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  • Oracle Utilities Application Framework V4.1 Group Fix 4 available

    - by ACShorten
    Oracle Utilities Application Framework V4.1 Group Fix 4 is available from My Oracle Support as Patch 13523301. This Group Fix contains a number of enhancements and keeps fixes up to date to the latest patch level. The enhancements included in this Group Fix include: UI Hints - In previous group fixes of the Oracle Utilities Application Framework the infrastructure to support UI Hints was introduced. This group fix completes the release of this functionality. Prior to this enhancement, products and implementers typically would build at least one UI Map per Business Object to display and/or maintain the object. Whilst, this can be generated using the UI Map maintenance function and stored, this enhancement allows additional tags and elements to be added to the Business Object directly to allow dynamic generation of the UI Map for maintenance and viewing the object. This reduces the need to generate and build a UI Map at all for that object. This will reduce maintenance effort of maintaining the product and implementation by eliminating the need to maintain the HTML for the UI Map. This also allows lower skilled personnel to maintain the system. Help and working examples are available from the View schema attributes and node names option from the Schema Tips dashboard zone. For example: Note: For examples of the hints, refer to an of the following Business Objects F1_OutcomeStyleLookup, F1-TodoSumEmailType, F1-BOStatusReason or F1-BIGeneralMasterConfig. Setting batch log file names -  By default the batch infrastructure supplied with the Oracle Utilities Application Framework sets the name and location of the log files to set values. In Group Fix 4 a set of user exits have been added to allow implementers and partners to set their own filename and location.  Refer to the Release Notes in the download for more details.

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  • SSH error: Permission denied, please try again

    - by Kamal
    I am new to ubuntu. Hence please forgive me if the question is too simple. I have a ubuntu server setup using amazon ec2 instance. I need to connect my desktop (which is also a ubuntu machine) to the ubuntu server using SSH. I have installed open-ssh in ubuntu server. I need all systems of my network to connect the ubuntu server using SSH (no need to connect through pem or pub keys). Hence opened SSH port 22 for my static IP in security groups (AWS). My SSHD-CONFIG file is: # Package generated configuration file # See the sshd_config(5) manpage for details # What ports, IPs and protocols we listen for Port 22 # Use these options to restrict which interfaces/protocols sshd will bind to #ListenAddress :: #ListenAddress 0.0.0.0 Protocol 2 # HostKeys for protocol version 2 HostKey /etc/ssh/ssh_host_rsa_key HostKey /etc/ssh/ssh_host_dsa_key HostKey /etc/ssh/ssh_host_ecdsa_key #Privilege Separation is turned on for security UsePrivilegeSeparation yes # Lifetime and size of ephemeral version 1 server key KeyRegenerationInterval 3600 ServerKeyBits 768 # Logging SyslogFacility AUTH LogLevel INFO # Authentication: LoginGraceTime 120 PermitRootLogin yes StrictModes yes RSAAuthentication yes PubkeyAuthentication yes #AuthorizedKeysFile %h/.ssh/authorized_keys # Don't read the user's ~/.rhosts and ~/.shosts files IgnoreRhosts yes # For this to work you will also need host keys in /etc/ssh_known_hosts RhostsRSAAuthentication no # similar for protocol version 2 HostbasedAuthentication no # Uncomment if you don't trust ~/.ssh/known_hosts for RhostsRSAAuthentication #IgnoreUserKnownHosts yes # To enable empty passwords, change to yes (NOT RECOMMENDED) PermitEmptyPasswords no # Change to yes to enable challenge-response passwords (beware issues with # some PAM modules and threads) ChallengeResponseAuthentication no # Change to no to disable tunnelled clear text passwords #PasswordAuthentication yes # Kerberos options #KerberosAuthentication no #KerberosGetAFSToken no #KerberosOrLocalPasswd yes #KerberosTicketCleanup yes # GSSAPI options #GSSAPIAuthentication no #GSSAPICleanupCredentials yes X11Forwarding yes X11DisplayOffset 10 PrintMotd no PrintLastLog yes TCPKeepAlive yes #UseLogin no #MaxStartups 10:30:60 #Banner /etc/issue.net # Allow client to pass locale environment variables AcceptEnv LANG LC_* Subsystem sftp /usr/lib/openssh/sftp-server # Set this to 'yes' to enable PAM authentication, account processing, # and session processing. If this is enabled, PAM authentication will # be allowed through the ChallengeResponseAuthentication and # PasswordAuthentication. Depending on your PAM configuration, # PAM authentication via ChallengeResponseAuthentication may bypass # the setting of "PermitRootLogin without-password". # If you just want the PAM account and session checks to run without # PAM authentication, then enable this but set PasswordAuthentication # and ChallengeResponseAuthentication to 'no'. UsePAM yes Through webmin (Command shell), I have created a new user named 'senthil' and added this new user to 'sudo' group. sudo adduser -y senthil sudo adduser senthil sudo I tried to login using this new user 'senthil' in 'webmin'. I was able to login successfully. When I tried to connect ubuntu server from my terminal through SSH, ssh senthil@SERVER_IP It asked me to enter password. After the password entry, it displayed: Permission denied, please try again. On some research I realized that, I need to monitor my server's auth log for this. I got the following error in my auth log (/var/log/auth.log) Jul 2 09:38:07 ip-192-xx-xx-xxx sshd[3037]: pam_unix(sshd:auth): authentication failure; logname= uid=0 euid=0 tty=ssh ruser= rhost=MY_CLIENT_IP user=senthil Jul 2 09:38:09 ip-192-xx-xx-xxx sshd[3037]: Failed password for senthil from MY_CLIENT_IP port 39116 ssh2 When I tried to debug using: ssh -v senthil@SERVER_IP OpenSSH_5.9p1 Debian-5ubuntu1, OpenSSL 1.0.1 14 Mar 2012 debug1: Reading configuration data /etc/ssh/ssh_config debug1: /etc/ssh/ssh_config line 19: Applying options for * debug1: Connecting to SERVER_IP [SERVER_IP] port 22. debug1: Connection established. debug1: identity file {MY-WORKSPACE}/.ssh/id_rsa type 1 debug1: Checking blacklist file /usr/share/ssh/blacklist.RSA-2048 debug1: Checking blacklist file /etc/ssh/blacklist.RSA-2048 debug1: identity file {MY-WORKSPACE}/.ssh/id_rsa-cert type -1 debug1: identity file {MY-WORKSPACE}/.ssh/id_dsa type -1 debug1: identity file {MY-WORKSPACE}/.ssh/id_dsa-cert type -1 debug1: identity file {MY-WORKSPACE}/.ssh/id_ecdsa type -1 debug1: identity file {MY-WORKSPACE}/.ssh/id_ecdsa-cert type -1 debug1: Remote protocol version 2.0, remote software version OpenSSH_5.8p1 Debian-7ubuntu1 debug1: match: OpenSSH_5.8p1 Debian-7ubuntu1 pat OpenSSH* debug1: Enabling compatibility mode for protocol 2.0 debug1: Local version string SSH-2.0-OpenSSH_5.9p1 Debian-5ubuntu1 debug1: SSH2_MSG_KEXINIT sent debug1: SSH2_MSG_KEXINIT received debug1: kex: server->client aes128-ctr hmac-md5 none debug1: kex: client->server aes128-ctr hmac-md5 none debug1: sending SSH2_MSG_KEX_ECDH_INIT debug1: expecting SSH2_MSG_KEX_ECDH_REPLY debug1: Server host key: ECDSA {SERVER_HOST_KEY} debug1: Host 'SERVER_IP' is known and matches the ECDSA host key. debug1: Found key in {MY-WORKSPACE}/.ssh/known_hosts:1 debug1: ssh_ecdsa_verify: signature correct debug1: SSH2_MSG_NEWKEYS sent debug1: expecting SSH2_MSG_NEWKEYS debug1: SSH2_MSG_NEWKEYS received debug1: Roaming not allowed by server debug1: SSH2_MSG_SERVICE_REQUEST sent debug1: SSH2_MSG_SERVICE_ACCEPT received debug1: Authentications that can continue: password debug1: Next authentication method: password senthil@SERVER_IP's password: debug1: Authentications that can continue: password Permission denied, please try again. senthil@SERVER_IP's password: For password, I have entered the same value which I normally use for 'ubuntu' user. Can anyone please guide me where the issue is and suggest some solution for this issue?

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  • BIP and Mapviewer Mash Up I

    - by Tim Dexter
    I was out in Yellowstone last week soaking up various wildlife and a bit too much rain ... good to be back until the 95F heat yesterday. Taking a little break from the Excel templates; the dev folks are planing an Excel patch in the next week or so that will add a mass of new functionality. At the risk of completely mis leading you I'm going to hang back a while. What I have written so far holds true and will continue to do so. This week, I have been mostly eating 'mapviewer' ... answers on a post card please, TV show and character. I had a request to show how BIP can call mapviewer and render a dynamic map in an output. So I hit the books and colleagues for some answers. Mapviewer is Oracle's geographic information system, hereby known as GIS. I use it a lot in our BIEE demos where the interaction with the maps is very impressive. Need a map of California and its congressional districts? I have contacts; Jerry and David with their little black box of maps. Once in my possession I can build highly interactive, clickable maps that allow the user to drill into more information using a very friendly interface driving BIEE content and navigation. But what about maps in BIP output? Bryan Wise, who has written some articles on this blog did some work a while back with the PL/SQL API interface. The extract for the report called a function that in turn called the mapviewer server, passing a set of mapping requirements, it then returned a URL to a cached copy of that map. Easy to then have BIP render that image. Thats still very doable. You need to install a couple of packages and then load the mapviewer java APIs into the database. Then you can write your function to the APIs. A little involved? Maybe, but the database is doing all the heavy lifting for you. I thought I would investigate another method for getting the maps back into BIP. There is a URL interface you can call, this involves building an XML message to be passed to the mapviewer server. It's pretty straightforward to use on the mapviewer side. On the BIP side things are little more tricksy. After some unexpected messing about I finally got the ubiquitous Hello World map to render using the URL method. Not the most exciting map in the world, lots of ocean and a rather long URL to get it to render. http://127.0.0.1:9704/mapviewer/omserver?xml_request=%3Cmap_request%20title=%22Hello%20World%22%20datasource=%22cagis%22%20format=%22GIF_STREAM%22/%3E Notice all of the encoding in the URL string to handle the spaces, quotes, etc. All necessary to get BIP to make the call to the mapviewer server correctly without truncating the URL if it hits a real space rather than a %20. With that in mind constructing the URL was pretty simple. I'm not going to get into the content of the URL too much, for that you need to bone up on the mapviewer XML API. Check out the home page here and the documentation here. To make the template portable I used the standard CURRENT_SERVER_URL parameter from the BIP server and declared that in my template. <?param@begin:CURRENT_SERVER_URL;'myserver'?> Ignore the 'myserver', that was just a dummy value for testing at runtime it will resolve to: 'http://yourserver:port/xmlpserver' Not quite what we need as mapviewer has its own server path, in my case I needed 'mapviewer/omserver?xml_request=' as the fixed path to the mapviewer request URL. A little concatenation and substringing later I came up with <?param@begin:mURL;concat(substring($CURRENT_SERVER_URL,1,22),'mapviewer/omserver?xml_request=')?> Thats the basic URL that I can then build on. To get the Hello World map I need to add the following: <map_request title="Hello World" datasource="cagis" format="GIF_STREAM"/> Those angle brackets were the source of my headache, BIPs XSLT engine was attempting to process them rather than just pass them. Hok Min to the rescue ... again. I owe him lunch when I get out to HQ again! To solve the problem, I needed to escape all the characters and white space and then use native XSL to assign the string to a parameter. <xsl:param xdofo:ctx="begin"name="pXML">%3Cmap_request%20title=%22Hello%20World%22 %20datasource=%22cagis%22%20format=%22GIF_STREAM%22/%3E</xsl:param> I did not need to assign it to a parameter but I felt that if I were going to do anything more serious than Hello World like plotting points of interest on the map. I would need to dynamically build the URL, so using a set of parameters or variables that I then concatenated would be easier. Now I had the initial server string and the request all I then did was combine the two using a concat: concat($mURL,$pXML) Embedding that into an image tag: <fo:external-graphic src="url({concat($mURL,$pXML)})"/> and I was done. Notice the curly braces to get the concat evaluated prior to the image call. As you will see next time, building the XML message to go onto the URL can get quite complex but I have used it with some data. Ultimately, it would be easier to build an extension to BIP to handle the data to be plotted, it would then build the XML message, call mapviewer and return a URL to the map image for BIP to render. More on that next time ...

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  • WIF, ADFS 2 and WCF&ndash;Part 6: Chaining multiple Token Services

    - by Your DisplayName here!
    See the previous posts first. So far we looked at the (simpler) scenario where a client acquires a token from an identity provider and uses that for authentication against a relying party WCF service. Another common scenario is, that the client first requests a token from an identity provider, and then uses this token to request a new token from a Resource STS or a partner’s federation gateway. This sounds complicated, but is actually very easy to achieve using WIF’s WS-Trust client support. The sequence is like this: Request a token from an identity provider. You use some “bootstrap” credential for that like Windows integrated, UserName or a client certificate. The realm used for this request is the identifier of the Resource STS/federation gateway. Use the resulting token to request a new token from the Resource STS/federation gateway. The realm for this request would be the ultimate service you want to talk to. Use this resulting token to authenticate against the ultimate service. Step 1 is very much the same as the code I have shown in the last post. In the following snippet, I use a client certificate to get a token from my STS: private static SecurityToken GetIdPToken() {     var factory = new WSTrustChannelFactory(         new CertificateWSTrustBinding(SecurityMode.TransportWithMessageCredential,         idpEndpoint);     factory.TrustVersion = TrustVersion.WSTrust13;       factory.Credentials.ClientCertificate.SetCertificate(         StoreLocation.CurrentUser,         StoreName.My,         X509FindType.FindBySubjectDistinguishedName,         "CN=Client");       var rst = new RequestSecurityToken     {         RequestType = RequestTypes.Issue,         AppliesTo = new EndpointAddress(rstsRealm),         KeyType = KeyTypes.Symmetric     };       var channel = factory.CreateChannel();     return channel.Issue(rst); } To use a token to request another token is slightly different. First the IssuedTokenWSTrustBinding is used and second the channel factory extension methods are used to send the identity provider token to the Resource STS: private static SecurityToken GetRSTSToken(SecurityToken idpToken) {     var binding = new IssuedTokenWSTrustBinding();     binding.SecurityMode = SecurityMode.TransportWithMessageCredential;       var factory = new WSTrustChannelFactory(         binding,         rstsEndpoint);     factory.TrustVersion = TrustVersion.WSTrust13;     factory.Credentials.SupportInteractive = false;       var rst = new RequestSecurityToken     {         RequestType = RequestTypes.Issue,         AppliesTo = new EndpointAddress(svcRealm),         KeyType = KeyTypes.Symmetric     };       factory.ConfigureChannelFactory();     var channel = factory.CreateChannelWithIssuedToken(idpToken);     return channel.Issue(rst); } For this particular case I chose an ADFS endpoint for issued token authentication (see part 1 for more background). Calling the service now works exactly like I described in my last post. You may now wonder if the same thing can be also achieved using configuration only – absolutely. But there are some gotchas. First of all the configuration files becomes quite complex. As we discussed in part 4, the bindings must be nested for WCF to unwind the token call-stack. But in this case svcutil cannot resolve the first hop since it cannot use metadata to inspect the identity provider. This binding must be supplied manually. The other issue is around the value for the realm/appliesTo when requesting a token for the R-STS. Using the manual approach you have full control over that parameter and you can simply use the R-STS issuer URI. Using the configuration approach, the exact address of the R-STS endpoint will be used. This means that you may have to register multiple R-STS endpoints in the identity provider. Another issue you will run into is, that ADFS does only accepts its configured issuer URI as a known realm by default. You’d have to manually add more audience URIs for the specific endpoints using the ADFS Powershell commandlets. I prefer the “manual” approach. That’s it. Hope this is useful information.

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  • Twitter Storm VS. Google's MapReduce

    - by Edward J. Yoon
    IMO, the era of Information Retrieval is dead with the advent of SNS. And the question type is changed from "How many backlinks your site has?" to "How many people have clicked URL you've shared on SNS?". So many people who newbie in Big Data Analytics often asks me "How can I analyze stream data time-series pattern mining methods using Map/Reduce?", "How can I mining the valuable insights using Map/Reduce?", "blah~ blah~ using Map/Reduce?". The answer is No Map/Reduce.

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  • Keypress detection wont work after seemingly unrelated code change

    - by LukeZaz
    I'm trying to have the Enter key cause a new 'map' to generate for my game, but for whatever reason after implementing full-screen in it the input check won't work anymore. I tried removing the new code and only pressing one key at a time, but it still won't work. Here's the check code and the method it uses, along with the newMap method: public class Game1 : Microsoft.Xna.Framework.Game { // ... protected override void Update(GameTime gameTime) { // ... // Check if Enter was pressed - if so, generate a new map if (CheckInput(Keys.Enter, 1)) { blocks = newMap(map, blocks, console); } // ... } // Method: Checks if a key is/was pressed public bool CheckInput(Keys key, int checkType) { // Get current keyboard state KeyboardState newState = Keyboard.GetState(); bool retType = false; // Return type if (checkType == 0) { // Check Type: Is key currently down? if (newState.IsKeyDown(key)) { retType = true; } else { retType = false; } } else if (checkType == 1) { // Check Type: Was the key pressed? if (newState.IsKeyDown(key)) { if (!oldState.IsKeyDown(key)) { // Key was just pressed retType = true; } else { // Key was already pressed, return false retType = false; } } } // Save keyboard state oldState = newState; // Return result if (retType == true) { return true; } else { return false; } } // Method: Generate a new map public List<Block> newMap(Map map, List<Block> blockList, Console console) { // Create new map block coordinates List<Vector2> positions = new List<Vector2>(); positions = map.generateMap(console); // Clear list and reallocate memory previously used up by it blockList.Clear(); blockList.TrimExcess(); // Add new blocks to the list using positions created by generateMap() foreach (Vector2 pos in positions) { blockList.Add(new Block() { Position = pos, Texture = dirtTex }); } // Return modified list return blockList; } // ... } and the generateMap code: // Generate a list of Vector2 positions for blocks public List<Vector2> generateMap(Console console, int method = 0) { ScreenTileWidth = gDevice.Viewport.Width / 16; ScreenTileHeight = gDevice.Viewport.Height / 16; maxHeight = gDevice.Viewport.Height; List<Vector2> blockLocations = new List<Vector2>(); if (useScreenSize == true) { Width = ScreenTileWidth; Height = ScreenTileHeight; } else { maxHeight = Height; } int startHeight = -500; // For debugging purposes, the startHeight is set to an // hopefully-unreachable value - if it returns this, something is wrong // Methods of land generation /// <summary> /// Third version land generation /// Generates a base land height as the second version does /// but also generates a 'max change' value which determines how much /// the land can raise or lower by which it now does by a random amount /// during generation /// </summary> if (method == 0) { // Get the land height startHeight = rnd.Next(1, maxHeight); int maxChange = rnd.Next(1, 5); // Amount ground will raise/lower by int curHeight = startHeight; for (int w = 0; w < Width; w++) { // Run a chance to lower/raise ground level int changeBy = rnd.Next(1, maxChange); int doChange = rnd.Next(0, 3); if (doChange == 1 && !(curHeight <= (1 + maxChange))) { curHeight = curHeight - changeBy; } else if (doChange == 2 && !(curHeight >= (29 - maxChange))) { curHeight = curHeight + changeBy; } for (int h = curHeight; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; blockLocations.Add(new Vector2(x, y)); } } console.newMsg("[INFO] Cur, height change maximum: " + maxChange.ToString()); } /// <summary> /// Second version land generator /// Generates a solid mass of land starting at a random height /// derived from either screen height or provided height value /// </summary> else if (method == 1) { // Get the land height startHeight = rnd.Next(0, 30); for (int w = 0; w < Width; w++) { for (int h = startHeight; h < ScreenTileHeight; h++) { // Location variables float x = w * 16; float y = h * 16; // Add a tile at set location blockLocations.Add(new Vector2(x, y)); } } } /// <summary> /// First version land generator /// Generates land completely randomly either across screen or /// in a box set by Width and Height values /// </summary> else { // For each tile in the map... for (int w = 0; w < Width; w++) { for (int h = 0; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; // ...decide whether or not to place a tile... if (rnd.Next(0, 2) == 1) { // ...and if so, add a tile at that location. blockLocations.Add(new Vector2(x, y)); } } } } console.newMsg("[INFO] Cur, base height: " + startHeight.ToString()); return blockLocations; } I never touched any of the above code for this when it broke - changing keys won't seem to fix it. Despite this, I have camera movement set inside another Game1 method that uses WASD and works perfectly. All I did was add a few lines of code here: private int BackBufferWidth = 1280; // Added these variables private int BackBufferHeight = 800; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = BackBufferWidth; // and this graphics.PreferredBackBufferHeight = BackBufferHeight; // this Content.RootDirectory = "Content"; this.graphics.IsFullScreen = true; // and this } When I try adding a console line to be printed in the event the key is pressed, it seems that the If is never even triggered despite the correct key being pressed.

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  • Google Maps in .NET Problem

    - by H(at)Ni
    Hello, I've been struggling with Google maps till I found that someone implemented a wrapper so that you can use Google Map as an ASP.Net user control which is a great effort indeed. You can download it from this link. However, after using it for a while, I've found out that it is storing the Google map object only once in the session and getting it from there whenever needed which was a problem for me that when you update the map in some page, you'll find it updated on another page. So, I've digged deep in the code and updated it so that it stores the map object with a unique identifier that you set it as a property in the user control object like that: this.googleMapCtrl.ControlID = Guid.NewGuid().ToString(); You can download the updated control files from here. Cheers,

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  • Applying Textures to Hexagonal Tiles Seamlessly

    - by PATRY
    I'm doing a tactical game (X-Com / Fallout style) for fun. I've decided to use a hexagonal map, but I'm having a graphic problem. My current map display is HUD-like, with only the border of the map cells displayed, without any texture. it's simple and allow for display of different types of informations by varying the color of the border. For exemple the "danger view mode" displays the borders with a color going from green (no damage possible) to red (prob of damage 90%). Now, It's a bit hard to differentiate the kind of tile the player is on. I could put a plain color (green is grass, pale blue is water...), but this is going to limit the possibilities. Thus, i would like to display a texture on my tiles. Since the map are generated, i can not use a picture for the whole map with the HUD over. So, my question is : does any one knows how i could generate the sealess hexagonal textures (algo or plugin), or if there is a site with some hexagonal tiles ?

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  • 2-d lighting day/night cycle

    - by Richard
    Off the back of this post in which I asked two questions and received one answer, which I accepted as a valid answer. I have decided to re-ask the outstanding question. I have implemented light points with shadow casting as shown here but I would like an overall map light with no point/light source. The map setup is a top-down 2-d 50X50 pixel grid. How would I go about implementing a day/night cycle lighting across a map?

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  • How do you encode Algebraic Data Types in a C#- or Java-like language?

    - by Jörg W Mittag
    There are some problems which are easily solved by Algebraic Data Types, for example a List type can be very succinctly expressed as: data ConsList a = Empty | ConsCell a (ConsList a) consmap f Empty = Empty consmap f (ConsCell a b) = ConsCell (f a) (consmap f b) l = ConsCell 1 (ConsCell 2 (ConsCell 3 Empty)) consmap (+1) l This particular example is in Haskell, but it would be similar in other languages with native support for Algebraic Data Types. It turns out that there is an obvious mapping to OO-style subtyping: the datatype becomes an abstract base class and every data constructor becomes a concrete subclass. Here's an example in Scala: sealed abstract class ConsList[+T] { def map[U](f: T => U): ConsList[U] } object Empty extends ConsList[Nothing] { override def map[U](f: Nothing => U) = this } final class ConsCell[T](first: T, rest: ConsList[T]) extends ConsList[T] { override def map[U](f: T => U) = new ConsCell(f(first), rest.map(f)) } val l = (new ConsCell(1, new ConsCell(2, new ConsCell(3, Empty))) l.map(1+) The only thing needed beyond naive subclassing is a way to seal classes, i.e. a way to make it impossible to add subclasses to a hierarchy. How would you approach this problem in a language like C# or Java? The two stumbling blocks I found when trying to use Algebraic Data Types in C# were: I couldn't figure out what the bottom type is called in C# (i.e. I couldn't figure out what to put into class Empty : ConsList< ??? >) I couldn't figure out a way to seal ConsList so that no subclasses can be added to the hierarchy What would be the most idiomatic way to implement Algebraic Data Types in C# and/or Java? Or, if it isn't possible, what would be the idiomatic replacement?

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  • Smooth animation on a persistently refreshing canvas

    - by Neurofluxation
    Yo everyone! I have been working on an Isometric Tile Game Engine in HTML5/Canvas for a little while now and I have a complete working game. Earlier today I looked back over my code and thought: "hmm, let's try to get this animated smoothly..." And since then, that is all I have tried to do. The problem I would like the character to actually "slide" from tile to tile - but the canvas redrawing doesn't allow this - does anyone have any ideas....? Code and fiddle below... Fiddle with it! http://jsfiddle.net/neuroflux/n7VAu/ <html> <head> <title>tileEngine - Isometric</title> <style type="text/css"> * { margin: 0px; padding: 0px; font-family: arial, helvetica, sans-serif; font-size: 12px; cursor: default; } </style> <script type="text/javascript"> var map = Array( //land [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]] ); var tileDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/land.png"); var charDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/mario.png"); var objectDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/rock.png"); //last is one more var objectImg = new Array(); var charImg = new Array(); var tileImg = new Array(); var loaded = 0; var loadTimer; var ymouse; var xmouse; var eventUpdate = 0; var playerX = 0; var playerY = 0; function loadImg(){ //preload images and calculate the total loading time for(var i=0;i<tileDict.length;i++){ tileImg[i] = new Image(); tileImg[i].src = tileDict[i]; tileImg[i].onload = function(){ loaded++; } } i = 0; for(var i=0;i<charDict.length;i++){ charImg[i] = new Image(); charImg[i].src = charDict[i]; charImg[i].onload = function(){ loaded++; } } i = 0; for(var i=0;i<objectDict.length;i++){ objectImg[i] = new Image(); objectImg[i].src = objectDict[i]; objectImg[i].onload = function(){ loaded++; } } } function checkKeycode(event) { //key pressed var keycode; if(event == null) { keyCode = window.event.keyCode; } else { keyCode = event.keyCode; } switch(keyCode) { case 38: //left if(!map[playerX-1][playerY][1] > 0){ playerX--; } break; case 40: //right if(!map[playerX+1][playerY][1] > 0){ playerX++; } break; case 39: //up if(!map[playerX][playerY-1][1] > 0){ playerY--; } break; case 37: //down if(!map[playerX][playerY+1][1] > 0){ playerY++; } break; default: break; } } function loadAll(){ //load the game if(loaded == tileDict.length + charDict.length + objectDict.length){ clearInterval(loadTimer); loadTimer = setInterval(gameUpdate,100); } } function drawMap(){ //draw the map (in intervals) var tileH = 25; var tileW = 50; mapX = 80; mapY = 10; for(i=0;i<map.length;i++){ for(j=0;j<map[i].length;j++){ var drawTile= map[i][j][0]; var xpos = (i-j)*tileH + mapX*4.5; var ypos = (i+j)*tileH/2+ mapY*3.0; ctx.drawImage(tileImg[drawTile],xpos,ypos); if(i == playerX && j == playerY){ you = ctx.drawImage(charImg[0],xpos,ypos-(charImg[0].height/2)); } } } } function init(){ //initialise the main functions and even handlers ctx = document.getElementById('main').getContext('2d'); loadImg(); loadTimer = setInterval(loadAll,10); document.onkeydown = checkKeycode; } function gameUpdate() { //update the game, clear canvas etc ctx.clearRect(0,0,904,460); ctx.fillStyle = "rgba(255, 255, 255, 1.0)"; //assign color drawMap(); } </script> </head> <body align="center" style="text-align: center;" onload="init()"> <canvas id="main" width="904" height="465"> <h1 style="color: white; font-size: 24px;">I'll be damned, there be no HTML5 &amp; canvas support on this 'ere electronic machine!<sub>This game, jus' plain ol' won't work!</sub></h1> </canvas> </body> </html>

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  • collision detection problems - Javascript/canvas game

    - by Tom Burman
    Ok here is a more detailed version of my question. What i want to do: i simply want the have a 2d array to represent my game map. i want a player sprite and i want that sprite to be able to move around my map freely using the keyboard and also have collisions with certain tiles of my map array. i want to use very large maps so i need a viewport. What i have: I have a loop to load the tile images into an array: /Loop to load tile images into an array var mapTiles = []; for (x = 0; x <= 256; x++) { var imageObj = new Image(); // new instance for each image imageObj.src = "images/prototype/"+x+".jpg"; mapTiles.push(imageObj); } I have a 2d array for my game map: //Array to hold map data var board = [ [1,2,3,4,3,4,3,4,5,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [17,18,19,20,19,20,19,20,21,22,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [33,34,35,36,35,36,35,36,37,38,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [49,50,51,52,51,52,51,52,53,54,1,1,1,1,1,1,1,1,1,1,1,1,1,197,198,199,1,1,1,1], [65,66,67,68,146,147,67,68,69,70,1,1,1,1,1,1,1,1,216,217,1,1,1,213,214,215,1,1,1,1], [81,82,83,161,162,163,164,84,85,86,1,1,1,1,1,1,1,1,232,233,1,1,1,229,230,231,1,1,1,1], [97,98,99,177,178,179,180,100,101,102,1,1,1,1,59,1,1,1,248,249,1,1,1,245,246,247,1,1,1,1], [1,1,238,1,1,1,1,239,240,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [216,217,254,1,1,1,1,255,256,1,204,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [232,233,1,1,1,117,118,1,1,1,220,1,1,119,120,1,1,1,1,1,1,1,1,1,1,1,119,120,1,1], [248,249,1,1,1,133,134,1,1,1,1,1,1,135,136,1,1,1,1,1,1,59,1,1,1,1,135,136,1,1], [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,216,217,1,1,1,1,1,1,60,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,232,233,1,1,1,1,1,1,1,1,1,1,1,1,1,1,204,1,1,1,1,1,1,1,1,1,1,1], [1,1,248,249,1,1,1,1,1,1,1,1,1,1,1,1,1,1,220,1,1,1,1,1,1,216,217,1,1,1], [1,1,1,1,1,1,1,1,1,1,1,1,149,150,151,1,1,1,1,1,1,1,1,1,1,232,233,1,1,1], [12,12,12,12,12,12,12,13,1,1,1,1,165,166,167,1,1,1,1,1,1,119,120,1,1,248,249,1,1,1], [28,28,28,28,28,28,28,29,1,1,1,1,181,182,183,1,1,1,1,1,1,135,136,1,1,1,1,1,1,1], [44,44,44,44,44,15,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,59,1,1,197,198,199,1,1,1,1,119,120,1], [1,1,1,1,1,27,28,29,1,1,216,217,1,1,1,1,1,1,1,1,213,214,215,1,1,1,1,135,136,1], [1,1,1,1,1,27,28,29,1,1,232,233,1,1,1,1,1,1,1,1,229,230,231,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,248,249,1,1,1,1,1,1,1,1,245,246,247,1,1,1,1,1,1,1], [1,1,1,197,198,199,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,213,214,215,28,29,1,1,1,1,1,60,1,1,1,1,204,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,229,230,231,28,29,1,1,1,1,1,1,1,1,1,1,220,1,1,1,1,119,120,1,1,1,1,1], [1,1,1,245,246,247,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,135,136,1,1,60,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1] ]; I have my loop to place the correct tile sin the correct positions: //Loop to place tiles onto screen in correct position for (x = 0; x <= viewWidth; x++){ for (y = 0; y <= viewHeight; y++){ var width = 32; var height = 32; context.drawImage(mapTiles[board[y+viewY][x+viewX]],x*width, y*height); } } I Have my player object : //Place player object context.drawImage(playerImg, (playerX-viewX)*32,(playerY-viewY)*32, 32, 32); I have my viewport setup: //Set viewport pos 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; I have my player movement: canvas.addEventListener('keydown', function(e) { console.log(e); var key = null; switch (e.which) { case 37: // Left if (playerY > 0) playerY--; break; case 38: // Up if (playerX > 0) playerX--; break; case 39: // Right if (playerY < worldWidth) playerY++; break; case 40: // Down if (playerX < worldHeight) playerX++; break; } My Problem: I have my map loading an it looks fine, but my player position thinks it's on a different tile to what it actually is. So for instance, i know that if my player moves left 1 tile, the value of that tile should be 2, but if i print out the value it should be moving to (2), it comes up with a different value. How ive tried to solve the problem: I have tried swap X and Y values for the initialization of my player, for when my map prints. If i swap the x and y values in this part of my code: context.drawImage(mapTiles[board[y+viewY][x+viewX]],x*width, y*height); The map doesnt get draw correctly at all and tiles are placed all in random positions or orientations IF i sway the x and y values for my player in this line : context.drawImage(playerImg, (playerX-viewX)*32,(playerY-viewY)*32, 32, 32); The players movements are inversed, so up and down keys move my player left and right viceversa. My question: Where am i going wrong in my code, and how do i solve it so i have my map looking like it should and my player moving as it should as well as my player returning the correct tileID it is standing on or moving too. Thanks Again ALSO Here is a link to my whole code: prototype

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  • Why does my code dividing a 2D array into chunks fail?

    - by Borog
    I have a 2D-Array representing my world. I want to divide this huge thing into smaller chunks to make collision detection easier. I have a Chunk class that consists only of another 2D Array with a specific width and height and I want to iterate through the world, create new Chunks and add them to a list (or maybe a Map with Coordinates as the key; we'll see about that). world = new World(8192, 1024); Integer[][] chunkArray; for(int a = 0; a < map.getHeight() / Chunk.chunkHeight; a++) { for(int b = 0; b < map.getWidth() / Chunk.chunkWidth; b++) { Chunk chunk = new Chunk(); chunkArray = new Integer[Chunk.chunkWidth][Chunk.chunkHeight]; for(int x = Chunk.chunkHeight*a; x < Chunk.chunkHeight*(a+1); x++) { for(int y = Chunk.chunkWidth*b; y < Chunk.chunkWidth*(b+1); y++) { // Yes, the tileMap actually is [height][width] I'll have // to fix that somewhere down the line -.- chunkArray[y][x] = map.getTileMap()[x*a][y*b]; // TODO:Attach to chunk } } chunkList.add(chunk); } } System.out.println(chunkList.size()); The two outer loops get a new chunk in a specific row and column. I do that by dividing the overall size of the map by the chunkSize. The inner loops then fill a new chunkArray and attach it to the chunk. But somehow my maths is broken here. Let's assume the chunkHeight = chunkWidth = 64. For the first Array I want to start at [0][0] and go until [63][63]. For the next I want to start at [64][64] and go until [127][127] and so on. But I get an out of bounds exception and can't figure out why. Any help appreciated! Actually I think I know where the problem lies: chunkArray[y][x] can't work, because y goes from 0-63 just in the first iteration. Afterwards it goes from 64-127, so sure it is out of bounds. Still no nice solution though :/ EDIT: if(y < Chunk.chunkWidth && x < Chunk.chunkHeight) chunkArray[y][x] = map.getTileMap()[y][x]; This works for the first iteration... now I need to get the commonly accepted formula.

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  • How to make room reflection using Cubemap

    - by MaT
    I am trying to use a cube map of the inside of a room to create some reflections on walls, ceiling and floor. But when I use the cube map, the reflected image is not correct. The point of view seems to be false. To be correct I use a different cube map for each walls, floor or ceiling. The cube map is calculated from the center of the plane looking at the room. Are there specialized techniques to achieve such effect ? Thanks a lot !

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  • C++ and SDL resource management for 2D game

    - by KuruptedMagi
    My first question is about stateManagers. I do not use the singleton pattern (read many random posts with various reasons not to use it), I have gameStateManager which runs the pointer cCurrentGameState-render(), etc. I want to make a transitioning game, this engine should ideally cover both a platformer and a bird's eye RPG (with some recoding, I just mean the base engine), both of which will load different levels and events, such as world map, dungeon, shops, etc. So I then thought, rather then having to store all this data within all the states, I would break the engine into gameStates, and playStates... when gameState reaches gameStatePlay(), gameStatePlay simply runs the usual handleInput, logic, and render for the playStates, just as the low level gameStateManager does. This lets me store all the player data within the base playstate class without storing useless data in the gameStates. Now I have added a seperate mapEditor, which uses editorStates from gameStateEditor. Is this too much usage of the gameState concept? It seems to work pretty well for me, so I was wondering if I am too far off a common implementation of this. My second question is on image resources. I have my sprite class with nothing but static members, mainly loadImage, applySurface, and my screen pointer. I also have a map pairing imageName enums with actual SDL_Surface pointers, and one pairing clipNumber enums with a wrapper class for a vector of clips, so that each reference in the map can have different amounts of clips with different sizes. I thought it would be better to store all these images, and screen within one static body, since 20 different goblins all use the same sprite sheet, and all need to print to the same screen, and of course, this way I do not need to pass my screen reference to every little entity. The imageMap seems to work very well, I can even add the ability to search through the map at creation of entity type to see if a particular image at creation, creating if it doesnt exist, and destroying the image if the last entity that needs it was just destroyed. The vectored clip map however, seems to take too long to initialize, so if i run past the state that initializes them to fast, the game crashes <. Plus, the clip map call is half of this line =P SPRITE::applySurface( cEditorMap.cTiles[x][y].iX, cEditorMap.cTiles[x][y].iY, SPRITE::mImages[ IMAGE_TILEMAP ], SPRITE::screen, SPRITE::mImageClips[IMAGE_TILEMAP]->clips.at( cEditorMap.cTiles[x][y].iTileType ) ); Again, do I have the right idea? I like the imageMap, but am I better off with each entity storing its own clips? My last question is about collision detection. I only grasp the basics, will look at per-pixel and circular soon, but how can I determine which side the collision comes from with just the basic square collision detection, I tried breaking each entity into 4 collision zones, but that just gave me problems with walking through walls and the like <. Also, is per-pixel color collision a good way to decide what collision just occured, or is checking multiple colors for multiple entities too taxing each cycle?

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  • Gigantic 2d maps?

    - by Jesper Hallenberg
    I've been thinking about a game idea for a week or two and the last few hours I was thinking of some technical stuff and came up with that the map would need to be 360,000x360,000 pixels in size. To me it sounds insane, but I've never done much in depth game development so I'm not sure if its reasonable or not to have a map that large. Basicly my question is, would it work to have a map that large in a 2D game?

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  • SEO for maps-based websites that require user interaction

    - by j0nes
    I have a website that basically shows a lot of locations worldwide on a Google Maps like interface. The map itself is built using the Leaflet library and Open Street Map tiles. In the map, I show markers at each location I have. There is a popup window when I click on a marker that shows additional information and contains links to "detail" pages for this location. I fetch the location data for the viewpoint from an AJAX call from my server, so the additional information is not available in the HTML page itself. The detail pages are the pages my users are interested in. My normal users load the map, search the location they are interested in, click on a marker and click on a link in the popup window. However for search engines, this might look different. As this navigation pattern relies on user interaction, I think they might not be able to find the details page. My questions: Are search engines able to follow a navigation path like outlined above? How can I improve the navigation for search engines? (For example showing textual links below the map, sitemaps...) How important are internal links for SEO?

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  • Hexagonal Tiles

    - by PATRY
    i'm doing a tactical game (X-Com / Fallout style) for fun. I've decided to use an hexagonal map, but i'm having a graphic problem. My current map display is HUD-like, with only the border of the map cells displayed, without any texture. it's simple and allow for display of different types of informations by varying the color of the border. For exemple the "danger view mode" displays the borders with a color going from green (no damage possible) to red (prob of damage 90%). Now, It's a bit hard to différenciate the kind of tile the player is on. I could put a plain color (green is grass, pale blue is water...), but this is going to limit the possibilities. Thus, i would like to display a texture on my tiles. Since the map are generated, i can not use a picture for the whole map with the HUD over. So, my question is : does any one knows how i could generate the sealess hexagonal textures (algo or plugin), or if there is a site with some hexagonal tiles ?

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  • Is there a library that handles hexagon tiled 2D maps?

    - by Pete Mancini
    It would represent a map that is semi-square of arbitrary size. It would have a simple system for representation of the map coordinates such as 0101 (first column, 1st hex). I'd want the map to be able to tell me the distance between two points, and what other hexes lay between those two points as a list or array. I don't care as much about the language but c# or python would be ideal. Does one exist?

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  • MarteEngine Tile Collision

    - by opiop65
    I need to add collision to my tile map using MarteEngine. MarteEngine is built of of slick2D. Here's my tile generation code: Code: public void render(GameContainer gc, StateBasedGame game, Graphics g) throws SlickException { for (int x = 0; x < 16; x++) { for (int y = 0; y < 16; y++) { map[x][y] = AIR; air.draw(x * GameWorld.tilesize, y * GameWorld.tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 7; y < 8; y++) { map[x][y] = GRASS; grass.draw(x * tilesize, y * tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 8; y < 10; y++) { map[x][y] = DIRT; dirt.draw(x * tilesize, y * tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 10; y < 16; y++) { map[x][y] = STONE; stone.draw(x * tilesize, y * tilesize); } } super.render(gc, game, g); } And one of my tile classes (they're all the same, the image names are just different): Code: package MarteEngine; import org.newdawn.slick.Image; import org.newdawn.slick.SlickException; import it.randomtower.engine.entity.Entity; public class Grass extends Entity { public static Image grass = null; public Grass(float x, float y) throws SlickException { super(x, y); grass = new Image("res/grass.png"); setHitBox(0, 0, 50, 50); addType(SOLID); } } I tried to do it like this: Code: for (int x = 0; x < 16; x++) { for (int y = 7; y < 8; y++) { map[x][y] = GRASS; Grass.grass.draw(x * tilesize, y * tilesize); } } But it gave me a NullPointerException. No idea why, everything looks initialized right? I would be very grateful for some help!

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  • Dealing with Fine-Grained Cache Entries in Coherence

    - by jpurdy
    On occasion we have seen significant memory overhead when using very small cache entries. Consider the case where there is a small key (say a synthetic key stored in a long) and a small value (perhaps a number or short string). With most backing maps, each cache entry will require an instance of Map.Entry, and in the case of a LocalCache backing map (used for expiry and eviction), there is additional metadata stored (such as last access time). Given the size of this data (usually a few dozen bytes) and the granularity of Java memory allocation (often a minimum of 32 bytes per object, depending on the specific JVM implementation), it is easily possible to end up with the case where the cache entry appears to be a couple dozen bytes but ends up occupying several hundred bytes of actual heap, resulting in anywhere from a 5x to 10x increase in stated memory requirements. In most cases, this increase applies to only a few small NamedCaches, and is inconsequential -- but in some cases it might apply to one or more very large NamedCaches, in which case it may dominate memory sizing calculations. Ultimately, the requirement is to avoid the per-entry overhead, which can be done either at the application level by grouping multiple logical entries into single cache entries, or at the backing map level, again by combining multiple entries into a smaller number of larger heap objects. At the application level, it may be possible to combine objects based on parent-child or sibling relationships (basically the same requirements that would apply to using partition affinity). If there is no natural relationship, it may still be possible to combine objects, effectively using a Coherence NamedCache as a "map of maps". This forces the application to first find a collection of objects (by performing a partial hash) and then to look within that collection for the desired object. This is most naturally implemented as a collection of entry processors to avoid pulling unnecessary data back to the client (and also to encapsulate that logic within a service layer). At the backing map level, the NIO storage option keeps keys on heap, and so has limited benefit for this situation. The Elastic Data features of Coherence naturally combine entries into larger heap objects, with the caveat that only data -- and not indexes -- can be stored in Elastic Data.

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  • Java 2D Tile Collision

    - by opiop65
    I have been working on a way to do collision detection forever, and just can't figure it out. Here's my simple 2D array: for (int x = 0; x < 16; x++) { for (int y = 0; y < 16; y++) { map[x][y] = AIR; if(map[x][y] == AIR) { air.draw(x * tilesize, y * tilesize); } } } for (int x = 0; x < 16; x++) { for (int y = 6; y < 16; y++) { map[x][y] = GRASS; if(map[x][y] == GRASS) { grass.draw(x * tilesize, y * tilesize); } } } for (int x = 0; x < 16; x++) { for (int y = 8; y < 16; y++) { map[x][y] = STONE; if(map[x][y] == STONE) { stone.draw(x * tilesize, y * tilesize); } } } I want to do it with rectangles, and using the intersect() method, but how would I go about adding rectangles to all the tiles? Edit: My player moves like this: if(input.isKeyDown(Input.KEY_W)) { shiftY -= delta * speed; idY = (int) shiftY; if(shift == true) { shiftY -= delta * runspeed; } if(isColliding == true) { shiftY += delta * speed; } } if(input.isKeyDown(Input.KEY_S)) { shiftY += delta * speed; idY = (int) shiftY; if(shift == true) { shiftY += delta * runspeed; } if(isColliding == true) { shiftY -= delta * speed; } } if (input.isKeyDown(Input.KEY_A)) { steve = left; shiftX -= delta * speed; idX = (int) shiftX; if(shift == true) { shiftX -= delta * runspeed; } if(isColliding == true) { shiftX += delta * speed; } } if (input.isKeyDown(Input.KEY_D)) { steve = right; shiftX += delta * speed; idX = (int) shiftX; if(shift == true) { shiftX += delta * runspeed; } if(isColliding == true) { shiftX -= delta * speed; } } (I have tried my own collision code, but its horrible. Doesn't work in the slightest)

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  • Swapping axis labels between 2D and 3D coordinates

    - by Will
    My game world is 3D. The map is only 2D, however. It is natural to think of the map as having an X and Y axis. And it is natural to think of the world has having an X, Y and Z axis, where Y is upwards. That is to say, X Y in 2D map coordinates is X Z in 3D coordinates. What conventions and approaches do you have to keeping things straight at a code level to make mapping between them natural? (Is Y usually upwards in 3D? Or do you have X and Z in map coordinates, or?)

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  • Several classes need to access the same data, where should the data be declared?

    - by Juicy
    I have a basic 2D tower defense game in C++. Each map is a separate class which inherits from GameState. The map delegates the logic and drawing code to each object in the game and sets data such as the map path. In pseudo-code the logic section might look something like this: update(): for each creep in creeps: creep.update() for each tower in towers: tower.update() for each missile in missiles: missile.update() The objects (creeps, towers and missiles) are stored in vector-of-pointers. The towers must have access to the vector-of-creeps and the vector-of-missiles to create new missiles and identify targets. The question is: where do I declare the vectors? Should they be members of the Map class, and passed as arguments to the tower.update() function? Or declared globally? Or are there other solutions I'm missing entirely?

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  • How can you easily determine the textureRect for tiled maps in SFML 2.0?

    - by ThePlan
    I'm working on creating a 2d map prototype, and I've come across the rendering bit of it. I have a tilesheet with tiles, each tile is 30x30 pixels, and there's a 1px border to delimitate them. In SFML the usual method of drawing a part of a tilesheet is declaring an IntRect with the rectangle coordinates then calling the setTextureRectangle() method to a sprite. In a small game it would work, but I have well over 45 tiles and adding more every day, I can't declare 45 intRects for every material, the map is not optimized yet, it would get even worse if I would have to call the setTextureRect() method, aside from declaring 45 rectangleInts. How could I simplify this task? All I need is a very simple and flexible solution for extracting a region of the tilesheet. Basically I have a Tile class. I create multiple instances of tiles (vectors) and each tile has a position and a material. I parse a map file and as I parse it I set the materials of the map according to the parsed map file, and all I need to do is render. Basically I need to do something like this: switch(tile.getMaterial()) { case GRASS: material_sprite.setTextureRect(something); window.draw(material_sprite); break; case WATER: material_sprite.setTextureRect(something); window.draw(material_sprite); break; // handle more cases }

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