I want to develop on Android, where should I begin? I tried Udacity's free courses but it's really slow sometimes, even cringe-worthy. Then I tried Google's developer.android.com/training, which is good, but too complicated and I feel it's structure is misleading, mentioning terms before you actually know what they are etc. Never developed for mobile before, really want to!
[QUOTE=Fingers!!!;52762969]I want to develop on Android, where should I begin? I tried Udacity's free courses but it's really slow sometimes, even cringe-worthy. Then I tried Google's developer.android.com/training, which is good, but too complicated and I feel it's structure is misleading, mentioning terms before you actually know what they are etc. Never developed for mobile before, really want to![/QUOTE]
Learn Kotlin and give JetBrains' IDE for Kotlin a try. It's a brand new language that's being developed for Android actively.
[QUOTE=Fingers!!!;52762969]I want to develop on Android, where should I begin? I tried Udacity's free courses but it's really slow sometimes, even cringe-worthy. Then I tried Google's developer.android.com/training, which is good, but too complicated and I feel it's structure is misleading, mentioning terms before you actually know what they are etc. Never developed for mobile before, really want to![/QUOTE]
I'm going to go against the grain and not suggest using Kotlin. Unless you just want to do Android development for fun and not attempt to have a professional career out of it, then go for Kotlin. Most codebases are either in a hybrid framework thing (like react native) or in Java.
I'd recommend using Java. It's a more employable and versatile skill.
Personally I think Android's documentation and tutorials are VERY good.
[QUOTE=brianosaur;52763229]I'm going to go against the grain and not suggest using Kotlin. Unless you just want to do Android development for fun and not attempt to have a professional career out of it, then go for Kotlin. Most codebases are either in a hybrid framework thing (like react native) or in Java.
I'd recommend using Java. It's a more employable and versatile skill.
Personally I think Android's documentation and tutorials are VERY good.[/QUOTE]
You can use Kotlin not only for Android development. I think it will be used more and more in the future for normal applications. Personally I use it for everything nowadays if I can, even for back-end applications using spring.
[QUOTE=BOT Ferris;52759102]How do you guys keep yourself interested and motivated programming? For a few years now, I've been programming a lot but I can't seem to stick with a single language/framework. I'm constantly considering switching to something else, and I cant pick a language to learn and master. I'm out of Ideas.[/QUOTE]
Combination of lots of half-finished projects that I want to see completed some day and a job in programming (basically trying to maintain more than just the knowledge I use 9 to 5).
[QUOTE=Edvinas;52763534]You can use Kotlin not only for Android development. I think it will be used more and more in the future for normal applications. Personally I use it for everything nowadays if I can, even for back-end applications using spring.[/QUOTE]
Right, but he's asking how to get started with Android development. Suggesting a new language to someone who I presume is a newer developer is just going to make life difficult for him. 99% of the examples he will be looking at will be in Java. If he were to go down the path of kotlin, I believe he will struggle finding tutorials also written in kotlin.
[QUOTE=brianosaur;52766716]Right, but he's asking how to get started with Android development. Suggesting a new language to someone who I presume is a newer developer is just going to make life difficult for him. 99% of the examples he will be looking at will be in Java. If he were to go down the path of kotlin, I believe he will struggle finding tutorials also written in kotlin.[/QUOTE]
Can confirm, this happened. Found a wonderful website and I'm currently looking into Java.
[url]http://guides.codepath.com/android[/url]
I'm then following [url=https://www.ktbyte.com/java-tutorial/book#chapters]this[/url] guide on Java. Most of the stuff is pretty common but I was struggling with classes, method declarations etc. It's going slow, but great. Thanks for the advice, guys.
[QUOTE=brianosaur;52766716]Right, but he's asking how to get started with Android development. Suggesting a new language to someone who I presume is a newer developer is just going to make life difficult for him. 99% of the examples he will be looking at will be in Java. If he were to go down the path of kotlin, I believe he will struggle finding tutorials also written in kotlin.[/QUOTE]
The IDE automatically converts any Java code you paste into a Kotlin file.
It's not quite idiomatic though, since while Kotlin is 100% compatible with Java (and you can actually mix these languages in a JVM/Dalvik project), Kotlin has (much) more syntactic sugar than Java.
could need help with C++ im looking for a coder experienced with goldsource the code is 99.99% finished but theres 2-3 minor bugs and tweaks that could probably take some time but thats up to you, pm here or on discord [url]https://discord.gg/AQeNbA8[/url]
I've made a little asteroid-dodging game for practice using Javascript and HTML5.
[url=http://www.niallslater.com/games/index.html]niallslater.com/games/index.html[/url]
It works totally fine when I run it locally, but none of the images render when I run it on the site. Any ideas? Code below.
[b]Edit:[/b]
Doy, apparently image references in JS (var img = 'images/image.png') are case-sensitive online but not when you run it locally. I had 'images' when the folder name was 'Images'.
[QUOTE=Nigey Nige;52776219]I've made a little asteroid-dodging game for practice using Javascript and HTML5.
[url=http://www.niallslater.com/games/index.html]niallslater.com/games/index.html[/url]
It works totally fine when I run it locally, but none of the images render when I run it on the site. Any ideas? Code below.
[b]Edit:[/b]
Doy, apparently image references in JS (var img = 'images/image.png') are case-sensitive online but not when you run it locally. I had 'images' when the folder name was 'Images'.[/QUOTE]
Cool!! That game is actually pretty fun
[QUOTE=Nigey Nige;52776219]I've made a little asteroid-dodging game for practice using Javascript and HTML5.
[url=http://www.niallslater.com/games/index.html]niallslater.com/games/index.html[/url]
It works totally fine when I run it locally, but none of the images render when I run it on the site. Any ideas? Code below.
[b]Edit:[/b]
Doy, apparently image references in JS (var img = 'images/image.png') are case-sensitive online but not when you run it locally. I had 'images' when the folder name was 'Images'.[/QUOTE]
That was pretty fun. I can't rescue more than 9 bois because I'm bad at these games :surrender:
can you shoot anything tho? no button does shoot for me
[QUOTE=Heffernan;52776662]can you shoot anything tho? no button does shoot for me[/QUOTE]
No shoots, only rescues. games for good boys 2k17
So, I need to figure out some way to pull data about solar system bodies (primarily planets, moons, large asteroids, comets, etc) into my simulation at work. This is mostly about finding an initial position at a time T, and probably keeping a number of data entries over a time period ot use for "calibrating" these larger objects back onto proper courses as needed
Essentially, a user will input a date range they want to simulate over - I'll then need to get epherimedes (trajectories and change) for all of these things for that range. This is easily done by hand using NASA's HORIZONs system, since you can enter a date range, timestep amount, and request data in various formats. I can calculate this data, to a reasonable degree of precision, but this is for a software that will be used to prove the feasibility of spacecraft missions and trajectories so error should optimally be measured in tens of meters at most (which I can get through external sources)
Its all done through telnet though, so I dunno how to hook into that: doing it through C++ would be nice, but if Python has easy ways of doing this I can always just have my C++ code execute a python script that eventually outputs the data I need to a file.
tldr because im rambling while trying to figure this out: what's the best way to interact with telnet, find a library for C++ w/ the rest of the application code, or find a library for python and work with that?
[editline]13th October 2017[/editline]
ive honestly never done any networking related stuff so this really has my stymied as i try to figure what do
It really doesn't help that [URL="https://tools.ietf.org/html/rfc854"]RFC 854[/URL] (TELNET PROTOCOL SPECIFICATION) seems to be one of the more obtuse ones, but the protocol is likely fairly simple.
I'd be very surprised if there wasn't a good C(++) library for this that you can use instead of implementing the protocol directly, though.
Hello, I am making a pyro flare gun for tf2 and it has a little screen on it. My partner's idea it to make it so that when there is a shell loaded in the gun, the screen will display "loaded", and when the shell is fired, the screen will display "empty". I tried looking at the .vmt files for the rescue ranger since its the closest i can think of getting it, but the person who made it has a separate .vmt file for the screen itself, which confuses me even more.
I also tried finding the value for when a shell is loaded in the pyro's flare gun, and just equate that value so that it switches to the next frame once the shell is fired, but I can't quite tell what the value is and how to make that work.
Any help is greatly appreciated! The screen in context can be seen below. Right now it is empty because I didn't really bother with it until now.
[IMG]https://i.imgur.com/tBNFYSq.png[/IMG]
[highlight](User was banned for this post ("Wrong Section - Try the Modelling Section" - Nookyava))[/highlight]
[highlight](User was banned for this post ("Extended. This should of been a day for Wrong Section." - Kiwi))[/highlight]
[QUOTE=Swaggernaut;52786163]Hello, I am making a pyro flare gun for tf2 and it has a little screen on it...[/QUOTE]
This thread is for programming, in the programming subforum, not modeling/texturing for TF2.
Please post questions like this in the modeling subforum.
[QUOTE=DarkCarnage;52787541]This thread is for programming, in the programming subforum, not modeling/texturing for TF2.
Please post questions like this in the modeling subforum.[/QUOTE]
Actually I'm asking specifically about the code in the vmt, so I think this is the appropriate place to ask since it does involve programming more than modelling
[QUOTE=Swaggernaut;52788260]Actually I'm asking specifically about the code in the vmt, so I think this is the appropriate place to ask since it does involve programming more than modelling[/QUOTE]
You're overgeneralizing your problem. Your problem is specific to valve's modeling and texturing formats, and there is already a subforum here specifically for it.
Further you already posted a thread there before even posting in here.
I'm working on a new project right now, but it has several dependencies, and I want to be able to easily share the project with other people.
Is the best choice to just configure my project with CMake and share that with people instead?
[QUOTE=Karmah;52801592]I'm working on a new project right now, but it has several dependencies, and I want to be able to easily share the project with other people.
Is the best choice to just configure my project with CMake and share that with people instead?[/QUOTE]
Yes: use ExternalProject_Add first, then Git submodules for projects that don't work well with that.
There are plenty of examples of that elsewhere ([URL="https://cmake.org/cmake/help/v3.10/module/ExternalProject.html"]and the docs, ofc[/URL]), and mine isn't a perfect example (by any means) but [URL="https://github.com/fuchstraumer/VulpesRender/blob/master/CMakeLists.txt#L51"]here's the CMakeLists for my renderer[/URL] which uses that a bunch. CMake makes having my renderer working on all three major platforms actually fucking possible, so its nice once you figure out its syntax. With the external project stuff, it's mostly just figuring out how to get the include and library directory stuff sorted.
There was a recent talk about using it for modular design at cppcon2017, maybe give that a watch if you have time since it'll teach better syntax than what my awful cmakelists can
[editline]20th October 2017[/editline]
i won't describe CMake as fun, but it has become a good friend of mine as I do more cross-platform work on larger projects
How would one be able to write a program in C/C++ that is OS agnostic between Windows and Posix? Trying to write a multithreaded program that can "just work" in either OS's. Would I just have to build to entirely separate programs or is there was to check what OS is being used and then tell the program to use the proper commands?
[QUOTE=huntingrifle;52807765]How would one be able to write a program in C/C++ that is OS agnostic between Windows and Posix? Trying to write a multithreaded program that can "just work" in either OS's. Would I just have to build to entirely separate programs or is there was to check what OS is being used and then tell the program to use the proper commands?[/QUOTE]
Just use std::thread? So long as you do that, the threads should be 99.9% cross-platform.
Hello, I'm hoping there's someone who's familiar with coding for the source engine.
Basically, I've made a simple particle effect when you hit the head hitbox. I have managed to have it appear where the npc is hit, but the particle effects rotate with the npc if I use GetAbsAngles().
I want the particles to always face away from whatever kind of damage.
I'm sure VecDir is what I need, but DispatchParticleEffect doesn't recognize it.
here's the code, I've commented out what isn't added by me to make it look easier.
ai_basenpc.cpp
[CODE]//=========================================================
// TraceAttack
//=========================================================
//void CAI_BaseNPC::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
//{
// m_fNoDamageDecal = false;
// if ( m_takedamage == DAMAGE_NO )
// return;
trace_t tr;
CTakeDamageInfo subInfo = info;
Vector DispatchParticleEffect = vecDir;
// SetLastHitGroup( ptr->hitgroup );
// m_nForceBone = ptr->physicsbone; // save this bone for physics forces
// Assert( m_nForceBone > -255 && m_nForceBone < 256 );
// bool bDebug = showhitlocation.GetBool();
// switch ( ptr->hitgroup )
// {
// case HITGROUP_GENERIC:
// if( bDebug ) DevMsg("Hit Location: Generic\n");
// break;
// hit gear, react but don't bleed
// case HITGROUP_GEAR:
// subInfo.SetDamage( 0.01 );
// ptr->hitgroup = HITGROUP_GENERIC;
// if( bDebug ) DevMsg("Hit Location: Gear\n");
// break;
//
// case HITGROUP_HEAD:
// subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) );
// if( bDebug ) DevMsg("Hit Location: Head\n");
subInfo.ScaleDamageForce( 3.0f * 3.0f );
EmitSound( "AI_BaseNPC.HeadshotRecieve" );
DispatchParticleEffect( "blood_trail_ludicrous", ptr->endpos, vecDir );
// break;
[/CODE]
I think this is a simple C question, but I'll ask because my knowledge of C for this operating systems class is garbage.
I'm doing the producer consumer problem using pthreads semaphores
I want to have a producer.h, consumer.h, and buffer.h.
Buffer's variables are used in both producer and consumer.
I want a main that tests all of this once - so I write a simple main.c do
[code]
#include "buffer.h"
#include "producer.h"
#include "consumer.h"
//insert cool main method that uses buffer.h's variables to test producer consumer
[/code]
but when I compile using gcc
[code]
conflicting types for ‘buffer’
note: previous declaration of ‘buffer’ was here[/code]
and all the other shared variables I have cooking between main.c and buffer.h? What am I doing wrong?
[QUOTE=blacksam;52809264]I think this is a simple C question, but I'll ask because my knowledge of C for this operating systems class is garbage.
I'm doing the producer consumer problem using pthreads semaphores
I want to have a producer.h, consumer.h, and buffer.h.
Buffer's variables are used in both producer and consumer.
I want a main that tests all of this once - so I write a simple main.c do
[code]
#include "buffer.h"
#include "producer.h"
#include "consumer.h"
//insert cool main method that uses buffer.h's variables to test producer consumer
[/code]
but when I compile using gcc
[code]
conflicting types for ‘buffer’
note: previous declaration of ‘buffer’ was here[/code]
and all the other shared variables I have cooking between main.c and buffer.h? What am I doing wrong?[/QUOTE]
Does producer.h or consumer.h include buffer.h? It sounds like you're redefining your buffer.h types. Try putting "#pragma once" at the top of your buffer.h.
[QUOTE=srobins;52809281]Does producer.h or consumer.h include buffer.h? It sounds like you're redefining your buffer.h types. Try putting "#pragma once" at the top of your buffer.h.[/QUOTE]
I could kiss you on the mouth, thanks fam.
[QUOTE=blacksam;52809325]I could kiss you on the mouth, thanks fam.[/QUOTE]
get those #pragma once declarations all up in every header of yours, if you can. its a good habit to get into. clang-tidy might be able to do it for you too
[QUOTE=paindoc;52809379]get those #pragma once declarations all up in every header of yours, if you can. its a good habit to get into. clang-tidy might be able to do it for you too[/QUOTE]
Visual Studio does this automatically if it means something.
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