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Copy file name to clipboardExpand all lines: _pages/features.md
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- "[Matrix, vector and quaternion](/wiki/math-utils/vectors-matrices-quaternions) classes; accelerated via native C code where possible (if you are interested in that, also note our [gdx-jnigen](/wiki/utils/jnigen) project)"
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- "[Bounding shapes and volumes as well as a Frustum class for picking and culling](/wiki/math-utils/circles-planes-rays-etc)"
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- "[Intersection and overlap testing](https://libgdx.badlogicgames.com/ci/nightlies/docs/api/com/badlogic/gdx/math/Intersector.html)"
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- "[Intersection and overlap testing](https://javadoc.io/doc/com.badlogicgames.gdx/gdx/latest/com/badlogic/gdx/math/Intersector.html)"
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- "[Steering Behaviours, Formation Motion, Pathfinding, Behaviour Trees and Finite State Machines](https://github.com/libgdx/gdx-ai)"
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- "Common [interpolators](/wiki/math-utils/interpolation), different [spline implementations](/wiki/math-utils/path-interface-and-splines), concave polygon triangulators and more"
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- "2D physics: JNI wrapper for the popular [Box2D physics](/wiki/extensions/physics/box2d) (see also [Box2DLights](https://github.com/libgdx/box2dlights)). Alternatively, you can take a look at [jbump](https://github.com/implicit-invocation/jbump) for a simpler physics implementation."
Copy file name to clipboardExpand all lines: wiki/app/starter-classes-and-configuration.md
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}
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```
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First an [LwjglApplicationConfiguration](https://github.com/libgdx/libgdx/tree/master/backends/gdx-backend-lwjgl/src/com/badlogic/gdx/backends/lwjgl/LwjglApplicationConfiguration.java) is instantiated. This class lets one specify various configuration settings, such as the initial screen resolution, whether to use OpenGL ES 2.0 or 3.0 and so on. Refer to the [Javadocs](https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/backends/lwjgl/LwjglApplicationConfiguration.html) of this class for more information.
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First an [LwjglApplicationConfiguration](https://github.com/libgdx/libgdx/tree/master/backends/gdx-backend-lwjgl/src/com/badlogic/gdx/backends/lwjgl/LwjglApplicationConfiguration.java) is instantiated. This class lets one specify various configuration settings, such as the initial screen resolution, whether to use OpenGL ES 2.0 or 3.0 and so on. Refer to the [Javadocs](https://javadoc.io/doc/com.badlogicgames.gdx/gdx/latest/com/badlogic/gdx/backends/lwjgl/LwjglApplicationConfiguration.html) of this class for more information.
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Once the configuration object is set, an `LwjglApplication` is instantiated. The `MyGdxGame()` class is the ApplicationListener implementing the game logic.
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}
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```
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The main entry-point method is the Activity's `onCreate()` method. Note that `MainActivity` derives from `AndroidApplication`, which itself derives from `Activity`. As in the desktop starter class, a configuration instance is created ([AndroidApplicationConfiguration](https://github.com/libgdx/libgdx/tree/master/backends/gdx-backend-android/src/com/badlogic/gdx/backends/android/AndroidApplicationConfiguration.java)). Once configured, the `AndroidApplication.initialize()` method is called, passing in the `ApplicationListener` (`MyGdxGame`) as well as the configuration. Refer to the [AndroidApplicationConfiguration Javadocs](https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/backends/android/AndroidApplicationConfiguration.html) for more information on what configuration settings are available.
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The main entry-point method is the Activity's `onCreate()` method. Note that `MainActivity` derives from `AndroidApplication`, which itself derives from `Activity`. As in the desktop starter class, a configuration instance is created ([AndroidApplicationConfiguration](https://github.com/libgdx/libgdx/tree/master/backends/gdx-backend-android/src/com/badlogic/gdx/backends/android/AndroidApplicationConfiguration.java)). Once configured, the `AndroidApplication.initialize()` method is called, passing in the `ApplicationListener` (`MyGdxGame`) as well as the configuration. Refer to the [AndroidApplicationConfiguration Javadocs](https://javadoc.io/doc/com.badlogicgames.gdx/gdx/latest/com/badlogic/gdx/backends/android/AndroidApplicationConfiguration.html) for more information on what configuration settings are available.
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Android applications can have multiple activities. libGDX games should usually only consist of a single activity. Different screens of the game are implemented within libGDX, not as separate activities. The reason for this is that creating a new `Activity` also implies creating a new OpenGL context, which is time consuming and also means that all graphical resources have to be reloaded.
Copy file name to clipboardExpand all lines: wiki/app/the-life-cycle.md
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A libGDX application has a well defined life-cycle, governing the states of an application, like creating, pausing and resuming, rendering and disposing the application.
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## ApplicationListener
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An application developer hooks into these life-cycle events by implementing the [ApplicationListener](https://libgdx.badlogicgames.com/ci/nightlies/docs/api/com/badlogic/gdx/ApplicationListener.html) interface and passing an instance of that implementation to the `Application` implementation of a specific back-end (see [The Application Framework](/wiki/app/the-application-framework)). From there on, the `Application` will call the `ApplicationListener` every time an application level event occurs. A bare-bones `ApplicationListener` implementation may look like this:
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An application developer hooks into these life-cycle events by implementing the [ApplicationListener](https://javadoc.io/doc/com.badlogicgames.gdx/gdx/latest/com/badlogic/gdx/ApplicationListener.html) interface and passing an instance of that implementation to the `Application` implementation of a specific back-end (see [The Application Framework](/wiki/app/the-application-framework)). From there on, the `Application` will call the `ApplicationListener` every time an application level event occurs. A bare-bones `ApplicationListener` implementation may look like this:
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```java
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publicclassMyGameimplementsApplicationListener {
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}
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```
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One can also derive from the [ApplicationAdapter](https://libgdx.badlogicgames.com/ci/nightlies/docs/api/com/badlogic/gdx/ApplicationAdapter.html) class, which provides empty default implementations for those methods.
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One can also derive from the [ApplicationAdapter](https://javadoc.io/doc/com.badlogicgames.gdx/gdx/latest/com/badlogic/gdx/ApplicationAdapter.html) class, which provides empty default implementations for those methods.
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Once passed to the `Application`, the `ApplicationListener` methods will be called as follows:
Copy file name to clipboardExpand all lines: wiki/articles/getting-help.md
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Please go through this short checklist to be sure you haven't missed an easy to find solution.
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* Are you using the latest [nightly build](https://libgdx.badlogicgames.com/download.html)? Please try that first, as issues are being fixed every single day.
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* Have you read the documentation on the [Table of Contents](/wiki/index)? It can also be very helpful to look at the [Javadocs](https://libgdx.badlogicgames.com/nightlies/docs/api/) and [source code](https://github.com/libgdx/libgdx) (don't be shy!). Search the [tests](https://github.com/libgdx/libgdx/tree/master/tests/gdx-tests/src/com/badlogic/gdx/tests) for a specific class to find example code.
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* Are you using the latest nightly build? You can do so by changing `gdxVersion` in `build.gradle` to the snapshot version listed [on GitHub](https://github.com/libgdx/libgdx#readme). Please try that first, as issues are being fixed every single day.
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* Have you read the documentation on the [Table of Contents](/wiki/index)? It can also be very helpful to look at the [Javadocs](https://javadoc.io/doc/com.badlogicgames.gdx) and [source code](https://github.com/libgdx/libgdx) (don't be shy!). Search the [tests](https://github.com/libgdx/libgdx/tree/master/tests/gdx-tests/src/com/badlogic/gdx/tests) for a specific class to find example code.
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* Have you [searched on our Discord server](https://libgdx.com/community/discord/) for your problem?
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* Have you [searched the issue tracker](https://github.com/libgdx/libgdx/issues?q=is%3Aissue) for your problem? Be sure to search "All issues", not just "Open issues".
Copy file name to clipboardExpand all lines: wiki/articles/memory-management.md
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Games are resource heavy applications. Images and sound effects can take up a considerable amount of RAM. Also, most of these resources are not managed by the Java garbage collector. Instead they are managed by native drivers. Having the garbage collector decide when to release a 5 megabyte texture from video ram wouldn't be a too bright idea either.
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We want fine grained control over the life-time of our resources. There are multiple classes in libGDX which represent such resources. They all implement a common [Disposable](https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/utils/Disposable.html) interface which indicates that instances of this class need to be disposed of manually at the end of the life-time. **Failure to dispose resources will lead to severe memory leaks!**
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We want fine grained control over the life-time of our resources. There are multiple classes in libGDX which represent such resources. They all implement a common [Disposable](https://javadoc.io/doc/com.badlogicgames.gdx/gdx/latest/com/badlogic/gdx/utils/Disposable.html) interface which indicates that instances of this class need to be disposed of manually at the end of the life-time. **Failure to dispose resources will lead to severe memory leaks!**
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The following classes need to be disposed of manually (might not be complete, [click here](https://libgdx.badlogicgames.com/ci/nightlies/docs/api/com/badlogic/gdx/utils/Disposable.html) instead for the full list):
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The following classes need to be disposed of manually (might not be complete, [click here](https://javadoc.io/doc/com.badlogicgames.gdx/gdx/latest/com/badlogic/gdx/utils/Disposable.html) instead for the full list):
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* AssetManager
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Implementing the `Poolable` interface means you will have a `reset()` method in your object, which will be automatically called when you free the object.
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```
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The [Pools](https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/utils/Pools.html) class provides static methods for dynamically creating pools of any objects (using [ReflectionPool](https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/utils/ReflectionPool.html) and black magic). In the above example, it could be used like this.
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The [Pools](https://javadoc.io/doc/com.badlogicgames.gdx/gdx/latest/com/badlogic/gdx/utils/Pools.html) class provides static methods for dynamically creating pools of any objects (using [ReflectionPool](https://javadoc.io/doc/com.badlogicgames.gdx/gdx/latest/com/badlogic/gdx/utils/ReflectionPool.html) and black magic). In the above example, it could be used like this.
A `Pool<>` manages a single type of object, so it is parameterized by that type. Objects are taken from a specific `Pool` instance by invoking `obtain` and then should be returned to the Pool by invoking `free`. The objects in the pool may optionally implement the [`Pool.Poolable`](https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/utils/Pool.Poolable.html) interface (which just requires a `reset()` method be present), in which case the `Pool` will automatically reset the objects when they are returned to the pool. By default, objects are initially allocated on demand (so if you never invoke `obtain`, the Pool will contain no objects). It is possible to force the `Pool` to allocate a number of objects by calling `fill()` after instantiation. Initial allocation is useful to have control over when these first time allocations occur.
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A `Pool<>` manages a single type of object, so it is parameterized by that type. Objects are taken from a specific `Pool` instance by invoking `obtain` and then should be returned to the Pool by invoking `free`. The objects in the pool may optionally implement the [`Pool.Poolable`](https://javadoc.io/doc/com.badlogicgames.gdx/gdx/latest/com/badlogic/gdx/utils/Pool.Poolable.html) interface (which just requires a `reset()` method be present), in which case the `Pool` will automatically reset the objects when they are returned to the pool. By default, objects are initially allocated on demand (so if you never invoke `obtain`, the Pool will contain no objects). It is possible to force the `Pool` to allocate a number of objects by calling `fill()` after instantiation. Initial allocation is useful to have control over when these first time allocations occur.
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You must implement your own subclass of `Pool<>` because the `newObject` method is abstract.
Copy file name to clipboardExpand all lines: wiki/audio/audio.md
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libGDX provides methods to playback small sound effects as well as stream larger music pieces directly from disk. It also provides convenient read and write access to the audio hardware.
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All access to the audio facilities is done through the [audio module](https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/Audio.html), referenced by:
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All access to the audio facilities is done through the [audio module](https://javadoc.io/doc/com.badlogicgames.gdx/gdx/latest/com/badlogic/gdx/Audio.html), referenced by:
Copy file name to clipboardExpand all lines: wiki/audio/playing-pcm-audio.md
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The audio module can provide you direct access to the audio hardware for writing [PCM samples](https://en.wikipedia.org/wiki/Pulse-code_modulation) to it.
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The audio hardware is abstracted via the [AudioDevice](https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/audio/AudioDevice.html)[(source)](https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/audio/AudioDevice.java) interface.
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The audio hardware is abstracted via the [AudioDevice](https://javadoc.io/doc/com.badlogicgames.gdx/gdx/latest/com/badlogic/gdx/audio/AudioDevice.html)[(source)](https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/audio/AudioDevice.java) interface.
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To create a new `AudioDevice` instance we do the following:
Copy file name to clipboardExpand all lines: wiki/audio/recording-pcm-audio.md
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title: Recording PCM audio
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You can access PCM data from the microphone on a PC or Android phone via the [AudioRecorder](https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/audio/AudioRecorder.html)[(code)](https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/audio/AudioRecorder.java) interface. To create an instance of that interface use:
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You can access PCM data from the microphone on a PC or Android phone via the [AudioRecorder](https://javadoc.io/doc/com.badlogicgames.gdx/gdx/latest/com/badlogic/gdx/audio/AudioRecorder.html)[(code)](https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/audio/AudioRecorder.java) interface. To create an instance of that interface use:
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