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Archive for October, 2006

Black Art of Java Game Programming by Joel

Tuesday, October 31st, 2006

Black Art of Java Game Programming by Joel Fan Sams, Macmillan Computer Publishing ISBN: 1571690433 Pub Date: 11/01/96 Previous Table of Contents Next Chapter 10 Advanced Techniques Joel Fan Goals: Learn advanced techniques you can use in games, including the use of packages, threads, image […]

Black Art of Java Game Programming by Joel

Tuesday, October 31st, 2006

of messages. Perhaps add shouts or other emotional messages. One feature of many similar programs is an emote command that allows the user to do things rather than say them (i.e., Eric jumps up and down). Summary In this chapter, we explored a more advanced networking program than the one we […]

Black Art of Java Game Programming by Joel

Tuesday, October 31st, 2006

Black Art of Java Game Programming by Joel Fan Sams, Macmillan Computer Publishing ISBN: 1571690433 Pub Date: 11/01/96 Previous Table of Contents Next Suggestion Box Here are some ideas for extending what you have learned in this chapter. Some are minor additions to the ChatClient, while others explore […]

Black Art of Java Game Programming by Joel

Tuesday, October 31st, 2006

ps.close(); sock.close(); } catch (Exception e); sock = null; outputArea.appendText(”Logged out from server.n”); kicker = null; } That s it! Because we so carefully planned out our server, the client really doesn t have to do too much. Compile, run, and have some fun! Be sure you have […]

Black Art of Java Game Programming by Joel

Tuesday, October 31st, 2006

p2.add(L); p2.repaint(); p2.layout(); L.addItem(”All Participants”); StringTokenizer st2 = new StringTokenizer(val, “&”); while(st2.hasMoreTokens()) L.addItem(st2.nextToken()); L.select(0); } else if(cmd.equals(”logout”)) { int x; for(x=0;x< L.getRows();x++) if( val.startsWith( L.getItem(x) ) ) L.delItem(x); outputArea.appendText(val+”n”); validate(); } else if(cmd.equals(”login”)) { […]

Black Art of Java Game Programming by Joel

Tuesday, October 31st, 2006

Black Art of Java Game Programming by Joel Fan Sams, Macmillan Computer Publishing ISBN: 1571690433 Pub Date: 11/01/96 Previous Table of Contents Next Command Parsing Here is a list of the commands this client must be able to understand (coincidentally, this is the same as the list […]

/* if so, we must check to see

Monday, October 30th, 2006

} try{ sleep( 5000 ); } catch(Exception e); } output(”login||”+name); outputArea.appendText(”Logged in to server successfully.n”); That should look fairly familiar. The next part is much harder. Once run() has established a connection, it will attempt to handle any input we get from the server. This is very similar to […]

/* if so, we must check to see

Monday, October 30th, 2006

/* reset our affected GUI components */ B2.disable(); B1.setLabel(”login”); p1.layout(); return true; } } /* if the Event is not one of the ones we can handle, we should pass it along the chain-of-command to our super-class */ return super.handleEvent(evt);; } Make sure you understand […]

/* if so, we must check to see

Monday, October 30th, 2006

/* if so, we must check to see if it corresponds to one of the commands we understand */ /* If it equals “login”, we assume the user wants to login and has not done so already */ if (evt.arg.equals(”login”)) { outputArea.appendText(”Logging in…n”); /* the label of B1 is […]

TextField inputField; TextArea outputArea; Button B1,B2; List L;

Monday, October 30th, 2006

Black Art of Java Game Programming by Joel Fan Sams, Macmillan Computer Publishing ISBN: 1571690433 Pub Date: 11/01/96 Previous Table of Contents Next Event Handling Once you understand exactly how all of this looks and feels, we can proceed to handle the Events that will be generated by […]

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