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  • Are there any modern GUI toolkits which implement a heirarchical menu buffer zone?

    - by scomar
    In Bruce Tognazzini's quiz on Fitt's Law, the question discussing the bottleneck in the hierarchical menu (as used in almost every modern desktop UI), talks about his design for the original Mac: The bottleneck is the passage between the first-level menu and the second-level menu. Users first slide the mouse pointer down to the category menu item. Then, they must carefully slide the mouse directly across (horizontally) in order to move the pointer into the secondary menu. The engineer who originally designed hierarchicals apparently had his forearm mounted on a track so that he could move it perfectly in a horizontal direction without any vertical component. Most of us, however, have our forarms mounted on a pivot we like to call our elbow. That means that moving our hand describes an arc, rather than a straight line. Demanding that pivoted people move a mouse pointer along in a straight line horizontally is just wrong. We are naturally going to slip downward even as we try to slide sideways. When we are not allowed to slip downward, the menu we're after is going to slam shut just before we get there. The Windows folks tried to overcome the pivot problem with a hack: If they see the user move down into range of the next item on the primary menu, they don't instantly close the second-level menu. Instead, they leave it open for around a half second, so, if users are really quick, they can be inaccurate but still get into the second-level menu before it slams shut. Unfortunately, people's reactions to heightened chance of error is to slow down, rather than speed up, a well-established phenomenon. Therefore, few users will ever figure out that moving faster could solve their problem. Microsoft's solution is exactly wrong. When I specified the Mac hierarchical menu algorthm in the mid-'80s, I called for a buffer zone shaped like a <, so that users could make an increasingly-greater error as they neared the hierarchical without fear of jumping to an unwanted menu. As long as the user's pointer was moving a few pixels over for every one down, on average, the menu stayed open, no matter how slow they moved. (Cancelling was still really easy; just deliberately move up or down.) This just blew me away! Such a simple idea which would result in a huge improvement in usability. I'm sure I'm not the only one who regularly has the next level of a menu slam shut because I don't move the mouse pointer in a perfectly horizontal line. So my question is: Are there any modern UI toolkits which implement this brilliant idea of a < shaped buffer zone in hierarchical menus? And if not, why not?!

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  • Visual C++/CLI "An unhandled exception of type 'System.StackOverflowException' occurred in"

    - by JennyWong
    Hi, I have a game I am making, it is giving me this message... "An unhandled exception of type 'System.StackOverflowException' occurred in game.exe" To explain...I have a 2D array with 9 different opening moves and I am getting a random number to use as the array reference to retrieve the details needed for a move... you may get the same move again - but that's illegal. the move may be illegal for other reasons too So to try and fix this, I am calling the function again from within the function. The error occurs very randomly Is this bad practise to call a function from within itself? What would be a better way to randomly row from a 2D array, AND if it isn't accept to get another one.... Or better still, how can I retrieve a random LEGAL move?

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  • Fully automated MS SQL Restore

    - by hasen j
    I'm not very fluent with MS-SQL commands. I need a script to restore a database from a .bak file and move the logical_data and logical_log files to a specific path. I can do: restore filelistonly from disk='D:\backups\my_backup.bak' This will give me a result set with a column LogicalName, next I need to use the logical names from the result set in the restore command: restore database my_db_name from disk='d:\backups\my_backups.bak' with file=1, move 'logical_data_file' to 'd:\data\mydb.mdf', move 'logical_log_file' to 'd:\data\mylog.ldf' How do I capture the logical names from the first result set into variables that can be supplied to the "move" command? I think the solution might be trivial, but I'm pretty new to mssql.

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  • Is object remain fixed when scrolling background in cocos2d.

    - by russell
    I have one question when infinite background scrolling is done, is the object remain fixed(like doodle in doodle jump, papy in papi jump) or these object really moves.Is only background move or both (background and object )move.plz someone help me.I am searching for this solution for 4/5 days,but can't get the solution.So plz someone help me. And if object does not move how to create such a illusion of object moving.

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  • View is moved 3 pixels

    - by Jakub
    Hello, In my app I move the table view (in order to make the text fields visible when the keyboard appears). The view is looks following: This is the code I use for resizing the view and moving it up: static const NSUInteger navBarHeight = 44; CGRect appFrame = [[UIScreen mainScreen] applicationFrame]; tableView.frame = CGRectMake(0, navBarHeight, appFrame.size.width, appFrame.size.height-navBarHeight-216); //216 for the keyboard NSIndexPath *indPath = [self getIndexPathForTextField:textField]; //get the field the view should scroll to [tableView scrollToRowAtIndexPath:indPath atScrollPosition:UITableViewScrollPositionMiddle animated:YES]; The problem is that when the view is moved up it also moves 3 pixels into right direction (it is hard to see the difference in the screenshot, but it is visible when the animation is on and I measured the difference with PixelStick tool). Here it is how it looks after the move: My analysis shows that scrolling the table does not influence the move to the right. Any ideas what is wrong in the code above that makes the view move to the right?

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  • Sorting a list of numbers with modified cost

    - by David
    First, this was one of the four problems we had to solve in a project last year and I couldn’t find a suitable algorithm so we handle in a brute force solution. Problem: The numbers are in a list that is not sorted and supports only one type of operation. The operation is defined as follows: Given a position i and a position j the operation moves the number at position i to position j without altering the relative order of the other numbers. If i j, the positions of the numbers between positions j and i - 1 increment by 1, otherwise if i < j the positions of the numbers between positions i+1 and j decreases by 1. This operation requires i steps to find a number to move and j steps to locate the position to which you want to move it. Then the number of steps required to move a number of position i to position j is i+j. We need to design an algorithm that given a list of numbers, determine the optimal (in terms of cost) sequence of moves to rearrange the sequence. Attempts: Part of our investigation was around NP-Completeness, we make it a decision problem and try to find a suitable transformation to any of the problems listed in Garey and Johnson’s book: Computers and Intractability with no results. There is also no direct reference (from our point of view) to this kind of variation in Donald E. Knuth’s book: The art of Computer Programing Vol. 3 Sorting and Searching. We also analyzed algorithms to sort linked lists but none of them gives a good idea to find de optimal sequence of movements. Note that the idea is not to find an algorithm that orders the sequence, but one to tell me the optimal sequence of movements in terms of cost that organizes the sequence, you can make a copy and sort it to analyze the final position of the elements if you want, in fact we may assume that the list contains the numbers from 1 to n, so we know where we want to put each number, we are just concerned with minimizing the total cost of the steps. We tested several greedy approaches but all of them failed, divide and conquer sorting algorithms can’t be used because they swap with no cost portions of the list and our dynamic programing approaches had to consider many cases. The brute force recursive algorithm takes all the possible combinations of movements from i to j and then again all the possible moments of the rest of the element’s, at the end it returns the sequence with less total cost that sorted the list, as you can imagine the cost of this algorithm is brutal and makes it impracticable for more than 8 elements. Our observations: n movements is not necessarily cheaper than n+1 movements (unlike swaps in arrays that are O(1)). There are basically two ways of moving one element from position i to j: one is to move it directly and the other is to move other elements around i in a way that it reaches the position j. At most you make n-1 movements (the untouched element reaches its position alone). If it is the optimal sequence of movements then you didn’t move the same element twice.

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  • Suggestion To Stackoverflow [closed]

    - by Eddy Freeman
    Hello Stackoverflow Team, This is just a suggestion to you. In the first place i must say that you guys are doing a great job. I suggest that you build into the forum system a mail notifier(to notify users whenever there is a move/deletion of a post with the reason of the move/deletion) so that whenever you move or removed someone's post then he can be notified about the move, so that we don't spend time looking for posts that are removed. I think by so doing the number of duplicate posts and mistakes from users can be minimized. The reason is i spent hours searching through the posts to locate my posts that you have re/moved. That is why i was a little bit upset. Sorry if here is the wrong place to post my suggestion. Point me to the right place. Thanks for your work.

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  • Qt - controlling drag behaviour

    - by bullettime
    Suppose I want my draggable widget to move differently than just staying under my cursor while being dragged. For instance, having the widget move only in one axis, or have the widget move double the distance between the cursor and the drag starting point. Which method should I override to define this kind of behaviour?

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  • How can I define an irregular area of the screen and find the closest point to the mouse in that area?

    - by JonathonG
    I'm looking for a method to define an area of the screen that the mouse cannot leave. I have been directed by rob mayoff, the answerer of this question, that I can use a Quartz Event Tap to detect mouse events. This puts me part of the way to the solution to THIS question. I need to define an irregular area of the screen, not just a rectangle, that the mouse cannot leave. I have been researching this and the only idea I can come up with is using a bitmap to define the irregular area, as it will be very oddly shaped. However, I am open to solutions other than using a bitmap. Since this must be done on a Mac, I've determined that I will have to use objective C / Cocoa . I need to know how to define the area and, equally importantly, how to find the closest point in the area to the mouse (so that I can move the mouse to it if the mouse tries to move outside of the area). This is similar to what the restricted area will look like: [edit:] Okay, I've come up with part of the answer to this. If I can do a basic (light-weight) point collision detection on the image mask, I can use a simple algorithm to detect the closest point to the mouse on the black area of the image. I could do this by calculating distance between a pre-defined point (P) inside the black area of the image and the target mouse position (T), taking the midpoint (M), then checking if the midpoint is inside or outside of the shape (black or white, respectively). If M is inside the shape, then move the P to M, otherwise move T to the M, continuously recalculate this until the distance between T and P is 1 pixel or less, then move the mouse to the final calculated position. All of that being said, I still need some way to test the position of the mouse against that same position on the bitmap (assume the bitmap is the same resolution as the monitor), and check if that point is black or white. All of this needs to be done in the background, without this application actually having focus, or the bitmap being visible... is this possible?

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  • XNA, C# - Check if a Vector2 path crosses another Vector2 path.

    - by Nick
    Hello all, I have an XNA question for those with more experience in these matters than myself (maths). Background: I have a game that implements a boundary class, this simply hosts 2 Vector2 objects, a start and an end point. The current implementation crudely handles collision detection by assuming boundaries are always vertical or horizontal, i.e. if start.x and end.x are the same check I am not trying to pass x etc. Ideally what I would like to implement is a method that accepts two Vector2 parameters. The first being a current location, the second being a requested location (where I would like to move it to assuming no objections). The method would also accept a boundary object. What the method should then do is tell me if I am going to cross the boundry in this move. this could be a bool or ideally something representing how far I can actually move. This empty method might explain better than I can in words. /// <summary> /// Checks the move. /// </summary> /// <param name="current">The current.</param> /// <param name="requested">The requested.</param> /// <param name="boundry">The boundry.</param> /// <returns></returns> public bool CheckMove(Vector2 current, Vector2 requested, Boundry boundry) { //return a bool that indicated if the suggested move will cross the boundry. return true; }

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  • Unity – Part 5: Injecting Values

    - by Ricardo Peres
    Introduction This is the fifth post on Unity. You can find the introductory post here, the second post, on dependency injection here, a third one on Aspect Oriented Programming (AOP) here and the latest so far, on writing custom extensions, here. This time we will talk about injecting simple values. An Inversion of Control (IoC) / Dependency Injector (DI) container like Unity can be used for things other than injecting complex class dependencies. It can also be used for setting property values or method/constructor parameters whenever a class is built. The main difference is that these values do not have a lifetime manager associated with them and do not come from the regular IoC registration store. Unlike, for instance, MEF, Unity won’t let you register as a dependency a string or an integer, so you have to take a different approach, which I will describe in this post. Scenario Let’s imagine we have a base interface that describes a logger – the same as in previous examples: 1: public interface ILogger 2: { 3: void Log(String message); 4: } And a concrete implementation that writes to a file: 1: public class FileLogger : ILogger 2: { 3: public String Filename 4: { 5: get; 6: set; 7: } 8:  9: #region ILogger Members 10:  11: public void Log(String message) 12: { 13: using (Stream file = File.OpenWrite(this.Filename)) 14: { 15: Byte[] data = Encoding.Default.GetBytes(message); 16: 17: file.Write(data, 0, data.Length); 18: } 19: } 20:  21: #endregion 22: } And let’s say we want the Filename property to come from the application settings (appSettings) section on the Web/App.config file. As usual with Unity, there is an extensibility point that allows us to automatically do this, both with code configuration or statically on the configuration file. Extending Injection We start by implementing a class that will retrieve a value from the appSettings by inheriting from ValueElement: 1: sealed class AppSettingsParameterValueElement : ValueElement, IDependencyResolverPolicy 2: { 3: #region Private methods 4: private Object CreateInstance(Type parameterType) 5: { 6: Object configurationValue = ConfigurationManager.AppSettings[this.AppSettingsKey]; 7:  8: if (parameterType != typeof(String)) 9: { 10: TypeConverter typeConverter = this.GetTypeConverter(parameterType); 11:  12: configurationValue = typeConverter.ConvertFromInvariantString(configurationValue as String); 13: } 14:  15: return (configurationValue); 16: } 17: #endregion 18:  19: #region Private methods 20: private TypeConverter GetTypeConverter(Type parameterType) 21: { 22: if (String.IsNullOrEmpty(this.TypeConverterTypeName) == false) 23: { 24: return (Activator.CreateInstance(TypeResolver.ResolveType(this.TypeConverterTypeName)) as TypeConverter); 25: } 26: else 27: { 28: return (TypeDescriptor.GetConverter(parameterType)); 29: } 30: } 31: #endregion 32:  33: #region Public override methods 34: public override InjectionParameterValue GetInjectionParameterValue(IUnityContainer container, Type parameterType) 35: { 36: Object value = this.CreateInstance(parameterType); 37: return (new InjectionParameter(parameterType, value)); 38: } 39: #endregion 40:  41: #region IDependencyResolverPolicy Members 42:  43: public Object Resolve(IBuilderContext context) 44: { 45: Type parameterType = null; 46:  47: if (context.CurrentOperation is ResolvingPropertyValueOperation) 48: { 49: ResolvingPropertyValueOperation op = (context.CurrentOperation as ResolvingPropertyValueOperation); 50: PropertyInfo prop = op.TypeBeingConstructed.GetProperty(op.PropertyName); 51: parameterType = prop.PropertyType; 52: } 53: else if (context.CurrentOperation is ConstructorArgumentResolveOperation) 54: { 55: ConstructorArgumentResolveOperation op = (context.CurrentOperation as ConstructorArgumentResolveOperation); 56: String args = op.ConstructorSignature.Split('(')[1].Split(')')[0]; 57: Type[] types = args.Split(',').Select(a => Type.GetType(a.Split(' ')[0])).ToArray(); 58: ConstructorInfo ctor = op.TypeBeingConstructed.GetConstructor(types); 59: parameterType = ctor.GetParameters().Where(p => p.Name == op.ParameterName).Single().ParameterType; 60: } 61: else if (context.CurrentOperation is MethodArgumentResolveOperation) 62: { 63: MethodArgumentResolveOperation op = (context.CurrentOperation as MethodArgumentResolveOperation); 64: String methodName = op.MethodSignature.Split('(')[0].Split(' ')[1]; 65: String args = op.MethodSignature.Split('(')[1].Split(')')[0]; 66: Type[] types = args.Split(',').Select(a => Type.GetType(a.Split(' ')[0])).ToArray(); 67: MethodInfo method = op.TypeBeingConstructed.GetMethod(methodName, types); 68: parameterType = method.GetParameters().Where(p => p.Name == op.ParameterName).Single().ParameterType; 69: } 70:  71: return (this.CreateInstance(parameterType)); 72: } 73:  74: #endregion 75:  76: #region Public properties 77: [ConfigurationProperty("appSettingsKey", IsRequired = true)] 78: public String AppSettingsKey 79: { 80: get 81: { 82: return ((String)base["appSettingsKey"]); 83: } 84:  85: set 86: { 87: base["appSettingsKey"] = value; 88: } 89: } 90: #endregion 91: } As you can see from the implementation of the IDependencyResolverPolicy.Resolve method, this will work in three different scenarios: When it is applied to a property; When it is applied to a constructor parameter; When it is applied to an initialization method. The implementation will even try to convert the value to its declared destination, for example, if the destination property is an Int32, it will try to convert the appSettings stored string to an Int32. Injection By Configuration If we want to configure injection by configuration, we need to implement a custom section extension by inheriting from SectionExtension, and registering our custom element with the name “appSettings”: 1: sealed class AppSettingsParameterInjectionElementExtension : SectionExtension 2: { 3: public override void AddExtensions(SectionExtensionContext context) 4: { 5: context.AddElement<AppSettingsParameterValueElement>("appSettings"); 6: } 7: } And on the configuration file, for setting a property, we use it like this: 1: <appSettings> 2: <add key="LoggerFilename" value="Log.txt"/> 3: </appSettings> 4: <unity xmlns="http://schemas.microsoft.com/practices/2010/unity"> 5: <container> 6: <register type="MyNamespace.ILogger, MyAssembly" mapTo="MyNamespace.ConsoleLogger, MyAssembly"/> 7: <register type="MyNamespace.ILogger, MyAssembly" mapTo="MyNamespace.FileLogger, MyAssembly" name="File"> 8: <lifetime type="singleton"/> 9: <property name="Filename"> 10: <appSettings appSettingsKey="LoggerFilename"/> 11: </property> 12: </register> 13: </container> 14: </unity> If we would like to inject the value as a constructor parameter, it would be instead: 1: <unity xmlns="http://schemas.microsoft.com/practices/2010/unity"> 2: <sectionExtension type="MyNamespace.AppSettingsParameterInjectionElementExtension, MyAssembly" /> 3: <container> 4: <register type="MyNamespace.ILogger, MyAssembly" mapTo="MyNamespace.ConsoleLogger, MyAssembly"/> 5: <register type="MyNamespace.ILogger, MyAssembly" mapTo="MyNamespace.FileLogger, MyAssembly" name="File"> 6: <lifetime type="singleton"/> 7: <constructor> 8: <param name="filename" type="System.String"> 9: <appSettings appSettingsKey="LoggerFilename"/> 10: </param> 11: </constructor> 12: </register> 13: </container> 14: </unity> Notice the appSettings section, where we add a LoggerFilename entry, which is the same as the one referred by our AppSettingsParameterInjectionElementExtension extension. For more advanced behavior, you can add a TypeConverterName attribute to the appSettings declaration, where you can pass an assembly qualified name of a class that inherits from TypeConverter. This class will be responsible for converting the appSettings value to a destination type. Injection By Attribute If we would like to use attributes instead, we need to create a custom attribute by inheriting from DependencyResolutionAttribute: 1: [Serializable] 2: [AttributeUsage(AttributeTargets.Parameter | AttributeTargets.Property, AllowMultiple = false, Inherited = true)] 3: public sealed class AppSettingsDependencyResolutionAttribute : DependencyResolutionAttribute 4: { 5: public AppSettingsDependencyResolutionAttribute(String appSettingsKey) 6: { 7: this.AppSettingsKey = appSettingsKey; 8: } 9:  10: public String TypeConverterTypeName 11: { 12: get; 13: set; 14: } 15:  16: public String AppSettingsKey 17: { 18: get; 19: private set; 20: } 21:  22: public override IDependencyResolverPolicy CreateResolver(Type typeToResolve) 23: { 24: return (new AppSettingsParameterValueElement() { AppSettingsKey = this.AppSettingsKey, TypeConverterTypeName = this.TypeConverterTypeName }); 25: } 26: } As for file configuration, there is a mandatory property for setting the appSettings key and an optional TypeConverterName  for setting the name of a TypeConverter. Both the custom attribute and the custom section return an instance of the injector AppSettingsParameterValueElement that we implemented in the first place. Now, the attribute needs to be placed before the injected class’ Filename property: 1: public class FileLogger : ILogger 2: { 3: [AppSettingsDependencyResolution("LoggerFilename")] 4: public String Filename 5: { 6: get; 7: set; 8: } 9:  10: #region ILogger Members 11:  12: public void Log(String message) 13: { 14: using (Stream file = File.OpenWrite(this.Filename)) 15: { 16: Byte[] data = Encoding.Default.GetBytes(message); 17: 18: file.Write(data, 0, data.Length); 19: } 20: } 21:  22: #endregion 23: } Or, if we wanted to use constructor injection: 1: public class FileLogger : ILogger 2: { 3: public String Filename 4: { 5: get; 6: set; 7: } 8:  9: public FileLogger([AppSettingsDependencyResolution("LoggerFilename")] String filename) 10: { 11: this.Filename = filename; 12: } 13:  14: #region ILogger Members 15:  16: public void Log(String message) 17: { 18: using (Stream file = File.OpenWrite(this.Filename)) 19: { 20: Byte[] data = Encoding.Default.GetBytes(message); 21: 22: file.Write(data, 0, data.Length); 23: } 24: } 25:  26: #endregion 27: } Usage Just do: 1: ILogger logger = ServiceLocator.Current.GetInstance<ILogger>("File"); And off you go! A simple way do avoid hardcoded values in component registrations. Of course, this same concept can be applied to registry keys, environment values, XML attributes, etc, etc, just change the implementation of the AppSettingsParameterValueElement class. Next stop: custom lifetime managers.

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • Confused about javascript module pattern implementation

    - by Damon
    I have a class written on a project I'm working on that I've been told is using the module pattern, but it's doing things a little differently than the examples I've seen. It basically takes this form: (function ($, document, window, undefined) { var module = { foo : bar, aMethod : function (arg) { className.bMethod(arg); }, bMethod : function (arg) { console.log('spoons'); } }; window.ajaxTable = ajaxTable; })(jQuery, document, window); I get what's going on here. But I'm not sure how this relates to most of the definitions I've seen of the module (or revealing?) module pattern. like this one from briancray var module = (function () { // private variables and functions var foo = 'bar'; // constructor var module = function () { }; // prototype module.prototype = { constructor: module, something: function () { } }; // return module return module; })(); var my_module = new module(); Is the first example basically like the second except everything is in the constructor? I'm just wrapping my head around patterns and the little things at the beginnings and endings always make me not sure what I should be doing.

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  • Ninject/DI: How to correctly pass initialisation data to injected type at runtime

    - by MrLane
    I have the following two classes: public class StoreService : IStoreService { private IEmailService _emailService; public StoreService(IEmailService emailService) { _emailService = emailService; } } public class EmailService : IEmailService { } Using Ninject I can set up bindings no problem to get it to inject a concrete implementation of IEmailService into the StoreService constructor. StoreService is actually injected into the code behind of an ASP.NET WebForm as so: [Ninject.Inject] public IStoreService StoreService { get; set; } But now I need to change EmailService to accept an object that contains SMTP related settings (that are pulled from the ApplicationSettings of the Web.config). So I changed EmailService to now look like this: public class EmailService : IEmailService { private SMTPSettings _smtpSettings; public void SetSMTPSettings(SMTPSettings smtpSettings) { _smtpSettings = smtpSettings; } } Setting SMTPSettings in this way also requires it to be passed into StoreService (via another public method). This has to be done in the Page_Load method in the WebForms code behind (I only have access to the Settings class in the UI layer). With manual/poor mans DI I could pass SMTPSettings directly into the constructor of EmailService and then inject EmailService into the StoreService constructor. With Ninject I don't have access to the instances of injected types outside of the objects they are injected to, so I have to set their data AFTER Ninject has already injected them via a separate public setter method. This to me seems wrong. How should I really be solving this scenario?

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  • C++ and SDL Trouble Creating a STL Vector of a Game Object

    - by Jackson Blades
    I am trying to create a Space Invaders clone using C++ and SDL. The problem I am having is in trying to create Waves of Enemies. I am trying to model this by making my Waves a vector of 8 Enemy objects. My Enemy constructor takes two arguments, an x and y offset. My Wave constructor also takes two arguments, an x and y offset. What I am trying to do is have my Wave constructor initialize a vector of Enemies, and have each enemy given a different x offset so that they are spaced out appropriately. Enemy::Enemy(int x, int y) { box.x = x; box.y = y; box.w = ENEMY_WIDTH; box.h = ENEMY_HEIGHT; xVel = ENEMY_WIDTH / 2; } Wave::Wave(int x, int y) { box.x = x; box.y = y; box.w = WAVE_WIDTH; box.y = WAVE_HEIGHT; xVel = (-1)*ENEMY_WIDTH; yVel = 0; std::vector<Enemy> enemyWave; for (int i = 0; i < enemyWave.size(); i++) { Enemy temp(box.x + ((ENEMY_WIDTH + 16) * i), box.y); enemyWave.push_back(temp); } } I guess what I am asking is if there is a cleaner, more elegant way to do this sort of initialization with vectors, or if this is right at all. Any help is greatly appreciated.

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  • MVVM and service pattern

    - by alfa-alfa
    I'm building a WPF application using the MVVM pattern. Right now, my viewmodels calls the service layer to retrieve models (how is not relevant to the viewmodel) and convert them to viewmodels. I'm using constructor injection to pass the service required to the viewmodel. It's easily testable and works well for viewmodels with few dependencies, but as soon as I try to create viewModels for complex models, I have a constructor with a LOT of services injected in it (one to retrieve each dependencies and a list of all available values to bind to an itemsSource for example). I'm wondering how to handle multiple services like that and still have a viewmodel that I can unit test easily. I'm thinking of a few solutions: Creating a services singleton (IServices) containing all the available services as interfaces. Example: Services.Current.XXXService.Retrieve(), Services.Current.YYYService.Retrieve(). That way, I don't have a huge constructor with a ton of services parameters in them. Creating a facade for the services used by the viewModel and passing this object in the ctor of my viewmodel. But then, I'll have to create a facade for each of my complexe viewmodels, and it might be a bit much... What do you think is the "right" way to implement this kind of architecture ?

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  • Abstract class and an inheritor: is it possible to factorize .parent() here?

    - by fge
    Here are what I think are the relevant parts of the code of these two classes. First, TreePointer (original source here): public abstract class TreePointer<T extends TreeNode> implements Iterable<TokenResolver<T>> { //... /** * What this tree can see as a missing node (may be {@code null}) */ private final T missing; /** * The list of token resolvers */ protected final List<TokenResolver<T>> tokenResolvers; /** * Main protected constructor * * <p>This constructor makes an immutable copy of the list it receives as * an argument.</p> * * @param missing the representation of a missing node (may be null) * @param tokenResolvers the list of reference token resolvers */ protected TreePointer(final T missing, final List<TokenResolver<T>> tokenResolvers) { this.missing = missing; this.tokenResolvers = ImmutableList.copyOf(tokenResolvers); } /** * Alternate constructor * * <p>This is the same as calling {@link #TreePointer(TreeNode, List)} with * {@code null} as the missing node.</p> * * @param tokenResolvers the list of token resolvers */ protected TreePointer(final List<TokenResolver<T>> tokenResolvers) { this(null, tokenResolvers); } //... /** * Tell whether this pointer is empty * * @return true if the reference token list is empty */ public final boolean isEmpty() { return tokenResolvers.isEmpty(); } @Override public final Iterator<TokenResolver<T>> iterator() { return tokenResolvers.iterator(); } // .equals(), .hashCode(), .toString() follow } Then, JsonPointer, which contains this .parent() method which I'd like to factorize here (original source here: public final class JsonPointer extends TreePointer<JsonNode> { /** * The empty JSON Pointer */ private static final JsonPointer EMPTY = new JsonPointer(ImmutableList.<TokenResolver<JsonNode>>of()); /** * Return an empty JSON Pointer * * @return an empty, statically allocated JSON Pointer */ public static JsonPointer empty() { return EMPTY; } //... /** * Return the immediate parent of this JSON Pointer * * <p>The parent of the empty pointer is itself.</p> * * @return a new JSON Pointer representing the parent of the current one */ public JsonPointer parent() { final int size = tokenResolvers.size(); return size <= 1 ? EMPTY : new JsonPointer(tokenResolvers.subList(0, size - 1)); } // ... } As mentioned in the subject, the problem I have here is with JsonPointer's .parent() method. In fact, the logic behind this method applies to TreeNode all the same, and therefore to its future implementations. Except that I have to use a constructor, and of course such a constructor is implementation dependent :/ Is there a way to make that .parent() method available to each and every implementation of TreeNode or is it just a pipe dream?

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  • Avoiding new operator in JavaScript -- the better way

    - by greengit
    Warning: This is a long post. Let's keep it simple. I want to avoid having to prefix the new operator every time I call a constructor in JavaScript. This is because I tend to forget it, and my code screws up badly. The simple way around this is this... function Make(x) { if ( !(this instanceof arguments.callee) ) return new arguments.callee(x); // do your stuff... } But, I need this to accept variable no. of arguments, like this... m1 = Make(); m2 = Make(1,2,3); m3 = Make('apple', 'banana'); The first immediate solution seems to be the 'apply' method like this... function Make() { if ( !(this instanceof arguments.callee) ) return new arguments.callee.apply(null, arguments); // do your stuff } This is WRONG however -- the new object is passed to the apply method and NOT to our constructor arguments.callee. Now, I've come up with three solutions. My simple question is: which one seems best. Or, if you have a better method, tell it. First – use eval() to dynamically create JavaScript code that calls the constructor. function Make(/* ... */) { if ( !(this instanceof arguments.callee) ) { // collect all the arguments var arr = []; for ( var i = 0; arguments[i]; i++ ) arr.push( 'arguments[' + i + ']' ); // create code var code = 'new arguments.callee(' + arr.join(',') + ');'; // call it return eval( code ); } // do your stuff with variable arguments... } Second – Every object has __proto__ property which is a 'secret' link to its prototype object. Fortunately this property is writable. function Make(/* ... */) { var obj = {}; // do your stuff on 'obj' just like you'd do on 'this' // use the variable arguments here // now do the __proto__ magic // by 'mutating' obj to make it a different object obj.__proto__ = arguments.callee.prototype; // must return obj return obj; } Third – This is something similar to second solution. function Make(/* ... */) { // we'll set '_construct' outside var obj = new arguments.callee._construct(); // now do your stuff on 'obj' just like you'd do on 'this' // use the variable arguments here // you have to return obj return obj; } // now first set the _construct property to an empty function Make._construct = function() {}; // and then mutate the prototype of _construct Make._construct.prototype = Make.prototype; eval solution seems clumsy and comes with all the problems of "evil eval". __proto__ solution is non-standard and the "Great Browser of mIsERY" doesn't honor it. The third solution seems overly complicated. But with all the above three solutions, we can do something like this, that we can't otherwise... m1 = Make(); m2 = Make(1,2,3); m3 = Make('apple', 'banana'); m1 instanceof Make; // true m2 instanceof Make; // true m3 instanceof Make; // true Make.prototype.fire = function() { // ... }; m1.fire(); m2.fire(); m3.fire(); So effectively the above solutions give us "true" constructors that accept variable no. of arguments and don't require new. What's your take on this. -- UPDATE -- Some have said "just throw an error". My response is: we are doing a heavy app with 10+ constructors and I think it'd be far more wieldy if every constructor could "smartly" handle that mistake without throwing error messages on the console.

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  • Giving a Bomberman AI intelligent bomb placement

    - by Paul Manta
    I'm trying to implement an AI algorithm for Bomberman. Currently I have a working but not very smart rudimentary implementation (the current AI is overzealous in placing bombs). This is the first AI I've ever tried implementing and I'm a bit stuck. The more sophisticated algorithms I have in mind (the ones that I expect to make better decisions) are too convoluted to be good solutions. What general tips do you have for implementing a Bomberman AI? Are there radically different approaches for making the bot either more defensive or offensive? Edit: Current algorithm My current algorithm goes something like this (pseudo-code): 1) Try to place a bomb and then find a cell that is safe from all the bombs, including the one that you just placed. To find that cell, iterate over the four directions; if you can find any safe divergent cell and reach it in time (eg. if the direction is up or down, look for a cell that is found to the left or right of this path), then it's safe to place a bomb and move in that direction. 2) If you can't find and safe divergent cells, try NOT placing a bomb and look again. This time you'll only need to look for a safe cell in only one direction (you don't have to diverge from it). 3) If you still can't find a safe cell, don't do anything. for $(direction) in (up, down, left, right): place bomb at current location if (can find and reach divergent safe cell in current $(direction)): bomb = true move = $(direction) return for $(direction) in (up, down, left, right): do not place bomb at current location if (any safe cell in the current $(direction)): bomb = false move = $(direction) return else: bomb = false move = stay_put This algorithm makes the bot very trigger-happy (it'll place bombs very frequently). It doesn't kill itself, but it does have a habit of making itself vulnerable by going into dead ends where it can be blocked and killed by the other players. Do you have any suggestions on how I might improve this algorithm? Or maybe I should try something completely different? One of the problems with this algorithm is that it tends to leave the bot with very few (frequently just one) safe cells on which it can stand. This is because the bot leaves a trail of bombs behind it, as long as it doesn't kill itself. However, leaving a trail of bombs behind leaves few places where you can hide. If one of the other players or bots decide to place a bomb somewhere near you, it often happens that you have no place to hide and you die. I need a better way to decide when to place bombs.

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  • 2D animation example in pyglet (python) looping through 2 images/sprites every x seconds

    - by Bentley4
    Suppose you have two images: step1.png and step2.png . Can anyone show me a very simple example in pyglet how to loop through those 2 images say every 0.5 seconds? The character doesn't have to move, just a simple black screen with a fixed region wherein the two images continually change every 0.5 secs. I know how to make a character move, shoot projectiles etc. but I just can't figure out how to control the looping speed of the images.

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  • Launch Invitation: Introducing Oracle WebLogic Server 12c

    - by JuergenKress
    Introducing Oracle WebLogic Server 12c, the #1 Application Server Across Conventional and Cloud Environments Please join Hasan Rizvi on December 1, as he unveils the next generation of the industry’s #1 application server and cornerstone of Oracle’s cloud application foundation—Oracle WebLogic Server 12c. Hear, with your fellow IT managers, architects, and developers, how the new release of Oracle WebLogic Server is: Designed to help you seamlessly move into the public or private cloud with an open, standards-based platform Built to drive higher value for your current infrastructure and significantly reduce development time and cost Optimized to run your solutions for Java Platform, Enterprise Edition (Java EE); Oracle Fusion Middleware; and Oracle Fusion Applications Enhanced with transformational platforms and technologies such as Java EE 6, Oracle’s Active GridLink for RAC, Oracle Traffic Director, and Oracle Virtual Assembly Builder Don’t miss this online launch event. Register now. Executive Overview Thurs., December 1, 2011 10 a.m. PT / 1 p.m. ET Presented by: Hasan Rizvi Senior Vice President, Product Development, Oracle Today most businesses have the ambition to move to a cloud infrastructure. However, IT needs to maintain and invest in their current infrastructure for supporting today’s business. With Oracle WebLogic, the #1 app server in the marketplace, we provide you with the best of both worlds. The enhancements contained in WebLogic 12c provide you with significant benefits that drive higher value for your current infrastructure, while significantly reducing development time and cost. In addition, with WebLogic you are cloud-ready. You can move your existing applications as-is to a high performance engineered system, Exalogic, and instantly experience performance and scalability improvements that are orders of magnitude higher. A WebLogic-Exalogic combination may provide your private cloud infrastructure. Moreover, you can develop and test your applications on the recently announced Oracle’s Public Cloud offering: the Java Cloud Service and seamlessly move these to your on-premise infrastructure for production deployments. Developer Deep-Dive Thurs., December 1, 2011 11 a.m. PT / 2 p.m. ET See demos and interact with experts via live chat. Presented by: Will Lyons Director, Oracle WebLogic Server Product Management, Oracle Modern Java development looks very different from even a few years ago. Technology innovation, the ecosystem of tools and their integration with Java standards are changing how development is done. Cloud Computing is causing developers to re-evaluate their development platforms and deployment options. Business users are demanding faster time to market, but without sacrificing application performance and reliability. Find out in this session how Oracle WebLogic Server 12c enables rapid development of modern, lightweight Java EE 6 applications. Learn how you can leverage the latest development technologies, tools and standards when deploying to Oracle WebLogic Server across both conventional and Cloud environments. Don’t miss this online launch event. Register now. For regular information become a member of the WebLogic Partner Community please register at http://www.oracle.com/partners/goto/wls-emea Blog Twitter LinkedIn Mix Forum Wiki Technorati Tags: Hasan Rizvi,Oracle,WebLogic 12c,OPN,WebLogic Community,Jürgen Kress

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  • RTS Movement + Navigation + Destination

    - by Oliver Jones
    I'm looking into building my own simple RTS game, and I'm trying to get my head around the movement of single, and multi selected units. (Developing in Unity) After much research, I now know that its a bigger task than I thought. So I need to break it down. I already have an A* navigation system with static obstacles taken into account. I don't want to worry about dynamic local avoidance right now. So I guess my first break down question would be: How would I go about moving mutli units to the same location. Right now - my units move to the location, but because they're all told to go to the same location, they start to 'fight' over one another to get there. I think theres two paths to go down: 1) Give each individual unit a separate destination point that is close to the 'master' destination point - and get the units to move to that. 2) Group my selected units in a flock formation, and move that entire flock group towards the destination point. Question about each path: 1a) How can I go about finding a suitable destination point that is close to the master destination? What happens if there isn't a suitable destination point? 1b) Would this be more CPU heavy? As it has to compute a path for each unit? (40 unit count). 2a) Is this a good idea? Not giving the units themselves a destination, but instead the flock (which holds the units within). The units within the flock could then maintain a formation (local avoidance) - though, again local avoidance is not an issue at this current time. 2b) Not sure what results I would get if I have a flock of 5 units, or a flock of 40 units, as the radius would be greater - which might mess up my A* navigation system. In other words: A flock of 2 units will be able to move down an alleyway, but a flock of 40 wont. But my nav system won't take that into account. I would appreciate any feedback. Kind regards, Ollie Jones

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  • export emails from open-xchnage webmail and import them to horde webmail

    - by sam
    Im moving hosting and need to move the emails stored with the old domain/hosting, the hosting i want to transfer from uses open-xchange for its webmail and the hosting i want to move to uses horde for their webmail. Is their an automated way from inside of the open xchange webmail, or is there a way i can do it from inside of outlook / mac mail ? not sure if this is the right place for this, if not please advise..

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  • Some Original Expressions

    - by Phil Factor
    Guest Editorial for Simple-Talk newsletterIn a guest editorial for the Simple-Talk Newsletter, Phil Factor wonders if we are still likely to find some more novel and unexpected ways of using the newer features of Transact SQL: or maybe in some features that have always been there! There can be a great deal of fun to be had in trying out recent features of SQL Expressions to see if  they provide new functionality.  It is surprisingly rare to find things that couldn’t be done before, but in a different   and more cumbersome way; but it is great to experiment or to read of someone else making that discovery.  One such recent feature is the ‘table value constructor’, or ‘VALUES constructor’, that managed to get into SQL Server 2008 from Standard SQL.  This allows you to create derived tables of up to 1000 rows neatly within select statements that consist of  lists of row values.  E.g. SELECT Old_Welsh, number FROM (VALUES ('Un',1),('Dou',2),('Tri',3),('Petuar',4),('Pimp',5),('Chwech',6),('Seith',7),('Wyth',8),('Nau',9),('Dec',10)) AS WelshWordsToTen (Old_Welsh, number) These values can be expressions that return single values, including, surprisingly, subqueries. You can use this device to create views, or in the USING clause of a MERGE statement. Joe Celko covered  this here and here.  It can become extraordinarily handy to use once one gets into the way of thinking in these terms, and I’ve rewritten a lot of routines to use the constructor, but the old way of using UNION can be used the same way, but is a little slower and more long-winded. The use of scalar SQL subqueries as an expression in a VALUES constructor, and then applied to a MERGE, has got me thinking. It looks very clever, but what use could one put it to? I haven’t seen anything yet that couldn’t be done almost as  simply in SQL Server 2000, but I’m hopeful that someone will come up with a way of solving a tricky problem, just in the same way that a freak of the XML syntax forever made the in-line  production of delimited lists from an expression easy, or that a weird XML pirouette could do an elegant  pivot-table rotation. It is in this sort of experimentation where the community of users can make a real contribution. The dissemination of techniques such as the Number, or Tally table, or the unconventional ways that the UPDATE statement can be used, has been rapid due to articles and blogs. However, there is plenty to be done to explore some of the less obvious features of Transact SQL. Even some of the features introduced into SQL Server 2000 are hardly well-known. Certain operations on data are still awkward to perform in Transact SQL, but we mustn’t, I think, be too ready to state that certain things can only be done in the application layer, or using a CLR routine. With the vast array of features in the product, and with the tools that surround it, I feel that there is generally a way of getting tricky things done. Or should we just stick to our lasts and push anything difficult out into procedural code? I’d love to know your views.

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