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Soyjavi/QuoJS. Create your first Android Game with libgdx. Introduction The last couple of years a lot of cross-platform game frameworks have emerged. These frameworks came to fill a gap that due to the growing interest for mobile games and the diversity of the platforms kept getting bigger and bigger. And today is easier than ever before to adopt a game engine and develop your first game. The most difficult part is to select the proper gaming framework. However, from all the available options there is one that clearly stands out: libgdx. These are some of the features of libgdx that make it one of a kind: Cross platform: Deploys on Desktop, Android, HTLM5 and iOS (with the aid of RoboVM)You can debug and test your game in a desktop environment and then deploy it for the Android platform with almost zero effort.Great performanceGood documentation, excellent community supportMany features for 2D and 3D games.Friendly Open Source license (Apache 2.0).

In this article I am going to provide an overview of the libgdx. Game Resources Tools State Summary. Sizeofint/AndengineMarioEx. Full Game tutorial using AndEngine part 1 - AndEngine Tutorials. Keripo/Beats. Chuvidi2003/GidiGames. Scoutant/blokish. Fabienbk/jack-benoit. Bompo/mgcube. Bompo/mgcube. TheInvader360. Cubei/FlappyCow. Deano2390/OpenFlappyBird. Cping/LGame. Nicolasgramlich/AndEngine. Libgdx/libgdx. Swimmesberger/SwingI18n. A Step by Step Guide to Internationalization for your Java Project. Developing a Turn-based Multiplayer Game in Android - Google Play Game Services.

This guide shows you how to implement a turn-based multiplayer game using Play Game services in an Android application. Before you begin If you haven't already done so, you might find it helpful to review the turn-based multiplayer game concepts. Before you start to code your turn-based multiplayer game: Make sure to enable turn-based multiplayer support for your game in the Google Play Developer Console.Download and review the turn-based multiplayer game code samples in the Downloads page.You should also familiarize yourself with the recommendations described in Quality Checklist.

Once the player is signed in and the GoogleApiClient is connected, your game can start using the turn-based multiplayer API. Starting a match To begin a turn-based match, your game can prompt players to select how they want to be matched to other participants or build the match using some default criteria. To start a match, follow these steps: To create a turn-based match, your game can call these methods: Developing a Real-time Multiplayer Game in Android - Google Play Game Services. This guide shows you how to implement a real-time multiplayer game using the Game services in an Android application.

Before you begin If you haven't already done so, you might find it helpful to review the real-time multiplayer game concepts. Before you start to code your real-time multiplayer game: Make sure to enable real-time multiplayer support for your game in the Google Play Developer Console.Download and review the real-time multiplayer game code samples in the Downloads page.You should also familiarize yourself with the recommendations described in Quality Checklist. Once the player is signed in and the GoogleApiClient is connected, you can start using the real-time multiplayer API. Starting a real-time multiplayer game Your main screen is the player's primary entry point to start a real-time multiplayer game, invite other players, or accept a pending invitation.

Quick Game option // create room: Games.RealTimeMultiplayer.create(mGoogleApiClient, roomConfig); // go to game screen} Tutorial: Hello Analytics API - Google Analytics. Sign in. Swing - java, show JFrame in a specific screen in dual monitor configuration. Faster Screen Capture - Java. Taking Screenshots with Processing. Posted by Jan Vantomme on 19 February 2014. Tags: processing Sometimes it can be handy to create a screenshot from Processing. In this short tutorial, I’m going to show you how you can do this in Processing 2. I’ve used this code to create a new piece of net art named Screenshot Inception.

Import these Java classes at the beginning of your sketch and declare a PImage variable. You also need some basic code in the setup() and draw() functions. import java.awt.Robot; import java.awt.*; import java.awt.image.*; PImage screenShot; void setup() { size( displayWidth, displayHeight ); takeScreenShot(); background( 0 ); } void draw() { image( screenShot, 0, 0 ); } The function to take a screenshot is fairly straightforward. The code for this tutorial is available on GitHub. Santhosh Kumar's Weblog : <a href=" Kumar's Weblog</a> Sunday October 08, 2006 Implementing Undo/Redo in Right Way - Part 1 I searched the web for some article on implemting undo/redo.

Most of the articles I found talk about the undo/redo of text-components in one or another way. In Swing all text-components has built-in undo/redo support.The only article which I found, which I am looking for is: Add an undo/redo function to your Java apps with Swing But I didn't find the above article interesting, Because it was implementing undo/redo in wrong way. So I decided to post about, how undo/redo should be implemented. If you are not familiar with Swing's Undo/Redo API, please go through the above article first and then read this post. The Major drawback of the above article is: it suggestes to implement Undo/Redo into the GUI. The above article creates an application which contains a JList with two Buttons [Add] and [Remove].

The following is the GUI Class which contains JList with two Buttons [Add] and [Remove]: 30-47: Creates the UI components. Reading and writing configuration for Java application using Properties class. Details Last Updated on 26 September 2013 | Print Email This tutorial will help you getting how to use the Properties class for reading and writing configuration for your Java applications. And at the end, we have a sample Swing application that demonstrates reading and writing configuration for database settings.Table of content: The java.util.Properties class provides API for reading and writing properties in form of key=value pairs.

The properties file can be either in plain text (.properties) format or XML format. For example: .properties formatXML format First, let’s look at two small examples:Loading properties file and reading a property’s value The following code loads file and read out a property called “host”: Setting the property’s value and save the properties file The following code writes value of a property to the file: And the following statement will return the default value “localhost” if the property not found: Example: Swing - How do I save preference user settings in Java? Encrypted Preferences in Java. JDK 5.0 Preferences-related APIs & Developer Guides -- from Sun Microsystems. The methods in the Preferences class may be invoked concurrently by multiple threads in a single JVM without the need for external synchronization, and the results will be equivalent to some serial execution.

If this class is used concurrently by multiple JVMs that store their preference data in the same backing store, the data store will not be corrupted, but no other guarantees are made concerning the consistency of the preference data. Comparing Preferences API to Other Mechanisms Prior to the introduction of the Preferences API, developers could choose to manage preference and configuration data in an ad hoc fashion, by using the Properties API or the JNDI API as described below.

Often, preference and configuration data was stored in properties files, accessed through the java.util.Properties API. However, there are no standards as to where such files should reside on disk, or what they should be called. Kwhat/jnativehook. Publishing Your App. To publish your app to the Chrome Web Store, follow these steps: Create your app’s zip fileCreate a developer accountUpload your appPick a payments systemGet app constraints and finish your app’s codeGet the app IDGet the OAuth tokenFinish the appProvide store contentPay the developer signup feePublish your app We’ll go into detail about each step below.

To upload your app, you need to create a ZIP file that contains at least one file: your app's manifest. Manifest files are .json files that contain important information about your app. They contain the following: App name - Displayed in the Chrome Web Store and in the Chrome launcherVersion - The version of the metadata, incremented It should also contain a few images and any other files that the app requires. Tips: Set the initial version number in the manifest to a low value, such as Before you upload your app, you’ll be asked to pick a developer account to both own your apps and receive payments.

Here's how to upload your app: How do I publish my software on Softonic? - Help & Support - Softonic. Java - Running an executable jar file built from a gradle based project. Gradle – Create a Jar file with dependencies. In this tutorial, we will show you how to use Gradle build tool to create a single Jar file with dependencies. Tools used : Gradle 2.0JDK 1.7Logback 1.1.2 1. Project Directory Create following project folder structure : By default, Gradle is using the standard Maven project structure. ${Project}/src/main/java/${Project}/src/main/resources/${Project}/src/test/java/ 2. A single Java file to print out the current date time, and logs the message with logback. logback.xml <? 3. build.gradle A build.gradle sample to create a Jar file along with its logback dependencies. build.gradle 4.

Clean the project. Run the Gradle fatJar task. $ gradle fatJar :compileJava :processResources :classes :fatJar BUILD SUCCESSFUL Total time: 6.4 secs The Jar is created under the $project/build/libs/ folder. 5. Run it – java -jar hello-all-1.0.jar. Done. Download Source Code References My website is hosted by Liquid Web, I really like their fast and helpful support, it saved me a lot of time.

Java – Global (low level) Keyboard / Mouse Hook : Kristian Kraljic – Language-detection - Language Detection Library for Java. Optimaize/language-detector. Omertron/api-themoviedb. Java Movie Database. Common words translation for games. Atduskgreg/opencv-processing. Cell0907: Tracking a ball with Java/OpenCV. Here we are going to explain how to track a ball. There are few places in the web that explain similar things (see PS) but without much details. So, I am going to put few posts explaining what I learned.

Hopefully it is useful to you... Just to call your attention on few topics:Basically we are capturing images like we have done so far.Then we detect the ball in two ways and do an AND of both. One way is by color segmentation, and the other by the shape. You can learn here about how to select objects by color. Basically, you got to segment the image in the HSV space, which is much easier than on RGB.The instruction for thresholding is "Core.inRange(distance,new Scalar(0.0), new Scalar(200.0), thresholded2);" Notice that we do two thresholdings, one over the Hue, and another over the saturation/value of the sample. The original BGR with the resulting detection (purple circle around the ball): The HSV: The distance to the maximum saturation/value: sqrt((255-S)^2+(255-V)^2)):

Image processing - Object detection with OpenCV Feature Matching with a threshold/similarity score - Java/C++ Listening for Events using the Smart Player API. The Smart Player API allows you to create custom dynamic solutions in JavaScript that work with both Flash and HTML players. This document includes a basic sample for recording events that take place during playback using the Smart Player API. Before you begin, acquaint yourself with an introduction to the Smart Player API and see Preparing a Player for the Smart Player API to get started started with your singular solution for Flash and HTML players. Play the sample The Smart Player API handles player events, including events triggered by viewer actions like play or pause. In this example, the player listens for the events of pausing, playing and changing videos, and writes the fired event method name and the time during playback in seconds when the event fired.

What you'll need This document assumes you understand how to work with JavaScript in general. The Smart Player API reference A text editor A browser A Video Cloud Studio account Sample videos How it works Implement video swapping. Player JavaScript API on Vimeo Developer API. Gradle Tutorial : Part 2 : Java Projects | iRomin. Welcome to Part 2 of the Gradle Tutorial.

This part builds on Part 1, where we looked at installing Gradle and learnt a few basic commands. In this part of the tutorial, we shall look at how you can use Gradle to compile/build/test your Java projects. The focus will be more on Gradle mechanics rather Java code, so I will be using simple Java projects that help illustrate the Gradle concept. You should be able to build on this while tackling a larger Java code base. This part assumes that you have a Gradle installation on your machine and the basic environment is setup. LAST UPDATE : January 21, 2015 : i) Corrected build.gradle file ii) Final Project available for download now Let us recap a few things from the previous session and add to it some more stuff that will be required in this tutorial. To summarize, the build.gradle was the file that we wrote to drive our Gradle build process and the build file contained tasks i.e. instructions to do something.

What do we mean by a Plugin ? Getting Started with Gradle: Our First Java Project. This blog post describes how we can compile and package a simple Java project by using Gradle. Our Java project has only one requirement: Our build script must create an executable jar file. In other words, we must be able to run our program by using the command: Let’s find out how we can fulfil this requirement. Additional reading: If you are not familiar with Gradle, you should read the following blog post before you continue reading this blog post: Getting Started with Gradle: Introduction helps you to install Gradle, describes the basic concepts of a Gradle build, and describes how you can add functionality to your build by using Gradle plugins.

Creating a Java Project We can create a Java project by applying the Java plugin. That is it. The Java plugin adds new conventions (e.g. the default project layout), new tasks, and new properties to our build. Let’s move on and take a quick look at the default project layout. The Project Layout of a Java Project Adding a Main Class to Our Build Summary. Java Build Tools: Ant vs Maven vs Gradle. In the beginning there was Make as the only build tool available. Later on it was improved with GNU Make. However, since then our needs increased and, as a result, build tools evolved. JVM ecosystem is dominated with three build tools: Ant with Ivy Ant was the first among “modern” build tools. In many aspects it is similar to Make. After its initial release, it was improved with the ability to accept plug-ins. Major drawback was XML as the format to write build scripts.

Later on, as dependency management over the network became a must, Ant adopted Apache Ivy. Main benefit of Ant is its control of the build process. Maven Maven was released in 2004. Maven continues using XML as the format to write build specification. However, Maven has its own problems. Maven configuration written in XML continuous being big and cumbersome. Main benefit from Maven is its life-cycle. In the mean time the interest for DSLs (Domain Specific Languages) continued increasing. Gradle Gradle does not use XML. Maven. Maven for building Java applications. Maven for building Java applications - Tutorial Copyright © 2013, 2014 vogella GmbH Maven This tutorial describes the usage of Maven for building Java applications. 1. 1.1.

Apache Maven is a build tool to support the developer at the whole process of a software project. Maven allows the developer to automate the process of the creation of the initial folder structure for the Java application, performing the compilation and testing and the packaging and deployment of the final product. 1.2. Apache Maven can be used in environments where common build tools like GNU Make or Apache Ant were used. Convention over configuration: Maven tries to avoid as much configuration as possible, by choosing real world default values and supplying project templates (archtypes). 2.

In case you want to be able to use Maven from the command line you need to install the Maven command line support. For Linux most distributions include Maven into their main repositories. sudo apt-get install mvn 2.4. 3. 3.1. 3.2. Package structure for a Java project? CodeOrganisation - java-coding-standards - summary of coding standards to do with organinsing your source code - Java coding standards. Steps to Java Internationalization (i18n) JSF 2 internationalization example. Cédric Verstraeten. Flong Blog + News » A Processing Parser for SubRip Subtitle Files.

Open Subtitle Lib for Java. JUPAR: Updating Java desktop applications made easy! Add Undo/Redo functionality to a Java app | Processworks GmbH. Multilevel Undo and Redo Implementation in C# - Part II (Using Command Pattern) Command pattern. Making your Application Automatically Update Itself. Auto-update of Java application converted to a Windows installable. Deployment - Auto update java application. Creating And Validating WebVTT Subtitles.

Riccardove/easyjasub. Synchronize SRT - Offset subtitle files. Jonathanedgecombe/srt-library. JDaren/subtitleConverter. Sw360cab/final-cut-subtitles.