Download Bounce Java

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Maryetta Worm

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Jul 22, 2024, 6:55:20 AM7/22/24
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When included in a receipt rule, this action rejects the received email by returning a bounce response to the sender and, optionally, publishes a notification to Amazon Simple Notification Service (Amazon SNS).

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For more information about Amazon SNS topics, see the Amazon SNS Developer Guide.getTopicArnpublic String getTopicArn() The Amazon Resource Name (ARN) of the Amazon SNS topic to notify when the bounce action is taken. You can find the ARN of a topic by using the ListTopics operation in Amazon SNS.

For more information about Amazon SNS topics, see the Amazon SNS Developer Guide.withTopicArnpublic BounceAction withTopicArn(String topicArn) The Amazon Resource Name (ARN) of the Amazon SNS topic to notify when the bounce action is taken. You can find the ARN of a topic by using the ListTopics operation in Amazon SNS.

CollisionResponse.java: If collision occurs, the collision time and responses (newSpeedX, newSpeedY) are kept in an object of CollisionResponse. My collision detection algorithms are based on ray tracing and uses parametric equation to find the earliest positive collision time.

Ball.java: We shall prepare for the multiple-ball case, where only the earliest collision matters. Each ball shall detect probable collision to all the other objects in the system. It shall maintain information about its earlier collision detected.

BallWorld.java: Modify the gameUpdate() method in the class BallWorld to make use of the intersect() to consume one full time-step of movement, even after possibly multiple collisions. Also modify the game loop to control one time-step precisely.

Ball.java: A method called intersect(Ball another, float timeLimit) is added to detect collision between two balls (this and the given another), and compute the proper response if collision is detected.

BallWorld.java: The gameUpdate() method is modified to detect collision between any pair of balls and collision between the ball the the container box. The controls are also modified. A new button is added to launch new balls.

To calculate the weights of each row-array, we need to find all viable bounce paths from the first element of the row to the last element of another row. Let's look at the weight for the first row. Because it is the first row, it only has one viable bounce path: diagonal down. The weight in this instance would be 10, because 5 + 0 + 5 + 0 = 10.

Now let's consider the second row. The second row has two viable bounce paths: diagonal up, and diagonal down. Its weight would be the sum of both of those paths. In this case, it would be 30, because 4 + 1 + 6 + 1 = 12 and 4 + 9 + 4 + 1 = 18 and 12 + 18 = 30.

Now that we understand how to calculate the weight, let's look at implementation. There are two considerations for finding the weight of each row. The first, is finding all the bounce paths for each row. The second is actually traversing the matrix with a 'bounce'.

The first consideration is straightforward enough. The first and last rows only have one bounce path, but all other rows can bounce 'up' or bounce 'down'. That can be handled with an if/else structure. The second consideration is trickier (especially without pen, paper, or REPL!). In the code below, I've provided one way to calculate both diagonal up and diagonal down bounce paths through a matrix. This approach will return the weights as another array-of-arrays, but this one will look like a Map, where the first value of each array is the 'index' value of its row from the matrix, and the second value is the weight for that row.

This hour's workshop is an animation that definitely couldn't bereplicated with an animated .GIF file or any other nonprogrammingalternative. You'll write a program that bounces a tennis ball around thescreen in lazy arcs, caroming off the sides of the panel that contains theanimation. Though a few laws of physics will be broken along the way,you'll learn one way to move an image file around the screen.

This application displays the animation on the BouncePanelcomponent: a .GIF file of a tennis ball bounces back and forth in frontof a .GIF file depicting a net. When the ball hits a point at thebottom edge of the frame, it rebounds upward close to the top edge. When theball hits the right or left edge, it bounces in the opposite direction.

current—This floating-point number starts at 0 andincreases by 0.1 each time the ball is redrawn. When it reaches 3, itis set back to 0 again. The current variable is used with amathematical sine function to determine how high the ball bounces. Sine wavesare a good way to approximate the movements of a bouncing ball, and theMath.sin()method enables a sine value to be used in conjunction withanimation. The tennis ball is traveling half a sine wave each time it goes fromthe ground to the top of the window and back.

A message can be bounced for several reasons. This problem is discussed in depth at rfc1211. Only a server can determine the existence of a particular mailbox or user name. When the server detects an error, it will return a message indicating the reason for the failure to the sender of the original message.

There are many Internet standards covering Delivery Status Notifications but a large number of servers don't support these new standards, instead using ad hoc techniques for returning such failure messages. Hence it get very difficult to correlate the bounced message with the original message that caused the problem.

JavaMail includes support for parsing Delivery Status Notifications. There are a number of techniques and heuristics for dealing with this problem. One of the techniques being Variable Envelope Return Paths. You can set the return path in the enveloper as shown in the example below. This is the address where bounce mails are sent to. You may want to set this to a generic address, different than the From: header, so you can process remote bounces. This done by setting mail.smtp.from property in JavaMail.

Now that our class is ready, let us compile the above class. I've saved the class SendEmail.java to directory : /home/manisha/JavaMailAPIExercise. We would need the jars javax.mail.jar and activation.jar in the classpath. Execute the command below to compile the class (both the jars are placed in /home/manisha/ directory) from command prompt:

Represents the notification attributes of an identity, including whether an identity has Amazon Simple Notification Service (Amazon SNS) topics set for bounce, complaint, and/or delivery notifications, and whether feedback forwarding is enabled for bounce and complaint notifications.

Describes whether Amazon SES forwards bounce and complaint notifications as email. true indicates that Amazon SES forwards bounce and complaint notifications as email, while false indicates that bounce and complaint notifications are published only to the specified bounce and complaint Amazon SNS topics.

Describes whether Amazon SES includes the original email headers in Amazon SNS notifications of type Bounce. A value of true specifies that Amazon SES includes headers in bounce notifications, and a value of false specifies that Amazon SES does not include headers in bounce notifications.

Attempt to declare the instance variables and make the constructor above. The constructor should take all the instance variables as parameters and set them accordingly. Color can be imported with import java.awt.*;

I have decided to place the game timer in the main method of the program. There are multiple types of timer objects available in Java. For manipulating GUI components and 2D games, it's recommended to use the timer from java.swing, rather than the other timers. This is the format for creating a swing timer:

Next we will make the ball bounce off the top, bottom, left, and right side of the screen. When the game is finished, it will NOT bounce off the left and right, only the paddles and the top and bottom. For testing, we will have it bounce off all 4 edges.

I have put the bounce logic in the Ball class by adding a bounceOffEdges method. This logic could be done in the PongGame class as well, but I put it in the Ball class because it's really an action or behavior of the Ball, not the PongGame.

The bounceOffEdges method will take two ints as arguments, the top and bottom y values of the edges it's "bouncing" off of. I'm going to hard-code the x values in for the left and right sides for demonstration, we'll take that part out later.

When the Ball collides with the pcPaddle, it is still being drawn from the upper right, so it appears as if it passes into the paddle and then bounces off, rather than just bouncing off the edge. This step is optional, but if you want it to look like the ball bounces off the left side of the pcPaddle exactly at the edge, you can modify the collision detection of the paddle's left side.

At this point, you may remove the code that makes the ball bounce off the left and right edges, since we don't want it bouncing off those edges any more. We only want it to bounce off the top, bottom, and paddles.

In the PongGame class, declare a new instance variable called bounceCount. It should be an integer set to zero. Initialize it at zero in both the PongGame constructor and the reset method, the same way we created the score and userMouseY variables.

In the gameLogic method whenever a bounce occurs, increment the bounceCount variable by one. Then, create a condition that checks when the bounce count reaches 5 (or any number you select) and resets it to zero. At this point, we will make the ball move faster.

Reverberation simulates the reflection of sound off of the walls, ceiling, and floor of a room. Depending on the size of the room, and how absorbent or reflective the materials in the room's surfaces are, the sound might bounce around for a long time before dying away.

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