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  • In MMO game, how to handle user characters, who are offline?

    - by Deele
    In my medieval MMO game, players have their own character, that represents themselves inside game. Like a King. Players could have cities and armies, but King acts as main driving force. Then it comes to player, going offline/vacation/disconnect. How to deal with "offline King", to keep some sort of reality in game, without ruining everything for player. I have never liked unrealistic stuff in games, like appearing/dissapearing from thin air, like in WoW or other MMO RPG's, when it comes to connect/disconnect, like in Matrix movie, when you are disconnected, your "avatar" inside the system just vaninshes. Ok, if player char stays where it was left, other players who are online could kick his ass like offline player char was frozen? I see only one solution - give player char, while offline, some sort of AI, that controls char. Is there any other solutions? May be, some sort of legend/story, could make users only as inner-voice, leaving King just passively controlled by user, or other stuff... Please, help! I hope you understand my question.

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  • Picking a suitable resolution for a modern low-res game?

    - by MrKatSwordfish
    I'm working on a 2D game project right now (using SFML+OpenGL and C++) and I'm trying to figure out how to go about choosing a resolution. I want my game to have a pixel resolution that is around that of classic '16bit' era consoles like the Super Nintendo or Neo Geo. However, I'd also like to have my game fit the 16:9 aspect ratio that most modern PC monitors use. Finally I'd like to be able to include an option for running full screen. I know that I could create my own low-res 16:9 resolution that is more-or-less around the size of SNES or NeoGeo games. However, the problem seems to be that doing so would leave me with a non-standard resolution that my monitor would not be able to support in fullscreen mode. For example, if i divide the common 16:9 resolution 1920x1080 by 4, I would get a 16:9 resolution that is relatively close to the resolution used by 16bit era games; 480x270. That would be fine in a windowed mode, but I don't think that it would be supported in fullscreen mode. How can I choose a resolution that suits my needs? Can I use something like 480x270? If so, how would I go about getting fullscreen mode to work with such a non-standard resolution? (I'm guessing OpenGL/SFML might have a way of up-scaling...but..)

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  • My game seems to be incompatible with recording software. What could be causing this?

    - by Lewis Wakeford
    I've just finished a little Game-Dev project for university and I need to record a video to accompany my submission (just in case they can't get my source to work). Basically my game doesn't work at all when FRAPS or Bandicam attempts to attach to it, I get a black screen and a stream of GL INVALID OPERATION messages from my error reporting code. Dxtory can't seem to hook into it correctly at all, it doesn't display it's FPS counter or anything. My game logic appears to be running correctly from the debug traces, it just seems like all the gl library calls break. I don't know a huge amount about how these programs operate so I don't really know what I could be doing to cause this. I've heard they read from the OpenGL frame buffers so maybe I'm doing something wrong there? I'm letting GLFW and GLEW do all the low level initialization, but I have successfully recorded projects with the same setup and recording software. Essentially, has anyone ever run into something like this before or do you know anything about how these programs work that could give a clue as to the cause of the issue?

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  • Persisting high score table in flash game without a network. (Featuring: HttpListenerException)

    - by bearcdp
    Hi everyone, this question is very programming-centric, but it's for a game so I figured I might as well post it here. I'm doing polishing work on a GGJ '11 game because it will be shown at an indie arcade tomorrow afternoon, and they're expecting our final build in the morning. We'd like to have a high score table that displays during attract mode, but since it's Flash (Flixel) it would require some networking, Mochi, or something to keep a record of these scores. Only problem is the machine we'd be running on probably won't have network access. As a quick solution, I thought I'd just write up a dinky little high score server in C#/.NET that could take basic GET requests for submitting scores and getting the score list. We're talking REAL basic, like blocking while waiting for an incoming request, run & forget console app, etc. There's no guarantee that our .swf won't get reloaded, and we'd like the scores to persist, so this server would pretty much exists to keep a safe copy of the scores that the game can add to and request, and occasionally the server will write the scores to a flat text file. But, HttpListener is giving me Error Code 87 'The parameter is incorrect.' Have any idea what I'm doing wrong? Or better yet, am I barking up the wrong tree and missing an obviously simpler solution? This is all I've got so far in my Main(): HttpListener listener = new HttpListener(); listener.Prefixes.Add("http://localhost:66666/"); listener.Start(); The exception happens at listener.Start(); and the stack trace is: at System.Net.HttpListener.AddAllPrefixes() at System.Net.HttpListener.Start() at WOSEBCE_ScoreServer.Program.Main(String[] args) in C:\Users\Michael\Documents\Visual Studio 2010\VS2010 Projects\WOSEBCE_ScoreServer\WOSEBCE_ScoreServer\Program.cs:line 24 at System.AppDomain._nExecuteAssembly(RuntimeAssembly assembly, String[] args) at System.AppDomain.ExecuteAssembly(String assemblyFile, Evidence assemblySecurity, String[] args) at Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssembly() at System.Threading.ThreadHelper.ThreadStart_Context(Object state) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean ignoreSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart()

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  • How to optimize a box2d simulation in action game?

    - by nathan
    I'm working on an action game and i use box2d for physics. The game use a tiled map. I have different types of body: Static ones used for tiles Dynamic ones for player and enemies Actually i tested my game with ~150 bodies and i have a 60fps constantly on my computer but not on my mobile (android). The FPS drop as the number of body increase. After having profiled the android application, i saw that the World.step took around 8ms in CPU time to execute. Here are few things to note: Not all the world is visible on screen, i use a scrolling system Enemies are constantly moving toward the player so there is alaways to force applied to their body Enemies need to collide between each others Enemies collide with tiles I also now that i can active/desactive or sleep/awake bodies. Considering the fact that only a part of the enemies are possibly displayed on screen, is there any optimizations i can do to reduce the execution time of box2d simulation? I found a guy trying an optimization based on distance of enemies from the player (link). But i seems like he just desactives far bodies (in my case, i could desactive bodies that are not visible). But my enemies need to move even when they are not visible on screen, and applying forces will not workd on inactive bodies. Should i play with sleeping bodies here? Also, enemies are composed by two fixtures and are constantly colliding with each others and with tiles but i really never need to get notified about that. Is there anything i can do to optimize this kind of scenario? Finally, am i wrong to try to run simulation at 60FPS on mobile and should i try to make it run at 30FPS?

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  • call python with system() in R to run a python script emulating the python console

    - by Yihui
    I want to pass a chunk of Python code to Python in R with something like system('python ...'), and I'm wondering if there is an easy way to emulate the python console in this case. For example, suppose the code is "print 'hello world'", how can I get the output like this in R? >>> print 'hello world' hello world This only shows the output: > system("python -c 'print \"hello world\"'") hello world Thanks! BTW, I asked in r-help but have not got a response yet (if I do, I'll post the answer here).

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  • Visual Studio 2010 Beta start without debugging Console wont stay open

    - by CousinVinny
    I want to keep the console (output) window open to view the output of the project I am working on. I have enabled the start without debugging option and added the button to the debugging toolbar, but alas it fails to keep it open nicely like in visual studio 2008. I have to add cin.getline() etc etc etc to get it to stay open, but I don't want to type it. Any suggestions as to alter it Visual Studio 2010 to keep it open, or any debugging tricks to make it easier to view output for longer than a flash. Visual Studio used to have a "Press any key to continue prompt" I want it back...

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  • log4j floods my console

    - by srikanth VM
    This is the log4j.properties that i have in my app log4j.rootLogger=B C log4j.logger.A=INFO, A1 log4j.debug=false log4j.appender.A1=org.apache.log4j.ConsoleAppender log4j.appender.A1.layout=org.apache.log4j.PatternLayout log4j.appender.A1.layout.ConversionPattern=%d [%t] %-5p %C - %m%n log4j.logger.B=INFO, A2 log4j.debug=false log4j.appender.A2=org.apache.log4j.FileAppender log4j.appender.A2.file=PRIME-log.txt log4j.appender.A2.layout=org.apache.log4j.PatternLayout log4j.appender.A2.layout.ConversionPattern=%d [%t] %-5p %C - %m%n log4j.logger.C=INFO, A3 log4j.appender.A3=org.apache.log4j.FileAppender log4j.appender.A3.file=employee_pass_regeneration-log.txt log4j.appender.A3.layout=org.apache.log4j.PatternLayout log4j.appender.A3.layout.ConversionPattern=%d [%t] %-5p %C - %m%n I only want File appender so i only use that , but some how my console is always flooded with DEBUG messages which i have never used 8704 [http-8080-2] DEBUG org.springframework.web.servlet.view.JstlView - Rendering view with name 'passIndex' with model null and static attributes {} I guess these are all system messages , but with these debug messages its really hard to debug actually i mean i cannot find my own sysouts i tried log4j.debug=false but still i get these messages

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  • Strange jboss console error

    - by c0mrade
    Hello everyone, I'm creating additional module to already multi-module maven project. And for this one I want everything to be like in other modules(meaning dependencies) just to test hello world, then I'll go do some more complex stuff. And it does print hello world as it should when deployed onto jboss server, but I get some strange error on console, had anyone had similar experience? and how can I fix it? Here it is : 15:48:35,789 ERROR [STDERR] log4j:ERROR A "org.jboss.logging.appender.FileAppender" object is not assignable to a "org.apache.log4j.Appender" variable. 15:48:35,789 ERROR [STDERR] log4j:ERROR The class "org.apache.log4j.Appender" was loaded by 15:48:35,790 ERROR [STDERR] log4j:ERROR [BaseClassLoader@9a8d9b{vfszip:/C:/jboss-5.1.0.GA/server/default/deploy/new-module-0.0.1-SNAPSHOT.war/}] whereas object of type 15:48:35,790 ERROR [STDERR] log4j:ERROR "org.jboss.logging.appender.FileAppender" was loaded by [org.jboss.bootstrap.NoAnnotationURLClassLoader@506411]. 15:48:35,790 ERROR [STDERR] log4j:ERROR Could not instantiate appender named "FILE".

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  • Stack overflow in xp cmd console

    - by Dave
    I am using an older program whose source code I cannot see. I am using the cmd.exe console in windows xp. The program ran with no problems on an xp machine last year, while a stack overflow code 2000 error was observed on a different xp machine (easy fix - use the machine that works). I tried running the program on the previously working machine lately, and now am getting the same error. No changes to the os were made and I did not change the service pack version. Any ideas on how to get around this stack overflow error so I can use the program? Dosbox will at least open the program, however it does not run to completion. Thanks!

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  • Load balancing a console application or service

    - by David
    So it's easy to load balance an ASP.NET web application. You set up a load balancer between two servers, and if the web server isn't responding on Port 80, it won't receive requests. Are there any proven techniques for doing this for a C# console application or Windows service that takes actions of its own volition? Are there any frameworks for knowing if peer processes are alive or dead, doing heartbeats, etc? I've been experimenting a bit with NServiceBus and it seems like, for certain kinds of applications, it would help to have most of the work done as a response to an event, which makes it more like a web application, actually, and therefore easier to scale and load balance with multiple processes, but I feel like that's a half-baked solution since in most cases there usually needs to be some concept of a "master" process that's responsible for getting work started.

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  • Haskell Console IO in notepad++

    - by IVlad
    I've recently started to learn Haskell. I have this code module Main where import IO main = do hSetBuffering stdin LineBuffering putStrLn "Please enter your name: " name <- getLine putStrLn ("Hello, " ++ name ++ ", how are you?") I'm using the GHC compiler together with the notepad++ editor. The problem is the interaction goes like this: Process started Vlad Please enter your name: Hello, Vlad, how are you? <<< Process finished. As you can see, output is only written after I input something. This was a bit unexpected, as I was sure the program would first ask for my name, then I'd get to enter it and then it would say hello. Well, that's exactly what happens if I run the exe manually, yet not if I run it with notepad++ and use its console wrapper... How can I make notepad++ display the output when it should, and not all of it just before the program terminates? Is this even possible?

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  • CruiseControl Console error message when parsing XML

    - by jarad
    I have CruiseControl(1.5) running in Win2k8R2 and svn(1.6.9) The error happens on a successful build after nant(0.86) Timeout(600 seconds). When I check the build dir everything is built correctly but CruiseControl Dashboard report Exception Here is the error shown in console: [:DEBUG] Exception: System.Xml.XmlException: The ',' character, hexadecimal value 0x2C, cannot be included in a name. Line 5544, position 274. at System.Xml.XmlTextReaderImpl.Throw(Exception e) at System.Xml.XmlTextReaderImpl.ParseElement() at System.Xml.XmlTextReaderImpl.ParseDocumentContent() at System.Xml.XmlWriter.WriteNode(XmlReader reader, Boolean defattr) at ThoughtWorks.CruiseControl.Core.Util.XmlFragmentWriter.WriteNode(XmlReader reader, Boolean defattr) at ThoughtWorks.CruiseControl.Core.Util.XmlFragmentWriter.WriteNode(String xml)

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  • AppDomain.CurrentDomain.DomainUnload not be raised in Console app

    - by Guy
    I have an assembly that when accessed spins up a single thread to process items placed on a queue. In that assembly I attach a handler to the DomainUnload event: AppDomain.CurrentDomain.DomainUnload += new EventHandler(CurrentDomain_DomainUnload); That handler joins the thread to the main thread so that all items on the queue can complete processing before the application terminates. The problem that I am experiencing is that the DomainUnload event is not getting fired when the console application terminates. Any ideas why this would be? Using .NET 3.5 and C#

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  • Arguments On a Console eMbedded Visual C++ Application

    - by Nathan Campos
    I'm trying to develop a simple application that will read some files, targeted for Windows CE. For this I'm using Microsoft eMbedded Visual C++ 3. This program(that is for console) will be called like this: /Storage Card/Test coms file.cmss As you can see, file.cmss is the first argument, but on my main I have a condition to show the help(the normal, how to use the program) if the arguments are smaller than 2: if(argc < 2) { showhelp(); return 0; } But when I execute the program on the command-line of Windows CE(using all the necessary arguments) I got the showHelp() content. Then I've checked all the code, but it's entirelly correct. But I think that eVC++ don't use argc and argv[] for arguments, then I want some help on how to determine the arguments on it.

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  • Displaying console output?

    - by ClarkeyBoy
    I am currently creating a customer application for a local company. I have a datagridview linked to the customers table, and I am trying to link it up so that updates, inserts and deletions are handled correctly. I am very new to c# so I am starting with the basics (like about 2 days ago I knew nothing - I know vb.net, Java and several other languages though..). Anywho from what I understand anything output through Debug.WriteLine should only appear when in debug mode (common sense really) but anything output through Concole.WriteLine should appear whether or not in debug mode. However I have checked the immediate and output windows and nothing is being output when in normal mode. Does anyone have any idea why this is?? Edit: I have event handlers for clicking a cell - it should output CellClicked and set the gridview to invisible when a cell is clicked. The latter works whichever mode I am in, but CellClicked is only output in debug mode. I am using Console.WriteLine("CellClicked").

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  • C++ - Conway's Game of Life & Stepping Backwards

    - by Gabe
    I was able to create a version Conway's Game of Life that either stepped forward each click, or just ran forward using a timer. (I'm doing this using Qt.) Now, I need to be able to save all previous game grids, so that I can step backwards by clicking a button. I'm trying to use a stack, and it seems like I'm pushing the old gridcells onto the stack correctly. But when I run it in QT, the grids don't change when I click BACK. I've tried different things for the last three hours, to no avail. Any ideas? gridwindow.cpp - My problem should be in here somewhere. Probably the handleBack() func. #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { isRunning = false; QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Pauses timer before clearing. connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); // Connects to clear function to make all cells DEAD/white. buttonRow->addWidget(clearButton); // Forward Button - Steps one step forward. QPushButton *forwardButton = new QPushButton("FORWARD"); forwardButton->setFixedSize(100,25); connect(forwardButton, SIGNAL(clicked()), this, SLOT(handleForward())); // Signals to handleForward function.. buttonRow->addWidget(forwardButton); // Back Button - Steps one step backward. QPushButton *backButton = new QPushButton("BACK"); backButton->setFixedSize(100,25); connect(backButton, SIGNAL(clicked()), this, SLOT(handleBack())); // Signals to handleBack funciton. buttonRow->addWidget(backButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Deletes current timer if there is one. Then restarts everything. connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); // Signals to handleStart function. buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Signals to pause function which pauses timer. buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); // Signals the quit slot which ends the program. buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) // Loops through the rows'columns' cells. { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { isRunning = true; // It is running. Sets isRunning to true. this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { if(isRunning) // If it is running... this->timer->stop(); // Stops the timer. isRunning = false; // Set to false. } void GridWindow::handleForward() { if(isRunning); // If it's running, do nothing. else timerFired(); // It not running, step forward one step. } void GridWindow::handleBack() { std::vector<std::vector<GridCell*> > cells2; if(isRunning); // If it's running, do nothing. else if(backStack.empty()) cout << "EMPTYYY" << endl; else { cells2 = backStack.peek(); for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } cout << "PRE=POP" << endl; backStack.pop(); cout << "OYYYY" << endl; } } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } /* TimerFired function: 1) 2D-Vector cells2 is declared. 2) cells2 is initliazed with loops/push_backs so that all its cells are DEAD. 3) We loop through cells, and count the number of LIVE neighbors next to a given cell. --> Depending on how many cells are living, we choose if the cell should be LIVE or DEAD in the next simulation, according to the rules. -----> We save the cell type in cell2 at the same indice (the same row and column cell in cells2). 4) After check all the cells (and save the next round values in cells 2), we set cells's gridcells equal to cells2 gridcells. --> This causes the cells to be redrawn with cells2 types (white or black). */ void GridWindow::timerFired() { backStack.push(cells); std::vector<std::vector<GridCell*> > cells2; // Holds new values for 2D vector. These are the next simulation round of cell types. for(unsigned int i = 0; i < cells.size(); i++) // Loop through the rows of cells2. (Same size as cells' rows.) { vector<GridCell*> row; // Creates Gridcell* vector to push_back into cells2. cells2.push_back(row); // Pushes back row vectors into cells2. for(unsigned int j = 0; j < cells[i].size(); j++) // Loop through the columns (the cells in each row). { GridCell *cell = new GridCell(); // Creates new GridCell. cell->setType(DEAD); // Sets cell type to DEAD/white. cells2.at(i).push_back(cell); // Pushes back the DEAD cell into cells2. } // This makes a gridwindow the same size as cells with all DEAD cells. } for (unsigned int m = 0; m < cells.size(); m++) // Loop through cells' rows. { for (unsigned int n = 0; n < cells.at(m).size(); n++) // Loop through cells' columns. { unsigned int neighbors = 0; // Counter for number of LIVE neighbors for a given cell. // We know check all different variations of cells[i][j] to count the number of living neighbors for each cell. // We check m > 0 and/or n > 0 to make sure we don't access negative indexes (ex: cells[-1][0].) // We check m < size to make sure we don't try to access rows out of the vector (ex: row 5, if only 4 rows). // We check n < row size to make sure we don't access column item out of the vector (ex: 10th item in a column of only 9 items). // If we find that the Type = 1 (it is LIVE), then we add 1 to the neighbor. // Else - we add nothing to the neighbor counter. // Neighbor is the number of LIVE cells next to the current cell. if(m > 0 && n > 0) { if (cells[m-1][n-1]->getType() == 1) neighbors += 1; } if(m > 0) { if (cells[m-1][n]->getType() == 1) neighbors += 1; if(n < (cells.at(m).size() - 1)) { if (cells[m-1][n+1]->getType() == 1) neighbors += 1; } } if(n > 0) { if (cells[m][n-1]->getType() == 1) neighbors += 1; if(m < (cells.size() - 1)) { if (cells[m+1][n-1]->getType() == 1) neighbors += 1; } } if(n < (cells.at(m).size() - 1)) { if (cells[m][n+1]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1)) { if (cells[m+1][n]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1) && n < (cells.at(m).size() - 1)) { if (cells[m+1][n+1]->getType() == 1) neighbors += 1; } // Done checking number of neighbors for cells[m][n] // Now we change cells2 if it should switch in the next simulation step. // cells2 holds the values of what cells should be on the next iteration of the game. // We can't change cells right now, or it would through off our other cell values. // Apply game rules to cells: Create new, updated grid with the roundtwo vector. // Note - LIVE is 1; DEAD is 0. if (cells[m][n]->getType() == 1 && neighbors < 2) // If cell is LIVE and has less than 2 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && neighbors > 3) // If cell is LIVE and has more than 3 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && (neighbors == 2 || neighbors == 3)) // If cell is LIVE and has 2 or 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); else if (cells[m][n]->getType() == 0 && neighbors == 3) // If cell is DEAD and has 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); } } // Now we've gone through all of cells, and saved the new values in cells2. // Now we loop through cells and set all the cells' types to those of cells2. for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } } stack.h - Here's my stack. #ifndef STACK_H_ #define STACK_H_ #include <iostream> #include "node.h" template <typename T> class Stack { private: Node<T>* top; int listSize; public: Stack(); int size() const; bool empty() const; void push(const T& value); void pop(); T& peek() const; }; template <typename T> Stack<T>::Stack() : top(NULL) { listSize = 0; } template <typename T> int Stack<T>::size() const { return listSize; } template <typename T> bool Stack<T>::empty() const { if(listSize == 0) return true; else return false; } template <typename T> void Stack<T>::push(const T& value) { Node<T>* newOne = new Node<T>(value); newOne->next = top; top = newOne; listSize++; } template <typename T> void Stack<T>::pop() { Node<T>* oldT = top; top = top->next; delete oldT; listSize--; } template <typename T> T& Stack<T>::peek() const { return top->data; // Returns data in top item. } #endif gridcell.cpp - Gridcell implementation #include <iostream> #include "gridcell.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); // Sets type and redraws cell. } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } Thanks a lot. Let me know if you need anything else.

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  • Creating a "less"-like console pager interface for pysqlite3 database

    - by Eric
    I would like to add some interactive capability to a python CLI application I've writen that stores data in a SQLite3 database. Currently, my app reads-in a certain type of file, parses and analyzes, puts the analysis data into the db, and spits the formatted records to stdout (which I generally pipe to a file). There are on-the-order-of a million records in this file. Ideally, I would like to eliminate that text file situation altogether and just loop after that "parse and analyze" part, displaying a screen's worth of records, and allowing the user to page through them and enter some commands that will edit the records. The backend part I know how to do. Can anyone suggest a good starting point for creating that pager frontend either directly in the console (like the pager "less"), through ncurses, or some other system?

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  • How to get a reference to node in DOM tree in Google Chrome debugger console

    - by .yahoo.co.jpaqwsykcj3aulh3h1k0cy6nzs3isj
    In the Google Chrome debugger, I often want to get a reference to a node in the DOM tree. I can click the "magnifying glass" button and then click the desired element in the browser window to select the corresponding node in the DOM tree displayed in the debugger. But how can I get a reference to that node in the console? If the element has an id, document.getElementById works, but if there is no id, is there a better alternative to XPath or manual traversal of the DOM tree using children? In case XPath is the best way, is there a better way than doing something like this: var evaluator = new XPathEvaluator(); var result = evaluator.evaluate("//div", document.documentElement, null, XPathResult.FIRST_ORDERED_NODE_TYPE, null); which is a pain to type out each time.

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  • NHibernate: How to show the generated SQL-statements in the windows console

    - by Rookian
    return Fluently.Configure() .Database(MsSqlConfiguration.MsSql2008 .ConnectionString(c => c .Database(Database) .TrustedConnection() .Server(Server) ).ShowSql()) .ExposeConfiguration(c => c.SetProperty("current_session_context_class", "web")) .Mappings(m => m.FluentMappings.AddFromAssemblyOf<TeamMap>()).BuildConfiguration(); I have a web application. This configuration does not work. I also have a Console application that shall be responsible to write out all generated SQL. How can I get the generated SQL commands? Thanks in advance!

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  • more details in Jboss console ?

    - by worldpython
    Dear all, I am new to JBOSS 4.2. when I start the server on CentOS 5.4(final). it give me simple log in its console. How I can show deployment errors, messages that wars print in Jboss log ? Thanks in advance 15:46:24,207 INFO [Server] Server Log Dir: /home/mebada/jad/jboss-4.2.3.GA/server /nops01/log 15:46:24,207 INFO [Server] Server Temp Dir: /home/mebada/jad/jboss-4.2.3.GA/server /nops01/tmp 15:46:24,208 INFO [Server] Root Deployment Filename: jboss-service.xml 15:46:25,849 INFO [ServerInfo] Java version: 1.6.0,Sun Microsystems Inc. 15:46:25,849 INFO [ServerInfo] Java VM: OpenJDK Client VM 1.6.0-b09,Sun Microsystems Inc. 15:46:25,849 INFO [ServerInfo] OS-System: Linux 2.6.18-164.el5,i386 15:46:26,674 INFO [Server] Core system initialized 15:46:41,567 INFO [WebService] Using RMI server codebase: http://127.0.0.1:8083/ 15:46:41,569 INFO [Log4jService$URLWatchTimerTask] Configuring from URL: resource:jboss-log4j.xml

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  • Automating Visual Studio 2010 from a console app

    - by JoelFan
    I am trying to run the following code (which I got from here). The code just creates a new "Output" pane in Visual Studio and writes a few lines to it. Public Sub WriteToMyNewPane() Dim win As Window = _ DTE.Windows.Item(EnvDTE.Constants.vsWindowKindOutput) Dim ow As OutputWindow = win.Object Dim owPane As OutputWindowPane Dim cnt As Integer = ow.OutputWindowPanes.Count owPane = ow.OutputWindowPanes.Add("My New Output Pane") owPane.Activate() owPane.OutputString("My text1" & vbCrLf) owPane.OutputString("My text2" & vbCrLf) owPane.OutputString("My text3" & vbCrLf) End Sub Instead of running it as a Macro, I want to run it as an independent console application that connects to a currently running instance of Visual Studio 2010. I'm having a hard time figuring out how to set the value of DTE. I think I may need to call GetActiveObject, but I'm not sure how. Any pointers?

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  • Console appliction with Multithreading on Single core.

    - by Harsha
    Hello all, I am reposting my question on Multithreading on Single core processor. Original question is: http://stackoverflow.com/questions/2856239/will-multi-threading-increase-the-speed-of-the-calculation-on-single-processor I have been asked a question, At any given time, only one thread is allowed to run on a single core. If so, why people use multithreading in a application. Lets say you are running console application and It is very much possible to write the application to run on the main thread. But still people go for multithreading.

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  • how to read character from console in c++?

    - by tsubasa
    I'm struggling with reading characters from console in c++. Here is what I tried to do: char x; char y; char z; cout<<"Please enter your string: "; string s; getline(cin,s); istringstream is(s); is>> x >> y >> z; The problem is if the user enter something like this "1 20 100": x will get 1 y will get 2 z will get 0 What I want to get is x = 1; y = 20; z = 100; Anybody has suggestions?

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  • Console Utility that can remote connect to other systems and issue commands

    - by vivekeviv
    Hi Frequenlty my work involves to VNC to a remote system and work on it. SInce i run command line apps on this remote system most of the time, i was wondering if there's an alternative software to command prompt which i could install on my local machine. Using this i should be able to create a session with the remote system and from then on all commands issued in command prompt should run in remote system. localHostdir -- should list the directory contents in remotehost active directory localhostapp.exe should run app.exe in remote host and display its contents in localhost command prompt I browsed a little and read about cmdlets in powershell. But it looks like i need to write a cmdlet for each app in the path (dir, mkdir, app.exe in the path). Correct me if am wrong. Once session is established, i simply need the commands invoked in local host to be run in the remote host and return the console output to local host. Please let me know if powershell + cmdlets are the only way THanks

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