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  • Smooth Camera Zoom Factor Change

    - by Siddharth
    I have game play scene in which user can zoom in and out. For which I used smooth camera in the following manner. public static final int CAMERA_WIDTH = 1024; public static final int CAMERA_HEIGHT = 600; public static final float MAXIMUM_VELOCITY_X = 400f; public static final float MAXIMUM_VELOCITY_Y = 400f; public static final float ZOOM_FACTOR_CHANGE = 1f; mSmoothCamera = new SmoothCamera(0, 0, Constants.CAMERA_WIDTH, Constants.CAMERA_HEIGHT, Constants.MAXIMUM_VELOCITY_X, Constants.MAXIMUM_VELOCITY_Y, Constants.ZOOM_FACTOR_CHANGE); mSmoothCamera.setBounds(0f, 0f, Constants.CAMERA_WIDTH, Constants.CAMERA_HEIGHT); But above thing create problem for me. When user perform zoom in and leave game play scene then other scene behaviour not look good. I already set zoom factor to 1 for this purpose. But now it show camera translation in other scene. Because scene switching time it so much small that player can easily saw translation of camera that I don't want to show. After camera reposition, everything works perfect but how to set camera its proper position. For example my loading text move from bottom to top or vice versa based on camera movement. Any more detail you want then I can able to give you.

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  • Smooth drag scrolling of an Isometric map - Html5

    - by user881920
    I have implemented a basic Isometric tile engine that can be explored by dragging the map with the mouse. Please see the fiddle below and drag away: http://jsfiddle.net/kHydg/14/ The code broken down is (CoffeeScript): The draw function draw = -> requestAnimFrame draw canvas.width = canvas.width for row in [0..width] for col in [0..height] xpos = (row - col) * tileHeight + width xpos += (canvas.width / 2) - (tileWidth / 2) + scrollPosition.x ypos = (row + col) * (tileHeight / 2) + height + scrollPosition.y context.drawImage(defaultTile, Math.round(xpos), Math.round(ypos), tileWidth, tileHeight) Mouse drag-scrolling control scrollPosition = x: 0 y: 0 dragHelper = active: false x: 0 y: 0 window.addEventListener 'mousedown', (e) => handleMouseDown(e) , false window.addEventListener 'mousemove', (e) => handleDrag(e) , false window.addEventListener 'mouseup', (e) => handleMouseUp(e) , false handleDrag = (e) => e.preventDefault() if dragHelper.active x = e.clientX y = e.clientY scrollPosition.x -= Math.round((dragHelper.x - x) / 28) scrollPosition.y -= Math.round((dragHelper.y - y) / 28) handleMouseUp = (e) => e.preventDefault() dragHelper.active = false handleMouseDown = (e) => e.preventDefault() x = e.clientX y = e.clientY dragHelper.active = true dragHelper.x = x dragHelper.y = y The Problem As you can see from the fiddle the dragging action is ok but not perfect. How would I change the code to make the dragging action more smooth? What I would like is the point of the map you click on to stay under the mouse point whilst you drag; the same as they have done here: http://craftyjs.com/demos/isometric/

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  • Take,Skip and Reverse Operator in Linq

    - by Jalpesh P. Vadgama
    I have found three more new operators in Linq which is use full in day to day programming stuff. Take,Skip and Reverse. Here are explanation of operators how it works. Take Operator: Take operator will return first N number of element from entities. Skip Operator: Skip operator will skip N number of element from entities and then return remaining elements as a result. Reverse Operator: As name suggest it will reverse order of elements of entities. Here is the examples of operators where i have taken simple string array to demonstrate that. C#, using GeSHi 1.0.8.6 using System; using System.Collections.Generic; using System.Linq; using System.Text;     namespace ConsoleApplication1 {     class Program     {         static void Main(string[] args)         {             string[] a = { "a", "b", "c", "d" };                           Console.WriteLine("Take Example");             var TkResult = a.Take(2);             foreach (string s in TkResult)             {                 Console.WriteLine(s);             }               Console.WriteLine("Skip Example");             var SkResult = a.Skip(2);             foreach (string s in SkResult)             {                 Console.WriteLine(s);             }               Console.WriteLine("Reverse Example");             var RvResult = a.Reverse();             foreach (string s in RvResult)             {                 Console.WriteLine(s);             }                       }     } } Parsed in 0.020 seconds at 44.65 KB/s Here is the output as expected. hope this will help you.. Technorati Tags: Linq,Linq-To-Sql,ASP.NET,C#.NET

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  • Operator of the week - Assert

    - by Fabiano Amorim
    Well my friends, I was wondering how to help you in a practical way to understand execution plans. So I think I'll talk about the Showplan Operators. Showplan Operators are used by the Query Optimizer (QO) to build the query plan in order to perform a specified operation. A query plan will consist of many physical operators. The Query Optimizer uses a simple language that represents each physical operation by an operator, and each operator is represented in the graphical execution plan by an icon. I'll try to talk about one operator every week, but so as to avoid having to continue to write about these operators for years, I'll mention only of those that are more common: The first being the Assert. The Assert is used to verify a certain condition, it validates a Constraint on every row to ensure that the condition was met. If, for example, our DDL includes a check constraint which specifies only two valid values for a column, the Assert will, for every row, validate the value passed to the column to ensure that input is consistent with the check constraint. Assert  and Check Constraints: Let's see where the SQL Server uses that information in practice. Take the following T-SQL: IF OBJECT_ID('Tab1') IS NOT NULL   DROP TABLE Tab1 GO CREATE TABLE Tab1(ID Integer, Gender CHAR(1))  GO  ALTER TABLE TAB1 ADD CONSTRAINT ck_Gender_M_F CHECK(Gender IN('M','F'))  GO INSERT INTO Tab1(ID, Gender) VALUES(1,'X') GO To the command above the SQL Server has generated the following execution plan: As we can see, the execution plan uses the Assert operator to check that the inserted value doesn't violate the Check Constraint. In this specific case, the Assert applies the rule, 'if the value is different to "F" and different to "M" than return 0 otherwise returns NULL'. The Assert operator is programmed to show an error if the returned value is not NULL; in other words, the returned value is not a "M" or "F". Assert checking Foreign Keys Now let's take a look at an example where the Assert is used to validate a foreign key constraint. Suppose we have this  query: ALTER TABLE Tab1 ADD ID_Genders INT GO  IF OBJECT_ID('Tab2') IS NOT NULL   DROP TABLE Tab2 GO CREATE TABLE Tab2(ID Integer PRIMARY KEY, Gender CHAR(1))  GO  INSERT INTO Tab2(ID, Gender) VALUES(1, 'F') INSERT INTO Tab2(ID, Gender) VALUES(2, 'M') INSERT INTO Tab2(ID, Gender) VALUES(3, 'N') GO  ALTER TABLE Tab1 ADD CONSTRAINT fk_Tab2 FOREIGN KEY (ID_Genders) REFERENCES Tab2(ID) GO  INSERT INTO Tab1(ID, ID_Genders, Gender) VALUES(1, 4, 'X') Let's look at the text execution plan to see what these Assert operators were doing. To see the text execution plan just execute SET SHOWPLAN_TEXT ON before run the insert command. |--Assert(WHERE:(CASE WHEN NOT [Pass1008] AND [Expr1007] IS NULL THEN (0) ELSE NULL END))      |--Nested Loops(Left Semi Join, PASSTHRU:([Tab1].[ID_Genders] IS NULL), OUTER REFERENCES:([Tab1].[ID_Genders]), DEFINE:([Expr1007] = [PROBE VALUE]))           |--Assert(WHERE:(CASE WHEN [Tab1].[Gender]<>'F' AND [Tab1].[Gender]<>'M' THEN (0) ELSE NULL END))           |    |--Clustered Index Insert(OBJECT:([Tab1].[PK]), SET:([Tab1].[ID] = RaiseIfNullInsert([@1]),[Tab1].[ID_Genders] = [@2],[Tab1].[Gender] = [Expr1003]), DEFINE:([Expr1003]=CONVERT_IMPLICIT(char(1),[@3],0)))           |--Clustered Index Seek(OBJECT:([Tab2].[PK]), SEEK:([Tab2].[ID]=[Tab1].[ID_Genders]) ORDERED FORWARD) Here we can see the Assert operator twice, first (looking down to up in the text plan and the right to left in the graphical plan) validating the Check Constraint. The same concept showed above is used, if the exit value is "0" than keep running the query, but if NULL is returned shows an exception. The second Assert is validating the result of the Tab1 and Tab2 join. It is interesting to see the "[Expr1007] IS NULL". To understand that you need to know what this Expr1007 is, look at the Probe Value (green text) in the text plan and you will see that it is the result of the join. If the value passed to the INSERT at the column ID_Gender exists in the table Tab2, then that probe will return the join value; otherwise it will return NULL. So the Assert is checking the value of the search at the Tab2; if the value that is passed to the INSERT is not found  then Assert will show one exception. If the value passed to the column ID_Genders is NULL than the SQL can't show a exception, in that case it returns "0" and keeps running the query. If you run the INSERT above, the SQL will show an exception because of the "X" value, but if you change the "X" to "F" and run again, it will show an exception because of the value "4". If you change the value "4" to NULL, 1, 2 or 3 the insert will be executed without any error. Assert checking a SubQuery: The Assert operator is also used to check one subquery. As we know, one scalar subquery can't validly return more than one value: Sometimes, however, a  mistake happens, and a subquery attempts to return more than one value . Here the Assert comes into play by validating the condition that a scalar subquery returns just one value. Take the following query: INSERT INTO Tab1(ID_TipoSexo, Sexo) VALUES((SELECT ID_TipoSexo FROM Tab1), 'F')    INSERT INTO Tab1(ID_TipoSexo, Sexo) VALUES((SELECT ID_TipoSexo FROM Tab1), 'F')    |--Assert(WHERE:(CASE WHEN NOT [Pass1016] AND [Expr1015] IS NULL THEN (0) ELSE NULL END))        |--Nested Loops(Left Semi Join, PASSTHRU:([tempdb].[dbo].[Tab1].[ID_TipoSexo] IS NULL), OUTER REFERENCES:([tempdb].[dbo].[Tab1].[ID_TipoSexo]), DEFINE:([Expr1015] = [PROBE VALUE]))              |--Assert(WHERE:([Expr1017]))             |    |--Compute Scalar(DEFINE:([Expr1017]=CASE WHEN [tempdb].[dbo].[Tab1].[Sexo]<>'F' AND [tempdb].[dbo].[Tab1].[Sexo]<>'M' THEN (0) ELSE NULL END))              |         |--Clustered Index Insert(OBJECT:([tempdb].[dbo].[Tab1].[PK__Tab1__3214EC277097A3C8]), SET:([tempdb].[dbo].[Tab1].[ID_TipoSexo] = [Expr1008],[tempdb].[dbo].[Tab1].[Sexo] = [Expr1009],[tempdb].[dbo].[Tab1].[ID] = [Expr1003]))              |              |--Top(TOP EXPRESSION:((1)))              |                   |--Compute Scalar(DEFINE:([Expr1008]=[Expr1014], [Expr1009]='F'))              |                        |--Nested Loops(Left Outer Join)              |                             |--Compute Scalar(DEFINE:([Expr1003]=getidentity((1856985942),(2),NULL)))              |                             |    |--Constant Scan              |                             |--Assert(WHERE:(CASE WHEN [Expr1013]>(1) THEN (0) ELSE NULL END))              |                                  |--Stream Aggregate(DEFINE:([Expr1013]=Count(*), [Expr1014]=ANY([tempdb].[dbo].[Tab1].[ID_TipoSexo])))             |                                       |--Clustered Index Scan(OBJECT:([tempdb].[dbo].[Tab1].[PK__Tab1__3214EC277097A3C8]))              |--Clustered Index Seek(OBJECT:([tempdb].[dbo].[Tab2].[PK__Tab2__3214EC27755C58E5]), SEEK:([tempdb].[dbo].[Tab2].[ID]=[tempdb].[dbo].[Tab1].[ID_TipoSexo]) ORDERED FORWARD)  You can see from this text showplan that SQL Server as generated a Stream Aggregate to count how many rows the SubQuery will return, This value is then passed to the Assert which then does its job by checking its validity. Is very interesting to see that  the Query Optimizer is smart enough be able to avoid using assert operators when they are not necessary. For instance: INSERT INTO Tab1(ID_TipoSexo, Sexo) VALUES((SELECT ID_TipoSexo FROM Tab1 WHERE ID = 1), 'F') INSERT INTO Tab1(ID_TipoSexo, Sexo) VALUES((SELECT TOP 1 ID_TipoSexo FROM Tab1), 'F')  For both these INSERTs, the Query Optimiser is smart enough to know that only one row will ever be returned, so there is no need to use the Assert. Well, that's all folks, I see you next week with more "Operators". Cheers, Fabiano

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  • SQL Logic Operator Precedence: And and Or

    - by nc
    Are the two statements below equivalent? SELECT [...] FROM [...] WHERE some_col in (1,2,3,4,5) AND some_other_expr and SELECT [...] FROM [...] WHERE some_col in (1,2,3) or some_col in (4,5) AND some_other_expr Is there some sort of truth table I could use to verify this? Thanks.

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  • C++ streams operator << and manipulators / formatters

    - by Ayman
    First, most of my recent work was Java. So even though I "know" C++, I do not want to write Java in C++. And C++ templates are one thing I will really miss when going back to Java. Now that this out of the way, if I want to do create a new stream formatter, say pic, that will have a single std::string parameter in it's constructor. I would like the user to be able to write something like: cout << pic("Date is 20../../..") << "100317" << endl; The output should be Date is 2010/03/17 How do I write the pic class? when the compiler sees the cout what are the underlying steps the compiler does?

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  • Like operator in sql server

    - by Geetha
    Hi All, i want to get all the record from the database which contain atleast one word from the input string. Ex: input=Stack over flow select * from sample where name like '%stack%' or name like '%over% or name like '%flow%' Geetha.

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  • Why doesn't the conditional operator correctly allow the use of "null" for assignment to nullable ty

    - by Daniel Coffman
    This will not compile, stating "Type of conditional expression cannot be determined because there is no implicit conversion between 'System.DateTime' and ''" task.ActualEndDate = TextBoxActualEndDate.Text != "" ? DateTime.Parse(TextBoxActualEndDate.Text) : null; This works just fine if (TextBoxActualEndDate.Text != "") task.ActualEndDate = DateTime.Parse(TextBoxActualEndDate.Text); else task.ActualEndDate = null;

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  • Linq2SQL to produce Like operator

    - by Dante
    Hi, I have a string "Word1 Word2" and I want to transform it to a query such as "Like '%Word1%Word2%'". At the moment I have: from t in Test where t.Field.Contains("Word1 Word2") How to do this in LINQ2SQL? Do I need to create two separate queries for this, can't I write it in the same statement? Thx in advance

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  • std::map operator[] and automatically created new objects

    - by thomas-gies
    I'm a little bit scared about something like this: std::map<DWORD, DWORD> tmap; tmap[0]+=1; tmap[0]+=1; tmap[0]+=1; Since DWORD's are not automatically initialized, I'm always afraid of tmap[0] being a random number that is incremented. How does the map know hot to initialize a DWORD if the runtime does not know how to do it? Is it guaranteed, that the result is always tmap[0] == 3?

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  • struct assignment operator on arrays

    - by Django fan
    Suppose I defined a structure like this: struct person { char name [10]; int age; }; and declared two person variables: person Bob; person John; where Bob.name = "Bob", Bob.age = 30 and John.name = "John",John.age = 25. and I called Bob = John; struct person would do a Memberwise assignment and assign Johns's member values to Bob's. But arrays can't assign to arrays, so how does the assignment of the "name" array work?

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  • LIKE operator with $variable

    - by skarama
    This is my first question here and I hope it is simple enough to get a quick answer! Basically, I have the following code: $variable = curPageURL(); $query = 'SELECT * FROM `tablename` WHERE `columnname` LIKE '$variable' ; If I echo the $variable, it prints the current page's url( which is a javascript on my page) Ultimately, what I want, is to be able to make a search for which the search-term is the current page's url, with wildcards before and after. I am not sure if this is possible at all, or if I simply have a syntax error, because I get no errors, simply no result! I tried : $query = 'SELECT * FROM `tablename` WHERE `columnname` LIKE '"echo $variable" ' ; But again, I'm probably missing or using a misplaced ' " ; etc. Please tell me what I'm doing wrong!

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  • Conditional operator in if-statement?

    - by Pindatjuh
    I've written the following if-statement in Java: if(methodName.equals("set" + this.name) || isBoolean() ? methodName.equals("is" + this.name) : methodName.equals("get" + this.name)) { ... } Is this a good practice to write such expressions in if, to separate state from condition? And can this expression be simplified?

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  • Ternary operator in if-statement?

    - by Pindatjuh
    I've written the following if-statement in Java: if(methodName.equals("set" + this.name) || isBoolean() ? methodName.equals("is" + this.name) : methodName.equals("get" + this.name)) { ... } Is this a good practice to write such expressions in if, to separate state from condition? And can this expression be simplified?

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  • The unary increment operator in pointer arithmetic

    - by RhymesWithDuck
    Hello, this is my first post. I have this function for reversing a string in C that I found. void reverse(char* c) { if (*c != 0) { reverse(c + 1); } printf("%c",*c); } It works fine but if I replace: reverse(c + 1); with: reverse(++c); the first character of the original string is truncated. My question is why would are the statements not equivalent in this instance? Thanks

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  • post increment operator java

    - by srandpersonia
    I can't make heads or tails of the following code from "java puzzlers" by joshua bloch. public class Test22{ public static void main(String args[]){ int j=0; for(int i=0;i<100;i++){ j=j++; } System.out.println(j); //prints 0 int a=0,b=0; a=b++; System.out.println(a); System.out.println(b); //prints 1 } } I can't get the part where j prints 0. According to the author, j=j++ is similar to temp=j; j=j+1; j=temp; But a=b++ makes b 1. So it should've evaluated like this, a=b b=b+1 By following the same logic, shouldn't j=j++ be evaluated as, j=j j=j+1 Where does the temp come into picture here? Any explanations would be much appreciated. << I'm breaking my head over this. ;) Thanks in advance.

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  • Collision detection - Smooth wall sliding, no bounce effect

    - by Joey
    I'm working on a basic collision detection system that provides point - OBB collision detection. I have around 200 cubes in my environment and I check (for now) each of them in turn and see if it collides. If it does I return the colliding face's normal, save the old player position and do some trigonometry to return a new player position for my wall sliding. edit I'll define my meaning of wall sliding: If a player walks in a vertical slope and has a slight horizontal rotation to the left or the right and keeps walking forward in the wall the player should slide a little to the right/left while continually walking towards the wall till he left the wall. Thus, sliding along the wall. Everything works fine and with multiple objects as well but I still have one problem I can't seem to figure out: smooth wall sliding. In my current implementation sliding along the walls make my player bounce like a mad man (especially noticable with gravity on and moving forward). I have a velocity/direction vector, a normal vector from the collided plane and an old and new player position. First I negate the normal vector and get my new velocity vector by substracting the inverted normal from my direction vector (which is the vector to slide along the wall) and I add this vector to my new Player position and recalculate the direction vector (in case I have multiple collisions). I know I am missing some step but I can't seem to figure it out. Here is my code for the collision detection (run every frame): Vector direction; Vector newPos(camera.GetOriginX(), camera.GetOriginY(), camera.GetOriginZ()); direction = newPos - oldPos; // Direction vector // Check for collision with new position for(int i = 0; i < NUM_OBJECTS; i++) { Vector normal = objects[i].CheckCollision(newPos.x, newPos.y, newPos.z, direction.x, direction.y, direction.z); if(normal != Vector::NullVector()) { // Get inverse normal (direction STRAIGHT INTO wall) Vector invNormal = normal.Negative(); Vector wallDir = direction - invNormal; // We know INTO wall, and DIRECTION to wall. Substract these and you got slide WALL direction newPos = oldPos + wallDir; direction = newPos - oldPos; } } Any help would be greatly appreciated! FIX I eventually got things up and running how they should thanks to Krazy, I'll post the updated code listing in case someone else comes upon this problem! for(int i = 0; i < NUM_OBJECTS; i++) { Vector normal = objects[i].CheckCollision(newPos.x, newPos.y, newPos.z, direction.x, direction.y, direction.z); if(normal != Vector::NullVector()) { Vector invNormal = normal.Negative(); invNormal = invNormal * (direction * normal).Length(); // Change normal to direction's length and normal's axis Vector wallDir = direction - invNormal; newPos = oldPos + wallDir; direction = newPos - oldPos; } }

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  • Creating smooth lighting transitions using tiles in HTML5/JavaScript game

    - by user12098
    I am trying to implement a lighting effect in an HTML5/JavaScript game using tile replacement. What I have now is kind of working, but the transitions do not look smooth/natural enough as the light source moves around. Here's where I am now: Right now I have a background map that has a light/shadow spectrum PNG tilesheet applied to it - going from darkest tile to completely transparent. By default the darkest tile is drawn across the entire level on launch, covering all other layers etc. I am using my predetermined tile sizes (40 x 40px) to calculate the position of each tile and store its x and y coordinates in an array. I am then spawning a transparent 40 x 40px "grid block" entity at each position in the array The engine I'm using (ImpactJS) then allows me to calculate the distance from my light source entity to every instance of this grid block entity. I can then replace the tile underneath each of those grid block tiles with a tile of the appropriate transparency. Currently I'm doing the calculation like this in each instance of the grid block entity that is spawned on the map: var dist = this.distanceTo( ig.game.player ); var percentage = 100 * dist / 960; if (percentage < 2) { // Spawns tile 64 of the shadow spectrum tilesheet at the specified position ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 64 ); } else if (percentage < 4) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 63 ); } else if (percentage < 6) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 62 ); } // etc... (sorry about the weird spacing, I still haven't gotten the hang of pasting code in here properly) The problem is that like I said, this type of calculation does not make the light source look very natural. Tile switching looks too sharp whereas ideally they would fade in and out smoothly using the spectrum tilesheet (I copied the tilesheet from another game that manages to do this, so I know it's not a problem with the tile shades. I'm just not sure how the other game is doing it). I'm thinking that perhaps my method of using percentages to switch out tiles could be replaced with a better/more dynamic proximity forumla of some sort that would allow for smoother transitions? Might anyone have any ideas for what I can do to improve the visuals here, or a better way of calculating proximity with the information I'm collecting about each tile? (PS: I'm reposting this from Stack Overflow at someone's suggestion, sorry about the duplicate!)

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