How to change the Bodies and sprites on the fly? Box2d - cocos2d-iphone

I'm starting to develop now and came across a problem: I have a body that is a rock and when it initiate contact with another body (which would be a character), would like to replace that body for several pieces of the same body to simulate a fissure, maintaining the same speed that the body had. Is that possible? How should I proceed?
Some code would be amazing!
Thanks!

After years of programming I have come to one major realization. NOTHING (in regards to programming) is impossible except for expecting someone else to write your code completely for you.
With that in mind I would suggest doing some research into how you might accomplish this. Simply asking someone for code to do something you want to do isn't going to solicit much help from anyone. You could try creating new sprites/bodies at the moment of impact and applying the same speed of the previous object effectively replacing the original sprite.

Related

Newbie Needs Direction - Monitor contents of variable in a seperate process

I want to apologize up front for being unfamiliar with the terminology I should use. I have programming experience, but not in this area. I'm looking for general guidance, links to helpful sources, books, ect that will help me understand my problem better and can possible give a tutorial on how to achieve a solution.
On the surface, I think what I am trying to do is pretty simple, it's just I have never done any programming with hooking other applications.
The Goal:
I am trying to monitor (not change) a variable (or a few variables) in a game. In the UI of the game, there is a box that lists some items in plain text. I want to know what items that box contains. I would like a function in my code that returns the contents of that box as a string. This could be done with OCR, but I was thinking this may be a better, faster, more accurate solution. Plus, OCR isn't a simple solution either.
I will likely be writing my program in C++, since it seems like that would be the best language for my overall project (of which, this is just a small, but important part).
I would appreciate your thoughts or suggestions on the best way to achieve this. Especially any references that may help me to create such a function.
Thank you.
One approach is to have a "monitoring" task that goes through the variables and sends events to a container of recipients. The frequency would be adjustable via sleep command.
You could also use an std::bitset to indicate whether the variable's value has changed since the last notification and only notify recipients of the changed variables.
Research "subscriber design pattern" and "publisher design pattern".

How to deal with large projects in C++? [closed]

Closed. This question needs to be more focused. It is not currently accepting answers.
Want to improve this question? Update the question so it focuses on one problem only by editing this post.
Closed 9 years ago.
Improve this question
Now that I know some of the basics of C++, I must admit that I still find it very hard to deal with code that others have written in C++. This may inherently be so, as C++ allows for complex object hierarchies that are, or at least to me, very hard to grasp if one is just supplied with a C++ Project without any further comments or instructions.
So my question is more a question to the more experienced C++ programmers among you: how can someone understand a large C++ project written by others?
I easily loose my way and can be lost for weeks, if I try to understand how a large project of, for example, 10,000 lines of code is written. Functions of classes are pointers to functions of different classes that may or may not be overloaded and may or may not be inherited by other classes, etcetera, without ending.
Are there any practical tips that may speed up my ability to read and understand large C++ projects? Is there perhaps a tutorial with such tips? Please, elaborate! :)
I've been programming professionally for some time now, and as such I have repeatedly been handed down codebases written by others before me. Understanding is never easy, especially when the code is inconsistent.
The first thing to realize, though, is that learning your ways in a new codebase is not so different than re-discovering a codebase you had not touched for a while. Thus, whether written by your old-self of others does not matter much; and since you probably manage to cope with re-discovering codebases you had worked on before, you should be able to discover new codebases as well. Don't lose hope.
The second thing to realize is that understanding is a vague term, and there are certainly different degrees. Often times, nobody asks you to understand the ins and outs completely; more likely you will be asked to understand a portion of the codebase in which either there is a bug or some new functionality should be developed. Therefore, as time passes, you will gradually gain an understanding of various portions, and you will inevitably have a deeper knowledge of the portions you worked the most whilst others can be relatively abstract or even completely obscure. It's okay, it's been a long time since human beings stopped trying to learn everything there was to learn.
With that said, there are several axis of understanding you can try:
you should look for architecture: a good thing is to trace the library dependencies (the Makefile/Project should help here) this will give you the coarse technical blocks out of which the application is built. Executables are normally leaves of the dependency trees.
you should look for data-flow: what's the trigger of the application (called directly or as a callback) ? what are the steps followed by this data (roughly, just a sketch). Do not hesitate to focus on a specific narrow usecase and use the debugger to trace things, and do not try to dig too deep at first; just get a feel of things.
There are also other axis that may help gaining some understanding of the domain the application has been written for. An understanding of the domain is useful because it provides you with a key insight on what should happen and it also helps you decipher the comments/function names.
user documentation: what is this used for ? if you can arrange for a demo it is generally very helpful, otherwise maybe you can try playing with it yourself (in a test environment)
tests: what is tested ? what is exposed to the user ?
persistent data: what is serialized ? what is saved in a database ? Persistent data is accessed at some point, so it helps if you understand when it is read/written.
If it is a working product (that runs) and you can "debug" it, start by looking at just one particular feature.
Learn how it is working from the user's point of view (UI, behaviour, inputs, outputs, ...).
Once you know the feature from the outside, just look for the code for that feature (only that feature); the starting point might be a handler for a menu, or from a dialog or a mouse/pointer event.
From there; manually trace the code for one action or sub-feature; skip deep internal libraries (treat them as black box for now) and learn how it works.
Once you know that section of code, dig deeper in libraries API that was called from the upper level code.
Take your time.
Do not try to understand everything at once.
Draw up schematic (pen and paper) of the dependencies (stay high level, no class dependencies at the beginning).
Good luck.
The problem that you are mentioning does not have clear and simple answer. Nevertheless here are some tips:
At the beginning try to randomly remember everything. Names of directories, classes, params of templates, etc. As much as you can. This sounds pointless but still makes sense.
While working with the code always think "Have I looked at this function/param/etc before?" If the answer is yes, spend with this piece of code more. If not, just make basic grasp and go on.
As the time will go on, you will find out that more and more sounds clear and easier to grasp.
It is impossible to give any exact values because size and complexity of projects vary greatly. Do not expect simple and immediate results.
Other points:
You definitely need a source code browser. Spend time in learning how to use it. Good example is http://sourceinsight.com/. This is not my site!!! I do have my own site. I will not mention it here.
If you see a function that is called 500 times, it is 500 times more likely that knowledge about this function will be useful comparing with a function, that is called only once.
The best is to grasp the architecture of the project. Trying to do this it is necessary to remember that project may have no architecture at all.
Studying the code you should remember your task. Typical situation - you need to modify something or fix a bug. If this is so look for the right part of the code and focus your effort on it.

Teaching OOP (C++) outside-in vs inside-out approach [closed]

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.
Closed 9 years ago.
I am running a programming club at a high-school, and I have introduced my students to OOP using simplistic classes in C++. I believe at least theoretically they get the idea. I would like to be able to offer them a specific project they can work on together. The question I have is which approach to take. When I took programming classes in college, I saw two different approaches, but in my opinion they both had serious shortcomings. I ended up sleeping through most of them and learning the stuff on my own from books and examples.
Now that I am in the teacher's shoes, I would like to get your opinion on which approach is preferable or if there is a third option.
Approach 1 that was used, was to write a program on the board (or on a computer with a projection screen). The class definitions were always written first. Usually students would look really bewildered at this point, because the purpose of variables and methods would seem entirely obscure to them. The only time that they learned about what each variable and method was for and how they interacted was when the instructor would finally write the implementation (I called this the outside-in method)
Approach 2 was to explain what we are trying to achieve, and creating classes and members as needed. This has the opposite problem. He would be writing a method that would use these imaginary classes that would have to be implemented later. But the students has no idea how these other classes would work.
As it happens, I worked my way through University by working as a teacher. I am now a software engineer.
In my experience, it is paramount that the students be emotionally invested in a programming project. I'll get to your question in a minute, this is a necessary preamble.
To get there, I made the topic of the program something that really interested them, regardless of how silly it seemed, as long as it was something that connected with them in their world.
So, it could be (depending on the age of your students) about ranking singing stars by their talent level, including Justin Bieber. You can imagine the uproar at that one.
Like, Load their lyrics and count the number of times they say the word "baby". Something creative, something fun.
This will make "dry" questions come alive. Like, what should the "singer" class look like. Why it should have properties like "octave range" will be immediately intuitive.
Should the singer class have a method called 'barfOnStage'? (The Biebs barfed on stage a while ago). Sure, why not!? They will easily see the difference between methods and properties.
I mean, I'm just talking off the top of my head, I'm sure you can apply your own inventiveness and creativity to whatever's appropriate for your kids.
I would love to hear what you went with, and how the kids' project turned out.
For the beginner level I would go with a modified number 2 approach where you start with an easy problem and then build on it. Experience is the best teacher....like the time my High School teacher had us 'iterate' through twenty discrete variables as a 'list' and then taught us about arrays....
You need to select the right problem. It needs to be a problem that exercises the 'object oriented muscles' not the 'algorithm muscles'. It needs to be something that you can build requirements on it that exercise object orientation. A simple CRUD program should be adequate. You'll just have to constrain them to using objects and not arrays as I assume they'll be comfortable doing. I'll leave the exact specification up to you.
First, have them write a program that just lets them add records to the 'database'. Just by Creating a 'row' in their 'database' they'll be forced to learn how to create an object and instantiate an object.
Next, have them modify their program to display the contents of their 'database'. When they Read their 'database' they'll exercise the .show function or however you implement that capability.
Third, have them make it so they can change the contents of a 'record'. Updating will reinforce how to tell an object to modify itself.
Finally, they should modify the program to allow for 'record' removal. This will reinforce proper object destruction.
Taking it to the next level (and since this is c++) you could:
require they implement their 'database' as a linked list
write the specification so you can do something that requires objects
being added together
add to the scope of data so the program structure would be better
facilitated by a template or inheritance (vehicle 'database' that has
both cars and motorcycles for example)
From my experience doing is the best teacher. Having someone show me how to do something (or doing it as a group on a board) short circuits the learning. Wrestling with it and having some Socratic guidance teaches a deeper understanding and yields a better programming brain.
If they aren't ready to do the 'create' function then coding it out as a group on the whiteboard will work, but once they have a template of how everything fits together they need to be behind a computer figuring it out.
If it's a beginner programming course I'd say the OOP aspect is of minor issue. Focus on expressions, statements and control flow.
If the focus is on OOP I'd say begin with the history of OOP and what OOP focus is. From that one can look at how one describe these concepts in different languages. (i.e. ADT, Simula etc http://retis.sssup.it/~lipari/courses/oosd2010-1/02.oop.pdf )
...and then experiment.
"If we look at the whole history, we see that the proto-OOP stuff started with ADT, ..."
-- Alan Kay (http://userpage.fu-berlin.de/~ram/pub/pub_jf47ht81Ht/doc_kay_oop_en)

Understanding large code [closed]

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.
Closed 9 years ago.
The question of understanding a large code has previously been well answered. But I feel I should ask this question again to ask the problems I have been facing.
I have just started a student job. I am a beginner programmer and just learned about classes two months back. At the job though, I have been handed a code that is part of a big software. I understand what that code is supposed to do (to read a file). But after spending a few weeks trying to understand the code and modify it to achieve our desired results, I have come to the conclusion that I need to understand each line of that code. The code is about 1300 lines.
Now when i start reading the code, I find that, for example, a variable is defined as:
VarType VarName
Now VarType is not a type like int or float. It is a user defined type so i have to go the class to see what this type is.
In the next line, I see a function being called, like points.interpolate(x);
Now i have to go into another class and see what the interpolate function does.
This happens a lot which means even if I try to understand a small part of the code, I have to go to 3 or 4 different classes and keep them in mind all at one time without losing the main objective and that is tough.
I may not be a skilled programmer but I want to be able to do this. Can I have some suggestions how i should approach this?
Also (I will sound really stupid when I ask this) what is a debugger? I hope this gives you an idea of where I stand (and the need to ask this question again). :(
With any luck, those functions and classes should have at least some documentation to describe what they do. You do not need to do know how they work to understand what they do. When you see the use of interpolate, don't start looking at how it works, otherwise you end up in a deep depth-first-search through the code base. Instead, read its documentation, and that should tell you everything you need to know to understand the code that uses it.
If there is no documentation, I feel for you. I can suggest two tips:
Make general assumptions about what a function or class will do from its name, return type and arguments and the surrounding code that uses it until something happens that contradicts those assumptions. I can make a pretty good guess about what interpolate does without reading how it works. This only works when the names of the functions or classes are sufficiently self-documenting.
If you need a deep understanding of how some code works, start from the bottom and work upwards. Doing this means that you won't end up having to remember where you were in some high level code as you search through the code base. Get a good understanding of the low level fundamental classes before you attempt to understand the high level application of those types.
This also means that you will understand the functions and classes in a generic sense, rather than in the context of the code that led you to them. When you find points.interpolate(x), instead of wondering what interpolate does to these specific points with this specific x argument, find out what it does in general. Later, you will be able to apply your new-found knowledge to any code that uses the same function.
Nonetheless, I wouldn't worry about 1300 lines of code. That's basically a small project. It's only larger than examples and college assignments. If you take these tips into account, that amount of code should be easily manageable.
A debugger is a program that helps you debug your code. Common features of debuggers allow you to step through your code line-by-line and watch as the values of variables change. You can also set up breakpoints in your code that are of interest and the debugger will let you know when it's hit them. Some debuggers even let you change code while executing. There are many different debuggers that all have different sets of features.
Try making assumptions about what the code does based on its title. For example, assume that the interpolate function correctly interpolates your point; only go digging in that bit of code if the output looks suspicious.
First, consider getting an editor/IDE that has the following features:
parens/brackets/braces matching
collapsing/uncollapsing of blocks of code between curly braces
type highlighting (in tooltips)
macro expansion (in tooltips or in a separate window/panel)
function prototype expansion (in tooltips or in a separate window/panel)
quick navigation to types, functions and classes and back
opening the same file in multiple windows/panels at different positions
search for all mentions/uses of a specific type, variable, function or class and presentation of that as a list
call tree/graph construction/navigation
regex search in addition to simple search
bookmarks?
Source Insight is one of such tools. There must be others.
Second, consider annotating the code as you go through it. While doing this, note (write down) the following:
invariants (what's always true or must always be true)
assumptions (what may not be true, e.g. missing checks/validations or unwarranted expectations), think "what if"
objectives (the what) of a piece of code
peculiarities/details of implementation (the how; e.g. whether exceptions are thrown and which, which error codes are returned and when)
a simplified call tree/graph to see the code flow
do the same for data flow
Draw diagrams (in ASCII or on paper/board); I sometimes photograph my papers or the board. Specifically, draw block diagrams and state machines.
Work with code at different levels of abstraction/detail. Zoom in to see the details, zoom out to see the structure. Collapse/uncollapse blocks of code and branches of the call tree/graph.
Also, have a checklist of what you are going to do. Check the items you've done. Add more as necessary. Assign priorities to work items, if it's appropriate.
A debugger is a program that lets you execute your program step by step and examine its state (variables). It also lets you modify the state and that may be useful at times too.
You may use a debugger to understand your code if you're not very well familiar with it or with the programming language.
Another thing that may come in handy is writing tests or input data test sets for your program. They may reveal problems and limitations in terms of logic and performance.
Also, don't neglect documentation and people! If there's something or someone that can give you more information about the project/code, use that something or someone. Ask for advice.
I know this sounds like a lot, but you'll end up doing some of this at some point anyway. Just wait for a big enough project. :)
You may basically needs to understand what is the functionality of a function being called at first, then understand what is input and output to that function, for example, if you really needs to understand how interpolate is done, you can then go to the details. Usually, the name of the functions are self-explainable, you can get a feeling about what the function does from its name if the code is well written.
Another thing you may want to try is to run some toy examples to go through the code, you can use some of the debuggers or IDE that can help you navigate through the code. Understanding large-scale code takes time and experience, just be patience.
"Try the Debugger Approach"
[Update : A debugger is a special program that lets you pause a running program to examine the state of program (Variable Values/Which function is running/Who is the parent function etc.,)]
The way I do it is by Step Debugging the code, for the usecase I want to understand.
If you are using an Advanced/Mordern IDE then setting breakpoints at the entry point (like main() or a point of interest) is fairly easy. And from there on just enter into the function you want to examine or overstep the function.
To give you a step by step approach
Setup a break point in the main() methods (entry points) starting expression.
Run the program with debugging active
The program will break at the break point.
Now, if step over until you come across a function/expression that seems interesting. (say, your points.interpolate(x); ) function
Step into the function, and examine the program state like the variables and function stack, in live.
Avoid complex system Libraries. Just Step over/Step out. (Example: Avoid something like MathLib.boringComputaion() )
Repeat until the program exits.
I found out that this way of learning is very rapid and gives you a quick understanding of any complex/large piece of software.
Use Eclipse, or if you cant then try GDB if its C/C++. Every popular programming language has a decent Debugger.
Understand the basic debugging operations like will be a benifit:
Setting-up a breakpoint.
Stopping at a breakpoint.
Examine/Watch Variables.
Examine Function Stack (the hierarchy of function calls)
Single-Step - Stepping to next Line in Code.
Step-Into a function.
Step-Out of a function.
Step-over a function.
Jumping to the next breakpoint (point of interest).
Hope, it helps!
Many great answer have already been given. I thought to add my understanding as a former student (not too long ago) and what I learned to help me understand code. This particularly helped me because I began a project to convert a database I wrote in Java many years ago to c++.
1. **Code Reading** - Do not underestimate this important task. The ability to write code
does not always translate into the ability to read it -- and reading it can be more
frustrating than writing it.
Take your time and carefully discover what each line of the codes does. This will certainly help you avoid making assumptions unless you come across code that you are familiar with and can gloss over it.
2. Don't hesitate to follow references, locate declarations, and uncover definitions of
code elements you are reading. What you learn about how a particular variable,
method call, or class are defined all contribute to learning and ultimately to you
being able to perform your task.
This is particularly important because detective, and effective detective work, are essential parts of being bale to understand the small parts of the code so that you can, in the future, grasp the larger parts with less difficulty.
Others have already posted information about what a debugger is and you will find it is an invaluable asset at tracking down code errors and, I think, helps with code reading, knowledge gain, and understanding so you can be a successful programmer.
Here is a link to a debugger tutorial utilizing Visual Studio and may give you a strong understanding of at least the process at hand.

How to understand the design and code flow of any product quickly? [closed]

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.
Closed 11 years ago.
I have switched to a new company and I am working on a product that has a huge code base without documentation. I want to quickly get acquainted with the design and the code flow of the product so that I may become a productive member ASAP
Slowly and steadily one does gets to understand the code, but what should be the best and smart way one should approach the code base so that he understands the code quickly and start delivering?
Note: I tried my hands on Star UML and tried to reverse engineer the class diagrams so that I may have a rough idea of the product internal designs but failed miserably.
EDIT: The question is not about gaining knowledge about what the product does but how the internals are designed.
Fixing bugs and Debugging using breakpoints does provide one way of achieving this but I was looking if there is even a faster way we could achieve this
In Keith's Words:
This may work for some code-bases, but in general I think its a bad idea. You tend to be too focused on the details, while at first you want to get the big picture: what the classes are, what the communication patterns are, etc. Plus, if you have a distributed application (client-server, n-tier, etc), or code that takes a long time to run it may not be practical to run it through a debugger
I'm a contract engineer, and this situation is routine several times per year—for the last few decades.
I find it quite helpful to first run the application and play with it—before looking at any code:
What the heck does it do? If necessary, read the user documentation.
What happens with extreme values?
What if I leave out some values?
What happens if I click on a control rapidly?
Is there any way to misuse the program?
Explore the edges of the application: are there seldom used or hard-to-find sub-menus? Is there a configuration facility which exposes more functionality?
While I'm doing that, I'm constructing a mental model of how I would have implemented it. Surprisingly, this user-oriented first encounter with the product usually causes my understanding of the application to be head and shoulders above the developers who have worked on it for a long time. A side effect of this approach is that I tend to find quite a few bugs (often quite an avalanche of them), and think of quite a few improvements which should be made.
After that, I look at the general structure of the program, whether it be modules, classes, files, or schema. Not looking at individual lines of code, except those showing the program's architecture. Once I think I understand over half of the structure, I try to make a small bug fix or improvement—something which takes a few minutes to write, but may take hours to properly understand. If it works, I make a slightly bigger change somewhere, preferably in another section of the code.
In this way, I've found it possible to understand well enough approximately 50,000 to 100,000 lines of code per day.
If you have a development environment to run the code in the best way I've found is to use a debugger and watch the flow of code while executing it. You can setup break points and step through it to see how the code interacts.
The way I have always learned, besides just reading through the code / data model is to start fixing some bugs. That gives me exposure to various parts of the system, and having the 'purpose' while reading the code makes it a bit more meaningful.
Ask everyone you can find for help and ask them to ask anyone else they think could be helpful.
There are tools which suck up the source code and draw pictures. Try Enterprise Architect from Sparx. It's under $200 per seat and will show you the object layout very effectively.