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  • Error when creating JFrame from JFrame

    - by Aly
    Hi, I have an application that is works fine and the JFrame for it is launched in the constructor of a GameInitializer class which takes in some config parameters. I have tried to create a GUI in which allows the user to specify these config parameters and then click submit. When the user clicks submit a new GameInitializer object is created. The error I am getting is: Exception in thread "AWT-EventQueue-0" java.lang.Error: Cannot call invokeAndWait from the event dispatcher thread at java.awt.EventQueue.invokeAndWait(Unknown Source) at javax.swing.SwingUtilities.invokeAndWait(Unknown Source) at game.player.humanplayer.view.HumanView.update(HumanView.java:43) once submit is called this code is executed: values assigned to parames... new GameInitializer(userName, player, Constants.BLIND_STRUCTURE_FILES.get(blindStructure), handState); Then code in the GameInitializer constructor is: public GameInitializer(String playerName, AbstractPlayer opponent, String blindStructureConfig, AbstractHandState handState){ beginGame(playerName, opponent, blindStructureConfig, handState); } public static void beginGame(String playerName, AbstractPlayer opponent, String blindStructureConfig, AbstractHandState handState){ AbstractDealer dealer; BlindStructure.initialize(blindStructureConfig); AbstractPlayer humanPlayer = new HumanPlayer(playerName, handState); AbstractPlayer[] players = new AbstractPlayer[2]; players[0] = humanPlayer; players[1] = opponent; handState.setTableLayout(players); for(AbstractPlayer player : players){ player.initialize(); } dealer = new Dealer(players, handState); dealer.beginGame(); } It basically cascades down and eventually calls this piece of code in the HumanView class: public void update(final Event event, final ReadableHandState handState, final AbstractPlayer player) { try { SwingUtilities.invokeAndWait(new Runnable() { public void run() { gamePanel.update(event, handState, player); validate(); } }); } catch (InterruptedException e) { e.printStackTrace(); } catch (InvocationTargetException e) { e.printStackTrace(); } if(event.equals(Event.HAND_ENDING)){ try { if(handState.wonByShowdown() || handState.isSplitPot()){ Thread.sleep(3500); } else{ Thread.sleep(1000); } } catch (InterruptedException e) { e.printStackTrace(); } } } Do you have any idea why?

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  • Sum of XML duration elements in SQL2008

    - by Matt
    I have a XML column that holds information about my games. Here's a sample of the information looks like. <game xmlns="http://my.name.space" > <move> <player>PlayerA</player> <start movetype="Move">EE5</start> <end movetype="Move">DF6</end> <movetime>PT1S</movetime> </move> <move> <player>PlayerB</player> <start movetype="Move">CG7</start> <end movetype="Move">DE6</end> <movetime>PT3S</movetime> </move> <move> <player>PlayerA</player> <start movetype="Move">FD3</start> <end movetype="Move">EG8</end> <movetime>PT4S</movetime> </move> </game> I'm trying to design an XML query to take the sum of my movetime element. Basically I need the sum of each players move time. So using the above sample, PlayerA would have a total move time of 5 seconds and PlayerB would have a total move time of 3 seconds. Here's the XML query that I've been currently been working with SELECT GameHistory.query('declare default element namespace "http://my.name.space"; data(/game/move/movetime)') AS Value FROM GamesWHERE Id=560 I'm a newbie to XSLT / XPATH functions :P

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  • Why does this Object wonk out & get deleted ?

    - by brainydexter
    Stepping through the debugger, the BBox object is okay at the entry of the function, but as soon as it enters the function, the vfptr object points to 0xccccc. I don't get it. What is causing this ? Why is there a virtual table reference in there when the object is not derived from other class. (Though, it resides in GameObject from which my Player class inherits and I retrieve the BBox from within player. But, why does the BBox have the reference ? Shouldn't it be player who should be maintained in that reference ?) For 1; some code for reference: A. I retrieve the bounding box from player. This returns a bounding box as expected. I then send its address to GetGridCells. const BoundingBox& l_Bbox = l_pPlayer-GetBoundingBox(); boost::unordered_set < Cell*, CellPHash & l_GridCells = GetGridCells ( &l_Bbox ); B. This is where a_pBoundingBox goes crazy and gets that garbage value. boost::unordered_set< Cell*, CellPHash CollisionMgr::GetGridCells(const BoundingBox *a_pBoundingBox) { I think the following code is also pertinent, so I'm sticking this in here anyways: const BoundingBox& Player::GetBoundingBox(void) { return BoundingBox( &GetBoundingSphere() ); } const BoundingSphere& Player::GetBoundingSphere(void) { BoundingSphere& l_BSphere = m_pGeomMesh-m_BoundingSphere; l_BSphere.m_Center = GetPosition(); return l_BSphere; } // BoundingBox Constructor BoundingBox(const BoundingSphere* a_pBoundingSphere); Can anyone please give me some idea as to why this is happening? Also, if you want me to post more code, please do let me know. Thanks!

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  • OSMF seek with Amazon Cloudfront

    - by giorrrgio
    I've written a little OSMF player that streams via RTMP from Amazon Cloudfront. There's a known issue, the mp3 duration is not correctly readed from metadata and thus the seek function is not working. I know there's a workaround implying the use of getStreamLength function of NetConnection, which I successfully implemented in a previous non-OSMF player, but now I don't know how and when to call it, in terms of OSMF Events and Traits. This code is not working: protected function initApp():void { //the pointer to the media var resource:URLResource = new URLResource( STREAMING_PATH ); // Create a mediafactory instance mediaFactory = new DefaultMediaFactory(); //creates and sets the MediaElement (generic) with a resource and path element = mediaFactory.createMediaElement( resource ); var loadTrait:NetStreamLoadTrait = element.getTrait(MediaTraitType.LOAD) as NetStreamLoadTrait; loadTrait.addEventListener(LoaderEvent.LOAD_STATE_CHANGE, _onLoaded); player = new MediaPlayer( element ); //Marker 5: Add MediaPlayer listeners for media size and current time change player.addEventListener( DisplayObjectEvent.MEDIA_SIZE_CHANGE, _onSizeChange ); player.addEventListener( TimeEvent.CURRENT_TIME_CHANGE, _onProgress ); initControlBar(); } private function onGetStreamLength(result:Object):void { Alert.show("The stream length is " + result + " seconds"); duration = Number(result); } private function _onLoaded(e:LoaderEvent):void { if (e.newState == LoadState.READY) { var loadTrait:NetStreamLoadTrait = player.media.getTrait(MediaTraitType.LOAD) as NetStreamLoadTrait; if (loadTrait && loadTrait.netStream) { var responder:Responder = new Responder(onGetStreamLength); loadTrait.connection.call("getStreamLength", responder, STREAMING_PATH); } } }

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  • Efficient mapping of game entity positions in Java

    - by byte
    In Java (Swing), say I've got a 2D game where I have various types of entities on the screen, such as a player, bad guys, powerups, etc. When the player moves across the screen, in order to do efficient checking of what is in the immediate vicinity of the player, I would think I'd want indexed access to the things that are near the character based on their position. For example, if player 'P' steps onto element 'E' in the following example... | | | | | | | | | |P| | | | |E| | | | | | | | | ... would be to do something like: if(player.getPosition().x == entity.getPosition().x && entity.getPosition.y == thing.getPosition().y) { //do something } And thats fine, but that implies that the entities hold their positions, and therefor if I had MANY entities on the screen I would have to loop through all possible entities available and check each ones position against the player position. This seems really inefficient especially if you start getting tons of entities. So, I would suspect I'd want some sort of map like Map<Point, Entity> map = new HashMap<Point, Entity>(); And store my point information there, so that I could access these entities in constant time. The only problem with that approach is that, if I want to move an entity to a different point on the screen, I'd have to search through the values of the HashMap for the entity I want to move (inefficient since I dont know its Point position ahead of time), and then once I've found it remove it from the HashMap, and re-insert it with the new position information. Any suggestions or advice on what sort of data structure / storage format I ought to be using here in order to have efficient access to Entities based on their position, as well as Position's based on the Entity?

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  • Problem with inherited classes in C#

    - by Unniloct
    I have a class called "Entity," with two child classes: "Creature" and "Item." (I'm making a game.) Creature has two functions called "Attack," one for attacking Creatures, and one for attacking Items. So far, everything works well. Now I'm working on the shooting bit, so I have a function called SelectTarget(). It takes all of the Entities (both Creatures and Items) in the player's view that the player can shoot and lets the player choose one. So here lies the problem: SelectTarget() returns an Entity, but I need some code to figure out whether that Entity is a Creature or an Item, and process it appropriately. Since this question looks kind of empty without any code, and I'm not 100% sure my explanation is good enough, here's where I'm at: if (Input.Check(Key.Fire)) { Entity target = Game.State.SelectTarget.Run(); this.Draw(); if (target != null) { //Player.Attack(target); // This won't work, because I have: // Player.Attack((Creature)Target) // Player.Attack((Item)Target) // but nothing for Entity, the parent class to Creature and Item. return true; } } (If the way the game is laid out seems weird, it's a roguelike.)

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  • Effectively implementing a game view using java

    - by kdavis8
    I am writing a 2d game in java. The game mechanics are similar to the Pokémon game boy advance series e.g. fire red, ruby, diamond and so on. I need a way to draw a huge map maybe 5000 by 5000 pixels and then load individual in game sprites to across the entirety of the map, like rendering a scene. Game sprites would be things like terrain objects, trees, rocks, bushes, also houses, castles, NPC's and so on. But i also need to implement some kind of camera view class that focuses on the player. the camera view class needs to follow the characters movements throughout the game map but it also needs to clip the rest of the map away from the user's field of view, so that the user can only see the arbitrary proximity adjacent to the player's sprite. The proximity's range could be something like 500 pixels in every direction around the player’s sprite. On top of this, i need to implement an independent resolution for the game world so that the game view will be uniform on all screen sizes and screen resolutions. I know that this does sound like a handful and may fall under the category of multiple questions, but the questions are all related and any advice would be very much appreciated. I don’t need a full source code listing but maybe some pointers to effective java API classes that could make doing what i need to do a lot simpler. Also any algorithmic/ design advice would greatly benefit me as well. example of what i am trying to do in source code form below package myPackage; /** * The Purpose of GameView is to: Render a scene using Scene class, Create a * clipping pane using CameraView class, and finally instantiate a coordinate * grid using Path class. * * Once all of these things have been done, GameView class should then be * instantiated and used jointly with its helper classes. CameraView should be * used as the main drawing image. CameraView is the the window to the game * world.Scene passes data constantly to CameraView so that the entire map flows * smoothly. Path uses the x and y coordinates from camera view to construct * cells for path finding algorithms. */ public class GameView { // Scene is a helper class to game view. it renders the entire map to memory // for the camera view. Scene scene; // Camera View is a helper class to game view. It clips the Scene into a // small image that follows the players coordinates. CameraView Camera; // Path is a helper class to game view. It observes and calculates the // coordinates of camera view and divides them into Grids/Cells for Path // finding. Path path; // this represents the player and has a getSprite() method that will return // the current frame column row combination of the passed sprite sheet. Sprite player; }

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  • Java Slick2d Animation not working

    - by user3558075
    Hello everyone I am trying to make a simple 2d game using java and the slick2d library. this is my first time doing it and i need some help. right now I am trying to make the Animations for the character, so that when you go right he turns right and when you go left he turns left... but I keep getting an error when im drawing the character, ive try'd re-downloading slick but that didnt work. when i get rid of the player.draw(x,y); line of code it dosen't crash but the character isnt there. heres my code, can anyone help? package enteties; import input.Keyinput; import org.newdawn.slick.Animation; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; import org.newdawn.slick.Input; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; import playerinfo.Playerinfo; public class Player extends BasicGameState{ Playerinfo pi = new Playerinfo(); Keyinput ki = new Keyinput(); Animation player,up,down,left,right; public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { Image[] goingUp = {new Image("res/buckysBack.png") , new Image("res/charBack.png")}; Image[] goingDown = {new Image("res/buckysFront.png") , new Image("res/charFront.png")}; Image[] goingLeft = {new Image("res/buckysLeft.png") , new Image("res/charLeft.png")}; Image[] goingRight = {new Image("res/buckysRight.png") , new Image("res/charRight.png")}; int[] duration = {200,200}; Animation up = new Animation(goingUp,duration,false); Animation down = new Animation(goingDown,duration,false); Animation left = new Animation(goingLeft,duration,false); Animation right = new Animation(goingRight,duration,false); player = up; } public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException { //error happens here, when i remove this line it dosent crash player.draw(720,450); } public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { } public int getID() { return 0; } }

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  • Two interfaces with identical signatures

    - by corsiKa
    I am attempting to model a card game where cards have two important sets of features: The first is an effect. These are the changes to the game state that happen when you play the card. The interface for effect is as follows: boolean isPlayable(Player p, GameState gs); void play(Player p, GameState gs); And you could consider the card to be playable if and only if you can meet its cost and all its effects are playable. Like so: // in Card class boolean isPlayable(Player p, GameState gs) { if(p.resource < this.cost) return false; for(Effect e : this.effects) { if(!e.isPlayable(p,gs)) return false; } return true; } Okay, so far, pretty simple. The other set of features on the card are abilities. These abilities are changes to the game state that you can activate at-will. When coming up with the interface for these, I realized they needed a method for determining whether they can be activated or not, and a method for implementing the activation. It ends up being boolean isActivatable(Player p, GameState gs); void activate(Player p, GameState gs); And I realize that with the exception of calling it "activate" instead of "play", Ability and Effect have the exact same signature. Is it a bad thing to have multiple interfaces with an identical signature? Should I simply use one, and have two sets of the same interface? As so: Set<Effect> effects; Set<Effect> abilities; If so, what refactoring steps should I take down the road if they become non-identical (as more features are released), particularly if they're divergent (i.e. they both gain something the other shouldn't, as opposed to only one gaining and the other being a complete subset)? I'm particularly concerned that combining them will be non-sustainable as soon as something changes. The fine print: I recognize this question is spawned by game development, but I feel it's the sort of problem that could just as easily creep up in non-game development, particularly when trying to accommodate the business models of multiple clients in one application as happens with just about every project I've ever done with more than one business influence... Also, the snippets used are Java snippets, but this could just as easily apply to a multitude of object oriented languages.

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  • efficient collision detection - tile based html5/javascript game

    - by Tom Burman
    Im building a basic rpg game and onto collisions/pickups etc now. Its tile based and im using html5 and javascript. i use a 2d array to create my tilemap. Im currently using a switch statement for whatever key has been pressed to move the player, inside the switch statement. I have if statements to stop the player going off the edge of the map and viewport and also if they player is about to land on a tile with tileID 3 then the player stops. Here is the statement: canvas.addEventListener('keydown', function(e) { console.log(e); var key = null; switch (e.which) { case 37: // Left if (playerX > 0) { playerX--; } if(board[playerX][playerY] == 3){ playerX++; } break; case 38: // Up if (playerY > 0) playerY--; if(board[playerX][playerY] == 3){ playerY++; } break; case 39: // Right if (playerX < worldWidth) { playerX++; } if(board[playerX][playerY] == 3){ playerX--; } break; case 40: // Down if (playerY < worldHeight) playerY++; if(board[playerX][playerY] == 3){ playerY--; } break; } viewX = playerX - Math.floor(0.5 * viewWidth); if (viewX < 0) viewX = 0; if (viewX+viewWidth > worldWidth) viewX = worldWidth - viewWidth; viewY = playerY - Math.floor(0.5 * viewHeight); if (viewY < 0) viewY = 0; if (viewY+viewHeight > worldHeight) viewY = worldHeight - viewHeight; }, false); My question is, is there a more efficient way of handling collisions, then loads of if statements for each key? The reason i ask is because i plan on having many items that the player will need to be able to pickup or not walk through like walls cliffs etc. Thanks for your time and help Tom

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  • Help with Strategy-game AI

    - by f20k
    Hi, I am developing a strategy-game AI (think: Final Fantasy Tactics), and I am having trouble coming up for the design of the AI. My main problem is determining which is the optimal thing for it to do. First let me describe the priority of what action I would like the AI to take: Kill nearest player unit Fulfill primary directive (kill all player units, kill target unit, survive for x turns) Heal ally unit / cast buffer Now the AI can do the following in its turn: Move - {Attack / Ability / Item} (either attack or ability or item) {Attack / Ability / Item} - Move Move closer (if targets not in range) {Attack / Ability / Item} (if move not available) Notes Abilities have various ranges / effects / costs / effects. Each ai unit has maybe 5-10 abilities to choose from. The AI will prioritize killing over safety unless its directive is to survive for x turns. It also doesn't care about ability cost much. While a player may want to save a big spell for later, the AI will most likely use it asap. Movement is on a (hex) grid num of player units: 3-6 num of ai units: 3-7 or more. Probably max 10. AI and player take turns controlling ONE unit, instead of all at the same time. Platform is Android (if program doesnt respond after some time, there will be a popup saying to Force Quit or Wait - which looks really bad!). Now comes the questions: The best ability to use would obviously be the one that hits the most targets for the most damage. But since each ability has different ranges, I won't know if they are in range without exploring each possible place I can move to. One solution would be to go through each possible places to move to, determine the optimal attack at that location - which gives me a list of optimal moves for each location. Then choose the optimal out of the list and execute it. But this will take a lot of CPU time. Is there a better solution? My current idea is to move as close as possible towards the closest, largest group of people, and determine the optimal attack/ability from there. I think this would be a lot less work for the CPU and still allow for wide-range attacks. Its sub-optimal but the AI will still seem 'smart'. Other notes/questions: Am I over-thinking/over-complicating it? Better solution? I am open to all sorts of suggestions I have taken a look at the spell-casting question, but it doesn't take into account the movement - so perhaps use that algo for each possible move location? The top answer mentioned it wasn't great for area-of-effect and group fights - so maybe requires more tweaking? Please, if you mention a graph/tree, let me know basically how to use it. E.g. Node means ability, level corresponds to damage, then search for the deepest node.

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  • How should I structure my turn based engine to allow flexibility for players/AI and observation?

    - by Reefpirate
    I've just started making a Turn Based Strategy engine in GameMaker's GML language... And I was cruising along nicely until it came time to handle the turn cycle, and determining who is controlling what player, and also how to handle the camera and what is displayed on screen. Here's an outline of the main switch happening in my main game loop at the moment: switch (GameState) { case BEGIN_TURN: // Start of turn operations/routines break; case MID_TURN: switch (PControlledBy[Turn]) { case HUMAN: switch (MidTurnState) { case MT_SELECT: // No units selected, 'idle' UI state break; case MT_MOVE: // Unit selected and attempting to move break; case MT_ATTACK: break; } break; case COMPUTER: // AI ROUTINES GO HERE break; case OBSERVER: // OBSERVER ROUTINES GO HERE break; } break; case END_TURN: // End of turn routines/operations, and move Turn to next player break; } Now, I can see a couple of problems with this set-up already... But I don't have any idea how to go about making it 'right'. Turn is a global variable that stores which player's turn it is, and the BEGIN_TURN and END_TURN states make perfect sense to me... But the MID_TURN state is baffling me because of the things I want to happen here: If there are players controlled by humans, I want the AI to do it's thing on its turn here, but I want to be able to have the camera follow the AI as it makes moves in the human player's vision. If there are no human controlled player's, I'd like to be able to watch two or more AI's battle it out on the map with god-like 'observer' vision. So basically I'm wondering if there are any resources for how to structure a Turn Based Strategy engine? I've found lots of writing about pathfinding and AI, and those are all great... But when it comes to handling the turn structure and the game states I am having trouble finding any resources at all. How should the states be divided to allow flexibility between the players and the controllers (HUMAN, COMPUTER, OBSERVER)? Also, maybe if I'm on the right track I just need some reassurance before I lay down another few hundred lines of code...

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  • How do I randomly generate a top-down 2D level with separate sections and is infinite?

    - by Bagofsheep
    I've read many other questions/answers about random level generation but most of them deal with either randomly/proceduraly generating 2D levels viewed from the side or 3D levels. What I'm trying to achieve is sort of like you were looking straight down on a Minecraft map. There is no height, but the borders of each "biome" or "section" of the map are random and varied. I already have basic code that can generate a perfectly square level with the same tileset (randomly picking segments from the tileset image), but I've encountered a major issue for wanting the level to be infinite: Beyond a certain point, the tiles' positions become negative on one or both of the axis. The code I use to only draw tiles the player can see relies on taking the tiles position and converting it to the index number that represents it in the array. As you well know, arrays cannot have a negative index. Here is some of my code: This generates the square (or rectangle) of tiles: //Scale is in tiles public void Generate(int sX, int sY) { scaleX = sX; scaleY = sY; for (int y = 0; y <= scaleY; y++) { tiles.Add(new List<Tile>()); for (int x = 0; x <= scaleX; x++) { tiles[tiles.Count - 1].Add(tileset.randomTile(x * tileset.TileSize, y * tileset.TileSize)); } } } Before I changed the code after realizing an array index couldn't be negative my for loops looked something like this to center the map around (0, 0): for (int y = -scaleY / 2; y <= scaleY / 2; y++) for (int x = -scaleX / 2; x <= scaleX / 2; x++) Here is the code that draws the tiles: int startX = (int)Math.Floor((player.Position.X - (graphics.Viewport.Width) - tileset.TileSize) / tileset.TileSize); int endX = (int)Math.Ceiling((player.Position.X + (graphics.Viewport.Width) + tileset.TileSize) / tileset.TileSize); int startY = (int)Math.Floor((player.Position.Y - (graphics.Viewport.Height) - tileset.TileSize) / tileset.TileSize); int endY = (int)Math.Ceiling((player.Position.Y + (graphics.Viewport.Height) + tileset.TileSize) / tileset.TileSize); for (int y = startY; y < endY; y++) { for (int x = startX; x < endX; x++) { if (x >= 0 && y >= 0 && x <= scaleX && y <= scaleY) tiles[y][x].Draw(spriteBatch); } } So to summarize what I'm asking: First, how do I randomly generate a top-down 2D map with different sections (not chunks per se, but areas with different tile sets) and second, how do I get past this negative array index issue?

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  • Object Oriented Design of a Small Java Game

    - by user2733436
    This is the problem i am dealing with. I have to make a simple game of NIM. I am learning java using a book so far i have only coded programs that deal with 2 classes. This program would have about 4 classes i guess including the main class. My problem is i am having a difficult time designing classes how they will interact with each other. I really want to think and use a object oriented approach. So the first thing i did was design the Pile CLASS as it seemed the easiest and made the most sense to me in terms of what methods go in it. Here is what i have got down for the Pile Class so far. package Nim; import java.util.Random; public class Pile { private int initialSize; public Pile(){ } Random rand = new Random(); public void setPile(){ initialSize = (rand.nextInt(100-10)+10); } public void reducePile(int x){ initialSize = initialSize - x; } public int getPile(){ return initialSize; } public boolean hasStick(){ if(initialSize>0){ return true; } else { return false; } } } Now i need help in designing the Player Class. By that i mean i am not asking for anyone to write code for me as that defeats the purpose of learning i was just wondering how would i design the player class and what would go on it. My guess is that the player class would contain method for choosing move for computer and also receiving the move human user makes. Lastly i am guessing in the Game class i am guessing the turns would be handeled. I am really lost right now so i was wondering if someone can help me think through this problem it would be great. Starting with the player class would be appreciated. I know there are some solutions for this problem online but i refuse to look at because i want to develop my own approach to such problems and i am confident if i can get through this problem i can solve other problems. I apologize if this question is a bit poor but in specific i need help in designing the Player class.

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  • Collision disturbing the jumping mechanic in java 2D game [on hold]

    - by user50931
    So I have been working on a 2D Java game recently and everything was going smoothly, until I reached a problem to do with the players jumping mechanic. So far I've got the player to jump a fixed rate and fall due to gravity. Hers my code for my Player class. public class Player extends GameObject { public Player(int x, int y, int width, int height, ObjectId id) { super(x, y, width, height, id); } @Override public void tick(ArrayList<GameObject> object) { if(go){ x+=vx; y+=vy; } if(vx <0){ facing =-1; }else if(vx >0) facing =1; checkCollision(object); checkStance(); } private void checkStance() { if(falling){ //gravity jumping = false; vy = speed/2; } if(jumping){ // Calculates how high jump should be vy = -speed*2; if(jumpY - y >= maxJumpHeight) falling =true; } } private void checkCollision(ArrayList<GameObject> object) { for(int i=0; i< object.size(); i++ ){ GameObject tempObject = object.get(i); if(tempObject.getId() == ObjectId.Ledge){ if(getBoundsTop().intersects(tempObject.getBoundsAll())){ //Top y = tempObject.getY() + tempObject.getBoundsAll().height; falling =true; } if(getBoundsRight().intersects(tempObject.getBoundsAll())){ // Right x = tempObject.getX() -width ; } if(getBoundsLeft().intersects(tempObject.getBoundsAll())){ //Left x = tempObject.getX() + tempObject.getWidth(); } if(getBoundsBottom().intersects(tempObject.getBoundsAll())){ //Bottom y = tempObject.getY() - height; falling =false; vy=0; }else{ falling =true; } } } } @Override public void render(Graphics g) { g.setColor(Color.BLACK); g.fillRect((int)x, (int)y, width, height); } @Override public Rectangle getBoundsAll() { return new Rectangle((int)x, (int)y,width,height); } public Rectangle getBoundsTop() { return new Rectangle((int) x , (int)y ,width,height/15); } public Rectangle getBoundsBottom() { return new Rectangle( (int)x , (int) y +height -(height /15),width,height/15); } public Rectangle getBoundsLeft() { return new Rectangle( (int) x , (int) y + height /10 ,width/8,height - (height /5)); } public Rectangle getBoundsRight() { return new Rectangle((int) x + width - (width/8) ,(int) y + height /10 ,width/8,height - height/5); } } My problem is when I add: else{ falling =true; } during the loop of the ArrayList to check collision, it stops the player from jumping and keeps him on the ground. I've tried to find a way around this but haven't had any luck. Any suggestions?

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  • IndexOutOfRangeException on World.Step after enabling/disabling a Farseer physics body?

    - by WilHall
    Earlier, I posted a question asking how to swap fixtures on the fly in a 2D side-scroller using Farseer Physics Engine. The ultimate goal being that the player's physical body changes when the player is in different states (I.e. standing, walking, jumping, etc). After reading this answer, I changed my approach to the following: Create a physical body for each state when the player is loaded Save those bodies and their corresponding states in parallel lists Swap those physical bodies out when the player state changes (which causes an exception, see below) The following is my function to change states and swap physical bodies: new protected void SetState(object nState) { //If mBody == null, the player is being loaded for the first time if (mBody == null) { mBody = mBodies[mStates.IndexOf(nState)]; mBody.Enabled = true; } else { //Get the body for the given state Body nBody = mBodies[mStates.IndexOf(nState)]; //Enable the new body nBody.Enabled = true; //Disable the current body mBody.Enabled = false; //Copy the current body's attributes to the new one nBody.SetTransform(mBody.Position, mBody.Rotation); nBody.LinearVelocity = mBody.LinearVelocity; nBody.AngularVelocity = mBody.AngularVelocity; mBody = nBody; } base.SetState(nState); } Using the above method causes an IndexOutOfRangeException when calling World.Step: mWorld.Step(Math.Min((float)nGameTime.ElapsedGameTime.TotalSeconds, (1f / 30f))); I found that the problem is related to changing the .Enabled setting on a body. I tried the above function without setting .Enabled, and there was no error thrown. Turning on the debug views, I saw that the bodies were updating positions/rotations/etc properly when the state was changes, but since they were all enabled, they were just colliding wildly with each other. Does Enabling/Disabling a body remove it from the world's body list, which then causes the error because the list is shorter than expected? Update: For such a straightforward issue, I feel this question has not received enough attention. Has anyone else experienced this? Would anyone try a quick test case? I know this issue can be sidestepped - I.e. by not disabling a body during the simulation - but it seems strange that this issue would exist in the first place, especially when I see no mention of it in the documentation for farseer or box2d. I can't find any cases of the issue online where things are more or less kosher, like in my case. Any leads on this would be helpful.

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  • How can I close a port that appears to be orphaned by Xvfb?

    - by Jim Fiorato
    I'm running Xvfb on a FC8 Amazon EC2 image. On occasion Xvfb will crash (unable at the moment to find out the reason for the crash), and after crashing the TCP port will appear to be orphaned. I'm unable to get a PID to kill any process that may be using it. I'm starting Xvfb with: Xvfb :7 -screen 0 1024x768x24 & Examples of what I'm working with are below, the Xvfb port is (was) 6007: # netstat -ap Active Internet connections (servers and established) Proto Recv-Q Send-Q Local Address Foreign Address State PID/Program name tcp 0 0 *:ssh *:* LISTEN 1894/sshd tcp 0 0 *:6007 *:* LISTEN - tcp 0 352 ip-10-84-69-165.ec2.int:ssh c-71-194-253-238.hsd1:51689 ESTABLISHED 2981/0 udp 0 0 *:bootpc *:* 1817/dhclient udp 0 0 *:bootpc *:* 1463/dhclient Active UNIX domain sockets (servers and established) Proto RefCnt Flags Type State I-Node PID/Program name Path unix 2 [ ] DGRAM 871 668/udevd @/org/kernel/udev/udevd unix 2 [ ACC ] STREAM LISTENING 5385 1880/dbus-daemon /var/run/dbus/system_bus_socket unix 6 [ ] DGRAM 5353 1867/rsyslogd /dev/log unix 2 [ ] DGRAM 11861 2981/0 unix 2 [ ] DGRAM 5461 1974/crond unix 2 [ ] DGRAM 5451 1904/console-kit-da unix 3 [ ] STREAM CONNECTED 5438 1880/dbus-daemon /var/run/dbus/system_bus_socket unix 3 [ ] STREAM CONNECTED 5437 1904/console-kit-da unix 3 [ ] STREAM CONNECTED 5396 1880/dbus-daemon unix 3 [ ] STREAM CONNECTED 5395 1880/dbus-daemon unix 2 [ ] DGRAM 5361 1871/rklogd # lsof -i COMMAND PID USER FD TYPE DEVICE SIZE NODE NAME dhclient 1463 root 3u IPv4 4704 UDP *:bootpc dhclient 1817 root 4u IPv4 5173 UDP *:bootpc sshd 1894 root 3u IPv4 5414 TCP *:ssh (LISTEN) sshd 2981 root 3u IPv4 11825 TCP ip-10-84-69-165.ec2.internal:ssh->c-71-194-253-238.hsd1.il.comcast.net:51689 (ESTABLISHED) Attempting to force the port closed with iptables doesn't seem to work either. iptables -A INPUT -p tcp --dport 6007 -j DROP I'm at a loss as to how to reclaim/free the port. From what I can tell, this port will remain in this state until the EC2 instance is shut down. So, how can I close this port so I can restart Xvfb?

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  • sudo ./starling start works well but sudo service starling start fails

    - by Keating Wang
    sudo ./starling start works well but sudo service starling start fails $ sudo ./starling start * Starting Starling Server... [ OK ] $ sudo ./starling stop * Stop Starling Server... [ OK ] $ sudo service starling stop * Starting Starling Server... /home/keating/.rvm/rubies/ruby-1.9.2-p290/lib/ruby/site_ruby/1.9.1/rubygems/dependency.rb:247:in `to_specs': Could not find starling (>= 0) amongst [minitest-1.6.0, rake-0.8.7, rdoc-2.5.8] (Gem::LoadError) from /home/keating/.rvm/rubies/ruby-1.9.2-p290/lib/ruby/site_ruby/1.9.1/rubygems/dependency.rb:256:in `to_spec' from /home/keating/.rvm/rubies/ruby-1.9.2-p290/lib/ruby/site_ruby/1.9.1/rubygems.rb:1229:in `gem' from /home/keating/.rvm/gems/ruby-1.9.2-p290/bin/starling:18:in `<main>' The error above is 'cannot find gem starling' Following the starling file(located in /etc/init.d, rwxrwxrwx): set -e LOGFILE=/var/log/starling/starling.log SPOOLDIR=/var/spool/starling PORT=22122 LISTEN=127.0.0.1 PIDFILE=/var/run/starling.pid NAME=starling DESC="Starling" INSTALL_DIR=/home/keating/.rvm/gems/ruby-1.9.2-p290/bin/ DAEMON=$INSTALL_DIR/$NAME SCRIPTNAME=/etc/init.d/$NAME OPTS="-d" . /lib/lsb/init-functions d_start() { log_begin_msg "Starting Starling Server..." start-stop-daemon --start --quiet --pidfile $PIDFILE --exec $DAEMON -- $OPTS || log_end_msg 1 log_end_msg 0 } d_stop() { log_begin_msg "Stopping Starling Server..." start-stop-daemon --stop --quiet --pidfile $PIDFILE || log_end_msg 1 log_end_msg 0 } case "$1" in start) d_start ;; stop) d_stop ;; restart|force-reload|reload) d_stop sleep 2 d_start ;; *) echo "Usage: $SCRIPTNAME {start|stop|restart|force-reload}" exit 3 ;; esac exit 0

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  • Starting nginx with systemctl fails, but running the command manually doesn't

    - by Ivan
    On Arch Linux, for some reason, when I try to start nginx with the command "systemctl start nginx", it fails, with this being the output of "systemctl status nginx": Loaded: loaded (/etc/systemd/system/nginx.service; enabled) Active: failed (Result: exit-code) since Wed 2013-10-30 16:22:17 EDT; 5s ago Process: 9835 ExecStop=/usr/bin/chroot --userspec=http:http /home/nginx /usr/bin/nginx -g pid /run/nginx.pid; -s quit (code=exited, status=126) Process: 3982 ExecStart=/usr/bin/chroot --userspec=http:http /home/nginx /usr/bin/nginx -g pid /run/nginx.pid; daemon on; master_process on; (code=exited, status=0/SUCCESS) Process: 10967 ExecStartPre=/usr/bin/chroot --userspec=http:http /home/nginx /usr/bin/nginx -t -q -g pid /run/nginx.pid; daemon on; master_process on; (code=exited, status=126) Main PID: 3984 (code=exited, status=0/SUCCESS) CGroup: /system.slice/nginx.service ...but when I run /usr/bin/chroot --userspec=http:http /home/nginx /usr/bin/nginx -t -q -g "pid /run/nginx.pid; daemon on; master_process on;" and then /usr/bin/chroot --userspec=http:http /home/nginx /usr/bin/nginx -g "pid /run/nginx.pid; daemon on; master_process on;" as root, all it does is return a warning, but works just fine: nginx: [warn] the "user" directive makes sense only if the master process runs with super-user privileges, ignored in /etc/nginx/nginx.conf:1 Why is it doing that?

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  • What is auto-mounting my media volume?

    - by user285277
    Something is repeatedly mounting my "media" share, doing something with it, then quietly un-mounting it with no notifications at the user level. from the little I can gleaned from the console messages below, I thought I'd managed to stop it, if not understand it last night when I followed instructions for deleting all traces of the Google Update Daemon. I've not been using any Google apps whatsoever, so I was surprised to see that in Console. What's more surprising, and perhaps a little distressing, is that the same thing occurred this evening, when the Google Daemon is long gone. I don't have that log because I can't recall precisely what time it occurred. I'll do a search and provide it if you wish, though. In the meantime, any help with this would be extremely appreciated. I've asked over at Apple Discussions but I think it might be a little deeper than those manning the boards this weekend are comfortable with. It's certainly beyond my meager skills. With apologies in advance if this is more lines thank you need. Please note that I've transformed the Google links a little because the forum here requires more reputation points before one can post more than two links. 12/27/13 10:47:31.000 PM kernel[0]: memorystatus_thread: idle exiting pid 53629 [distnoted] 12/27/13 10:48:10.433 PM com.apple.Preview.TrustedBookmarksService[53640]: Failed to resolve bookmark data at index: 0; not stale; error: The file doesn’t exist. 12/27/13 10:48:10.434 PM com.apple.Preview.TrustedBookmarksService[53640]: Failed to resolve bookmark data at index: 1; not stale; error: The file doesn’t exist. 12/27/13 10:48:10.950 PM com.apple.SecurityServer[17]: Session 103257 created 12/27/13 10:48:34.328 PM com.apple.Preview.TrustedBookmarksService[53640]: Failed to resolve bookmark data at index: 2; not stale; error: The file doesn’t exist. 12/27/13 10:48:34.000 PM kernel[0]: AFP_VFS afpfs_mount: /Volumes/Media Archive-1, pid 53641 12/27/13 10:48:34.000 PM kernel[0]: AFP_VFS afpfs_mount : succeeded on volume 0xffffff80d6355008 /Volumes/Media Archive-1 (error = 0, retval = 0) 12/27/13 10:49:32.000 PM kernel[0]: wlEvent: en0 en0 Link DOWN virtIf = 0 12/27/13 10:49:32.000 PM kernel[0]: AirPort: Link Down on en0. Reason 8 (Disassociated because station leaving). 12/27/13 10:49:32.000 PM kernel[0]: en0::IO80211Interface::postMessage bssid changed 12/27/13 10:49:33.681 PM configd[16]: network changed: v4(en0-:10.0.1.12) DNS- Proxy- SMB 12/27/13 10:49:33.697 PM configd[16]: network changed: DNS* Proxy 12/27/13 10:49:35.475 PM KernelEventAgent[57]: tid 00000000 received event(s) VQ_NOTRESP (1) 12/27/13 10:49:35.000 PM kernel[0]: ASP_TCP Disconnect: triggering reconnect by bumping reconnTrigger from curr value 0 on so 0xffffff802176b4a0 12/27/13 10:49:35.000 PM kernel[0]: AFP_VFS afpfs_DoReconnect started /Volumes/Media Archive-1 prevTrigger 0 currTrigger 1 12/27/13 10:49:35.000 PM kernel[0]: AFP_VFS afpfs_DoReconnect: doing reconnect on /Volumes/Media Archive-1 12/27/13 10:49:35.000 PM kernel[0]: AFP_VFS afpfs_DoReconnect: posting to KEA EINPROGRESS for /Volumes/Media Archive-1 12/27/13 10:49:35.000 PM kernel[0]: AFP_VFS afpfs_DoReconnect: Max reconnect time: 600 secs, Connect timeout: 15 secs for /Volumes/Media Archive-1 12/27/13 10:49:35.000 PM kernel[0]: AFP_VFS afpfs_DoReconnect: connect to the server /Volumes/Media Archive-1 12/27/13 10:49:35.000 PM kernel[0]: AFP_VFS afpfs_DoReconnect: connect on /Volumes/Media Archive-1 failed 65. 12/27/13 10:49:35.000 PM kernel[0]: AFP_VFS afpfs_DoReconnect: sleep for 1 seconds and then try again 12/27/13 10:49:35.479 PM KernelEventAgent[57]: tid 00000000 type 'afpfs', mounted on '/Volumes/Media Archive-1', from '//Me@Capsule._afpovertcp._tcp.local/Media%20Archive', not responding 12/27/13 10:49:35.487 PM KernelEventAgent[57]: tid 00000000 found 1 filesystem(s) with problem(s) 12/27/13 10:49:36.692 PM com.bourgeoisbits.cloak.agent[14503]: NetworkProfile: (null), (null), (null) (Connected: NO, Airport: NO, Open: NO) [trusted] 12/27/13 10:49:36.000 PM kernel[0]: AFP_VFS afpfs_DoReconnect: connect to the server /Volumes/Media Archive-1 12/27/13 10:49:36.000 PM kernel[0]: AFP_VFS afpfs_DoReconnect: connect on /Volumes/Media Archive-1 failed 65. 12/27/13 10:49:36.000 PM kernel[0]: AFP_VFS afpfs_DoReconnect: sleep for 2 seconds and then try again 12/27/13 10:49:38.000 PM kernel[0]: AFP_VFS afpfs_DoReconnect: connect to the server /Volumes/Media Archive-1 12/27/13 10:49:38.000 PM kernel[0]: AFP_VFS afpfs_DoReconnect: connect on /Volumes/Media Archive-1 failed 65. 12/27/13 10:49:38.000 PM kernel[0]: AFP_VFS afpfs_DoReconnect: sleep for 4 seconds and then try again 12/27/13 10:49:41.000 PM kernel[0]: CODE SIGNING: cs_invalid_page(0x1000): p=53662[GoogleSoftwareUp] clearing CS_VALID 12/27/13 10:49:42.102 PM GoogleSoftwareUpdateDaemon[53663]: -[KeystoneDaemon logServiceState] GoogleSoftwareUpdate daemon (1.1.0.3659) vending: com.google.Keystone.Daemon.UpdateEngine: 2 connection(s) com.google.Keystone.Daemon.Administration: 0 connection(s) 12/27/13 10:49:42.113 PM GoogleSoftwareUpdateDaemon[53663]: -[KSUpdateEngine updateProductID:] KSUpdateEngine updating product ID: "com.google.Keystone" 12/27/13 10:49:42.116 PM GoogleSoftwareUpdateDaemon[53663]: -[KSCheckAction performAction] KSCheckAction checking 1 ticket(s). 12/27/13 10:49:42.121 PM GoogleSoftwareUpdateDaemon[53663]: -[KSUpdateCheckAction performAction] KSUpdateCheckAction starting update check for ticket(s): {( <KSTicket:0x531870 productID=com.google.Keystone version=1.1.0.3659 xc=<KSPathExistenceChecker:0x5302d0 path=/Library/Google/GoogleSoftwareUpdate/GoogleSoftwareUpdate.bundle/> serverType=Omaha url=htt[PeeEs]://tools.google.com/service/update2 creationDate=2012-08-12 14:47:10 > )} Using server: <KSOmahaServer:0x534340 engine=<KSDaemonUpdateEngine:0x52e530> params={ EngineVersion = "1.1.0.3659"; ActivesInfo = { "com.google.talkplugin" = { LastRollCallPingDate = 2013-10-06 07:00:00 +0000; }; "com.google.Keystone" = { LastRollCallPingDate = 2013-10-06 07:00:00 +0000; LastActivePingDate = 2013-10-06 07:00:00 +0000; LastActiveDate = 2013-12-28 03:49:42 +0000; }; "com.google.picasa" = { LastActiveDate = 2012-08-29 10:15:42 +0000; }; }; UserInitiated = 0; IsSystem = 1; OmahaOSVersion = "10.8.5_i486"; Identity = KeystoneDaemon; AllowedSubdomains = ( ".omaha.sandbox.google.com", ".tools.google.com", ".www.google.com", ".corp.google.com" ); } > 12/27/13 10:49:42.130 PM GoogleSoftwareUpdateDaemon[53663]: -[KSUpdateCheckAction performAction] KSUpdateCheckAction running KSServerUpdateRequest: <KSOmahaServerUpdateRequest:0x1a31a90 server=<KSOmahaServer:0x534340> url="htt[PeeEs]://tools.google.com/service/update2" runningFetchers=0 tickets=1 activeTickets=1 rollCallTickets=1 body= <?xml version="1.0" encoding="UTF-8" standalone="yes"?> <o:gupdate xmlns:o="htt[Pee]://www.google.com/update2/request" protocol="2.0" version="KeystoneDaemon-1.1.0.3659" ismachine="1"> <o:os platform="mac" version="MacOSX" sp="10.8.5_i486"></o:os> <o:app appid="com.google.Keystone" version="1.1.0.3659" lang="en-us" installage="502" brand="GGLG"> <o:ping r="82" a="82"></o:ping> <o:updatecheck></o:updatecheck> </o:app> </o:gupdate> > 12/27/13 10:49:42.291 PM GoogleSoftwareUpdateDaemon[53663]: -[KSOutOfProcessFetcher(PrivateMethods) helperDidTerminate:] The Internet connection appears to be offline. [NSURLErrorDomain:-1009] 12/27/13 10:49:42.291 PM GoogleSoftwareUpdateDaemon[53663]: -[KSServerUpdateRequest(PrivateMethods) fetcher:failedWithError:] KSServerUpdateRequest fetch failed. (productIDs: com.google.Keystone) [com.google.UpdateEngine.CoreErrorDomain:702 - 'htt[PeeEs]://tools.google.com/service/update2'] (The Internet connection appears to be offline. [NSURLErrorDomain:-1009]) 12/27/13 10:49:42.292 PM GoogleSoftwareUpdateDaemon[53663]: -[KSUpdateCheckAction(PrivateMethods) finishAction] KSUpdateCheckAction found updates: {( )} 12/27/13 10:49:42.295 PM GoogleSoftwareUpdateDaemon[53663]: -[KSPrefetchAction performAction] KSPrefetchAction no updates to prefetch. 12/27/13 10:49:42.295 PM GoogleSoftwareUpdateDaemon[53663]: -[KSMultiUpdateAction performAction] KSSilentUpdateAction had no updates to apply. 12/27/13 10:49:42.296 PM GoogleSoftwareUpdateDaemon[53663]: -[KSMultiUpdateAction performAction] KSPromptAction had no updates to apply. 12/27/13 10:49:42.299 PM GoogleSoftwareUpdateDaemon[53663]: -[KSUpdateEngine(PrivateMethods) updateFinish] KSUpdateEngine update processing complete. 12/27/13 10:49:42.000 PM kernel[0]: AFP_VFS afpfs_DoReconnect: connect to the server /Volumes/Media Archive-1 12/27/13 10:49:42.000 PM kernel[0]: AFP_VFS afpfs_DoReconnect: connect on /Volumes/Media Archive-1 failed 65. 12/27/13 10:49:42.000 PM kernel[0]: AFP_VFS afpfs_DoReconnect: sleep for 8 seconds and then try again 12/27/13 10:49:43.152 PM GoogleSoftwareUpdateDaemon[53663]: -[KSUpdateEngine updateAllProducts] KSUpdateEngine updating all installed products. 12/27/13 10:49:43.153 PM GoogleSoftwareUpdateDaemon[53663]: -[KSCheckAction performAction] KSCheckAction checking 2 ticket(s). 12/27/13 10:49:43.158 PM GoogleSoftwareUpdateDaemon[53663]: -[KSUpdateCheckAction performAction] KSUpdateCheckAction starting update check for ticket(s): {( <KSTicket:0x18367a0 productID=com.google.Keystone version=1.1.0.3659 xc=<KSPathExistenceChecker:0x1837e10 path=/Library/Google/GoogleSoftwareUpdate/GoogleSoftwareUpdate.bundle/> serverType=Omaha url=htt[PeeEs]://tools.google.com/service/update2 creationDate=2012-08-12 14:47:10 >, <KSTicket:0x1834750 productID=com.google.talkplugin version=4.7.0.15362 xc=<KSPathExistenceChecker:0x1833890 path=/Library/Application Support/Google/GoogleTalkPlugin.app> serverType=Omaha url=htt[PeeEs]://tools.google.com/service/update2 creationDate=2012-08-12 14:47:10 > )} Using server: <KSOmahaServer:0x52e930 engine=<KSDaemonUpdateEngine:0x52e530> params={ EngineVersion = "1.1.0.3659"; ActivesInfo = { "com.google.talkplugin" = { LastRollCallPingDate = 2013-10-06 07:00:00 +0000; }; "com.google.Keystone" = { LastRollCallPingDate = 2013-10-06 07:00:00 +0000; LastActivePingDate = 2013-10-06 07:00:00 +0000; LastActiveDate = 2013-12-28 03:49:42 +0000; }; "com.google.picasa" = { LastActiveDate = 2012-08-29 10:15:42 +0000; }; }; UserInitiated = 0; IsSystem = 1; OmahaOSVersion = "10.8.5_i486"; Identity = KeystoneDaemon; AllowedSubdomains = ( ".omaha.sandbox.google.com", ".tools.google.com", ".www.google.com", ".corp.google.com" ); } > 12/27/13 10:49:43.159 PM GoogleSoftwareUpdateDaemon[53663]: -[KSUpdateCheckAction performAction] KSUpdateCheckAction running KSServerUpdateRequest: <KSOmahaServerUpdateRequest:0x53a210 server=<KSOmahaServer:0x52e930> url="htt[PeeEs]://tools.google.com/service/update2" runningFetchers=0 tickets=2 activeTickets=1 rollCallTickets=2 body= <?xml version="1.0" encoding="UTF-8" standalone="yes"?> <o:gupdate xmlns:o="htt[Pee]://www.google.com/update2/request" protocol="2.0" version="KeystoneDaemon-1.1.0.3659" ismachine="1"> <o:os platform="mac" version="MacOSX" sp="10.8.5_i486"></o:os> <o:app appid="com.google.Keystone" version="1.1.0.3659" lang="en-us" installage="502" brand="GGLG"> <o:ping r="82" a="82"></o:ping> <o:updatecheck></o:updatecheck> </o:app> <o:app appid="com.google.talkplugin" version="4.7.0.15362" lang="en-us" installage="502" brand="GGLG"> <o:ping r="82"></o:ping> <o:updatecheck></o:updatecheck> </o:app> </o:gupdate> > 12/27/13 10:49:43.243 PM GoogleSoftwareUpdateDaemon[53663]: -[KSOutOfProcessFetcher(PrivateMethods) helperDidTerminate:] The Internet connection appears to be offline. [NSURLErrorDomain:-1009] 12/27/13 10:49:43.243 PM GoogleSoftwareUpdateDaemon[53663]: -[KSServerUpdateRequest(PrivateMethods) fetcher:failedWithError:] KSServerUpdateRequest fetch failed. (productIDs: com.google.Keystone, ... (2)) [com.google.UpdateEngine.CoreErrorDomain:702 - 'htt[PeeEs]://tools.google.com/service/update2'] (The Internet connection appears to be offline. [NSURLErrorDomain:-1009]) 12/27/13 10:49:43.244 PM GoogleSoftwareUpdateDaemon[53663]: -[KSUpdateCheckAction(PrivateMethods) finishAction] KSUpdateCheckAction found updates: {( )} 12/27/13 10:49:43.247 PM GoogleSoftwareUpdateDaemon[53663]: -[KSPrefetchAction performAction] KSPrefetchAction no updates to prefetch. 12/27/13 10:49:43.248 PM GoogleSoftwareUpdateDaemon[53663]: -[KSMultiUpdateAction performAction] KSSilentUpdateAction had no updates to apply. 12/27/13 10:49:43.248 PM GoogleSoftwareUpdateDaemon[53663]: -[KSMultiUpdateAction performAction] KSPromptAction had no updates to apply. 12/27/13 10:49:43.250 PM GoogleSoftwareUpdateDaemon[53663]: -[KSUpdateEngine(PrivateMethods) updateFinish] KSUpdateEngine update processing complete. 12/27/13 10:49:45.570 PM GoogleSoftwareUpdateDaemon[53663]: -[KeystoneDaemon logServiceState] GoogleSoftwareUpdate daemon (1.1.0.3659) vending: com.google.Keystone.Daemon.UpdateEngine: 1 connection(s) com.google.Keystone.Daemon.Administration: 0 connection(s) 12/27/13 10:49:50.000 PM kernel[0]: AFP_VFS afpfs_DoReconnect: connect to the server /Volumes/Media Archive-1 12/27/13 10:49:50.000 PM kernel[0]: AFP_VFS afpfs_DoReconnect: connect on /Volumes/Media Archive-1 failed 65. 12/27/13 10:49:50.000 PM kernel[0]: AFP_VFS afpfs_DoReconnect: sleep for 10 seconds and then try again 12/27/13 10:49:53.828 PM KernelEventAgent[57]: tid 00000000 unmounting 1 filesystems 12/27/13 10:49:53.000 PM kernel[0]: AFP_VFS afpfs_unmount: /Volumes/Media Archive-1, flags 524288, pid 57 12/27/13 10:49:54.000 PM kernel[0]: AFP_VFS afpfs_DoReconnect: get the reconnect token 12/27/13 10:49:54.000 PM kernel[0]: AFP_VFS afpfs_DoReconnect: GetReconnectToken failed 32 /Volumes/Media Archive-1 12/27/13 10:49:54.000 PM kernel[0]: AFP_VFS afpfs_unmount : afpfs_DoReconnect sent signal for unmount to proceed 12/27/13 10:50:12.104 PM GoogleSoftwareUpdateDaemon[53663]: -[KeystoneDaemon main] GoogleSoftwareUpdateDaemon inactive, shutdown. 12/27/13 10:50:29.396 PM Dock[93157]: no information back from LS about running process

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  • My server keeps sending emails to [email protected]

    - by xtrimsky
    When I type mailq on my server, I get: BB523653A62 4025 Wed Jun 4 10:40:07 MAILER-DAEMON (delivery temporarily suspended: host p3smtpout.secureserver.net[208.109.80.54] refused to talk to me: 554 p3plsmtpout002.prod.phx3.secureserver.net : DED : AJeb1o0334uf1Y801 : DED : You've reached your daily relay quota - IP.ADDRESS) [email protected] B33AD653A4A 4025 Wed Jun 4 08:20:07 MAILER-DAEMON (delivery temporarily suspended: host p3smtpout.secureserver.net[208.109.80.54] refused to talk to me: 554 p3plsmtpout002.prod.phx3.secureserver.net : DED : AJeb1o0334uf1Y801 : DED : You've reached your daily relay quota - IP.ADDRESS) [email protected] B77DF653A63 4025 Wed Jun 4 10:50:07 MAILER-DAEMON (delivery temporarily suspended: host p3smtpout.secureserver.net[208.109.80.54] refused to talk to me: 554 p3plsmtpout001.prod.phx3.secureserver.net : DED : AJvF1o00L4uf1Y801 : DED : You've reached your daily relay quota - IP.ADDRESS) [email protected] B943C653A3C 4025 Wed Jun 4 06:40:07 MAILER-DAEMON (delivery temporarily suspended: host p3smtpout.secureserver.net[208.109.80.54] refused to talk to me: 554 p3plsmtpout001.prod.phx3.secureserver.net : DED : AKBv1o00P4uf1Y801 : DED : You've reached your daily relay quota - IP.ADDRESS) [email protected] (there is probably about 50 of these, and I've cleared the queue today), do you know where these could be coming from ? is it my server sending some logs to "hostmaster" ? I've replaced my actual domain, with "MYDOMAIN". How can I find what could be sending these emails ? The server has recently been hacked so I'm also a bit worried. Thanks!

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  • Using QT to build a WYSIWYG Editor for a Custom Markup Language

    - by Aaron
    I'm new to QT, and am trying to figure out the best means of creating a WYSIWYG editor widget for a custom markup language that displays simple text, images, and links. I need to be able to propagate changes from the WYSIWYG editor to the custom markup representation. As a concrete example of the problem domain, imagine that the custom markup might have a "player" tag which contains a player name and a team name. The markup could look like this: Last week, <player id="1234"><name>Aaron Rodgers</name><team>Packers</team></player> threw a pass. This text would display in the editor as: Last week, Aaron Rodgers of the Packers threw a pass. The player name and the team name would be editable directly within the editor in standard WYSIWYG fashion, so that my users do not have to learn any markup. Also, when the player name is moused-over, a details pop-up will appear about that player, and similarly for the team. With that long introduction, I'm trying to figure out where to start with QT. It seems that the most logical option would be the Rich Text API using a QTextDocument. This approach seems less than ideal given the limitations of a QTextDocument: I can't figure out how to capture navigation events from clicking on links. Following links on click seems to only be enabled when the QTextEdit is readonly. Custom objects that implement QTextObjectInterface are ignored in copy-and-paste operations Any HTML-based markup that is passed to it as Rich Text is retranslated into a series of span tags and lots of other junk, making it extremely difficult to propagate changes from the editor back to the original custom markup. A second option appears to be QWebKit, which allows for live editing of HTML5 markup, so I could specify a two-way translation between the custom markup and HTML5. I'm not clear on how one would propagate changes from the editor back to the original markup in real-time without re-translating the entire document on every text change. The QWebKit solutions looks like awfully bulky to me (Learning WebKit along with QT) to what should be a relatively simple problem. I have also considered implementing the WYSIWYG with a custom class using native QT containers, labels, images, and other widgets manually. This seems like the most flexible approach, and the one most likely not to run into unresolvable problems. However, I'm pretty sure that implementing all the details of a normal text editor (selecting text, font changes, cut-and-paste support, undo/redo, dragging of objects, cursor placement, etc.) will be incredibly time consuming. So, finally, my question: are there any QT gurus out there with some advice on where to start with this sort of project? BTW, I am using QT because the application is a desktop application that needs platform independence.

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  • RMI-applets - Cannot understand error message

    - by aeter
    In a simple RMI game I'm writing (an assignment in uni), I reveice: java.rmi.MarshalException: error marshalling arguments; nested exception is: java.net.SocketException: Broken pipe at sun.rmi.server.UnicastRef.invoke(UnicastRef.java:138) at java.rmi.server.RemoteObjectInvocationHandler.invokeRemoteMethod(RemoteObjectInvocationHandler.java:178) at java.rmi.server.RemoteObjectInvocationHandler.invoke(RemoteObjectInvocationHandler.java:132) at $Proxy2.drawWorld(Unknown Source) at PlayerServerImpl$1.actionPerformed(PlayerServerImpl.java:180) at javax.swing.Timer.fireActionPerformed(Timer.java:271) at javax.swing.Timer$DoPostEvent.run(Timer.java:201) at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:209) at java.awt.EventQueue.dispatchEvent(EventQueue.java:597) at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:269) at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:184) at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:174) at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:169) at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:161) at java.awt.EventDispatchThread.run(EventDispatchThread.java:122) The error message appears after the second Player is registered with the RMI Server and the server starts to send the image (the array of pixels) to the 2 applets. The PlayerImpl and the PlayerServerImpl both extend UnicastRemoteObject. I have been struggling with other error messages for some time now, but I cannot understand how to troubleshoot this one. Please help. The relevant parts of the code are: PlayerServerImpl.java: ... timer = new Timer(10, new ActionListener() { // every 10 milliseconds do: @Override public void actionPerformed(ActionEvent e) { ... BufferedImage buff_image = new BufferedImage(GAME_APPLET_WIDTH, GAME_APPLET_HEIGHT, BufferedImage.TYPE_INT_RGB); // create a graphics context on the buffered image Graphics buff_g = buff_image.createGraphics(); ... // draw the score somewhere on the screen buff_g.drawString(score, GAME_APPLET_WIDTH - 20, 10); ... int[] rgbs = new int[GAME_APPLET_WIDTH * GAME_APPLET_HEIGHT]; int imgPixelsGrabbed[] = buff_image.getRGB(0,0,GAME_APPLET_WIDTH,GAME_APPLET_HEIGHT,rgbs,0,GAME_APPLET_WIDTH); // send the new state to the applets for (Player player : players) { player.drawWorld(imgPixelsGrabbed); System.out.println("Sent image to player"); } PlayerImpl.java: private PlayerApplet applet; public PlayerImpl(PlayerApplet applet) throws RemoteException { super(); this.applet = applet; } ... @Override public void drawWorld(int[] imgPixelsGrabbed) throws RemoteException { applet.setWorld(imgPixelsGrabbed); applet.repaint(); } ... PlayerApplet.java: ... private int[] world; // an array of pixels for the new image to be drawn ... // register players player = new PlayerImpl(applet); String serverIPAddressPort = ipAddressField.getText(); if (validateIPAddressPort(serverIPAddressPort)) { server = (PlayerServer) Naming.lookup("rmi://" + serverIPAddressPort + "/PlayerServer"); server.register(player); idPlayer = server.sendPlayerID(); ... @Override public void update(Graphics g) { buff_img = createImage((ImageProducer) new MemoryImageSource(getWidth(), getHeight(), world, 0, getWidth())); Graphics gr = buff_img.getGraphics(); paint(gr); g.drawImage(buff_img, 0, 0, this); } public void setWorld(int[] world) { this.world = world; }

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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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  • Some more multitasking java issues

    - by owca
    I had a task to write simple game simulating two players picking up 1-3 matches one after another until the pile is gone. I managed to do it for computer choosing random value of matches but now I'd like to go further and allow humans to play the game. Here's what I already have : http://paste.pocoo.org/show/200660/ Class Player is a computer player, and PlayerMan should be human being. Problem is, that thread of PlayerMan should wait until proper value of matches is given but I cannot make it work this way. When I type the values it sometimes catches them and decrease amount of matches but that's not exactly what I was up to :) Logics is : I check the value of current player. If it corresponds to this of the thread currently active I use scanner to catch the amount of matches. Else I wait one second (I know it's kinda harsh solution, but I have no other idea how to do it). Class Shared keeps the value of current player, and also amount of matches. By the way, is there any way I can make Player and Shared attributes private instead of public and still make the code work ? CONSOLE and INPUT-DIALOG is just for choosing way of inserting values. class PlayerMan extends Player{ static final int CONSOLE=0; static final int INPUT_DIALOG=1; private int input; public PlayerMan(String name, Shared data, int c){ super(name, data); input = c; } @Override public void run(){ Scanner scanner = new Scanner(System.in); int n = 0; System.out.println("Matches on table: "+data.matchesAmount); System.out.println("which: "+data.which); System.out.println("number: "+number); while(data.matchesAmount != 0){ if(number == data.which){ System.out.println("Choose amount of matches (from 1 to 3): "); n = scanner.nextInt(); if(data.matchesAmount == 1){ System.out.println("There's only 1 match left !"); while(n != 1){ n = scanner.nextInt(); } } else{ do{ n = scanner.nextInt(); } while(n <= 1 && n >= 3); } data.matchesAmount = data.matchesAmount - n; System.out.println(" "+ name+" takes "+n+" matches."); if(number != 0){ data.which = 0; } else{ data.which = 1; } } else{ try { Thread.sleep(1000); } catch(InterruptedException exc) { System.out.println("End of thread."); return; } } System.out.println("Matches on table: "+data.matchesAmount); } if(data.matchesAmount == 0){ System.out.println("Winner is player: "+name); stop(); } } }

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