Search Results

Search found 26134 results on 1046 pages for 'coming out of void'.

Page 96/1046 | < Previous Page | 92 93 94 95 96 97 98 99 100 101 102 103  | Next Page >

  • Starting a Java activity in Unity3d Android

    - by Matthew Pavlinsky
    I wrote a small Java activity extension of UnityPlayerActivity similar to what is described in the Unity docs. It has a method for displaying a song picking interface using an ACTION_GET_CONTENT intent. I start this activity using startActivityForResult() and it absolutely kills the performance of my Unity game when it is finished, it drops to about .1 FPS afterwords. I've changed removed the onActivityResult function and even tried starting the activity from inside an onKeyDown event in Java to make sure my method of starting the activity from Unity was not the problem. Heres the code in a basic sense: package com.company.product; import com.unity3d.player.UnityPlayerActivity; import com.unity3d.player.UnityPlayer; import android.os.Bundle; import android.util.Log; import android.content.Intent; public class SongPickerActivity extends UnityPlayerActivity { private Intent myIntent; final static int PICK_SONG = 1; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); Log.i("SongPickerActivity", "OnCreate"); myIntent = new Intent(Intent.ACTION_GET_CONTENT); myIntent.setType("audio/*"); } public void Pick() { Log.i("SongPickerActivity", "Pick"); startActivityForResult(myIntent, PICK_SONG); } @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { super.onActivityResult(requestCode, resultCode, data); } } This is causing me a bit more of a headache than it should and I would be thankful for any sort of advice. Does anyone have any experience with using custom activities in Unity Android or any insight on why this is happening or how to resolve this?

    Read the article

  • Putting a base in the middle

    - by PSteele
    From Eric Lippert's Blog: Here’s a crazy-seeming but honest-to-goodness real customer scenario that got reported to me recently. There are three DLLs involved, Alpha.DLL, Bravo.DLL and Charlie.DLL. The classes in each are: public class Alpha // In Alpha.DLL {   public virtual void M()   {     Console.WriteLine("Alpha");   } } public class Bravo: Alpha // In Bravo.DLL { } public class Charlie : Bravo // In Charlie.DLL {   public override void M()   {     Console.WriteLine("Charlie");     base.M();   } } Perfectly sensible. You call M on an instance of Charlie and it says “Charlie / Alpha”. Now the vendor who supplies Bravo.DLL ships a new version which has this code: public class Bravo: Alpha {   public override void M()   {     Console.WriteLine("Bravo");     base.M();   } } The question is: what happens if you call Charlie.M without recompiling Charlie.DLL, but you are loading the new version of Bravo.DLL? The customer was quite surprised that the output is still “Charlie / Alpha”, not “Charlie / Bravo / Alpha”. Read the full post for a very interesting discussion of the design of C#, the CLR, method resolution and more. Technorati Tags: .NET,C#,CLR

    Read the article

  • Slick2D - Cannot instantiate the type Image

    - by speakon
    I am getting this strange error and I cannot for the life of me figure out why: Cannot instantiate the type Image CODE: import java.awt.Image; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; public class MainMenuState extends BasicGameState { int stateID = -1; Image background = null; Image startGameOption = null; Image exitOption = null; float startGameScale = 1; float exitScale = 1; MainMenuState( int stateID ) { this.stateID = stateID; } public int getID() { return stateID; } public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { try { background = new Image("data/menu.jpg"); Image menuOptions = new Image("data/menuoptions.png"); startGameOption = menuOptions.getSubImage(0, 0, 377, 71); exitOption = menuOptions.getSubImage(0, 71, 377, 71); }catch (SlickException e) { System.err.print(e); } } public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException { } public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { } } Why do I get this error? I've googled endlessly and nobody else has it, this worked fine in my other game. Any ideas?

    Read the article

  • Extension Methods in Dot Net 2.0

    - by Tom Hines
    Not that anyone would still need this, but in case you have a situation where the code MUST be .NET 2.0 compliant and you want to use a cool feature like Extension methods, there is a way.  I saw this article when looking for ways to create extension methods in C++, C# and VB:  http://msdn.microsoft.com/en-us/magazine/cc163317.aspx The author shows a simple  way to declare/define the ExtensionAttribute so it's available to 2.0 .NET code. Please read the article to learn about the when and why and use the content below to learn HOW. In the next post, I'll demonstrate cross-language calling of extension methods. Here is a version of it in C# First, here's the project showing there's no VOODOO included: using System; namespace System.Runtime.CompilerServices {    [       AttributeUsage(          AttributeTargets.Assembly          | AttributeTargets.Class          | AttributeTargets.Method,       AllowMultiple = false, Inherited = false)    ]    class ExtensionAttribute : Attribute{} } namespace TestTwoDotExtensions {    public static class Program    {       public static void DoThingCS(this string str)       {          Console.WriteLine("2.0\t{0:G}\t2.0", str);       }       static void Main(string[] args)       {          "asdf".DoThingCS();       }    } }   Here is the C++ version: // TestTwoDotExtensions_CPP.h #pragma once using namespace System; namespace System {        namespace Runtime {               namespace CompilerServices {               [                      AttributeUsage(                            AttributeTargets::Assembly                             | AttributeTargets::Class                            | AttributeTargets::Method,                      AllowMultiple = false, Inherited = false)               ]               public ref class ExtensionAttribute : Attribute{};               }        } } using namespace System::Runtime::CompilerServices; namespace TestTwoDotExtensions_CPP { public ref class CTestTwoDotExtensions_CPP {    public:            [ExtensionAttribute] // or [Extension]            static void DoThingCPP(String^ str)    {       Console::WriteLine("2.0\t{0:G}\t2.0", str);    } }; }

    Read the article

  • Observable Collections

    - by SGWellens
    I didn't think it was possible, but .NET surprised me yet again with a cool feature I never knew existed: The ObservableCollection. This became available in .NET 3.0. In essence, an ObservableCollection is a collection with an event you can connect to. The event fires when the collection changes. As usual, working with the .NET classes is so ridiculously easy, it feels like cheating. The following is small test program to illustrate how the ObservableCollection works. To start, create an ObservableCollection and then store it in the Session object so it will persist between page post backs. I also added the code to pull it out of Session state when there is a page post back:   public partial class _Default : System.Web.UI.Page{    public ObservableCollection<int> MyInts;     // ---- Page_Load ------------------------------     protected void Page_Load(object sender, EventArgs e)    {        if (IsPostBack == false)        {            MyInts = new ObservableCollection<int>();            MyInts.CollectionChanged += CollectionChangedHandler;             Session["MyInts"] = MyInts;  // store for use between postbacks        }        else        {            MyInts = Session["MyInts"] as ObservableCollection<int>;        }    } Here's the event handler I hooked up to the ObservableCollection, it writes status strings to a ListBox. Note: The event handler fires in a different thread than the IIS process thread.     // ---- CollectionChangedHandler -----------------------------------    //    // Something changed in the Observable collection     public void CollectionChangedHandler(object sender, NotifyCollectionChangedEventArgs e)    {        // need to dig around to get the current page and control to write to:        // (because this is in a separate thread)        Page CurrentPage = System.Web.HttpContext.Current.Handler as Page;        ListBox LB = CurrentPage.FindControl("ListBoxHistory") as ListBox;         switch (e.Action)        {            case NotifyCollectionChangedAction.Add:                LB.Items.Add("Add: " + e.NewItems[0]);                               break;             case NotifyCollectionChangedAction.Remove:                LB.Items.Add("Remove: " + e.OldItems[0]);                break;             case NotifyCollectionChangedAction.Reset:                LB.Items.Add("Reset: ");                break;             default:                LB.Items.Add(e.Action.ToString());                break;                     }    }  Next, add some buttons and code to exercise the ObservableCollection:     <br />    <asp:Button ID="ButtonAdd" runat="server" Text="Add" OnClick="ButtonAdd_Click" />    <asp:Button ID="ButtonRemove" runat="server" Text="Remove" OnClick="ButtonRemove_Click" />    <asp:Button ID="ButtonReset" runat="server" Text="Reset" OnClick="ButtonReset_Click" />    <asp:Button ID="ButtonList" runat="server" Text="List" OnClick="ButtonList_Click" />    <br />    <asp:TextBox ID="TextBoxInt" runat="server" Width="51px"></asp:TextBox>    <br />    <asp:ListBox ID="ListBoxHistory" runat="server" Height="255px" Width="195px">    </asp:ListBox>    // ---- Add Button --------------------------------------     protected void ButtonAdd_Click(object sender, EventArgs e)    {        int Temp;        if (int.TryParse(TextBoxInt.Text, out Temp) == true)            MyInts.Add(Temp);    }     // ---- Remove Button --------------------------------------     protected void ButtonRemove_Click(object sender, EventArgs e)    {        int Temp;        if (int.TryParse(TextBoxInt.Text, out Temp) == true)            MyInts.Remove(Temp);    }     // ---- Button Reset -----------------------------------     protected void ButtonReset_Click(object sender, EventArgs e)    {        MyInts.Clear();    }     // ---- Button List --------------------------------------     protected void ButtonList_Click(object sender, EventArgs e)    {        ListBoxHistory.Items.Add("MyInts:");        foreach (int i in MyInts)        {            // a bit of tweaking to get the text to be indented            ListItem LI = new ListItem("&nbsp;&nbsp;" + i.ToString());            LI.Text = Server.HtmlDecode(LI.Text);            ListBoxHistory.Items.Add(LI);        }    } Here's what it looks like after entering some numbers and clicking some buttons: An interesting note is that I had to use: System.Web.HttpContext.Current.Response to write to a control on the page. As mentioned earlier, this implies that the notification event is in a thread separate from the IIS thread. Another interesting note: From the online help: Any public static (Shared in Visual Basic) members of this type are thread safe. Any instance members are not guaranteed to be thread safe What does that mean to Asp.Net developers? If you are going to share an ObservableCollection among different sessions, you'd better make it a static object. I hope someone finds this useful. Steve Wellens

    Read the article

  • How do I get information about the level to the player object?

    - by pangaea
    I have a design problem with my Player and Level class in my game. So below is a picture of the game. The problem is I don't want to move on the black space and only the white space. I know how to do this as all I need to do is get the check for the sf::Color::Black and I have methods to do this in the Level class. The problem is this piece of code void Game::input() { player.input(); } void Game::update() { (*level).update(); player.update(); } void Game::render() { (*level).render(); player.render(); } So as you there is a problem in that how do I get the map information from the Level class to the Player class. Now I was thinking if I made the Player position static and pass it into the Level as parameter in update I could do it. The problem is interaction. I don't know what to do. I could maybe make player go into the Level class. However, what if I want multiple levels? So I have big design problems that I'm trying to solve.

    Read the article

  • Adding an Admin user to an ASP.NET MVC 4 application using a single drop-in file

    - by Jon Galloway
    I'm working on an ASP.NET MVC 4 tutorial and wanted to set it up so just dropping a file in App_Start would create a user named "Owner" and assign them to the "Administrator" role (more explanation at the end if you're interested). There are reasons why this wouldn't fit into most application scenarios: It's not efficient, as it checks for (and creates, if necessary) the user every time the app starts up The username, password, and role name are hardcoded in the app (although they could be pulled from config) Automatically creating an administrative account in code (without user interaction) could lead to obvious security issues if the user isn't informed However, with some modifications it might be more broadly useful - e.g. creating a test user with limited privileges, ensuring a required account isn't accidentally deleted, or - as in my case - setting up an account for demonstration or tutorial purposes. Challenge #1: Running on startup without requiring the user to install or configure anything I wanted to see if this could be done just by having the user drop a file into the App_Start folder and go. No copying code into Global.asax.cs, no installing addition NuGet packages, etc. That may not be the best approach - perhaps a NuGet package with a dependency on WebActivator would be better - but I wanted to see if this was possible and see if it offered the best experience. Fortunately ASP.NET 4 and later provide a PreApplicationStartMethod attribute which allows you to register a method which will run when the application starts up. You drop this attribute in your application and give it two parameters: a method name and the type that contains it. I created a static class named PreApplicationTasks with a static method named, then dropped this attribute in it: [assembly: PreApplicationStartMethod(typeof(PreApplicationTasks), "Initializer")] That's it. One small gotcha: the namespace can be a problem with assembly attributes. I decided my class didn't need a namespace. Challenge #2: Only one PreApplicationStartMethod per assembly In .NET 4, the PreApplicationStartMethod is marked as AllMultiple=false, so you can only have one PreApplicationStartMethod per assembly. This was fixed in .NET 4.5, as noted by Jon Skeet, so you can have as many PreApplicationStartMethods as you want (allowing you to keep your users waiting for the application to start indefinitely!). The WebActivator NuGet package solves the multiple instance problem if you're in .NET 4 - it registers as a PreApplicationStartMethod, then calls any methods you've indicated using [assembly: WebActivator.PreApplicationStartMethod(type, method)]. David Ebbo blogged about that here:  Light up your NuGets with startup code and WebActivator. In my scenario (bootstrapping a beginner level tutorial) I decided not to worry about this and stick with PreApplicationStartMethod. Challenge #3: PreApplicationStartMethod kicks in before configuration has been read This is by design, as Phil explains. It allows you to make changes that need to happen very early in the pipeline, well before Application_Start. That's fine in some cases, but it caused me problems when trying to add users, since the Membership Provider configuration hadn't yet been read - I got an exception stating that "Default Membership Provider could not be found." The solution here is to run code that requires configuration in a PostApplicationStart method. But how to do that? Challenge #4: Getting PostApplicationStartMethod without requiring WebActivator The WebActivator NuGet package, among other things, provides a PostApplicationStartMethod attribute. That's generally how I'd recommend running code that needs to happen after Application_Start: [assembly: WebActivator.PostApplicationStartMethod(typeof(TestLibrary.MyStartupCode), "CallMeAfterAppStart")] This works well, but I wanted to see if this would be possible without WebActivator. Hmm. Well, wait a minute - WebActivator works in .NET 4, so clearly it's registering and calling PostApplicationStartup tasks somehow. Off to the source code! Sure enough, there's even a handy comment in ActivationManager.cs which shows where PostApplicationStartup tasks are being registered: public static void Run() { if (!_hasInited) { RunPreStartMethods(); // Register our module to handle any Post Start methods. But outside of ASP.NET, just run them now if (HostingEnvironment.IsHosted) { Microsoft.Web.Infrastructure.DynamicModuleHelper.DynamicModuleUtility.RegisterModule(typeof(StartMethodCallingModule)); } else { RunPostStartMethods(); } _hasInited = true; } } Excellent. Hey, that DynamicModuleUtility seems familiar... Sure enough, K. Scott Allen mentioned it on his blog last year. This is really slick - a PreApplicationStartMethod can register a new HttpModule in code. Modules are run right after application startup, so that's a perfect time to do any startup stuff that requires configuration to be read. As K. Scott says, it's this easy: using System; using System.Web; using Microsoft.Web.Infrastructure.DynamicModuleHelper; [assembly:PreApplicationStartMethod(typeof(MyAppStart), "Start")] public class CoolModule : IHttpModule { // implementation not important // imagine something cool here } public static class MyAppStart { public static void Start() { DynamicModuleUtility.RegisterModule(typeof(CoolModule)); } } Challenge #5: Cooperating with SimpleMembership The ASP.NET MVC Internet template includes SimpleMembership. SimpleMembership is a big improvement over traditional ASP.NET Membership. For one thing, rather than forcing a database schema, it can work with your database schema. In the MVC 4 Internet template case, it uses Entity Framework Code First to define the user model. SimpleMembership bootstrap includes a call to InitializeDatabaseConnection, and I want to play nice with that. There's a new [InitializeSimpleMembership] attribute on the AccountController, which calls \Filters\InitializeSimpleMembershipAttribute.cs::OnActionExecuting(). That comment in that method that says "Ensure ASP.NET Simple Membership is initialized only once per app start" which sounds like good advice. I figured the best thing would be to call that directly: new Mvc4SampleApplication.Filters.InitializeSimpleMembershipAttribute().OnActionExecuting(null); I'm not 100% happy with this - in fact, it's my least favorite part of this solution. There are two problems - first, directly calling a method on a filter, while legal, seems odd. Worse, though, the Filter lives in the application's namespace, which means that this code no longer works well as a generic drop-in. The simplest workaround would be to duplicate the relevant SimpleMembership initialization code into my startup code, but I'd rather not. I'm interested in your suggestions here. Challenge #6: Module Init methods are called more than once When debugging, I noticed (and remembered) that the Init method may be called more than once per page request - it's run once per instance in the app pool, and an individual page request can cause multiple resource requests to the server. While SimpleMembership does have internal checks to prevent duplicate user or role entries, I'd rather not cause or handle those exceptions. So here's the standard single-use lock in the Module's init method: void IHttpModule.Init(HttpApplication context) { lock (lockObject) { if (!initialized) { //Do stuff } initialized = true; } } Putting it all together With all of that out of the way, here's the code I came up with: using Mvc4SampleApplication.Filters; using System.Web; using System.Web.Security; using WebMatrix.WebData; [assembly: PreApplicationStartMethod(typeof(PreApplicationTasks), "Initializer")] public static class PreApplicationTasks { public static void Initializer() { Microsoft.Web.Infrastructure.DynamicModuleHelper.DynamicModuleUtility .RegisterModule(typeof(UserInitializationModule)); } } public class UserInitializationModule : IHttpModule { private static bool initialized; private static object lockObject = new object(); private const string _username = "Owner"; private const string _password = "p@ssword123"; private const string _role = "Administrator"; void IHttpModule.Init(HttpApplication context) { lock (lockObject) { if (!initialized) { new InitializeSimpleMembershipAttribute().OnActionExecuting(null); if (!WebSecurity.UserExists(_username)) WebSecurity.CreateUserAndAccount(_username, _password); if (!Roles.RoleExists(_role)) Roles.CreateRole(_role); if (!Roles.IsUserInRole(_username, _role)) Roles.AddUserToRole(_username, _role); } initialized = true; } } void IHttpModule.Dispose() { } } The Verdict: Is this a good thing? Maybe. I think you'll agree that the journey was undoubtedly worthwhile, as it took us through some of the finer points of hooking into application startup, integrating with membership, and understanding why the WebActivator NuGet package is so useful Will I use this in the tutorial? I'm leaning towards no - I think a NuGet package with a dependency on WebActivator might work better: It's a little more clear what's going on Installing a NuGet package might be a little less error prone than copying a file A novice user could uninstall the package when complete It's a good introduction to NuGet, which is a good thing for beginners to see This code either requires either duplicating a little code from that filter or modifying the file to use the namespace Honestly I'm undecided at this point, but I'm glad that I can weigh the options. If you're interested: Why are you doing this? I'm updating the MVC Music Store tutorial to ASP.NET MVC 4, taking advantage of a lot of new ASP.NET MVC 4 features and trying to simplify areas that are giving people trouble. One change that addresses both needs us using the new OAuth support for membership as much as possible - it's a great new feature from an application perspective, and we get a fair amount of beginners struggling with setting up membership on a variety of database and development setups, which is a distraction from the focus of the tutorial - learning ASP.NET MVC. Side note: Thanks to some great help from Rick Anderson, we had a draft of the tutorial that was looking pretty good earlier this summer, but there were enough changes in ASP.NET MVC 4 all the way up to RTM that there's still some work to be done. It's high priority and should be out very soon. The one issue I ran into with OAuth is that we still need an Administrative user who can edit the store's inventory. I thought about a number of solutions for that - making the first user to register the admin, or the first user to use the username "Administrator" is assigned to the Administrator role - but they both ended up requiring extra code; also, I worried that people would use that code without understanding it or thinking about whether it was a good fit.

    Read the article

  • Java Slick2d - How to translate mouse coordinates to world coordinates

    - by Corey
    I am translating in my main class render. How do I get the mouse position where my mouse actually is after I scroll the screen public void render(GameContainer gc, Graphics g) throws SlickException { float centerX = 800/2; float centerY = 600/2; g.translate(centerX, centerY); g.translate(-player.playerX, -player.playerY); gen.render(g); player.render(g); } playerX = 800 /2 - sprite.getWidth(); playerY = 600 /2 - sprite.getHeight(); Image to help with explanation I tried implementing a camera but it seems no matter what I can't get the mouse position. I was told to do this worldX = mouseX + camX; but it didn't work the mouse was still off. Here is my Camera class if that helps: public class Camera { public float camX; public float camY; Player player; public void init() { player = new Player(); } public void update(GameContainer gc, int delta) { Input input = gc.getInput(); if(input.isKeyDown(Input.KEY_W)) { camY -= player.speed * delta; } if(input.isKeyDown(Input.KEY_S)) { camY += player.speed * delta; } if(input.isKeyDown(Input.KEY_A)) { camX -= player.speed * delta; } if(input.isKeyDown(Input.KEY_D)) { camX += player.speed * delta; } } Code used to convert mouse worldX = (int) (mouseX + cam.camX); worldY = (int) (mouseY + cam.camY);

    Read the article

  • JustMock is here !!

    - by mehfuzh
    As announced earlier by Hristo Kosev at Telerik blogs , we have started giving out JustMock builds from today. This is the first of early builds before the official Q2 release and we are pretty excited to get your feedbacks. Its pretty early to say anything on it. It actually depends on your feedback. To add few, with JustMock we tried to build a mocking tool with simple and intuitive syntax as possible excluding more and more noises and avoiding any smell that can be made to your code [We are still trying everyday] and we want to make the tool even better with your help. JustMock can be used to mock virtually anything. Moreover, we left an option open that it can be used to reduce / elevate the features  just though a single click. We tried to make a strong API and make stuffs fluent and guided as possible so that you never have the chance to get de-railed. Our syntax is AAA (Arrange – Act – Assert) , we don’t believe in Record – Reply model which some of the smarter mocking tools are planning to remove from their coming release or even don’t have [its always fun to lean from each other]. Overall more signals equals more complexity , reminds me of 37 signals :-). Currently, here are the things you can do with JustMock ( will cover more in-depth in coming days) Proxied mode Mock interfaces and class with virtuals Mock properties that includes indexers Set raise event for specific calls Use matchers to control mock arguments Assert specific occurrence of a mocked calls. Assert using matchers Do recursive mocks Do Sequential mocking ( same method with argument returns different values or perform different tasks) Do strict mocking (by default and i prefer loose , so that i can use it as stubs) Elevated mode Mock static calls Mock final class Mock sealed classes Mock Extension methods Partially mock a  class member directly using Mock.Arrange Mock MsCorlib (we will support more and more members in coming days) , currently we support FileInfo, File and DateTime. These are few, you need to take a look at the test project that is provided with the build to find more [Along with the document]. Also, one of feature that will i will be using it for my next OS projects is the ability to run it separately in  proxied mode which makes it easy to redistribute and do some personal development in a more DI model and my option to elevate as it go.   I’ve surely forgotten tons of other features to mention that i will cover time but  don’t for get the URL : www.telerik.com/justmock   Finally a little mock code:   var lvMock = Mock.Create<ILoveJustMock>();    // set your goal  Mock.Arrange(() => lvMock.Response(Arg.Any<string>())).Returns((int result) => result);    //perform  string ret =  lvMock.Echo("Yes");    Assert.Equal(ret, "Yes");  // make sure everything is fine  Mock.Assert(() => lvMock.Echo("Yes"), Occurs.Once());   Hope that helps to get started,  will cover if not :-).

    Read the article

  • Adding objects to the environment at timed intervals

    - by david
    I am using an ArrayList to handle objects and at each interval of 120 frames, I am adding a new object of the same type at a random location along the z-axis of 60. The problem is, it doesn't add just 1. It depends on how many are in the list. If I kill the Fox before the time interval when one is supposed to spawn comes, then no Fox will be spawned. If I don't kill any foxes, it grows exponentially. I only want one Fox to be added every 120 frames. This problem never happened before when I created new ones and added them to the environment. Any insights? Here is my code: /**** FOX CLASS ****/ import env3d.EnvObject; import java.util.ArrayList; public class Fox extends Creature { private int frame = 0; public Fox(double x, double y, double z) { super(x, y, z); // Must use the mutator as the fields have private access // in the parent class setTexture("models/fox/fox.png"); setModel("models/fox/fox.obj"); setScale(1.4); } public void move(ArrayList<Creature> creatures, ArrayList<Creature> dead_creatures, ArrayList<Creature> new_creatures) { frame++; setX(getX()-0.2); setRotateY(270); if (frame > 120) { Fox f = new Fox(60, 1, (int)(Math.random()*28)+1); new_creatures.add(f); frame = 0; } for (Creature c : creatures) { if (this.distance(c) < this.getScale()+c.getScale() && c instanceof Tux) { dead_creatures.add(c); } } for (Creature c : creatures) { if (c.getX() < 1 && c instanceof Fox) { dead_creatures.add(c); } } } } import env3d.Env; import java.util.ArrayList; import org.lwjgl.input.Keyboard; /** * A predator and prey simulation. Fox is the predator and Tux is the prey. */ public class Game { private Env env; private boolean finished; private ArrayList<Creature> creatures; private KingTux king; private Snowball ball; private int tuxcounter; private int kills; /** * Constructor for the Game class. It sets up the foxes and tuxes. */ public Game() { // we use a separate ArrayList to keep track of each animal. // our room is 50 x 50. creatures = new ArrayList<Creature>(); for (int i = 0; i < 10; i++) { creatures.add(new Tux((int)(Math.random()*10)+1, 1, (int)(Math.random()*28)+1)); } for (int i = 0; i < 1; i++) { creatures.add(new Fox(60, 1, (int)(Math.random()*28)+1)); } king = new KingTux(25, 1, 35); ball = new Snowball(-400, -400, -400); } /** * Play the game */ public void play() { finished = false; // Create the new environment. Must be done in the same // method as the game loop env = new Env(); // Make the room 50 x 50. env.setRoom(new Room()); // Add all the animals into to the environment for display for (Creature c : creatures) { env.addObject(c); } for (Creature c : creatures) { if (c instanceof Tux) { tuxcounter++; } } env.addObject(king); env.addObject(ball); // Sets up the camera env.setCameraXYZ(30, 50, 55); env.setCameraPitch(-63); // Turn off the default controls env.setDefaultControl(false); // A list to keep track of dead tuxes. ArrayList<Creature> dead_creatures = new ArrayList<Creature>(); ArrayList<Creature> new_creatures = new ArrayList<Creature>(); // The main game loop while (!finished) { if (env.getKey() == 1 || tuxcounter == 0) { finished = true; } env.setDisplayStr("Tuxes: " + tuxcounter, 15, 0); env.setDisplayStr("Kills: " + kills, 140, 0); processInput(); ball.move(); king.check(); // Move each fox and tux. for (Creature c : creatures) { c.move(creatures, dead_creatures, new_creatures); } for (Creature c : creatures) { if (c.distance(ball) < c.getScale()+ball.getScale() && c instanceof Fox) { dead_creatures.add(c); ball.setX(-400); ball.setY(-400); ball.setZ(-400); kills++; } } // Clean up of the dead tuxes. for (Creature c : dead_creatures) { if (c instanceof Tux) { tuxcounter--; } env.removeObject(c); creatures.remove(c); } for (Creature c : new_creatures) { creatures.add(c); env.addObject(c); } // we clear the ArrayList for the next loop. We could create a new one // every loop but that would be very inefficient. dead_creatures.clear(); new_creatures.clear(); // Update display env.advanceOneFrame(); } // Just a little clean up env.exit(); } private void processInput() { int keyDown = env.getKeyDown(); int key = env.getKey(); if (keyDown == 203) { king.setX(king.getX()-1); } else if (keyDown == 205) { king.setX(king.getX()+1); } if (ball.getX() <= -400 && key == Keyboard.KEY_S) { ball.setX(king.getX()); ball.setY(king.getY()); ball.setZ(king.getZ()); } } /** * Main method to launch the program. */ public static void main(String args[]) { (new Game()).play(); } } /**** CREATURE CLASS ****/ /* (Parent class to Tux, Fox, and KingTux) */ import env3d.EnvObject; import java.util.ArrayList; abstract public class Creature extends EnvObject { private int frame; private double rand; /** * Constructor for objects of class Creature */ public Creature(double x, double y, double z) { setX(x); setY(y); setZ(z); setScale(1); rand = Math.random(); } private void randomGenerator() { rand = Math.random(); } public void move(ArrayList<Creature> creatures, ArrayList<Creature> dead_creatures, ArrayList<Creature> new_creatures) { frame++; if (frame > 12) { randomGenerator(); frame = 0; } // if (rand < 0.25) { // setX(getX()+0.3); // setRotateY(90); // } else if (rand < 0.5) { // setX(getX()-0.3); // setRotateY(270); // } else if (rand < 0.75) { // setZ(getZ()+0.3); // setRotateY(0); // } else if (rand < 1) { // setZ(getZ()-0.3); // setRotateY(180); // } if (rand < 0.5) { setRotateY(getRotateY()-7); } else if (rand < 1) { setRotateY(getRotateY()+7); } setX(getX()+Math.sin(Math.toRadians(getRotateY()))*0.5); setZ(getZ()+Math.cos(Math.toRadians(getRotateY()))*0.5); if (getX() < getScale()) setX(getScale()); if (getX() > 50-getScale()) setX(50 - getScale()); if (getZ() < getScale()) setZ(getScale()); if (getZ() > 50-getScale()) setZ(50 - getScale()); // The move method now handles collision detection if (this instanceof Fox) { for (Creature c : creatures) { if (c.distance(this) < c.getScale()+this.getScale() && c instanceof Tux) { dead_creatures.add(c); } } } } } The rest of the classes are a bit trivial to this specific problem.

    Read the article

  • Admob banner not getting remove from superview

    - by Anil gupta
    I am developing one 2d game using cocos2d framework, in this game i am using admob for advertising, in some classes not in all classes but admob banner is visible in every class and after some time game getting crash also. I am not getting how admob banner is comes in every class in fact i have not declare in Rootviewcontroller class. can any one suggest me how to integrate Admob in cocos2d game, i want Admob banner in particular classes not in every class, I am using latest google admob sdk, my code is below: Thanks in advance ` -(void)AdMob{ NSLog(@"ADMOB"); CGSize winSize = [[CCDirector sharedDirector]winSize]; // Create a view of the standard size at the bottom of the screen. if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad){ bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-364, size.height - GAD_SIZE_728x90.height, GAD_SIZE_728x90.width, GAD_SIZE_728x90.height)]; } else { // It's an iPhone bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-160, size.height - GAD_SIZE_320x50.height, GAD_SIZE_320x50.width, GAD_SIZE_320x50.height)]; } if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { bannerView_.adUnitID =@"a15062384653c9e"; } else { bannerView_.adUnitID =@"a15062392a0aa0a"; } bannerView_.rootViewController = self; [[[CCDirector sharedDirector]openGLView]addSubview:bannerView_]; [bannerView_ loadRequest:[GADRequest request]]; GADRequest *request = [[GADRequest alloc] init]; request.testing = [NSArray arrayWithObjects: GAD_SIMULATOR_ID, nil]; // Simulator [bannerView_ loadRequest:request]; } //best practice for removing the barnnerView_ -(void)removeSubviews{ NSArray* subviews = [[CCDirector sharedDirector]openGLView].subviews; for (id SUB in subviews){ [(UIView*)SUB removeFromSuperview]; [SUB release]; } NSLog(@"remove from view"); } //this makes the refreshTimer count -(void)targetMethod:(NSTimer *)theTimer{ //INCREASE OF THE TIMER AND SECONDS elapsedTime++; seconds++; //INCREASE OF THE MINUTOS EACH 60 SECONDS if (seconds>=60) { seconds=0; minutes++; [self removeSubviews]; [self AdMob]; } NSLog(@"TIME: %02d:%02d", minutes, seconds); } `

    Read the article

  • Writing a "Hello World" Device Driver for kernel 2.6 using Eclipse

    - by Isaac
    Goal I am trying to write a simple device driver on Ubuntu. I want to do this using Eclipse (or a better IDE that is suitable for driver programming). Here is the code: #include <linux/module.h> static int __init hello_world( void ) { printk( "hello world!\n" ); return 0; } static void __exit goodbye_world( void ) { printk( "goodbye world!\n" ); } module_init( hello_world ); module_exit( goodbye_world ); My effort After some research, I decided to use Eclipse CTD for developing the driver (while I am still not sure if it supports multi-threading debugging tools). So I: Installed Ubuntu 11.04 desktop x86 on a VMWare virtual machine, Installed eclipse-cdt and linux-headers-2.6.38-8 using Synaptic Package Manager, Created a C Project named TestDriver1 and copy-pasted above code to it, Changed the default build command, make, to the following customized build command: make -C /lib/modules/2.6.38-8-generic/build M=/home/isaac/workspace/TestDriver1 The problem I get an error when I try to build this project using eclipse. Here is the log for the build: **** Build of configuration Debug for project TestDriver1 **** make -C /lib/modules/2.6.38-8-generic/build M=/home/isaac/workspace/TestDriver1 all make: Entering directory '/usr/src/linux-headers-2.6.38-8-generic' make: *** No rule to make target vmlinux', needed byall'. Stop. make: Leaving directory '/usr/src/linux-headers-2.6.38-8-generic' Interestingly, I get no error when I use shell instead of eclipse to build this project. To use shell, I just create a Makefile containing obj-m += TestDriver1.o and use the above make command to build. So, something must be wrong with the eclipse Makefile. Maybe it is looking for the vmlinux architecture (?) or something while current architecture is x86. Maybe it's because of VMWare? As I understood, eclipse creates the makefiles automatically and modifying it manually would cause errors in the future OR make managing makefile difficult. So, how can I compile this project on eclipse?

    Read the article

  • LLVM-3.1 libLLVMSupport.a undefined reference to `dladdr'

    - by user91387
    I'm trying to compile using the llvm-3.1 package. I'm running 12.04 x64 (3.2.0-26 kernel) && 12.10 (3.5.0-4) x64 backported llvm-3.1 from quantal, then debian experimental. Next I tried 12.10 with the native ubuntu llvm-3.1 package; this failed as well. user@system:/tmp/llvm-test# make compiling cpp yacc file: decaf-llvm.y output file: decaf-llvm bison -b decaf-llvm -d decaf-llvm.y /bin/mv -f decaf-llvm.tab.c decaf-llvm.tab.cc flex -odecaf-llvm.lex.cc decaf-llvm.lex g++ -o ./decaf-llvm decaf-llvm.tab.cc decaf-llvm.lex.cc decaf-stdlib.c `llvm-config --cppflags --ldflags --libs core jit native` -ly -ll /usr/lib/llvm-3.1/lib/libLLVMSupport.a(Signals.o): In function `PrintStackTrace(void*)': (.text+0x6c): undefined reference to `dladdr' /usr/lib/llvm-3.1/lib/libLLVMSupport.a(Signals.o): In function `PrintStackTrace(void*)': (.text+0x18f): undefined reference to `dladdr' collect2: error: ld returned 1 exit status make: *** [decaf-llvm] Error 1 I know the code works as I've run it in centos fine using llvm-3.1-6.fc18(rpm) Google was a bit helpful with this: "On some systems, incluning Ubuntu 11.10, linking may fail with message that libLLVMSupport.a in function PrintStackTrace(void*) has undefined reference to dladdr." "Workaround is to compile LLVM with cmake specifying the following variable: -DCMAKE_EXE_LINKER_FLAGS=-ldl" http://svn.dsource.org/projects/bindings/trunk/llvm-3.0/Readme I double checked y ldflags and everything seems ok. user@system:/llvm-config --ldflags -L/usr/lib/llvm-3.1/lib -lpthread -lffi -ldl -lm I'm unclear of what to do next; any suggestions?

    Read the article

  • Quaternion Camera

    - by Alex_Hyzer_Kenoyer
    Can someone help me figure out how to use a Quaternion with the PerspectiveCamera in libGDX or in general? I am trying to rotate my camera around a sphere that is being drawn at (0,0,0). I am not sure how to go about setting up the quaternion correctly, manipulating it, and then applying it to the camera. Edit: Here is what I have tried to do so far. // This is how I set it up Quaternion orientation = new Quaternion(); orientation.setFromAxis(Vector3.Y, 45); // This is how I am trying to update the rotations public void rotateX(float amount) { Quaternion temp = new Quaternion(); temp.set(Vector3.X, amount); orientation.mul(temp); } public void rotateY(float amount) { Quaternion temp = new Quaternion(); temp.set(Vector3.Y, amount); orientation.mul(temp); } public void updateCamera() { // This is where I am unsure how to apply the rotations to the camera // I think I should update the view and projection matrices? camera.view.mul(orientation); ... }

    Read the article

  • How do I load tmx files with Slick2d?

    - by mbreen
    I just started using Slick2D and learned how simple it is to load in a tilemap and display it. I tried atleast a dozen different tmx files from numerous examples to see if it was the actual file that was corrupted. Everytime I get this error: Exception in thread "main" java.lang.RuntimeException: Resource not found: data/maps/desert.tmx at org.newdawn.slick.util.ResourceLoader.getResourceAsStream(ResourceLoader.java:69) at org.newdawn.slick.tiled.TiledMap.<init>(TiledMap.java:101) at game.Game.init(Game.java:17) at game.Tunneler.initStatesList(Tunneler.java:37) at org.newdawn.slick.state.StateBasedGame.init(StateBasedGame.java:164) at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:390) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at game.Tunneler.main(Tunneler.java:29) Here is my Game class: package game; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; import org.newdawn.slick.tiled.TiledMap; public class Game extends BasicGameState{ private int stateID = -1; private TiledMap map = null; public Game(int stateID){ this.stateID = stateID; } public void init(GameContainer container, StateBasedGame game) throws SlickException{ map = new TiledMap("data/maps/desert.tmx","maps");//ERROR } public void render(GameContainer container, StateBasedGame game, Graphics g) throws SlickException{ //map.render(0,0); } public void update(GameContainer container, StateBasedGame game, int delta) throws SlickException{ } public int getID(){return stateID;} } I've tried to see if anyone else has had similar problems but haven't turned up anything. I am able to load other files, so I don't believe it's a compiler issue. My menu class can load images and display them just fine. Also, the filepath is correct. Please let me know if you have any pointers that might help me sort this out.

    Read the article

  • Android device - C++ OpenGL 2: eglCreateWindowSurface invalid

    - by ThreaderSlash
    I am trying to debug and run OGLES on Native C++ in my Android device in order to implement a native 3D game for mobile smart phones. The point is that I got an error and see no reason for that. Here is the line from the code that the debugger complains: mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); And this is the error message: Invalid arguments ' Candidates are: void * eglCreateWindowSurface(void *, void *, unsigned long int, const int *) ' --x-- Here is the declaration: android_app* mApplication; EGLDisplay mDisplay; EGLint lFormat, lNumConfigs, lErrorResult; EGLConfig lConfig; // Defines display requirements. 16bits mode here. const EGLint lAttributes[] = { EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_BLUE_SIZE, 5, EGL_GREEN_SIZE, 6, EGL_RED_SIZE, 5, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDER_BUFFER, EGL_BACK_BUFFER, EGL_NONE }; // Retrieves a display connection and initializes it. packt_Log_debug("Connecting to the display."); mDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY); if (mDisplay == EGL_NO_DISPLAY) goto ERROR; if (!eglInitialize(mDisplay, NULL, NULL)) goto ERROR; // Selects the first OpenGL configuration found. packt_Log_debug("Selecting a display config."); if(!eglChooseConfig(mDisplay, lAttributes, &lConfig, 1, &lNumConfigs) || (lNumConfigs <= 0)) goto ERROR; // Reconfigures the Android window with the EGL format. packt_Log_debug("Configuring window format."); if (!eglGetConfigAttrib(mDisplay, lConfig, EGL_NATIVE_VISUAL_ID, &lFormat)) goto ERROR; ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); // Creates the display surface. packt_Log_debug("Initializing the display."); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); --x-- Hope someone here can shed some light on it.

    Read the article

  • OpenGL camera moves faster than player

    - by opiop65
    I have a side scroller game made in OpenGL, and I'm trying to center the player in the viewport when he moves. I know how to do it: cameraX = Width / 2 / TileSize - playerPosX cameraY = Height / 2 / TileSize - playerPosY However, I have a problem. The player and "camera" move, but the player moves faster than the "camera" scrolls. So, the player can actually move out of the screen. Some code, this is how I translate the camera: public Camera(){ } public void update(Player p){ glTranslatef(-p.getPos().x - Main.WIDTH / 64 / 2, -p.getPos().y - Main.HEIGHT / 64 / 2, 1); } Here's how I move the player: public void update(){ if(Keyboard.isKeyDown(Keyboard.KEY_D)){ this.move(MOVESPEED, 0); } if(Keyboard.isKeyDown(Keyboard.KEY_A)){ this.move(-MOVESPEED, 0); } } The move method: public void move(float x, float y){ this.getPos().set(this.getPos().x + x, this.getPos().y + y); } And then after I move the player, I update the player's geometry, which shouldn't matter. What am I doing wrong here, this seems like such a simple problem, yet it doesn't work!

    Read the article

  • glm quaternion camera rotating on wrong axis

    - by Jarrett
    I'm trying to get my camera implemented with a glm::quat used to store the rotation. However, whenever I do circles with the mouse, the camera rotates along the axis I am viewing (i.e. I think it's called the target axis). For example, if I rotated the mouse in a clockwise fashion, the camera rotates clockwise around the axis. I initialize my quaternion like so: void Camera::initialize() { orientationQuaternion_ = glm::quat(); orientationQuaternion_ = glm::normalize(orientationQuaternion_); } I rotate like so: void Camera::rotate(const glm::detail::float32& degrees, const glm::vec3& axis) { orientationQuaternion_ = orientationQuaternion_ * glm::normalize(glm::angleAxis(degrees, axis)); } and I set the viewMatrix like so: void Camera::render() { glm::quat temp = glm::conjugate(orientationQuaternion_); viewMatrix_ = glm::mat4_cast(temp); viewMatrix_ = glm::translate(viewMatrix_, glm::vec3(-pos_.x, -pos_.y, -pos_.z)); } The only axis' I actually try to rotate are the X and Y axis (i.e. (1,0,0) and (0,1,0)). Anyone have any idea why I see my camera rotating around the target axis?

    Read the article

  • Combine Two Shader Program

    - by Siddharth
    For my android application, I want to apply brightness and contrast shader on same image. At present I am using gpuimage plugin. In that I found two separate program for brightness and contrast as per the following. Contrast shader: varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform lowp float contrast; void main() { lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); gl_FragColor = vec4(((textureColor.rgb - vec3(0.5)) * contrast + vec3(0.5)), textureColor.w); } Brightness shader: varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform lowp float brightness; void main() { lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); gl_FragColor = vec4((textureColor.rgb + vec3(brightness)), textureColor.w); } Now applying both of the effects I write following code varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; varying highp vec2 textureCoordinate2; uniform sampler2D inputImageTexture2; uniform lowp float contrast; uniform lowp float brightness; void main() { lowp vec4 textureColorForContrast = texture2D(inputImageTexture, textureCoordinate); lowp vec4 contastVec4 = vec4(((textureColorForContrast.rgb - vec3(0.5)) * contrast + vec3(0.5)), textureColorForContrast.w); lowp vec4 textureColorForBrightness = texture2D(inputImageTexture2, textureCoordinate2); lowp vec4 brightnessVec4 = vec4((textureColorForBrightness.rgb + vec3(brightness)), textureColorForBrightness.w); gl_FragColor = contastVec4 + brightnessVec4; } Doesn't able to get desire result. I can't able to figure out what I have to do next? So please friends help me in this. What program I have to write?

    Read the article

  • android game performance regarding timers

    - by iQue
    Im new to the game-dev world and I have a tendancy to over-simplify my code, and sometimes this costs me alot fo memory. Im using a custom TimerTask that looks like this: public class Task extends TimerTask { private MainGamePanel panel; public Task(MainGamePanel panel) { this.panel=panel; } /** * When the timer executes, this code is run. */ public void run() { panel.createEnemies(); } } this task calls this method from my view: public void createEnemies() { Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.female); if(enemyCounter < 24){ enemies.add(new Enemy(bmp, this)); } enemyCounter++; } Since I call this in the onCreate-method instead of in my views contructor (because My enemies need to get width and height of view). Im wondering if this will work when I have multiple levels in game (start a new intent). And if this kind of timer really is the best way to add a delay between the spawning-time of my enemies performance-wise. adding code for my timer if any1 came here cus they dont understand timers: private Timer timer1 = new Timer(); private long delay1 = 5*1000; // 5 sec delay public void surfaceCreated(SurfaceHolder holder) { timer1.schedule(new Task(this), 0, delay1); //I call my timer and add the delay thread.setRunning(true); thread.start(); }

    Read the article

  • GWB | May 2010 Newsletter

    - by Staff of Geeks
    Geekswithblogs.net - May 2010 Newsletter   Was your newsletter messed up? If the first newsletter we sent was all white with links all over the place, I apologize. We haven’t sent a newsletter in quite some time and I forgot the rules of theming for email clients.   TechEd 2010 New Orleans - Who is coming? John and Jeff will be at TechEd 2010 New Orleans for a short time to pass out shirts to our bloggers. These are the standard GWB shirts you see some of our other bloggers wearing and one could be yours if you let us know you are coming and what your size is. We will announce where we will be once we arrive so you can wear your Geekswithblogs.net shirt and let everyone know where you blog. These shirts will be without URLs, if you want one of those, you will have to join the contest mentioned later in the newsletter. Deadline for response is next Wednesday? Email [email protected] to let us know you are coming!   wblo.gs Shortened Url Everyone has URL shorteners these days so we needed our own. Currently Geekswithblogs.net has implemented http://wblo.gs as a shortened URL for you blog. Instead of pushing people to geekswithblogs.net/your_url you can now use wblo.gs/your_url. We hope to published a version of the shortener that will give each post a short URL and a button via your blog to publish to Twitter. This release should be available in the early summer time period.   Always wanted one of our awesome Geekswithblogs.net T-Shirts? Starting on May 15th until July 13th, we will giving our Geekswithblogs.net t-shirts away to those members who create 30 technical posts. That is 30 posts in 60 days! This should not be a difficult task with all the new releases from Microsoft. You have Visual Studio 2010, Team Foundation 2010, SharePoint 2010, Silverlight 4.0, Office 2010, SQL Server 2008 R2, and so many others to pick from. We will be keeping an eye on the results and publishing those bloggers who successfully meet the requirements by the date. A few rules to remember. The post must be technical in nature, the post must be original content created by the blogger, and the post must be originated during the contest (no pulling content from you old blog). Each shirt will be customized with your URL on the back and you can let us know you size and address when you successfully complete the contest.   What features do you want to see? We would love to hear your feedback. It has been awhile since we have published a release of Geekswithblogs.net and we want to get your feature requests in it. Do you like a particular skin we don’t have? Do you want to see comments change? Do you want to see more Twitter integration? Whatever it is, we want to know. Submit your thoughts to [email protected] and we will start a dialog with you shortly after we receive them.   Follow Us on Twitter We want to hear from you and make sure you know what is going on with Geekswithblogs.net. Follow the staff on Twitter (@StaffOfGeeks) and feel free to let us know what you think or questions you have here.

    Read the article

  • Autocomplete in Silverlight with Visual Studio 2010

    - by Sayre Collado
    Last week I keep searching on how to use the autocomplete in silverligth with visual studio 2010 but most of the examples that I find they are using a textbox or combobox for the autocomplete. I tried to study those examples and apply to the single autocomplete from tools on my silverlight project. And now this is the result. I will use a database again from my previous post (Silverlight Simple DataBinding in DataGrid) to show how the autocomplete works with database. This is the output: First, this is the setup for my autocomplete: //The tags for autocompletebox on XAML Second, my simple snippets: //Event for the autocomplete to send a text string to my function private void autoCompleteBox1_KeyUp(object sender, KeyEventArgs e) { autoCompleteBox1.Populating += (s, args) => { args.Cancel = true; var c = new Service1Client(); c.GetListByNameCompleted +=new EventHandler(c_GetListByNameCompleted); c.GetListByNameAsync(autoCompleteBox1.Text); }; } //Getting result from database void c_GetListByNameCompleted(object sender, GetListByNameCompletedEventArgs e) { autoCompleteBox1.ItemsSource = e.Result; autoCompleteBox1.PopulateComplete(); } The snippets above will show on how to use the autocompleteBox using the data from database that bind in DataGrid. But what if we want to show the result on DataGrid while the autocomplete changing the items source? Ok just add one line to c_GetListByNameCompleted void c_GetListByNameCompleted(object sender, GetListByNameCompletedEventArgs e) { autoCompleteBox1.ItemsSource = e.Result; autoCompleteBox1.PopulateComplete(); dataGrid1.ItemsSource = e.Result; }

    Read the article

  • Manager/Container class vs static class methods

    - by Ben
    Suppose I a have a Widget class that is part of a framework used independently by many applications. I create Widget instances in many situations and their lifetimes vary. In addition to Widget's instance specified methods, I would like to be able to perform the follow class wide operations: Find a single Widget instance based on a unique id Iterate over the list of all Widgets Remove a widget from the set of all widgets In order support these operations, I have been considering two approaches: Container class - Create some container or manager class, WidgetContainer, which holds a list of all Widget instances, support iteration and provides methods for Widget addition, removal and lookup. For example in C#: public class WidgetContainer : IEnumerable<Widget { public void AddWidget(Widget); public Widget GetWidget(WidgetId id); public void RemoveWidget(WidgetId id); } Static class methods - Add static class methods to Widget. For example: public class Widget { public Widget(WidgetId id); public static Widget GetWidget(WidgetId id); public static void RemoveWidget(WidgetId id); public static IEnumerable<Widget AllWidgets(); } Using a container class has the added problem of how to access the container class. Make it a singleton?..yuck! Create some World object that provides access to all such container classes? I have seen many frameworks that use the container class approach, so what is the general consensus?

    Read the article

  • When are Getters and Setters Justified

    - by Winston Ewert
    Getters and setters are often criticized as being not proper OO. On the other hand most OO code I've seen has extensive getters and setters. When are getters and setters justified? Do you try to avoid using them? Are they overused in general? If your favorite language has properties (mine does) then such things are also considered getters and setters for this question. They are same thing from an OO methodology perspective. They just have nicer syntax. Sources for Getter/Setter Criticism (some taken from comments to give them better visibility): http://www.javaworld.com/javaworld/jw-09-2003/jw-0905-toolbox.html http://typicalprogrammer.com/?p=23 http://c2.com/cgi/wiki?AccessorsAreEvil http://www.darronschall.com/weblog/2005/03/no-brain-getter-and-setters.cfm http://www.adam-bien.com/roller/abien/entry/encapsulation_violation_with_getters_and To state the criticism simply: Getters and Setters allow you to manipulate the internal state of objects from outside of the object. This violates encapsulation. Only the object itself should care about its internal state. And an example Procedural version of code. struct Fridge { int cheese; } void go_shopping(Fridge fridge) { fridge.cheese += 5; } Mutator version of code: class Fridge { int cheese; void set_cheese(int _cheese) { cheese = _cheese; } int get_cheese() { return cheese; } } void go_shopping(Fridge fridge) { fridge.set_cheese(fridge.get_cheese() + 5); } The getters and setters made the code much more complicated without affording proper encapsulation. Because the internal state is accessible to other objects we don't gain a whole lot by adding these getters and setters. The question has been previously discussed on Stack Overflow: http://stackoverflow.com/questions/565095/java-are-getters-and-setters-evil http://stackoverflow.com/questions/996179

    Read the article

  • Looking for some OO design advice

    - by Andrew Stephens
    I'm developing an app that will be used to open and close valves in an industrial environment, and was thinking of something simple like this:- public static void ValveController { public static void OpenValve(string valveName) { // Implementation to open the valve } public static void CloseValve(string valveName) { // Implementation to close the valve } } (The implementation would write a few bytes of data to the serial port to control the valve - an "address" derived from the valve name, and either a "1" or "0" to open or close the valve). Another dev asked whether we should instead create a separate class for each physical valve, of which there are dozens. I agree it would be nicer to write code like PlasmaValve.Open() rather than ValveController.OpenValve("plasma"), but is this overkill? Also, I was wondering how best to tackle the design with a couple of hypothetical future requirements in mind:- We are asked to support a new type of valve requiring different values to open and close it (not 0 and 1). We are asked to support a valve that can be set to any position from 0-100, rather than simply "open" or "closed". Normally I would use inheritance for this kind of thing, but I've recently started to get my head around "composition over inheritance" and wonder if there is a slicker solution to be had using composition?

    Read the article

< Previous Page | 92 93 94 95 96 97 98 99 100 101 102 103  | Next Page >