Custom network library and serialzation VS default Serialization and RMI - java

I have this class, I m sending this class via RMI and via kryonet and kryo, I m getting the array of 10 objects with both incase of rmi, as return of remote method call and in case of kryonet echoing from server to client with kryonet and kryo, I have total of one object 55*10 which 555 but with RMI 1196bytes ,
Are these results are reasonable?, can some body shed some light,
*why these results are like that?
why there is that much difference.?
which overheads or other factors are involved behind the scene,
which are making that much total in RMI and too much difference and point me.
And is it 55 bytes total for single object is ok?*.
i just need some confirmation and experts eyes as i have to present these results,
I will be really thankful.
This is class which I m using with both:
public class TBall {
private float x, y; // Ball's center (x, y)
private float speedX, speedY; // Ball's speed per step in x and y
private float radius; // Ball's radius
private Color color; // Ball's color
public boolean collisionDetected = false;
public static boolean run = false;
private String name;
private float nextX, nextY;
private float nextSpeedX, nextSpeedY;
public TBall() {
super();
}
public TBall(String name1, float x, float y, float radius, float speed,
float angleInDegree, Color color) {
this.x = x;
this.y = y;
// Convert velocity from polar to rectangular x and y.
this.speedX = speed * (float) Math.cos(Math.toRadians(angleInDegree));
this.speedY = speed * (float) Math.sin(Math.toRadians(angleInDegree));
this.radius = radius;
this.color = color;
this.name = name1;
}
public String getName() {
return this.name;
}
public float getSpeed() {
return (float) Math.sqrt(speedX * speedX + speedY * speedY);
}
public float getMoveAngle() {
return (float) Math.toDegrees(Math.atan2(speedY, speedX));
}
public float getRadius() {
return radius;
}
public Color getColor() {
return this.color;
}
public void setColor(Color col) {
this.color = col;
}
public float getX() {
return x;
}
public float getY() {
return y;
}
public void setX(float f) {
x = (int) f;
}
public void setY(float f) {
y = (int) f;
}
public void move() {
if (collisionDetected) {
// Collision detected, use the values computed.
x = nextX;
y = nextY;
speedX = nextSpeedX;
speedY = nextSpeedY;
} else {
// No collision, move one step and no change in speed.
x += speedX;
y += speedY;
}
collisionDetected = false; // Clear the flag for the next step
System.out.println("In serializedBall in move.");
}
public void collideWith() {
float minX = 0 + radius;
float minY = 0 + radius;
float maxX = 0 + 640 - 1 - radius;
float maxY = 0 + 480 - 1 - radius;
double gravAmount = 0.9811111f;
double gravDir = (90 / 57.2960285258);
// Try moving one full step
nextX = x + speedX;
nextY = y + speedY;
System.out.println("In serializedBall in collision.");
// If collision detected. Reflect on the x or/and y axis
// and place the ball at the point of impact.
if (speedX != 0) {
if (nextX > maxX) { // Check maximum-X bound
collisionDetected = true;
nextSpeedX = -speedX; // Reflect
nextSpeedY = speedY; // Same
nextX = maxX;
nextY = (maxX - x) * speedY / speedX + y; // speedX non-zero
} else if (nextX < minX) { // Check minimum-X bound
collisionDetected = true;
nextSpeedX = -speedX; // Reflect
nextSpeedY = speedY; // Same
nextX = minX;
nextY = (minX - x) * speedY / speedX + y; // speedX non-zero
}
}
// In case the ball runs over both the borders.
if (speedY != 0) {
if (nextY > maxY) { // Check maximum-Y bound
collisionDetected = true;
nextSpeedX = speedX; // Same
nextSpeedY = -speedY; // Reflect
nextY = maxY;
nextX = (maxY - y) * speedX / speedY + x; // speedY non-zero
} else if (nextY < minY) { // Check minimum-Y bound
collisionDetected = true;
nextSpeedX = speedX; // Same
nextSpeedY = -speedY; // Reflect
nextY = minY;
nextX = (minY - y) * speedX / speedY + x; // speedY non-zero
}
}
System.out.println("In serializedBall collision.");
// speedX += Math.cos(gravDir) * gravAmount;
// speedY += Math.sin(gravDir) * gravAmount;
System.out.println("In serializedBall in collision.");
}
}
Thanks.

Where did you get '55' from? You have:
9 floats, = 9x4 bytes, total 36 bytes
1 boolean, serialized as a byte, total 1 byte
1 String, could be any length
1 Color, which in turn contains:
1 int, serialized as 4 bytes
1 float, serialized as 4 bytes
2 float[] of length 3 each, serialized as 24 bytes
1 Colorspace, which in turn contains:
2 ints, serialized as 8 bytes
The total of this is at least 77 bytes plus whatever is required to transmit the String.
Serialization also sends class information, versioning information, and a tag in front of every item; RMI also sends method information. All that could easily account for the difference. I don't know what those other packages do.

Related

Aiming in LibGDX using the mouse

I am making a game in libGDX and I am having trouble setting up the Bullet class. I am unable to get the projectiles to go to the mouse location.
I have tried to use Math.atan() to find the angle that I need to fire at but I couldn't get that to work. right now I am just using the distance to find velocity on the x and y-axis.
private static final int SPEED = 500;
private static Texture texture;
String path = "C:\\Users\\minicodcraft\\Downloads\\game\\core\\assets\\";
private float x, y; // starting position
private float xVelocity, yVelocity;
private float yPos; // the y position of the mouse input
private float xPos; // the x position of the mouse input
public Bullet(float x, float y, float yPos, float xPos) {
this.x = x;
this.y = y;
this.xPos = xPos;
this.yPos = yPos;
this.xVelocity = 0f;
this.yVelocity = 0f;
calcDirection();
if (texture == null) {
texture = new Texture(path + "Bullet.png");
}
}
private void calcDirection() {
float xDistanceFromTarget = Math.abs(xPos - x);
float yDistanceFromTarget = Math.abs(yPos - y);
float totalDistanceFromTarget = xDistanceFromTarget + yDistanceFromTarget;
xVelocity = xDistanceFromTarget / totalDistanceFromTarget;
yVelocity = yDistanceFromTarget / totalDistanceFromTarget;
if (xPos < x) {
xVelocity *= -1;
}
if (yPos < y) {
yVelocity *= -1;
}
}
public void update(float deltaTime) {
if (x > 0 && y > 0) {
x += xVelocity * SPEED * deltaTime;
y += yVelocity * SPEED * deltaTime;
} else if (x < 0 && y > 0) {
x -= xVelocity * SPEED * deltaTime;
y += yVelocity * SPEED * deltaTime;
} else if (x > 0 && y < 0) {
x += xVelocity * SPEED * deltaTime;
y -= yVelocity * SPEED * deltaTime;
} else if (x < 0 && y < 0) {
x -= xVelocity * SPEED * deltaTime;
y -= yVelocity * SPEED * deltaTime;
}
}
public void render(SpriteBatch batch) {
batch.draw(texture, x, y);
}
The following code gives a velocity towards the mouse position from the player's position:
float diffX = mouse.x - player.x;
float diffY = mouse.y - player.y;
float angle = (float) Math.atan2(diffY, diffX);
float velX = (float) (Math.cos(angle));
float velY = (float) (Math.sin(angle));
Vector2 velocity = new Vector2(velX, -velY);
velocity.nor();
velocity.scl(magnitudeSpeed);
velocity.scl(deltaTime);
Then velocity.x is the x component of the velocity. Respective for y. No need to multiply by speed and deltaTime again, already done above.

How to check if circles intersect each other?

This is my test class,
public class Shape2DTester {
public static void main(String[] args) {
GeometricObject2D geoObject1 = new ComparableCircle2D(0, 5, 2);
GeometricObject2D geoObject3 = new ComparableCircle2D(0, 0, 2);
System.out.println("geoObject1 overlaps geoObject3: "
+ geoObject1.intersect(geoObject3));
}
}
This is my circle class,
public class ComparableCircle2D extends GeometricObject2D<ComparableCircle2D> {
public double x, y;
public double radius;
ComparableCircle2D() {
super();
this.radius = 1.0;
}
ComparableCircle2D(double radius) {
super();
this.radius = Math.abs(radius);
}
ComparableCircle2D(double x, double y, double radius) {
super(x, y);
this.radius = Math.abs(radius);
}
public double getArea() {
return Math.PI * getRadius() * getRadius();
}
public double getPerimeter() {
return 2 * Math.PI * getRadius();
}
public void setRadius(double setRadius) {
this.radius = Math.abs(setRadius);
}
public double getRadius() {
return radius;
}
public double getX() {
return x;
}
public void setX(double x) {
this.x = x;
}
public double getY() {
return y;
}
public void setY(double y) {
this.y = y;
}
#Override
public boolean intersect(GeometricObject2D g) {
ComparableCircle2D other = (ComparableCircle2D) g;
double dx = other.x - getX();
double dy = other.y - getY();
double radi = other.radius + getRadius();
return (dx * dx + dy * dy < radi * radi);
}
}
}
this is my superclass,
public abstract class GeometricObject2D<T extends GeometricObject2D> implements
Comparable<GeometricObject2D> {
public double x, y;
GeometricObject2D() {
this.x = 0;
this.y = 0;
}
GeometricObject2D(double x, double y) {
this.x = x;
this.y = y;
}
public abstract double getArea();
public abstract double getPerimeter();
public abstract boolean intersect(GeometricObject2D g);
#Override
public int compareTo(GeometricObject2D o) {
// TODO Auto-generated method stub
return 0;
}
}
I want to find out possibility of intersecting two circles but there is an error in my code that I didn't realize.
For example I create two circle object coordinates-1(0,0) , radius-1=2 and coordinates-2(0,5) ,radius-2=2. That above method must return false but returns true. I didn't find error.
System.out.println("geoObject1 intersects geoObject3: "
+ geoObject1.intersect(geoObject3));
prints geoObject1 intersects geoObject3: true
As #Pshemo said, your code (now that you've shown it) has an extra } at the end that shouldn't be there.
How, if we paste all that code into IDEONE, and run it, we confirm your error.
If we then DEBUG the code by adding a single print statement, we see:
dx=0.0, dy=0.0, radi=4.0
Hmmm, why is dy = 0 when it should be 5?
Answer: Because you added another set of x and y fields to your subclass, that is hiding the fields from the base class!!!!
Simple debugging would have shown you this yourself. This is what #PeterLawrey was talking about in his comment:
you mistake is it is likely to be; the values are not what you think they are. This is where debugging your code can show this.
Of course, if you had used a good IDE, you wouldn't even need to debug, because the IDE would have warned you about the field hiding.
Rather than Math.pow(x, 2) it is more efficient to do x * x, and instead of using Math.sqrt you can square the sum of the radii.
public boolean intersect(GeometricObject2D g) {
ComparableCircle2D other = (ComparableCircle2D) g;
double dx = other.x - x; // e.g. 0 - 0
double dy = other.y - y; // e.g. 5 - 0
double radii = other.radius + radius; // e.g. 2 + 2
return dx * dx + dy * dy < radii * radii ; // e.g. 0 + 25 < 16 is false.
}
You never assign the fields x and y. Therefore dx = dy = 0.
You have to either assign the field's values or use the fields in the superclass (but you shouldn't have fields with the same information in the same object, so remove the fields created in ComparableCircle2D).
Also if your circle is defined as contour, not as area, then the test for intercepting circles is incorrect. Consider the case where 2 circles with the same center have different radii: dx² + dy² = 0 < dr², but the contours don't intersect; only the areas inside the circles overlap.

Queuing movement to multiple points is inaccurate

I created a method that would move a sprite in any direction to a point at a constant speed. I then added a queuing system for each point to move to.
My problem is that if a point becomes queued, usually only the first movement will be correct, then the sprite will seem to move to random locations for other points. The weird part is if I add a
if((int) x != (int) moveInfo.getTargetX() && (int) y != moveInfo.getTargetY()){
...
}else{
this.setPosition(moveInfo.getTargetX(), moveInfo.getTargetY());
...
}
the sprite corrects itself to its target position after it finishes moving to its random point. I created a debugger and it wasn't the sprites image offsetting either as the x and y values were real.
Here is some code I created that may cause the problem...
x and y are doubles.
Movement to point queuing constructor:
Queue<MoveInfo> moveTo = new LinkedList<MoveInfo>();
MoveTo class
private class MoveInfo{
private double targetX, targetY;
private double deltaX, deltaY;
private double direction;
private double speed;
private boolean ai;
public MoveInfo(double targetX, double targetY, double speed){
this.targetX = targetX;
this.targetY = targetY;
this.speed = speed;
this.deltaX = targetX - x;
this.deltaY = targetY - y;
calculateDirection();
ai = false;
}
public void calculateDirection(){
this.direction = Math.atan2(deltaX, deltaY);
}
... //Setters and getters.
}
Called every game update:
private void moveToUpdate(){
if(!spriteMoving && !moveTo.isEmpty()){
if(!moveTo.peek().isAi()){
moveInfo = moveTo.poll();
spriteMoving = true;
System.out.println("Next X"+moveInfo.targetX+" Y"+moveInfo.targetY);
}
}else if(spriteMoving && moveInfo != null){
if((int) x != (int) moveInfo.getTargetX() && (int) y != moveInfo.getTargetY()){
double nextY = y + (moveInfo.getSpeed() * Math.cos(moveInfo.getDirection()));
double nextX = x + (moveInfo.getSpeed() * Math.sin(moveInfo.getDirection()));
setPosition(nextX, nextY);
}else{
this.setPosition(moveInfo.getTargetX(), moveInfo.getTargetY());
spriteMoving = false;
moveInfo = null;
}
}
}
If you wish to see other parts of the code, let me know in the comments.

Trying to test rectangles for intersection in Java, what am I doing wrong?

here is my code:
public class Rectangles
{
private final double x;
private final double y;
private final double width;
private final double height;
public Rectangles(double x0, double y0, double w, double h)
{
x = x0;
y = y0;
width = w;
height = h;
}
public double area()
{
return width * height;
}
public double perimeter()
{
return 2*width + 2*height;
}
public boolean intersects(Rectangles b)
{
boolean leftof = ((b.x + b.width)<(x-width));
boolean rightof = ((b.x-b.width)>(x+width));
boolean above = ((b.y-b.height)>(y+height));
boolean below = ((b.y+b.height)<(y-height));
if (leftof==false && rightof==false && above==false && below==false)
return false;
else return true;
}
public void show()
{
StdDraw.setYscale((0),(y+height));
StdDraw.setXscale((0), (x+width));
StdDraw.setPenColor();
StdDraw.rectangle(x,y,.5*width,.5*height);
}
public static void main(String[] args)
{
Rectangles a = new Rectangles(Double.parseDouble(args[0]),
Double.parseDouble(args[1]),
Double.parseDouble(args[2]),
Double.parseDouble(args[3]));
Rectangles b = new Rectangles(0,0,1,1);
System.out.println(a.area());
System.out.println(a.perimeter());
System.out.println(a.intersects(b));
a.show();
b.show();
}
}
I am new to this. This is from a lab assignment based on creating data types. Everything is going well except that System.out.println(a.intersects(b)) is returning true for rectangles that definitely should not intersect. Worse still, the drawing created by show() is showing that they intersect when they definitely should not. For example, (and tell me if I'm completely wrong) %java Rectangles 5 5 3 6 should definitely not return true, right? because a rectangle centered at 5,5 whose width is three would definitely not intersect with a rectangle centered at 0,0 whose width is one.
help is appreciated. I would post a pic of the image displayed, but it says I have to have more reputation to post images. oh well. It was intersecting rectangles.
based on some comments, I edited my code and it now looks like this:
public class Rectangles
{
private final double x;
private final double y;
private final double width;
private final double height;
public Rectangles(double x0, double y0, double w, double h)
{
x = x0;
y = y0;
width = w;
height = h;
}
public double area()
{
return width * height;
}
public double perimeter()
{
return 2*width + 2*height;
}
public boolean intersects(Rectangles b)
{
boolean intersects = ((b.width / 2) + (width / 2) < Math.abs(b.x - x) &&
(b.height / 2) + (height / 2) < Math.abs(b.y - y));
if (intersects==false)
return false;
else return true;
}
public void show()
{
StdDraw.setYscale((0),(y+height));
StdDraw.setXscale((0), (x+width));
StdDraw.setPenColor();
StdDraw.rectangle(x,y,.5*width,.5*height);
}
public static void main(String[] args)
{
Rectangles a = new Rectangles(Double.parseDouble(args[0]),
Double.parseDouble(args[1]),
Double.parseDouble(args[2]),
Double.parseDouble(args[3]));
Rectangles b = new Rectangles(1.0,1.0,1.0,1.0);
System.out.println(a.area());
System.out.println(a.perimeter());
System.out.println(b.intersects(a));
a.show();
b.show();
}
}
I am still getting funky answers for intersects, and for some reason my drawings always have intersecting rectangles. I don't know what I'm doing wrong. After changing code I tried %java Rectangles 5 5 3 6 and it said they intersect and also drew an image of intersecting rectangles. What is going on?
I fixed it.
public class Rectangles
{
private final double x;
private final double y;
private final double width;
private final double height;
public Rectangles(double x0, double y0, double w, double h)
{
x = x0;
y = y0;
width = w;
height = h;
}
public double area()
{
return width * height;
}
public double perimeter()
{
return 2*width + 2*height;
}
public boolean intersects(Rectangles b)
{
boolean leftof = ((b.x + (0.5*b.width))<(x-(0.5*width)));
boolean rightof = ((b.x-(0.5*b.width))>(x+(0.5*width)));
boolean above = ((b.y-(0.5*b.height))>(y+(0.5*height)));
boolean below = ((b.y+(0.5*b.height))<(y-(0.5*height)));
if (leftof==true || rightof==true || above==true || below==true)
return false;
else return true;
}
public void show()
{
double j = Math.max((x+(0.5*height)), (y+(0.5*height)));
StdDraw.setYscale((0),j+1);
StdDraw.setXscale((0),j+1);
StdDraw.setPenColor();
StdDraw.rectangle(x,y,.5*width,.5*height);
}
public static void main(String[] args)
{
Rectangles a = new Rectangles(Double.parseDouble(args[0]),
Double.parseDouble(args[1]),
Double.parseDouble(args[2]),
Double.parseDouble(args[3]));
Rectangles b = new Rectangles(2,2,2,2);
System.out.println(a.area());
System.out.println(a.perimeter());
System.out.println(a.intersects(b));
a.show();
}
}
There is an error in formula for intersection, try this one
((x < b.x && (x + width) > b.x) || (x > b.x && x < (b.x + b.width))) &&
((y < b.y && (y + height) > b.y) || (y > b.y && y < (b.y + b.height)))
If we think geometrically,
(b.width / 2) + (width / 2) < abs(b.x - x) &&
(b.height / 2) + (height / 2) < abs(b.y - y)
should be enough and easier to understand.

Android Math does not work

private void gotoPos()
{
spaceX = x2 - x;
spaceY = y2 - y;
if (Math.abs(spaceX) >= Math.abs(spaceY)) {
xSpeed = Math.round(spaceX * (3/Math.abs(spaceX)));
ySpeed = Math.round(spaceY * (3/Math.abs(spaceX)));
}
With this code I want to move an object to the position x2 and y2. x and y is the current position of the object. spaceX is the space that is between the object and the x position it should go to. The same for spaceY.
But I don't want the object to move more than 3 Pixels per draw.
Example: object position: x = 35, y = 22
Point it should go to: x2 = 79, y2 = 46
space between them: spaceX = 79-35 = 44, spaceY = 46-22 = 24
spaceX is bigger then spaceY so:
xSpeed = 44 * (3/44) = 3, ySpeed = 24 * (3/44) = 1.63 = 2
But it does not work like this. When I start the app the object does not go to x2 and y2.
If I change
xSpeed = spaceX;
ySpeed = spaceY;
The object moves to the position but I do not want it to go there instantly
Complete Code:
public class Sprite
{
private boolean walking = true;
private int actionWalk = 0;
private Random rnd;
private int checkIfAction;
private int nextAction = 0;
static final private int BMP_COLUMNS = 4;
static final private int BMP_ROWS = 4;
private int[] DIRECTION_TO_SPRITE_SHEET = { 1, 0, 3, 2 };
public int x=-1;
private int y=-1;
public int xSpeed;
private int ySpeed;
private int width;
private int height;
private int bottomSpace;
private Bitmap bmp;
private GameView theGameView;
private int currentFrame=0;
private int x2, y2;
private boolean isTouched;
private int spaceX, spaceY;
D
public Sprite(GameView theGameView, Bitmap bmp)
{
this.theGameView = theGameView;
this.bmp = bmp;
this.width = bmp.getWidth() / BMP_COLUMNS;
this.height = bmp.getHeight() / BMP_ROWS;
rnd = new Random();
xSpeed = 0;
ySpeed = 0;
}
public void shareTouch(float xTouch, float yTouch)
{
x2 = (int) xTouch;
y2 = (int) yTouch;
isTouched = true;
}
private void gotoPos()
{
spaceX = x2 - x;
spaceY = y2 - y;
if (Math.abs(spaceX) >= Math.abs(spaceY)) {
xSpeed = Math.round(spaceX * (3/Math.abs(spaceX)));
ySpeed = Math.round(spaceY * (3/Math.abs(spaceX)));
}
else {
xSpeed = spaceX;
ySpeed = spaceY;
}
}
D
private void bounceOff()
{
bottomSpace = theGameView.getHeight() - y;
if (x > theGameView.getWidth() - (width * theGameView.getDensity()) - xSpeed - bottomSpace / 2 || x + xSpeed < bottomSpace / 2)
{
xSpeed = -xSpeed;
}
x = x + xSpeed;
if (y > theGameView.getHeight() - (height * theGameView.getDensity()) - ySpeed || y + ySpeed < theGameView.getHeight() / 2)
{
ySpeed = -ySpeed;
}
y = y + ySpeed;
currentFrame = ++currentFrame % BMP_COLUMNS;
}
d
public void onDraw(Canvas canvas)
{
if (x == -1)
{
x = (theGameView.getWidth() / 2);
y = (theGameView.getHeight() / 2 + theGameView.getHeight() / 4);
}
if (isTouched == true)
{
gotoPos();
}
/* if (nextAction == 100)
{
action();
nextAction = 0;
}
nextAction += 1;*/
bounceOff();
int sourceX, sourceY;
if (walking == true)
{
sourceX = currentFrame * width;
}
else
{
sourceX = 0;
}
sourceY = getAnimationRow() * height;
Rect source = new Rect(sourceX, sourceY, sourceX + width, sourceY + height);
Rect destine = new Rect(x, y, (int) (x + (width * theGameView.getDensity())), (int) (y + (height * theGameView.getDensity())));
canvas.drawBitmap(bmp, source, destine, null);
}
d
private int getAnimationRow()
{
double directionDouble = (Math.atan2(xSpeed, ySpeed) / (Math.PI / 2) + 2);
int spriteDir = (int) Math.round(directionDouble) % BMP_ROWS;
return DIRECTION_TO_SPRITE_SHEET[spriteDir];
}
}
Simple problem: you use integer arithmetic and don't understand this:
spaceX * (3/Math.abs(spaceX))
The result will be 0 in nearly all cases as 3/x with x > 3 is 0 all the time.
To make your program working use either floating point arithmetic or rewrite your formulas to work as expected.
To use floating point arithetic you have to change to
spaceX * (3.0/Math.abs(spaceX))
assuming that you variable spaceX is also floating point.
Also you can use
(spaceX * 3) / Math.abs(spaceX)
if you want to stay with integers (what I suppose).
Given points a Vector2d(x, y) and b Vector2d(x2, y2)-
Create a vector V from a to b by subtracting b from a as you did. Normalize vector V into a unit vector and multiply it with the distance you want. Then add the resulting vector to point a.
On update:
a.add(b.subtract(a).norm().multiply(d));
Depending on your vector implementation, modify properly the above pseudo code.
There is a logical fallacy in your code: what if Math.abs(spaceX) < Math.abs(spaceY))? Then your object would not move at all.
What you calculate, 'x-distance / y-distance', is usually considered angle, not speed. Speed is 'distance / time'. You can calculate the distance, and you should decide on a reasonable speed for your object. Since you know your fps -- 20 --, you can then calculate how many pixels your object needs to move in each frame.

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