics.getDensity()); camera = new OrthographicCamera(); viewport = new ExtendViewport(Gdx.graphics.getWidth(), Gdx.graphics.getWidth(), camera); batch = new SpriteBatch(); FreeTypeFontGenerator generator = new FreeTypeFontGenerator(Gdx.files.internal("fonts/OpenSans-CondLight.ttf")); font = createFont(generator, 64); generator.dispose(); } private BitmapFont createFont(FreeTypeFontGenerator generator, float dp) { FreeTypeFontGenerator.FreeTypeFontParameter parameter = new FreeTypeFontGenerator.FreeTypeFontParameter(); int fontSize = (int)(dp * Gdx.graphics.getDensity()); parameter.size = fontSize; Gdx.app.log(TAG, "Font size: "+fontSize+"px"); return generator.generateFont(parameter); } @Override public void render () { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); int w = -(int)(font.getBounds(TEXT).width / 2); batch.setProjectionMatrix(camera.combined); batch.begin(); font.setColor(Color.BLACK); font.draw(batch, TEXT, w, 0); batch.end(); } @Override public void resize(int width, int height) { viewport.update(width, height); } @Override public void dispose() { font.dispose(); batch.dispose(); } } I'm trying to find a neat way to fix this. What I'm doing wrong? is the camera? the viewport? UPDATE: What I want is to keep the same margins in proportion, independently of the screen size or resolution. This image illustrates what I mean.

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  • OrbitFX: JavaFX 8 3D & NetBeans Platform in Space!

    - by Geertjan
    Here is a collection of screenshots from a proof of concept tool being developed by Nickolas Sabey and Sean Phillips from a.i. solutions. Before going further, read a great new article here written on java.net by Kevin Farnham, in light of the Duke's Choice Award (DCA) recently received at JavaOne 2013 by the a.i. solutions team. Here's Sean receiving the award on behalf of the a.i. solutions team, surrounded by the DCA selection committee and other officials: They won the DCA for helping facilitate and deploy the 2014 launch of NASA's Magnetospheric Multiscale mission, using JDK 7, the NetBeans Platform, and JavaFX to create the GEONS Ground Support System, helping reduce software development time by approximately 35%. The prototype tool that Nicklas and Sean are now working on uses JavaFX 3D with the NetBeans Platform and is nicknamed OrbitFX. Much of the early development is being done to experiment with different patterns, so that accuracy is currently not the goal. For example, you'll notice in the screenshots that the Earth is really close to the Sun, which is obviously not correct. The screenshots are generated using Java 8 build 111, together with NetBeans Platform 7.4. Inspired by various JavaOne demos using JavaFX 3D, Nick began development integrating them into their existing NetBeans Platform infrastructure. The 3D scene showing the Sun and Earth objects is all JavaFX 8 3D, demonstrating the use of Phong Material support, along with multiple light and camera objects. Each JavaFX component extends a JFXPanel type, so that each can easily be added to NetBeans Platform TopComponents. Right-clicking an item in the explorer view offers a context menu that animates and centers the 3D scene on the selected celestial body.  With each JavaFX scene component wrapped in a JFXPanel, they can easily be integrated into a NetBeans Platform Visual Library scene.  In this case, Nick and Sean are using an instance of their custom Slipstream PinGraphScene, which is an extension of the NetBeans Platform VMDGraphScene. Now, via the NetBeans Platform Visual Library, the OrbitFX celestial body viewer can be used in the same space as a WorldWind viewer, which is provided by a previously developed plugin. "This is a clear demonstration of the power of the NetBeans Platform as an application development framework," says Sean Phillips. "How else could you have so much rich application support placed literally side by side so easily?"

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  • Friday Fun: Snow Crusher

    - by Asian Angel
    It has probably been a long week whether you have already returned to work or are finishing up the last of your vacation time. If you are in need of some stress relief, then we have we the perfect game for you. This week you get to be totally fiendish and use a monster size snowball to destroy as many cars as possible at the local snow lodge. Snow Crusher The object of the game is simple…create as large of a monster snowball as you can and then send it down over the side of the mountain to destroy the cars at the snow lodge. You can choose from three different sizes of monster snowballs to create. We chose the “Snowflake Size” for our reign of destruction. Once you have chosen a monster snowball size, all that is left to do is select the control method that works best for you. As soon as you select the control method, your monster snowball creation will automatically begin. Keep in mind that the faster your snowball goes the harder it can become to steer if you make sudden movements… At the top you can watch your progress towards the drop-off point and the green boxes highlighted at the bottom indicate how large of an item (such as trees or boulders) your snowball can roll over and add to the total mass. Snowball speed is shown in the lower right corner. Time to roll! As soon as the first green box is lit up you can start adding small trees to your snowball’s mass. You will want to avoid larger items as you go because they will penalize your score, slow you down, and reduce the size of your snowball! Halfway to the drop-off point and our snowball is now able to grab up larger trees. If you have not hit any large items along the way, your snowball will definitely be moving along at a good rate by now. When you reach the end of the mass building area, your snowball will pop out into the open and get ready to drop off over the side of the mountain. Go snowball go! Yes! Thirteen cars crushed and ready for the scrap yard… If the “Snowflake Size” snowball can do this, just think what the “Avalanche Size” can do with three minutes of time to build up mass! Have fun with those monster snowballs! Play Snow Crusher Latest Features How-To Geek ETC The 20 Best How-To Geek Linux Articles of 2010 The 50 Best How-To Geek Windows Articles of 2010 The 20 Best How-To Geek Explainer Topics for 2010 How to Disable Caps Lock Key in Windows 7 or Vista How to Use the Avira Rescue CD to Clean Your Infected PC The Complete List of iPad Tips, Tricks, and Tutorials Classic Super Mario Brothers Theme for Chrome and Iron Experimental Firefox Builds Put Tabs on the Title Bar (Available for Download) Android Trojan Found in the Wild Chaos, Panic, and Disorder Wallpaper Enjoy Christmas Beyond the Holiday with Christmas Eve Crisis Parrotfish Extends the Number of Services Accessible in Twitter Previews

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