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  • Problem with javascript in firefox when moving google ads

    - by thomas woelfer
    hi. i have a website with google ads on it. i would like to make it load faster. thus i moved all the google scripts to the bottom of the page. i also have a placeholder at the location where the ad(s) should be displayed and other divs that (initially) get the ads. finally (in window.onload) i'm moving the ads that have just be fetched from google to their target locations. (a simple example page is here: http://www.nickles.de/temp/ads.html ) this works in ie, but it doesn't work in ff. (that is, in firefox, non-text ads show up fine, while text-ads don't. [or at least, not in a reliable way.]) any ideas what would be causing this? Thanks! -thomas woelfer

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  • Does it make sense to have more than one UDP Datagram socket on standby? Are "simultaneous" packets

    - by Gubatron
    I'm coding a networking application on Android. I'm thinking of having a single UDP port and Datagram socket that receives all the datagrams that are sent to it and then have different processing queues for these messages. I'm doubting if I should have a second or third UDP socket on standby. Some messages will be very short (100bytes or so), but others will have to transfer files. My concern is, will the Android kernel drop the small messages if it's too busy handling the bigger ones? Update "The latter function calls sock_queue_rcv_skb() (in sock.h), which queues the UDP packet on the socket's receive buffer. If no more space is left on the buffer, the packet is discarded. Filtering also is performed by this function, which calls sk_filter() just like TCP did. Finally, data_ready() is called, and UDP packet reception is completed."

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  • Postgresql 8.4 reading OID style BLOBs with Hibernate

    - by peter
    I am getting this weird case when querying Postgres 8.4 for some records with Blobs (of type OIDs) with Hibernate. The query does return all right but when my code wants to read the content of the BLOB with the simple code below, it gets 0 bytes back public static byte[] readBlob(Blob blob) throws Exception { InputStream is = null; try { is = blob.getBinaryStream(); return org.apache.commons.io.IOUtils.toByteArray(is); } finally { if (is != null) try { is.close(); } catch(Exception e) {} } } Funny think is that I am getting this behavior only since I've started adding more then one such records to the table. The underlying JDBC library is type 3 (postgresq 8.4-701). Can someone give me a hint as to how to solve this issue? Thanks Peter

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  • Subclipse plugin doesn't work in Eclipse?

    - by blackicecube
    Hi, even though there was no error when installing Subclipse in Eclipse. I won't see the SVN perspective at all? I have tried with "Eclipse Classic 3.5.1" and with "Eclipse for PHP Developers". After downloading and unzipping the packages I used Eclipse's "Install Software" mechanism to install Subclipse 1.6.x. I followed the steps described here: http://www3.math.tu-berlin.de/jreality/mediawiki/index.php/Subclipse_installation_in_eclipse_galileo. But after Eclipse re-starts I don't get any SVN Repository perspective? I have tried to un-install/re-install all the software components many times now. Finally after 3 hours of trying I am giving up. Does anyone have any hint what I am missing? Thanks! Peter

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  • Missing output when running system command in perl/cgi file

    - by aladine
    I need to write a CGI program and it will display the output of a system command: script.sh echo "++++++" VAR=$(expect -c " spawn ssh -o StrictHostKeyChecking=no $USER@$HOST $CMD match_max 100000 expect \"*?assword:*\" send -- \"$PASS\r\" send -- \"\r\" expect eof ") echo $VAR echo "++++++" In CGI file: my $command= "ksh ../cgi-bin/script.sh"; my @output= `$command`; print @output; Finally, when I run the CGI file in unix, the $VAR is a very long string including \n and some delimiters. However, when I run on web server, the output is ++++++ ++++++ So $VAR is missing when passing in the web interface/browser. I know maybe the problem is $VAR is very long string. But anyway, is there anyway to solve this problem except writing the output to a file then retrieve it from browser? Thanks if you are interested in my question.

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  • Anyone using Moles / Pex in production?

    - by dferraro
    Hi all, I did search the forum and did not find a similar question. I'm looking to make a final decision on our mocking framework of choice moving forward as a best practice - I've decided on Moq... untill I just recently discovered MS has finally created a mocking framework called Moles which seems to work similar to TypeMock via the profiler API sexyness etc.. There's a million 'NMock vs Moq vs TypeMock vs Rhino....' threads on here. But I never see Moles involved.In fact, I did not even know if its existence until a short time ago. Anyone using it? In Production? Anyone dump their old mocking framework for it, and if so, which one? How did it compare to ther mocking frameworks you've used? thanks.. ps, we are using VS2008 and are moving to 2010 shortly.

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  • Setting a session variable in Global.asax causes AJAX errors

    - by Fly_Trap
    I'm getting a very peculiar problem with my asp.net application, it took me an age to track down but I still don't know what is causing this behaviour. If I set a session variable in the Application_PreRequestHandlerExecute event, then my external JavaScript files are ignored, and therfore causing a raft of errors. I have simplified the problem below. E.g. I have file called JScript.js containing the code: function myAlert() { alert("Hi World"); } And in my Default.aspx file I reference the js with the code: <script src="JScript.js" type="text/javascript"></script> And in the body onload event I call the myAlert() function: <body onload="myAlert()"> And finally in the Global.asax file: Private Sub Application_PreRequestHandlerExecute(ByVal sender As Object, ByVal e As EventArgs) HttpContext.Current.Session("myVar") = "MyValue" End Sub If you run the Default.aspx file you will see the js function isnt called, however, if you comment out the line of code Global.asax then the external js is called and the function executed when the page loads. Why is this?

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  • Change namespace/filesystem folder names in Visual Studio

    - by Rosarch
    I'm trying to change a namespace in Visual Studio. My folder structure looks something like this: GameAlpha/ GameAlpha.sln GameAlphaRelease/ GameAlphaTest/ GameAlphaLevelEditor/ These include namespaces like GameAlphaRelease. I want to change all this to GameBetaRelease. Before this process, it built fine. First, I changed the solution and project files from Alpha to Beta. Then, I did a "find-replace-all" on the namespace. Finally, I went through the properties of each project and changed the "Assembly Name" and "Default Namespace" to the appropriate Beta title. However, now the solution does not build. The error is: GameAlpha.accessor: The reference to 'GameAlpha.exe' was not found in the list of this projects references. (Project: GameBetaTest) What am I doing wrong? If I remove project GameBetaTest, the solution builds just fine. Also, what is the preferable way to change the names of the folders in the file system?

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  • Unbuffered subprocess output (last line missing)

    - by plok
    I must be overlooking something terribly obvious. I need to execute a C program, display its output in real time and finally parse its last line, which should be straightforward as the last line printed is always the same. process = subprocess.Popen(args, shell = True, stdout = subprocess.PIPE, stderr = subprocess.PIPE) # None indicates that the process hasn't terminated yet. while process.poll() is None: # Always save the last non-emtpy line that was output by the child # process, as it will write an empty line when closing its stdout. out = process.stdout.readline() if out: last_non_empty_line = out if verbose: sys.stdout.write(out) sys.stdout.flush() # Parse 'out' here... Once in a while, however, the last line is not printed. The default value for Popens's bufsize is 0, so it is supposed to be unbuffered. I have also tried, to no avail, adding fflush(stdout) to the C code just before exiting, but it seems that there is absolutely no need to flush a stream before exiting a program. Ideas anyone?

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  • Enforcing a coding template in the getters of a class in java

    - by Yoav Schwartz
    Hello, I want to make sure all getters of the classes in a certain package follow a given template. For example, all getters must be of the form: XXX getYYY(){ classLock.lock(); return YYY; finally{ classLock.unlock(); } } Basically, I want that my project will not compile/run unless all getters are of that form. What is the best way to do that? I would prefer a solution that can be used as an Eclipse plugin. Thanks, Yoav

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  • Android:Where is exactly Android 1.6 SDK download?

    - by user187532
    Hello friends, I want install Android version 1.6 SDK. I already have Android development setup with Eclipse and Android 1.5 SDK. Wherever i search in Google to download Android 1.6 SDK, it finally goes to link: http://developer.android.com/intl/zh-CN/sdk/index.html This link has three setup SDK zip files, but no where mentioned what version of SDK setup are those? Why such confusions in this Android website for showing just version of SDK setup files? Where i can get exactly Android 1.6 SDK setup download? Could someone point out me clearly? Is there any special steps that i need to follow to overwrite 1.6 SDK with my existing setup environment? Thank you.

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  • Apache is running but there is no page displayed

    - by Michael Ozeryansky
    I am on a Mac OSX and I am using the built in PHP and Apache2. I have been setting up MySQL and finally when I got MySQL working my local site won't display. Do note that I did have the web server running and delivering PHP enabled pages, just no database connection. But my question is not about MySQL. I have changed various settings in the 'http.conf' file, and I have the line: '127.0.0.1 localhost' in my hosts file. I also have other alias' pointing to 127.0.0.1. I have checked everything I could about Apache and I have made sure that any message in the error_log is ok. I currently have my errorLevel set to debug, so I get all the messages. At this point (HOURS of self fixing) I think I need help. What can I provide for someone to figure this out with me. Thanks.

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  • How do you reconcile IDisposable and IoC?

    - by Mr. Putty
    I'm finally wrapping my head around IoC and DI in C#, and am struggling with some of the edges. I'm using the Unity container, but I think this question applies more broadly. Using an IoC container to dispense instances that implement IDisposable freaks me out! How are you supposed to know if you should Dispose()? The instance might have been created just for you (and therefor you should Dispose() it), or it could be an instance whose lifetime is managed elsewhere (and therefor you'd better not). Nothing in the code tells you, and in fact this could change based on configuration!!! This seems deadly to me. Can any IoC experts out there describe good ways to handle this ambiguity?

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  • Common MVC 2 Pitfalls

    - by mcass20
    I surprised this hasn't been asked before...or maybe I just don't see it. Anyway, I'm finally straying from the comfort of ASP.NET Web Forms and exploring the world of MVC2. I've done the nerdinner walk-through and it was fairly straightforward. Now I am getting a little more adventurous and building an MVC2 app on my own and would like to know if there are some common pitfalls that others can attest to. Please consider my background as an ASP.NET Web Forms developer. Thanks!

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  • System.Security.Permissions.SecurityPermission and Reflection on Godaddy

    - by David Murdoch
    I have the following method: public static UserControl LoadControl(string UserControlPath, params object[] constructorParameters) { var p = new Page(); var ctl = p.LoadControl(UserControlPath) as UserControl; // Find the relevant constructor if (ctl != null) { ConstructorInfo constructor = ctl.GetType().BaseType.GetConstructor(constructorParameters.Select(constParam => constParam == null ? "".GetType() : constParam.GetType()).ToArray()); //And then call the relevant constructor if (constructor == null) { throw new MemberAccessException("The requested constructor was not found on : " + ctl.GetType().BaseType.ToString()); } constructor.Invoke(ctl, constructorParameters); } // Finally return the fully initialized UC return ctl; } Which when executed on a Godaddy shared host gives me System.Security.SecurityException: Request for the permission of type 'System.Security.Permissions.SecurityPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' failed.

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  • How to Publish InfoPath (which is fulltrusted having codebehid code ) in sharePoint?

    - by JanardhanReddy
    Hi all, I created one InfoPath form which is having C# code and i gave security option is 'full trusted' to access infopath object model,and it should be open with Browser.finally i published the Infopath form to SharePoint(by using admin-approved) site. But when i'am trying to open, it is not opening and giving an error that is 'InfoPath can not create a new or blank form InfoPath can not open the form,To fix this problem,Contact your System administrator' and in error show details its giving following message. 'The form template is trying to access files and settings on your computer. InfoPath cannot grant access to these files and settings because the form template is not fully trusted. For a form to run with full trust, it must be installed or digitally signed with a certificate'. please give me a solution.

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  • Rails: blank page - no errors or stack trace

    - by Nathan Long
    I've been trying to fix a bug in the Rails app I'm developing, and I keep getting a blank screen with no errors. I haven't found anything helpful in development.log, either (though it does show queries being run and such). Finally, I started to wonder if it's somehow set not to show errors anymore. I tried commenting out a necessary route, and sure enough, I got a blank page instead of the error and stack trace I expected. What might cause this? (I wondered if maybe I'm accidentally running production mode and errors aren't supposed to show then, but development.log is being appended, and if I open script/console and echo ENV['RAILS_ENV'], it says development.)

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  • VSTS Test Edition or HP's LoadRunner?

    - by Edward Leno
    I have had this debate with some peers off and on for a while. I am certified in the HP tools, but have been spending more and more time with VSTS Test Edition 2008. I am looking for opinions on what people think of the future of both products and how they compete. LoadRunner's strengths include its vast array of protocols supported. Unfortunately since HP took over from Mercury, they are beginning to lag behind, especially in the new internet spaces. VSTS Test, once very limited, is now quite impressive, especially in 2010. I don't know if it makes business sense, but I would love for VSTS Test to take on some additional protocols. Many of my clients would like to move away from HP and their licensing costs. Finally, I am looking for good resources for VSTS Test. I have been playing with it, but would like to see some dedicated courses/material, instead of just a part of the larger VSTS. Thanks!

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  • speech bubbles like in comics for iphone

    - by plspl
    I am new to iphone application development. I am building an iphone app where the user needs to be able to add speech bubbles (think comics) over existing images. I have some questions on how to implement this, Have an empty speech bubble image and overlay it over existing image - Do I use a separate UIImage for the speech bubble? Or should I draw the speech bubble myself? Allow the user to move the speech bubble using touch- Any pointers or examples would be great! Also let him resize the speech depending on the amount of text - Any pointers or examples would be great! Finally he should be able to add text to speech bubble - Is there a way to add textbox over an existing image? Thanks,

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  • Installing Ruby Gems behind a Proxy

    - by jjr2527
    It appears this topic has been covered a few times before, but those solutions have only gotten me so far. I now have my sources properly updated and I am able to query for gems without an error but I keep getting empty results for my searches. I installed rubysspi and copied over the spa.rb file as mentioned in the readme. The readme also suggested using this line which did not work for me based on my install path: ruby -rspa 'C:\Program Files\ruby\gem' list --remote sspi So I switched it to my install directory off the root: ruby -rspa 'C:\ruby\gem' list --remote sspi But that also didn't work so a search for the gem file located it in the bin directory so this command finally worked for me: ruby -rspa 'C:\ruby\bin\gem' list --remote sspi But I got empty results back: *** REMOTE GEMS *** SO I tried other gems and had the same results. Then I listed my gem sources and rubygems is listed as expected. Am I missing something else? c:\ruby>gem sources *** CURRENT SOURCES *** http://rubygems.org

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  • How do I flip a column in mysql that has data structured: 'last name, first name'?

    - by ggg
    I want to create a new column in a MYSQL table that has Fn Ln instead of Ln, Fn. Most of my data is printed Fn Ln. Another idea is to incorporate a string function each time there is an output (php based) but that seems to waste resources. Finally, I couldn't find the syntax (loop or foreach) for my php function anyway. Here is the working php function that I got from a previous post: $name = "Lastname, Firstname"; $names = explode(", ", $name); $name = $names[1] . " " . $names[0];

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  • C# UserControl factory

    - by user1112111
    Let's say you have two classes that extend UserControl. Each of the controls provides a custom event (this could be done by using an interface). You want to display one of the controls in the odd days and the other in the even days. You also want to be able to drag&drop (Visual Studio) the UserControl on your form without knowing what the Control type will finally be. How do you do that ? Is the factory pattern useful here ?

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • How to merge two FBOs?

    - by DevDevDev
    OK so I have 4 buffers, 3 FBOs and a render buffer. Let me explain. I have a view FBO, which will store the scene before I render it to the render buffer. I have a background buffer, which contains the background of the scene. I have a user buffer, which the user manipulates. When the user makes some action I draw to the user buffer, using some blending. Then to redraw the whole scene what I want to do is clear the view buffer, draw the background buffer to the view buffer, change the blending, then draw the user buffer to the view buffer. Finally render the view buffer to the render buffer. However I can't figure out how to draw a FBO to another FBO. What I want to do is essentially merge and blend two FBOs, but I can't figure out how! I'm very new to OpenGL ES, so thanks for all the help.

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  • Useful Eclipse Java Code Templates

    - by Jon
    You can create various Java code templates in Eclipse via the Window->Preferences->Java -> Editor -> Templates e.g. sysout is expanded to: System.out.println(${word_selection}${});${cursor} You can activate this by typing sysout followed by CTRL+SPACE What useful Java code templates do you currently use? Include the name and description of it and why it's awesome. There's an open bounty on this for an original/novel use of a template rather than a built-in existing feature. Create Log4J logger Get swt color from display Syncexec - Eclipse Framework Singleton Pattern/Enum Singleton Generation Readfile Const Traceout Format String Comment Code Review String format Try Finally Lock Message Format i18n and log Equalsbuilder Hashcodebuilder Spring Object Injection Create FileOutputStream

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