
Slick Tutorial – Einstieg in die Spiele Entwicklung Slick ist eine Java Spiele Bibliothek die auf LWJGL(Lightweight Java Game Library) basiert. LWJGL bietet Schnittstellen um die Grafikbibliotheken OpenGL (Open Graphics Libary) und OpenAL(Open Audio Libary) zu verwenden. In diesem „Tutorial“ sollt ihr den Umgang mit Slick, anhand eines Pong-Klons, erlernen um somit kleinere 2D Spiele selbst realisieren zu können. Auf kann Slick heruntergeladen werden. Das Zip Archiv beinhaltet alles was man benötigt um sofort loszulegen. Verzeichnis „lib“ für die Slick Bibliotheken und das Verzeichnis „natives“ für die plattformabängigen (zum Beispiel *.dll – Dateien für Windows) Bibliotheken erstellen. Anschließend entpackt ihr die heruntergeladene „slick.zip“ – Datei. Im entpackten Archiv im Verzeichnis „lib“ befinden sich drei Jar-Dateien mit nativen Bibliotheken die wir ebenfalls benötigen: Diese Jar-Archive müsst ihr in den Ordner „natives“ im Projekt entpacken. Der Ball wird ebenfalls durch ein Objekt repräsentiert. else {
Mastering recursive programming For new computer science students, the concept of recursive programming is often difficult. Recursive thinking is difficult because it almost seems like circular reasoning. It's also not an intuitive process; when we give instructions to other people, we rarely direct them recursively. For those of you who are new to computer programming, here's a simple definition of recursion: Recursion occurs when a function calls itself directly or indirectly. A classic example of recursion The classic example of recursive programming involves computing factorials. An interesting property of a factorial is that the factorial of a number is equal to the starting number multiplied by the factorial of the number immediately below it. Listing 1. int factorial(int n) { return n * factorial(n - 1); } The problem with this function, however, is that it would run forever because there is no place where it stops. Listing 2. int factorial(int n) { if(n == 1) { return 1; } else { return n * factorial(n - 1); } }
Game Development with JavaScript and the Canvas element – Matthew Casperson's Blog at the Hubfolio on Bright Hub Custom Search Matthew Casperson's Hubfolio Has Moved Matt's hubfolio articles moved to his personal website at You can also follow Matt on Twitter! Recommended by About Bright Hub Contact Us Advertise with Us Site Map Terms of Use Privacy Policy Copyright Policy ©2016 Bright Hub Inc. Popular Pages Home Additional Info Promoted Stories Python Eats A Porcupine Whole, Then The Unexpected Happens LolBoom 16 Things Cruise Ships Keep Hidden From Customers Destination Tips This Is What Will Happen When You Eat Avocados Every Day All - Awesome tips 10 Great Cars That Nobody Buys Buzzdrives.com Site Links Follow Us
Using Slick 2D to write a game « The Java Blog One of the sessions I attended at JaveOne this year was about games and Java. In that session one of the speakers mentioned Slick, a Java 2D engine for games that provides more or less everything one needs to write a game. And indeed, after spending a few hours using it, I think it’s true that using Slick it’s very easy and fast to implement games in Java. Slick comes with several source code examples of how to use it, but, unfortunatelly with only limited documentation; the Slick wiki as well as the API Javadocs (though I found the forums to be of a great help). This is the only drawback I see. Ok enough talking, lets see how we can write a very simple game using Slick. First download the Slick libraries from the Slick site. Lets start by creating a project in NetBeans. I used the Tiled tool to create the map. Once the tilesets are created click on the lower left corner to bring up the Paletter window. We start our game by creating a new class that extends BasicGame. Like this:
What is ClearDB? ClearDB is a faster, stronger, safer and more reliable way to get data to your applications, no matter where you (or your apps) are in the world. Global Architecture ClearDB is designed from the ground up around the premise of failure in order to provide true high availability and low latency performance to your MySQL powered applications. Scheduled Backups Your database is backed up in multiple regions and in multiple time zones to ensure that your data is available. Advanced Security Whether your data is in your database, on the wire, or in a backup, it's encrypted to keep it safe and secure. Always-On Monitoring Our team monitors your database 24 hours a day, 7 days a week to make sure that it's always available, secure and performant. Simple, Effective Tools Our graphical tools enable you to easily perform quick analysis on important database statistics. Easy Management API Wire & Disk Security Replicas Everywhere ClearDB is Right Next Door
.:: NOTEPAD++ ::. 2D Game Art for Programmers How to Use the System Tray (The Java™ Tutorials > Creating a GUI With JFC/Swing > Using Other Swing Features) The system tray is a specialized area of the desktop where users can access currently running programs. This area may be referred to differently on various operating systems. On Microsoft Windows, the system tray is referred to as the Taskbar Status Area, while on the GNU Network Object Model Environment (GNOME) Desktop it is referred to as the Notification Area. On K Desktop Environment (KDE) this area is referred to as the System Tray. However, on each system the tray area is shared by all applications running on the desktop. The java.awt.SystemTray class introduced in Java™ SE version 6 represents the system tray for a desktop. An application cannot create an instance of the SystemTray class. The system tray contains one or more tray icons which are added to the tray using the add(java.awt.TrayIcon) method. Note: The add() method can throw an AWTException if the operating system or the Java runtime determines that the icon cannot be added to the system tray. ... The SystemTray API
OSGi Von OSGi existieren inzwischen verschiedene Generationen, die allesamt von der OSGi Alliance, einem Industriekonsortium, spezifiziert wurden. Die Allianz besteht aus Großunternehmen wie IBM, Deutsche Telekom, NTT und Oracle, aber auch aus vielen kleineren Unternehmen, u. A. aus dem Open-Source-Software-Bereich. Die OSGi Alliance selbst spezifiziert hierbei lediglich die Programmierschnittstellen (APIs) und Testfälle für OSGi-Implementierungen von dritter Seite und stellt im Rahmen dessen auch eine Referenzimplementierung zur Verfügung. Die im Ergebnis herstellerunabhängige, generische OSGi-Softwareplattform kann zur Steuerung oder Vernetzung aller Arten von Geräten eingesetzt werden – z. Die einzelnen Implementierungen der jeweiligen Hersteller bestehen meist aus dem OSGi-Framework und idealerweise einer großen Anzahl von Service-Bundles (Packages), die aufgrund der modularen Architektur ebenfalls dynamisch hinzugefügt werden können. Definition: OSGi-Framework[Bearbeiten]
Coke and Code So I guess it’s official, I’m starting to work on Legends of Yore 2 – which I’m subtitling Rise of the Darklings. I’ll post some concept shots etc in a minute but I’d like to talk about the process I’ve been taking during the interim for a minute. As you’ve seen if you read my blog or follow on twitter I’ve been knocking out lots of little game demos, this is how I work. I try stuff, lots of stuff, over and over again until I feel comfortable I’ve got everything down. In this case the projects were: Voxel Based Engine – Experimenting with different graphical styles Carubloc – Looking at LibGDX across platforms Matchnik – To look a procedural puzzle generation Turn Based Platformer – To look at turn based mechanics with a bit more action Mega Melon Adventure – To play with gamepads and the OUYA Sub-pixel Sprite Animation – Obviously more tailored towards Legends, just needed to find a way to generate enough graphics. Finally bits that I want to add that I didn’t have last time:
Java Programming Cheatsheet This appendix summarizes the most commonly-used Java language features in the textbook. Here are the APIs of the most common libraries. Hello, World. Editing, compiling, and executing. Built-in data types. Declaration and assignment statements. Integers. Floating-point numbers. Booleans. Comparison operators. Printing. Parsing command-line arguments. Math library. The full java.lang.Math API. Java library calls. Type conversion. Anatomy of an if statement. If and if-else statements. Nested if-else statement. Anatomy of a while loop. Anatomy of a for loop. Loops. Break statement. Do-while loop. Switch statement. Arrays. Inline array initialization. Typical array-processing code. Two-dimensional arrays. Inline initialization. Our standard output library. The full StdOut API. Our standard input library. The full StdIn API. Our standard drawing library. The full StdDraw API. Our standard audio library. The full StdAudio API. Command line. Redirection and piping. Functions. Libraries of functions. Our standard random library.
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