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  • Access WindowedApplication from package class.

    - by Senling
    Hi, I'm developing an AIR application, where i need to access WindowedApplication's function from the package class. This is the Main application (Partial code) import mx.events.CloseEvent; import messages.MessageWindow public function undock():void { stage.nativeWindow.visible = true; stage.nativeWindow.orderToFront(); //Clearing the bitmaps array also clears the applcation icon from the systray NativeApplication.nativeApplication .icon.bitmaps = []; } ]] Package: (Partial code) package messages { public class MessageWindow extends NativeWindow { public function MessageWindow():void { stage.addEventListener(MouseEvent.MOUSE_DOWN,onClick); } private function onClick(event:MouseEvent):void { ****** Need to call the undock method from here. ***** } } } Is it possible to call this way or suggest any other solution Thanks in advance Senling.

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  • how to access a different movieclip within the flash in AS3

    - by Pieter888
    I've been trying to learn Action Script 3 the past few weeks, making tiny interactive games to learn the basics. I stumble upon a problem every now and then but most of the times google helps me out. But this problem has got me stuck so please help: The main stage contains two objects(movieclips), the player and a wall. The player has got his own code so when I drag in the player object I don't have to write any code into the main stage to be able to move the player. This all worked pretty well and I now wanted to add the wall so the player actually has something to bounce into. Now here is the problem, I want to check if the player touches the wall, I've done this before but that was when I used the main stage as my coding playground instead of putting the code in movieclips. How can I check if the player hits the wall within the movement code of the player object?

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  • git destroyed my changes

    - by mare
    I made a commit of my repository a week ago but never actually pushed it to the remote at github, which I did today. However, in the time from my commit I made many changes to the source. But just the initial commit was pushed to remote and while doing it, it also overwrote my local files. What can I do to get back my current files?? For better understanding, this is what I've done: Created new VS project and created a new git repository in it, Performed an initial scan, stage and commit but without adding a remote and performing a push, Worked on files for a week, (Today) Forgot to perform rescan, new stage and commit and just created new GitHub repository and performed this: git remote add origin [email protected]:myaccount/webshop.git git push origin master Now the files in GitHub repository are the ones from inital commit and those were also copied over my current files, so I'm in the initial commit stage now locally too, which is awful. Help appreciated

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  • Installation Won't Finish

    - by Joey G
    I installed Ubuntu 12.10 (32-bit) on my Acer Aspire One notebook and replaced the Windows 8 Consumer Preview. Everything went fine, but right before the installation finished, it got stuck. The loading bar at the bottom is full, and it says "Copying installation logs," but my mouse won't move and it's been at this point for almost an hour. Also, the mouse is in the loading spin, so I know my computer didn't freeze. Should I just restart now? I'm not sure if it's at the last stage, but it seems like it is, and this has taken more than the rest of the installation together. EDIT- I had my computer go in sleep mode for a minute and now I can move the mouse again. When I click the "Copying.." part, it says "Activation (eth1) Stage 4 of 5 complete" but "5 of 5" (I assume that comes next) isn't starting.

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  • LibGDX tutorial help Scene2D

    - by BluFire
    I'm having trouble understanding this tutorial. It defines the importance of classes, but it doesn't show an outline of the project file so far. From what I got from that tutorial was that there is a stage and actors. Stage would be the static parts of the game, while the actors are the ones moving. After that I got confused with the drawing method. I tried modifying it so I can draw a shape, but it wouldn't work. How, if possible, would I create sprites using LibGDX's scene2d?

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  • Towards Database Continuous Delivery – What Next after Continuous Integration? A Checklist

    - by Ben Rees
    .dbd-banner p{ font-size:0.75em; padding:0 0 10px; margin:0 } .dbd-banner p span{ color:#675C6D; } .dbd-banner p:last-child{ padding:0; } @media ALL and (max-width:640px){ .dbd-banner{ background:#f0f0f0; padding:5px; color:#333; margin-top: 5px; } } -- Database delivery patterns & practices STAGE 4 AUTOMATED DEPLOYMENT If you’ve been fortunate enough to get to the stage where you’ve implemented some sort of continuous integration process for your database updates, then hopefully you’re seeing the benefits of that investment – constant feedback on changes your devs are making, advanced warning of data loss (prior to the production release on Saturday night!), a nice suite of automated tests to check business logic, so you know it’s going to work when it goes live, and so on. But what next? What can you do to improve your delivery process further, moving towards a full continuous delivery process for your database? In this article I describe some of the issues you might need to tackle on the next stage of this journey, and how to plan to overcome those obstacles before they appear. Our Database Delivery Learning Program consists of four stages, really three – source controlling a database, running continuous integration processes, then how to set up automated deployment (the middle stage is split in two – basic and advanced continuous integration, making four stages in total). If you’ve managed to work through the first three of these stages – source control, basic, then advanced CI, then you should have a solid change management process set up where, every time one of your team checks in a change to your database (whether schema or static reference data), this change gets fully tested automatically by your CI server. But this is only part of the story. Great, we know that our updates work, that the upgrade process works, that the upgrade isn’t going to wipe our 4Tb of production data with a single DROP TABLE. But – how do you get this (fully tested) release live? Continuous delivery means being always ready to release your software at any point in time. There’s a significant gap between your latest version being tested, and it being easily releasable. Just a quick note on terminology – there’s a nice piece here from Atlassian on the difference between continuous integration, continuous delivery and continuous deployment. This piece also gives a nice description of the benefits of continuous delivery. These benefits have been summed up by Jez Humble at Thoughtworks as: “Continuous delivery is a set of principles and practices to reduce the cost, time, and risk of delivering incremental changes to users” There’s another really useful piece here on Simple-Talk about the need for continuous delivery and how it applies to the database written by Phil Factor – specifically the extra needs and complexities of implementing a full CD solution for the database (compared to just implementing CD for, say, a web app). So, hopefully you’re convinced of moving on the the next stage! The next step after CI is to get some sort of automated deployment (or “release management”) process set up. But what should I do next? What do I need to plan and think about for getting my automated database deployment process set up? Can’t I just install one of the many release management tools available and hey presto, I’m ready! If only it were that simple. Below I list some of the areas that it’s worth spending a little time on, where a little planning and prep could go a long way. It’s also worth pointing out, that this should really be an evolving process. Depending on your starting point of course, it can be a long journey from your current setup to a full continuous delivery pipeline. If you’ve got a CI mechanism in place, you’re certainly a long way down that path. Nevertheless, we’d recommend evolving your process incrementally. Pages 157 and 129-141 of the book on Continuous Delivery (by Jez Humble and Dave Farley) have some great guidance on building up a pipeline incrementally: http://www.amazon.com/Continuous-Delivery-Deployment-Automation-Addison-Wesley/dp/0321601912 For now, in this post, we’ll look at the following areas for your checklist: You and Your Team Environments The Deployment Process Rollback and Recovery Development Practices You and Your Team It’s a cliché in the DevOps community that “It’s not all about processes and tools, really it’s all about a culture”. As stated in this DevOps report from Puppet Labs: “DevOps processes and tooling contribute to high performance, but these practices alone aren’t enough to achieve organizational success. The most common barriers to DevOps adoption are cultural: lack of manager or team buy-in, or the value of DevOps isn’t understood outside of a specific group”. Like most clichés, there’s truth in there – if you want to set up a database continuous delivery process, you need to get your boss, your department, your company (if relevant) onside. Why? Because it’s an investment with the benefits coming way down the line. But the benefits are huge – for HP, in the book A Practical Approach to Large-Scale Agile Development: How HP Transformed LaserJet FutureSmart Firmware, these are summarized as: -2008 to present: overall development costs reduced by 40% -Number of programs under development increased by 140% -Development costs per program down 78% -Firmware resources now driving innovation increased by a factor of 8 (from 5% working on new features to 40% But what does this mean? It means that, when moving to the next stage, to make that extra investment in automating your deployment process, it helps a lot if everyone is convinced that this is a good thing. That they understand the benefits of automated deployment and are willing to make the effort to transform to a new way of working. Incidentally, if you’re ever struggling to convince someone of the value I’d strongly recommend just buying them a copy of this book – a great read, and a very practical guide to how it can really work at a large org. I’ve spoken to many customers who have implemented database CI who describe their deployment process as “The point where automation breaks down. Up to that point, the CI process runs, untouched by human hand, but as soon as that’s finished we revert to manual.” This deployment process can involve, for example, a DBA manually comparing an environment (say, QA) to production, creating the upgrade scripts, reading through them, checking them against an Excel document emailed to him/her the night before, turning to page 29 in his/her notebook to double-check how replication is switched off and on for deployments, and so on and so on. Painful, error-prone and lengthy. But the point is, if this is something like your deployment process, telling your DBA “We’re changing everything you do and your toolset next week, to automate most of your role – that’s okay isn’t it?” isn’t likely to go down well. There’s some work here to bring him/her onside – to explain what you’re doing, why there will still be control of the deployment process and so on. Or of course, if you’re the DBA looking after this process, you have to do a similar job in reverse. You may have researched and worked out how you’d like to change your methodology to start automating your painful release process, but do the dev team know this? What if they have to start producing different artifacts for you? Will they be happy with this? Worth talking to them, to find out. As well as talking to your DBA/dev team, the other group to get involved before implementation is your manager. And possibly your manager’s manager too. As mentioned, unless there’s buy-in “from the top”, you’re going to hit problems when the implementation starts to get rocky (and what tool/process implementations don’t get rocky?!). You need to have support from someone senior in your organisation – someone you can turn to when you need help with a delayed implementation, lack of resources or lack of progress. Actions: Get your DBA involved (or whoever looks after live deployments) and discuss what you’re planning to do or, if you’re the DBA yourself, get the dev team up-to-speed with your plans, Get your boss involved too and make sure he/she is bought in to the investment. Environments Where are you going to deploy to? And really this question is – what environments do you want set up for your deployment pipeline? Assume everyone has “Production”, but do you have a QA environment? Dedicated development environments for each dev? Proper pre-production? I’ve seen every setup under the sun, and there is often a big difference between “What we want, to do continuous delivery properly” and “What we’re currently stuck with”. Some of these differences are: What we want What we’ve got Each developer with their own dedicated database environment A single shared “development” environment, used by everyone at once An Integration box used to test the integration of all check-ins via the CI process, along with a full suite of unit-tests running on that machine In fact if you have a CI process running, you’re likely to have some sort of integration server running (even if you don’t call it that!). Whether you have a full suite of unit tests running is a different question… Separate QA environment used explicitly for manual testing prior to release “We just test on the dev environments, or maybe pre-production” A proper pre-production (or “staging”) box that matches production as closely as possible Hopefully a pre-production box of some sort. But does it match production closely!? A production environment reproducible from source control A production box which has drifted significantly from anything in source control The big question is – how much time and effort are you going to invest in fixing these issues? In reality this just involves figuring out which new databases you’re going to create and where they’ll be hosted – VMs? Cloud-based? What about size/data issues – what data are you going to include on dev environments? Does it need to be masked to protect access to production data? And often the amount of work here really depends on whether you’re working on a new, greenfield project, or trying to update an existing, brownfield application. There’s a world if difference between starting from scratch with 4 or 5 clean environments (reproducible from source control of course!), and trying to re-purpose and tweak a set of existing databases, with all of their surrounding processes and quirks. But for a proper release management process, ideally you have: Dedicated development databases, An Integration server used for testing continuous integration and running unit tests. [NB: This is the point at which deployments are automatic, without human intervention. Each deployment after this point is a one-click (but human) action], QA – QA engineers use a one-click deployment process to automatically* deploy chosen releases to QA for testing, Pre-production. The environment you use to test the production release process, Production. * A note on the use of the word “automatic” – when carrying out automated deployments this does not mean that the deployment is happening without human intervention (i.e. that something is just deploying over and over again). It means that the process of carrying out the deployment is automatic in that it’s not a person manually running through a checklist or set of actions. The deployment still requires a single-click from a user. Actions: Get your environments set up and ready, Set access permissions appropriately, Make sure everyone understands what the environments will be used for (it’s not a “free-for-all” with all environments to be accessed, played with and changed by development). The Deployment Process As described earlier, most existing database deployment processes are pretty manual. The following is a description of a process we hear very often when we ask customers “How do your database changes get live? How does your manual process work?” Check pre-production matches production (use a schema compare tool, like SQL Compare). Sometimes done by taking a backup from production and restoring in to pre-prod, Again, use a schema compare tool to find the differences between the latest version of the database ready to go live (i.e. what the team have been developing). This generates a script, User (generally, the DBA), reviews the script. This often involves manually checking updates against a spreadsheet or similar, Run the script on pre-production, and check there are no errors (i.e. it upgrades pre-production to what you hoped), If all working, run the script on production.* * this assumes there’s no problem with production drifting away from pre-production in the interim time period (i.e. someone has hacked something in to the production box without going through the proper change management process). This difference could undermine the validity of your pre-production deployment test. Red Gate is currently working on a free tool to detect this problem – sign up here at www.sqllighthouse.com, if you’re interested in testing early versions. There are several variations on this process – some better, some much worse! How do you automate this? In particular, step 3 – surely you can’t automate a DBA checking through a script, that everything is in order!? The key point here is to plan what you want in your new deployment process. There are so many options. At one extreme, pure continuous deployment – whenever a dev checks something in to source control, the CI process runs (including extensive and thorough testing!), before the deployment process keys in and automatically deploys that change to the live box. Not for the faint hearted – and really not something we recommend. At the other extreme, you might be more comfortable with a semi-automated process – the pre-production/production matching process is automated (with an error thrown if these environments don’t match), followed by a manual intervention, allowing for script approval by the DBA. One he/she clicks “Okay, I’m happy for that to go live”, the latter stages automatically take the script through to live. And anything in between of course – and other variations. But we’d strongly recommended sitting down with a whiteboard and your team, and spending a couple of hours mapping out “What do we do now?”, “What do we actually want?”, “What will satisfy our needs for continuous delivery, but still maintaining some sort of continuous control over the process?” NB: Most of what we’re discussing here is about production deployments. It’s important to note that you will also need to map out a deployment process for earlier environments (for example QA). However, these are likely to be less onerous, and many customers opt for a much more automated process for these boxes. Actions: Sit down with your team and a whiteboard, and draw out the answers to the questions above for your production deployments – “What do we do now?”, “What do we actually want?”, “What will satisfy our needs for continuous delivery, but still maintaining some sort of continuous control over the process?” Repeat for earlier environments (QA and so on). Rollback and Recovery If only every deployment went according to plan! Unfortunately they don’t – and when things go wrong, you need a rollback or recovery plan for what you’re going to do in that situation. Once you move in to a more automated database deployment process, you’re far more likely to be deploying more frequently than before. No longer once every 6 months, maybe now once per week, or even daily. Hence the need for a quick rollback or recovery process becomes paramount, and should be planned for. NB: These are mainly scenarios for handling rollbacks after the transaction has been committed. If a failure is detected during the transaction, the whole transaction can just be rolled back, no problem. There are various options, which we’ll explore in subsequent articles, things like: Immediately restore from backup, Have a pre-tested rollback script (remembering that really this is a “roll-forward” script – there’s not really such a thing as a rollback script for a database!) Have fallback environments – for example, using a blue-green deployment pattern. Different options have pros and cons – some are easier to set up, some require more investment in infrastructure; and of course some work better than others (the key issue with using backups, is loss of the interim transaction data that has been added between the failed deployment and the restore). The best mechanism will be primarily dependent on how your application works and how much you need a cast-iron failsafe mechanism. Actions: Work out an appropriate rollback strategy based on how your application and business works, your appetite for investment and requirements for a completely failsafe process. Development Practices This is perhaps the more difficult area for people to tackle. The process by which you can deploy database updates is actually intrinsically linked with the patterns and practices used to develop that database and linked application. So you need to decide whether you want to implement some changes to the way your developers actually develop the database (particularly schema changes) to make the deployment process easier. A good example is the pattern “Branch by abstraction”. Explained nicely here, by Martin Fowler, this is a process that can be used to make significant database changes (e.g. splitting a table) in a step-wise manner so that you can always roll back, without data loss – by making incremental updates to the database backward compatible. Slides 103-108 of the following slidedeck, from Niek Bartholomeus explain the process: https://speakerdeck.com/niekbartho/orchestration-in-meatspace As these slides show, by making a significant schema change in multiple steps – where each step can be rolled back without any loss of new data – this affords the release team the opportunity to have zero-downtime deployments with considerably less stress (because if an increment goes wrong, they can roll back easily). There are plenty more great patterns that can be implemented – the book Refactoring Databases, by Scott Ambler and Pramod Sadalage is a great read, if this is a direction you want to go in: http://www.amazon.com/Refactoring-Databases-Evolutionary-paperback-Addison-Wesley/dp/0321774515 But the question is – how much of this investment are you willing to make? How often are you making significant schema changes that would require these best practices? Again, there’s a difference here between migrating old projects and starting afresh – with the latter it’s much easier to instigate best practice from the start. Actions: For your business, work out how far down the path you want to go, amending your database development patterns to “best practice”. It’s a trade-off between implementing quality processes, and the necessity to do so (depending on how often you make complex changes). Socialise these changes with your development group. No-one likes having “best practice” changes imposed on them, so good to introduce these ideas and the rationale behind them early.   Summary The next stages of implementing a continuous delivery pipeline for your database changes (once you have CI up and running) require a little pre-planning, if you want to get the most out of the work, and for the implementation to go smoothly. We’ve covered some of the checklist of areas to consider – mainly in the areas of “Getting the team ready for the changes that are coming” and “Planning our your pipeline, environments, patterns and practices for development”, though there will be more detail, depending on where you’re coming from – and where you want to get to. This article is part of our database delivery patterns & practices series on Simple Talk. Find more articles for version control, automated testing, continuous integration & deployment.

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  • Should devs, testers and business users have one unified test script?

    - by Carlos Jaime C. De Leon
    In development, I would normally have my own test scripts that would document the data, scenarios and execution steps that I plan to test; this is my dev test plan. When the functionality has been deployed to Test, testers test it using their own test script that they wrote. In UAT, the business user then tests using their own test plan. In retrospect, it looks like this provides a better coverage, with dev tests having a mix of black and white box testing, while testers and business users focus on black box testing. But on the other hand, this brings up distinct test cases that only are executed per stage (ie. some cases which testers thought of are only executed on Test stage) and it would like the dev missed it, which makes it a finding/bug. Is it worth consolidating the test scripts from the start? Thus using one unified test script, or is it abit difficult to do this upfront?

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  • Flash framerate reliability

    - by Tim Cooper
    I am working in Flash and a few things have been brought to my attention. Below is some code I have some questions on: addEventListener(Event.ENTER_FRAME, function(e:Event):void { if (KEY_RIGHT) { // Move character right } // Etc. }); stage.addEventListener(KeyboardEvent.KEY_DOWN, function(e:KeyboardEvent):void { // Report key which is down }); stage.addEventListener(KeyboardEvent.KEY_UP, function(e:KeyboardEvent):void { // Report key which is up }); I have the project configured so that it has a framerate of 60 FPS. The two questions I have on this are: What happens when it is unable to call that function every 1/60 of a second? Is this a way of processing events that need to be limited by time (ex: a ball which needs to travel to the right of the screen from the left in X seconds)? Or should it be done a different way?

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  • How/where to run the algorithm on large dataset?

    - by niko
    I would like to run the PageRank algorithm on graph with 4 000 000 nodes and around 45 000 000 edges. Currently I use neo4j graph databse and classic relational database (postgres) and for software projects I mostly use C# and Java. Does anyone know what would be the best way to perform a PageRank computation on such graph? Is there any way to modify the PageRank algorithm in order to run it at home computer or server (48GB RAM) or is there any useful cloud service to push the data along the algorithm and retrieve the results? At this stage the project is at the research stage so in case of using cloud service if possible, would like to use such provider that doesn't require much administration and service setup, but instead focus just on running the algorith once and get the results without much overhead administration work.

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  • alot questings since i wanted to make a new SSB game or mario game(that use 3d models) [closed]

    - by user20465
    i have just started to study programming and i know already ppl will say why make a so big project like as a SSB game for a noob game development? cuz i always wanted a SSB engine like as Mugen is a fighter game engine but is not like as SSB´s gameplay + is not using 3d models too so i will call it SSBmugen(until i find a better title for it i got afew ideas for titles) also i wanted to make this game so it can use SSBbrawl files(models+animations mainly) the moveset+Stage coding files i wanted to redo cuz so anything can be possible like make a teleporter or a pipe teleporter(like as Super mario bros game) on a stag e or make some stuff there is impossible in SSBbrawl for moveset coding but is not in SSBmugen like make so a char. summon a Clone and the clone will do a attack and then is gone or some attacks/moves also i will make a moveset/stage Coding editor so it will be really easy to make moveset/stages coding for yours 3d models/animations moveset+stage Coding i mean: hitboxes/hurtboxes/moving Stuff/moving bones like cape or hair bones that is moving by wind effects or falling or other stuff like that/other stuff that needed to be coded i have planed to make a editor(for moveset/char. coding) or add the editor in brawlbox for my game so other ppl can easy make moveset/stages Coding to they´s models/animations so it will be easy so even kids can make a custom movesets/stages why using SSBbrawl files?: cuz ppl have made alot of models or textures/custom movesets/custom stages like goku/other anime/not brawl stuff for super smash bros brawl hacking(a.k.a modding) so ppl dont have to redo anything if they wanted to have the custom models or textures/custom movesets/custom stages from SSBbrawl to SSBmugen +there is the program named brawlbox that can open brawl files like model/animations and can edit models or animations and import models from 3ds max to be the right model format for SSBbrawl and i also wanted it so easy to add(a.k.a installer) Recolours or alt. models(like as oneslot doctor mario model over mario´s boneset) or textures/Movesets/new char. slots/new stages so easy so you only needing to download themplace them in right foldername them the right nameStart the gameRecolours or alt. models or textures/Movesets/new char. slots/new stages works an loading right so you wont needing to edit any files for add something so kids/not so smart ppl can easy use the mods other ppl is making/uploading for this game here is the file format i wanted to know if they can be readed/opened if making a game that use these files: .mld0(brawl model file) .chr0(model animation for moving/scale/rota the bones) .srt0(animations for texture like moving eyes or blinking) .vis0(Animations for get polygons to hide/show with visibilitybones on the model there is also some polygons there ) .brres(a file format where stuff like model files or textures or animations is inside) .pac(a file format where the .brres is inside to keep model+textures+model for the shadow in 1 file) .wav (for SoundFX effects or voices to char. or stages) i am sure that one is possible the .wav files is inside a other file format for brawl but that file can´t you add more .wav files inside only replace so i wanted the .wav files outside so its easy to add/replace/remove SoundFX effects or voices to char. or stages .brstm(brawl music file so the music is looped perfect so it loop in middel of the music and not start over again then the music is done) afew more file formats (mainly for the Graphics effects like fire/aura/hit effects if not needing to redo them)so only coding in the editor i will make is needed to be done for port a SSBB hack(a.k.a mod)(moveset/stage coding) to this game wanted the game to be able to load these files and load them right like if loading wait1.chr0(idle animation) it will also load at same time wait1.srt0/wait1.vis0 and all kinda of animations is inside the same .brres file i am needing since it to be able to load the file format i wanted cuz: -the animations can´t be converted to any other animation file format and i dont think ppl want to redo these animations(inc. me for Goku to SSBbrawl) -models can be converted but then they lose all the shader/materials stuff like a shine effect or lighting on the model -.brstm can be converted to .wav but then there will be no loop so i prefer it can load this file format too for the music to stage/menu -brawlbox is really easy to use for make animation for the char. and import models from 3ds max so even around "not too stupid" 10 year kids can make SSBB mods(not try to be rude but to say how easy it is) also i wanted the folder setup for characters/stages/moveset/other stuff to be like this: https://www.dropbox.com/s/2oolm5z5ri234tz/SSBmugen%20Folder%20setup.txt just uploaded a txt file since it is a wall of text and this post is already a wall of test so it easy to place stuff (if not i do a program for to that so it auto place the stuff on right place) not 100% sure what to use of game engine to make this possible but i got a dll file from that brawlbox program that can open/read/edit these file formats if that helps i also got open source of brawlbox i have kinda learned programming(since its kinda the same thing but still not 100% same) from Super smash bros modding/hacking like coding a moveset for the new animations/models + have readed alittle about it but i am soon starting for real to study it for ppl who is alittle confuse for what i am asking for here is the list: -what game engine should i use to make a SSB clone? but at same time to make all this stuff i just said possible so ppl can make they own mods and share them and use the already made mods from SSBbrawl? and easy to use aswell so noob programmors can use it? -where to learning programming on internet to be even more ready to make a game like this? and dont wanted to start in the small like making small boring 2d games that no one care about anyway ps. i am also planing a other project like as SSBmugen but it will be Super mario bros open (again tittle unsure but open means open source) i will make a Mario game engine that also use 3d models and can have 2d or 3d gameplay with any mario powerups/gameplay(from any mario platform games) there is ever made multiplayer like as in New super mario bros wii maybe multiplay over lan or online but for now over 1 PC also alittle planed for that to my SSBmugen a Level/world map editor for it too(easy to use so even kids can use it and make levels for it) so it just place the objects/enemies and options for them enemies since they are not 100% same AI in all mario game like to choose a goomba have AI from SM64 the Editor will be able to change the gameplay on a level while have a other gameplay on a other level like this: 1 level have Super mario bros 3 gameplay (then it will be a 3d model remake) a other level have super mario galaxy gameplay but in a Super mario 3d land level yet a other level have super mario 64 gameplay but with powerups from a other mario game like powerups from mario 3d land or can ride on Yoshi so you can easy remake your fav. level from a old mario game in this mario engine/editor or just make a custom one with yours fav. mario gameplay/powerups so it will be like turn off/on: walljump/triple jump/other kinda or jumps/2x punch and 1 kick+Air kick/SMG spin attack/Fludd/other stuff like that so you can make the gameplay from the first mario game to the newest or make custom gameplay on a level also the star(from 64/sunshine/galaxy) will be replaced with the flag from new super mario bros/mario 3d land since the game is not so much about getting stars its more about making/download the levels you wanted and share them to other ppl and play these level so after have killed like the boss from SM64 bomb omb field(if one have made that) you will get the flag instead of star since i wanted it to be simple to make levels in the editor to make the bosses/new enemies/new powerups/custom char. idk what to do to make that simple yet also thinking the mario game will use brawl files since it almost already got all needed animations/models for this since i dont wanted to redo animations/models and if needing more animations i can just make them easy in brawlbox since thats the program i am most used to make animations but that will be after my SSBmugen project if not this game will be easyer then SSBmugen to make since i am planing then 1 of them is done i use the that game as base to make the other (since both is kinda platfrom games and possible using same file format for both) also wanted to ask what is best to start with out of these 2 games? also will maybe make a DLC site(or ingame) for both of these games if they get done so it wont end up like as Mugen where you needing to look all over the internet to find the stuff you wanted but for my game all the mods for my game is on same place not sure about online mode for SSBmugen or super mario bros open but i can always add that then i get better at programming both games also need to have options on controls/if using joystick also that i have planed these game for a long time and got even more ideas for them but first i wanted to get them to work so i can add the other stuff later(like DLC or online mode or some other stuff later) right now i know 0,0001% to programming(in my option) maybe i know more then that since i have been study it alittle but i learning while making stuff like this that was also my plan for make these game learn while making them and get better to programming so again i say it i kinda dont want to hear dont do these projects cuz i already know it will be hard so dont wanted so much to heard stuff like: you can´t do it since you just started learning programming or this project will fail since somewhere i needing to get started with programming and this is where i want to start to make my dream games(possible other´s dream games too) and i dont think this project will fail if i work hard on it (as i possible will) and ppl will maybe help i think this was all my questing/ideas for now (sorry for it sounds more like ideas then questings) but i needing to say my ideas so you ppl can see what i needing to use for make this possible

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  • Android Touch Event Collision Detection

    - by chrissb
    I'm relatively new to both Java and Android, so hopefully the problem I'm having is stemming from something pretty minor that I've overlooked. I've got a (very early stage) game that I've started working on, for Android using Java. At this stage, when the user touches the screen, if they touched a point at which there is an enemy, the enemies health is decreased and they become immobile (for the current implementation at least). The issue that I'm having is that the touch detection doesn't always seem to work. I've got a testing sprite set up that goes to the eventX and eventY coordinates of the touch down event, and it always seems to collide with the enemy object. Yet, the enemy doesn't always register as being hit, and sometimes a hit is registered when the sprite indicates the touch coordinates were outside of the enemies bounding box. I realise that this probably doesn't mean much without any code, so here's what I've got so far. Be gentle, as this is literally my first attempt at something more than basic movement etc. First off, the MainGamePanel class registers the touch event, and informs the levelmanager class (which is what I set up to monitor/handle enemies) public boolean onTouchEvent(MotionEvent event) { if (event.getAction() == MotionEvent.ACTION_DOWN){ levelManager.handleActionDown((int)event.getX(), (int)event.getY()); targetX=event.getX(); targetY=event.getY(); } if (event.getAction() == MotionEvent.ACTION_MOVE) { //the gestures } if (event.getAction() == MotionEvent.ACTION_UP) { //touch was released } return true; } From there, in the levelmanager class the touch event is passed on to all of the enemies within a list array: public static void handleActionDown(int eventX,int eventY){ hit=false; for (enemy1 en : enemy1array){ en.handleActionDown(eventX, eventY); } } The rest of the collision code is handled within the enemies handleActionDown function: public void handleActionDown(int eventX, int eventY) { if(eventX>this.x-enemy1bitmap.getWidth() && eventX<this.x+enemy1bitmap.getWidth() && eventY>this.y-enemy1bitmap.getHeight() && eventY<this.x+enemy1bitmap.getHeight()){ takeDamage(1); levelmanager.setHit(); } } I should probably be using getWidth()/2 and getHeight()/2 for it to be more accurate, but I expanded the area to test this - although I've noticed no improvement. At this stage, the games detection over whether or not the enemy is hit is spotty at best. Generally it takes two or three attempts before a collision is successfully registered, even though the sprite that is being used for testing and set to the eventX and eventY coordinates always indicates that the collision should have worked. Hopefully someone can steer me in the right direction here, and if more information is needed, ask away! Cheers, -Chris

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  • Monogame - Input secuence game (Scripting?)

    - by user2662567
    I'm starting to program my very first game, it's a clone of DDR/Stepmania done for research purposes and learning. I (at this early stage) get most of the UI/Music/input work that should be done, but what i still can't grasp is scripting, i've read about Lua and that you shouldn't use it with XNA/Monogame as C# is capable enough, but i cannot get the utility of it. Assuming the needs of my game, ¿What would be the ideal way to implement the input secuences it needs?, i thought of XML/Json, let's say Stage 1 <game> <level id="1"> <step id="1" key="up" time="00:00:01"/> <step id="2" key="left" time="00:00:02"/> </level> </game> Is that a correct implementation? or are there better ways with more benefits?

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  • Parenting Opengl with Groups in LibGDX

    - by Rudy_TM
    I am trying to make an object child of a Group, but this object has a draw method that calls opengl to draw in the screen. Its class its this public class OpenGLSquare extends Actor { private static final ImmediateModeRenderer renderer = new ImmediateModeRenderer10(); private static Matrix4 matrix = null; private static Vector2 temp = new Vector2(); public static void setMatrix4(Matrix4 mat) { matrix = mat; } @Override public void draw(SpriteBatch batch, float arg1) { // TODO Auto-generated method stub renderer.begin(matrix, GL10.GL_TRIANGLES); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.end(); } } In my screen class I have this, i call it in the constructor MyGroupClass spriteLab = new MyGroupClass(spriteSheetLab); OpenGLSquare square = new OpenGLSquare(); square.setX0(100); square.setY0(200); square.setX1(400); square.setY1(280); square.color.set(Color.BLUE); square.setSize(); //spriteLab.addActorAt(0, clock); spriteLab.addActor(square); stage.addActor(spriteLab); And the render in the screen I have @Override public void render(float arg0) { this.gl.glClear(GL10.GL_COLOR_BUFFER_BIT |GL10.GL_DEPTH_BUFFER_BIT); stage.draw(); stage.act(Gdx.graphics.getDeltaTime()); } The problem its that when i use opengl with parent, it resets all the other chldren to position 0,0 and the opengl renderer paints the square in the exact position of the screen and not relative to the parent. I tried using batch.enableBlending() and batch.disableBlending() that fixes the position problem of the other children, but not the relative position of the opengl drawing and it also puts alpha to the glDrawing. What am i doing wrong?:/

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  • Which stages of the requirements analysis process in mobile requirements engineering are the most challenging ones?

    - by user363295
    I'm doing a research on formulating a requirements analysis model as a stage of requirements engineering for mobile-application development by considering the limitations and the needs of it ( agility and etc.. .), what I'm trying to figure out is that which parts of this process (requirements analysis for mobile development) are the most challenging ones ( so i can focus more on) , and if there is any stage that u think I need to include or exclude (exp. some may think a quality plan may or may not be necessary and etc.) to make it more clear below is the list of few of the areas in which I can focus on ( by the way your suggestions can be anything out of the below list.) -Requirements specification -Prototyping -Requirements Prioritization -Focusing on quality functions

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  • Ubuntu 12.04 x64 LTS VPN Server not changing IP

    - by user288778
    I used this guide http://silverlinux.blogspot.co.uk/2012/05/how-to-pptp-vpn-on-ubuntu-1204-pptpd.html and it worked fine. I'm able to connect but the problem is, that my IP being changed to "localip" not "remote ip". This is what I get from tail -f /var/log/syslog [code] June 6 00:09:19 instant5860 NetworkManager[1456]: Unmanaged Device found; state CONNECTED forced (see http://bugs.launchpad.net/bugs/191889) June 6 00:09:19 instant5860 NetworkManager[1456]: Marking connection 'Wired connection 1' invalid. June 6 00:09:19 instant5860 NetworkManager[1456]: Activation (eth1) failed. June 6 00:09:19 instant5860 NetworkManager[1456]: Activation (eth1) Stage 4 of 5 (IPv4 Configure Timeout) complete. June 6 00:09:19 instant5860 NetworkManager[1456]: (eth1): device state change: failed - disconnected (reason 'none') [120 30 0] June 6 00:09:19 instant5860 NetworkManager[1456]: (eth1): deactivating device (reason 'none') [0] June 6 00:09:19 instant5860 NetworkManager[1456]: Unmanaged Device found; state CONNECTED forced. June----- avahi-daemon[440]: Withdrawing address record for fe80......... on eth1 Jun------avahi-daemon[440]: Leaving mDNS multicast group on interface eth1. IPv6 with address fe80..... Jun------avahi-daemon[440]: Interface eth1.IPv6 no longer relevant for mDNS. Jun------avahi-daemon[440]: Joining mDNS multicast group on interface eth1.IPv6 with address fe80.... Jun------avahi-daemon[440]: New relevant interface eth1.IPv6 for mDNS Jun------avahi-daemon[440]: Registering new address record for fe80..... on eth1.*. Jun - snmpd[1172]: error on subcontainer 'ia_addr' insert (-1) dbusp382]: [syste] Activating service name='org.freedesktop.PackageKit' (using servicehelper) AptDaemon: INFO: Initializing daemon AptDaemon.PackageKit: INFO: Initializing PackageKit compat layer dbus[382]: [system] Successfu;;y activated service 'org.freedesktop.PackageKit' AptDaemon.PackageKit: INFO: Initializing PackageKit transaction AptDaemon.Worker: INFO: Simulating trans: /org/debian/apt/transaction/233beca013a0473ea34d9dea805af5df AptDaemon.Worker: INFO: Processing transaction /org/debian/apt... AptDaemon.PackageKit: INFO: Get updates() AptDaemon.Worker: INFO: Finished snmpd[1172]: error on subcontainer pptpd[23611]: CTRL: Client 82.33.... control connection started pptpd[23611]: CTRL: Starting call (launching pppd, opening GRE) pptpd[23611]: pppd 2.4.5 started by root uid 0 pptpd[23611]: Using interface ppp0 pptpd[23611]: Connect ppp0 <-- /dev/pts/1 NetworkManager[1456]: SCPlugin - Ifupdown: device added (path: /sys/devices/virtual/net/ppp0, iface: ppp0) NetworkManager[1456]:SCPlugin - Ifupdown: device added (path: /sys/devices/virtual/net/ppp0, iface: ppp0): no ifupdown configuration found. pptpd[23612]: peer from calling number 82... authorized. kernel: [2918261.416923] init: ufw pre-start process (23613) terminated with status 1 dhclient: DHCPDISCOVER on eth1 to 255.255.255.255 port 67 interval 7 CTRL: Ignored a SET LING info packet with real ACCMs! local IP address:109.0.121.197 remote IP address: 109.0.84.56 dhclient: DHCPDISCOVER on eth1 to 255.255.255.255 port 67 interval 13 NetworkManager[1456]: (eth1): DHCPv4 request timed out. NetworkManager[1456]: (eth1): canceled DHCP transaction, DHCP client pid 23280 NetworkManager[1456]: Activation (eth1) Stage 4 of 5 (IPv4 Configure Timeout) scheduled... NetworkManager[1456]: Activation (eth1) Stage 4 of 5 (IPv4 Configure Timeout) started... NetworkManager[1456]: (eth1): device state change: ip-config - failed (reason 'ip-config-unavailable') [70 120 5[ NetworkManager[1456]: Unmanaged 'ia_addr' insert (-1)[/code]

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  • rotating menu with Actors in libgdx

    - by joecks
    I am intending to build a circular menu, with menu items equally distributed around the circle. When clicking on a menu item the circle should rotate so that the selected item is facing the top. I am using libgdx and I am not very familiar with the Actors concept, so I intuitivly tried to implement an Actor, who is drawing a texture and then transforming it by using Actions, with no success: class CircleActor extends Actor { @Override public void draw(SpriteBatch batch, float parentAlpha) { batch.draw(texture1, 100, 100); } @Override public Actor hit(float x, float y) { return this; } } and the rotate action: CircleActor circleActor = new CircleActor(); circleActor.action(Forever.$(RotateBy.$(0.1f, 0.1f))); // stage.addActor(); stage.addActor(circleActor); The texture is rectangular, but it doe not work. 1. What is wrong? 2. Is it a good approach to solve the task? Thanks!

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  • Trouble with Ubuntu 12.10 install/evaluation

    - by Mike H
    I am trying to install Ubuntu 12.10 onto my Compaq Presario SR1215CL. I downloaded ubuntu-12.10-desktop-i386.iso file using BitTorrent and burned it to a blank DVD-RW. When I boot the computer with the Live Disk in the disk tray I am able to get to the Welcome screen. If I click on "Try Ubuntu" I am left at a blank screen except for the desktop background. There are no menus, toolbars, icons, etc. If I press Ctrl+Alt+Delete at this stage I am able to log out of the Live Session, but am unable to log back in. If I click on "Install Ubuntu" instead, I am able to proceed fairly far into the installation process, but eventually it quits and drops me to the same blank screen as above. I'm not sure at which stage the installer quits, but it does ask me to identify the issue and solve the problem myself from inside the Live Session, which doesn't work. Does anyone have some suggestions on how to get Ubuntu installed and working?

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  • Years experience over unfinished degree?

    - by Daniel Lewis
    I'm currently in my placement year and working for a great software development company. It was always my intention of getting to this stage through university, getting enough academic experience as well as the year’s placement and then try to get a full time programming job without the need to finish my degree. I decided this from an early stage as I have never really liked the whole university environment. I was so unhappy at university and I’m so happy now I’m on my placement year, I really don’t know if I can go back. My question is, do you think companies will take me on if I apply for other jobs after my placement year and not penalize me for not finishing my degree? I guess at the end of the day I don't want to look back on my life and think "god, why didn't I just spend one more year being unhappy to have a job I love" but I know that even if I get a degree I could still end up without a programming job and this worries me more than anything.

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  • (Phaser) Preload Future States in Create?

    - by Brian
    I'm a first time user of Phaser, been trying to make a simple point and click type game. I'm trying to keep things very modular, so I'm defining a list of levels (states) in a JSON, and then every level has its own JSON containing the objects within that level. However, I'm encountering an issue in that, when changing states, I get a black flash while the assets for the next state load (this happens whether I iterate through the JSON list or define everything manually). From what I've read, all sprites should be loaded in the preload stage, however, by doing this I'm causing that tiny but noticeable black pause. I know one way would be to simply load every asset at the start of the game, but that seems incredibly inefficient (wouldn't that fill up the memory immensely?). I would rather load a state's assets from the "parent" state. However, in my quick test (which maybe I did wrong) it seems that game.load doesn't work properly if done within the create stage? What is the best approach to doing this?

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  • Large Sprite Performance

    - by Iansen
    I've got a large Sprite generated using a set of vertices(x,y coordinates) and a bitmap pattern (using moveTo, lineTo, beginBitmapFill, endFill ...etc). It's about 15000 pixels wide and between 1500 - 2000 pixels high depending on the level -it's the terrain for a 2D game. My question is: what is the best way to display/move it on the stage - performance wise? Currently I'm just adding it to the stage as is...I get decent frame rate/ memory/ cpu usage but I want to optimize it for slower PCs. Any ideas? I've been reading a little about blitting but I'm not sure how to implement it in my case. Thanks.

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  • chkdsk "An unspecified error occurred (696e647863686b2e e19)"

    - by Ex Umbris
    System is Win7x64 Pro on Core i7-920, 12GB I'm experiencing some system flakiness and am trying to pin down the cause. SMART shows zero bad sectors, zero pending reallocations on all drives Memory tests show no problems. Chkdsk fails in various different ways: When run from a normal command line (no /f option) it gets to 63% and then hangs When run on boot (autocheck) it hangs immediately on starting. Actually, the countdown timer (Press any key to skip chkdsk) gets to 1 second and the system hangs. When run from the F8 "Repair System" option (the Win7 "recovery console"), with /f, it runs to about 63% (end of stage 2) and then fails as follows:   Volume label is OS. CHKDSK is verifying files (stage 1 of 3)... 5068288 file records processed. File verification completed. 308 large file records processed. 0 bad file records processed. 2 EA records processed. 77 reparse records processed. CHKDSK is verifying indexes (stage 2 of 3)... 63 percent complete. (6078872 of 7562028 index entries processed) An unspecified error occurred (696e647863686b2e e19). Unable to obtain a handle to the event log. Googling and searching on Technet for the error code and "Unable to obtain a handle to the event log" both turn up nothing useful. Anybody have any info on what the problem is?

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  • How to push changes from Test server to Live server?

    - by anonymous
    As a beginner, I finally noticed the issue with making changes to the live server I've been working on, now that I have a couple users on it, since I bring it down so often. I created an EC2 image of my live server and set up a separate instance on EC2, so now I have 2 EC2 instances, Stage and Production. I set up GitHub and push changes to stage and test my code there, and when it's all done and working, I push it to the production branch, and everything is good. And there is a slight issue here since I name my files config_stage.js and config_production.js and set up .gitignore on each server, and in my code, I would have it read the ENV flags and set up the appropriate configs, is this the correct approach? And my main question is: how do you keep track of non-code changes to the server? For example, I installed HAProxy, Stunnel, Redis, MongoDB and several other things onto the Stage server for testing and now that it's all working and good, how do I deploy them to production? Right now, I'm just keeping track of everything I installed and copying configuration files over, which is very tedious and I'm afraid I may have missed a step somewhere. Is there a better way to port these changes over from my test server to my live server?

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  • How to direct reverse proxy requests using wildcard vhosts

    - by HonoredMule
    I'm interested in running a reverse proxy with 2-3 virtual machines behind it. Each internal server will run multiple virtual hosts, and rather than manually configuring each individual vhost on the proxy (a variety of vhosts come and go too often for this to be practical), I would like to use something which can employ pattern matching in a sequential order to find the appropriate back-end server. For example: Server 1: *.dev.mysite.com Server 2: *.stage.mysite.com Server 3: *.mysite.com, dev.mysite.com, stage.mysite.com, mysite.com Server 4: * In the above configuration, task.dev.mysite.com would go to Server 1, dev.mysite.com would go to Server 3, yoursite.stage.mysite.com to Server 2, www.mysite.com to Server 3, and yoursite.com to Server 4. I've looked into using Squid, Varnish, and nginx so far. I have my opinions regarding their respective desirability and general suitability, but it's not readily apparent if any of them can handle dynamic server selection in this manner and not require per-vhost configuration. Apache on the other hand can do this handily and simply, but otherwise (aside from being well-known and familiar) seems very poorly suited to the partly-performance-serving task. Performance isn't actually a major concern yet, but it seems foolish to use Apache if another system will perform far better and can also handle the desired 'hands-free' configuration. But so is frequently having to adjust the gateway for all production services and risk network-wide outage...and so also is setting oneself up for longer downtime later if Apache becomes a too-small bottleneck. Which of these (or other) reverse proxies can do it/would do it best? And maybe I should post this as a separate question, but if Apache is the only practical option, how safe/reliable/predictable is apache-mpm-event in apache2.2 (Ubuntu 12.04.1) particularly for a dedicated reverse proxy? As I understand it the Event MPM was declared "safe" as of 2.4 but it's unclear whether reaching stability in 2.4 has any implications for the older (2.2) versions available in official/stable package channels of various distros.

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