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  • Entity System with C++ templates

    - by tommaisey
    I've been getting interested in the Entity/Component style of game programming, and I've come up with a design in C++ which I'd like a critique of. I decided to go with a fairly pure Entity system, where entities are simply an ID number. Components are stored in a series of vectors - one for each Component type. However, I didn't want to have to add boilerplate code for every new Component type I added to the game. Nor did I want to use macros to do this, which frankly scare me. So I've come up with a system based on templates and type hinting. But there are some potential issues I'd like to check before I spend ages writing this (I'm a slow coder!) All Components derive from a Component base class. This base class has a protected constructor, that takes a string parameter. When you write a new derived Component class, you must initialise the base with the name of your new class in a string. When you first instantiate a new DerivedComponent, it adds the string to a static hashmap inside Component mapped to a unique integer id. When you subsequently instantiate more Components of the same type, no action is taken. The result (I think) should be a static hashmap with the name of each class derived from Component that you instantiate at least once, mapped to a unique id, which can by obtained with the static method Component::getTypeId ("DerivedComponent"). Phew. The next important part is TypedComponentList<typename PropertyType>. This is basically just a wrapper to an std::vector<typename PropertyType> with some useful methods. It also contains a hashmap of entity ID numbers to slots in the array so we can find Components by their entity owner. Crucially TypedComponentList<> is derived from the non-template class ComponentList. This allows me to maintain a list of pointers to ComponentList in my main ComponentManager, which actually point to TypedComponentLists with different template parameters (sneaky). The Component manager has template functions such as: template <typename ComponentType> void addProperty (ComponentType& component, int componentTypeId, int entityId) and: template <typename ComponentType> TypedComponentList<ComponentType>* getComponentList (int componentTypeId) which deal with casting from ComponentList to the correct TypedComponentList for you. So to get a list of a particular type of Component you call: TypedComponentList<MyComponent>* list = componentManager.getComponentList<MyComponent> (Component::getTypeId("MyComponent")); Which I'll admit looks pretty ugly. Bad points of the design: If a user of the code writes a new Component class but supplies the wrong string to the base constructor, the whole system will fail. Each time a new Component is instantiated, we must check a hashed string to see if that component type has bee instantiated before. Will probably generate a lot of assembly because of the extensive use of templates. I don't know how well the compiler will be able to minimise this. You could consider the whole system a bit complex - perhaps premature optimisation? But I want to use this code again and again, so I want it to be performant. Good points of the design: Components are stored in typed vectors but they can also be found by using their entity owner id as a hash. This means we can iterate them fast, and minimise cache misses, but also skip straight to the component we need if necessary. We can freely add Components of different types to the system without having to add and manage new Component vectors by hand. What do you think? Do the good points outweigh the bad?

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  • Recover lost NTFS partition on SSD

    - by Emil
    Hello, About 2 month ago I upgraded my Dell Latitude E6500 laptop with a Corsair Force F120 SSD drive. Everything worked well until about a week or so back. I started the computer and was faced with a beep and a message saying "No boot sector on Internal HDD (IRRT). No bootable devices". Since I figured that the boot sector had somehow got corrupt I tried booting from the Windows 7 dvd in order to repair the boot sector. But the Windows 7 installation program only found a blank drive with 111GB of unallocated space. I panicked and brought the drive with me to work to let a colleague have a look at it. We made a disk image of the entire drive and ran the drive through Testdisk in Linux. Testdisk did not find any partitions. It appears that the drive has been completely erased... What has happened? What is causing this behavior on an SSD?

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  • partition alignment on fresh windows 2003 ent server

    - by Datapimp23
    Hi, I have this server which has it's physical disks in RAID 5 controlled by a 3com raid controller. size of the stripe unit is unknown for the moment (Can check tomorrow in the office). I need to install windows server 2003 ENT and create 2 partitions (OS, Data). I'd like to create the partitions before the installation on windows server. They have to be aligned properly. I have the newest version of gparted on a disc but I have no clue if this is the right tool. Can someone point me in the right direction? Thanks

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  • Unable to create system partition or locate existing system partition during Windows-7 installation

    - by glenneroo
    I have Windows XP 32-bit installed on an ASUS A8N-SLI Deluxe with 2x 500gb drives in RAID1 using the NV RAID controller. On this there are 3 partitions (XP, XP backup and DATA) There are also 4x 500gb drives in RAID10 using the Silicon Image 3114R RAID controller. I just purchased a Windows 7 64-bit as an ISO download upgrade version which I promptly burned to DVD and attempted to perform an upgrade installation. Here is the error message I am getting: Firstly, where are these "Setup log files" located? Second, does this mean I need to find compatible (64-bit?) drivers for the Mainboard and put them on floppy? EDIT: As suggested on another forum, I tried downloading the nVidia Mainboard RAID drivers for Windows 2003 64-bit. I loaded the drivers successfully using the Load Driver button, but pressing NEXT still returns this error.

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  • Moving Bootcamp partition to another drive

    - by Xster
    Hi, I don't know how sketch this is. I currently have Bootcamp with Windows 7 on my internal along with my Snow Leopard. I'm moving to a bigger harddrive. I'm reinstalling Snow Leopard but I would like to keep my Bootcamp. How do I migrate the data from one drive to another? Any suggestions? I'm not willing to spend money on this

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  • re-partition a disk

    - by veggiemexicalidog
    I have one disk partitioned into 2 logical drives, C and D. There is no unallocated space. I need to add space to C: so I want to use some space from D (plenty available). How can I do this without losing data on D:? Edit: This is a Windows machine.

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  • Resizing an existing linux partition during Ubuntu install

    - by Richard100
    Hello All, I have Fedora Core 10 installed on a PC, occupying the whole disk (no free space). I want to add Ubuntu 10.04 desktop edition. Does Ubuntu 10.04 allow you to resize existing partitions during the installation process in order to free up some space for the Ubuntu installation? Without losing or trashing existing data, obviously. Thanks.

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  • Cause of lost partition replaced by 2 Raw partitions

    - by DwightSampsonite
    Hi, I had a curious problem over the weekend... My 500gb WD hard drive all of a sudden could not be discovered by xp, then when I plugged in again via USB it was being discovered as 2 separate Raw partitions that were asking to be formatted. I have never modified partitions on this drive before. I was scratching my head for about this for 20mins or so when my second 1TB external hard drive did the exact same thing(with the same sized raw partitions as the 500gb). I have since recovered the original partitions and data using Testdisk . I am more curious on the cause.... I suspect this could be a virus, however my machine hadn’t been online in a few days and AVG didn’t detect anything. Has anyone seen this before?

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  • What is the use of "Partition" keyword in MySQL?

    - by chandru_cp
    As I am a MySQL newbie. What does PARTITION mean in this MySQL statement? CREATE TABLE employees ( id INT NOT NULL, fname VARCHAR(30), lname VARCHAR(30), hired DATE NOT NULL DEFAULT '1970-01-01', separated DATE NOT NULL DEFAULT '9999-12-31', job_code INT NOT NULL, store_id INT NOT NULL ) PARTITION BY RANGE (store_id) ( PARTITION p0 VALUES LESS THAN (6), PARTITION p1 VALUES LESS THAN (11), PARTITION p2 VALUES LESS THAN (16), PARTITION p3 VALUES LESS THAN (21) );

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  • Display System Information on Your Desktop with Desktop Info

    - by Asian Angel
    Do you like to monitor your system but do not want a complicated app to do it with? If you love simplicity and easy configuration then join us as we look at Desktop Info. Desktop Info in Action Desktop Info comes in a zip file format so you will need to unzip the app, place it into an appropriate “Program Files Folder”, and create a shortcut. Do NOT delete the “Read Me File”…this will be extremely useful to you when you make changes to the “Configuration File”. Once you have everything set up you are ready to start Desktop Info up. This is the default layout and set of listings displayed when you start Desktop Info up for the first time. The font colors will be a mix of colors as seen here and the font size will perhaps be a bit small but those are very easy to change if desired. You can access the “Context Menu” directly over the “information area”…so no need to look for it in the “System Tray”. Notice that you can easily access that important “Read Me File” from here… The full contents of the configuration file (.ini file) are displayed here so that you can see exactly what kind of information can be displayed using the default listings. The first section is “Options”…you will most likely want to increase the font size while you are here. Then “Items”… If you are unhappy with any of the font colors in the “information area” this is where you can make the changes. You can turn information display items on or off here. And finally “Files, Registry, & Event Logs”. Here is our displayed information after a few tweaks in the configuration file. Very nice. Conclusion If you have been looking for a system information app that is simple and easy to set up then you should definitely give Desktop Info a try. Links Download Desktop Info Similar Articles Productive Geek Tips Ask the Readers: What are Your Computer’s Hardware Specs?Allow Remote Control To Your Desktop On UbuntuHow To Get Detailed Information About Your PCGet CPU / System Load Average on Ubuntu LinuxEnable Remote Desktop (VNC) on Kubuntu TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Test Drive Windows 7 Online Download Wallpapers From National Geographic Site Spyware Blaster v4.3 Yes, it’s Patch Tuesday Generate Stunning Tag Clouds With Tagxedo Install, Remove and HIDE Fonts in Windows 7

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  • Allocating Entities within an Entity System

    - by miguel.martin
    I'm quite unsure how I should allocate/resemble my entities within my entity system. I have various options, but most of them seem to have cons associated with them. In all cases entities are resembled by an ID (integer), and possibly has a wrapper class associated with it. This wrapper class has methods to add/remove components to/from the entity. Before I mention the options, here is the basic structure of my entity system: Entity An object that describes an object within the game Component Used to store data for the entity System Contains entities with specific components Used to update entities with specific components World Contains entities and systems for the entity system Can create/destroy entites and have systems added/removed from/to it Here are my options, that I have thought of: Option 1: Do not store the Entity wrapper classes, and just store the next ID/deleted IDs. In other words, entities will be returned by value, like so: Entity entity = world.createEntity(); This is much like entityx, except I see some flaws in this design. Cons There can be duplicate entity wrapper classes (as the copy-ctor has to be implemented, and systems need to contain entities) If an Entity is destroyed, the duplicate entity wrapper classes will not have an updated value Option 2: Store the entity wrapper classes within an object pool. i.e. Entities will be return by pointer/reference, like so: Entity& e = world.createEntity(); Cons If there is duplicate entities, then when an entity is destroyed, the same entity object may be re-used to allocate another entity. Option 3: Use raw IDs, and forget about the wrapper entity classes. The downfall to this, I think, is the syntax that will be required for it. I'm thinking about doing thisas it seems the most simple & easy to implement it. I'm quite unsure about it, because of the syntax. i.e. To add a component with this design, it would look like: Entity e = world.createEntity(); world.addComponent<Position>(e, 0, 3); As apposed to this: Entity e = world.createEntity(); e.addComponent<Position>(0, 3); Cons Syntax Duplicate IDs

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  • "Language support" icon missing in System Settings

    - by dusan
    The "Language Support" icon from the System settings has disappeared: (Also I can't find it from Dash) The last thing I've done was changing the keyboard input method system to "ibus". I tried to execute gnome-control-center directly in the command line, expecting to see errors in the output, but there is no console output. Where can I start looking for the cause? Can I call the "Language Support" option directly from command line?

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  • creating extended partition

    - by SidhuHarry
    this is my current hard disk status(Running linux Mint LIVE CD) i have- Ubuntu 12.04 on 206 GB partition at dev/sda1. dev/sda2 system reserved. Windows 7 on 90GB partition at dev/sda3 and linux swap in extended partition. what i want to do- I want to install Linux mint KDE on my system for that i want to create a new partition of 30GB(by shrinking the free space available at dev/sda1), i can't create that because i can create only 4 Primary partitions which are already there. so do i have to delete the Swap partition? and if i did how to force Mint KDE and Ubuntu 12.04 to use/share same swap space in new logical partition?

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  • Unique partition ID

    - by BlueMan
    I'm looking for same way to get an unique ID of every partition in Win OS. Also for flash drives (SD cards, pendrives, etc.) connected to PC. I think that after formatting they get an unique ID - like MAC, right? Also I want to get other information of that partition - it's name, file system, size, etc.

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  • Disable Acer eRecovery system

    - by Joel Coehoorn
    The meat of this question is that I'm looking for a way to either require a password before using a recovery partition or "break" the recovery partition (specifically, Acer eRecovery) in a way that I can later "unbreak" only by booting normally into windows first. Here's the full details: I have a set of new Acer Veriton n260g machines in a computer lab. A lot work went into setting up this lab to work well - for example, Office 2007 and other programs needed by the students were installed, all windows updates are applied, and a default desktop is setup. All in all it's several hours work to fully set up one machine. Unfortunately, I don't currently have the ability to easily image these machines, and even if I did I would want to avoid downtime even while an image is restored. Therefore, I've taken steps to lock them down — namely DeepFreeze and a bios password to prevent booting from anywhere but the frozen hard drive. DeepFreeze is an amazing product — as long as you boot from the frozen hard drive, there is no way to actually make permanent changes to that hard drive. Anything you do is wiped after the machine restarts. It lets me give students the leeway to do what they want on lab computers without worrying about them breaking something. The problem is that even with the bios locked and set to only boot from the hard drive, these Acers still have a simple way to choose a different boot source: shut them down and put a paper click in a little hole at the top while you turn it on again. This puts them into the "Acer eRecovery" mode. This by itself is no big deal — you can still power cycle with no impact. But if you then click through the menu to reset the machine (we're now past the point of curiosity and on to intent) it will wipe the hard drive and restore it to the original state. Of course, a few students have already figured this out and reset a couple machines. That's unfortunate, but inevitable. I don't want to destroy the ability to do this entirely (which I could by repartitioning the drives to remove the recovery partition) but I would like a way to require a password first, or "break" the recovery system in a way that I can "unbreak" only if I first un-freeze the hard drive in DeepFreeze. Any ideas?

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  • WPF UserControl Style results in error message

    - by Didier
    Hi I'm new in WPF so I try to create a WPF UserControl. My problem is about the style of the user control I've Created. On a design time I got this error message Can only base on a Style with target type that is base type 'RichTextBox'. at System.Windows.Style.Seal() at System.Windows.StyleHelper.UpdateStyleCache(FrameworkElement fe, FrameworkContentElement fce, Style oldStyle, Style newStyle, Style& styleCache) at System.Windows.FrameworkElement.OnStyleChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) at System.Windows.DependencyObject.OnPropertyChanged(DependencyPropertyChangedEventArgs e) at System.Windows.FrameworkElement.OnPropertyChanged(DependencyPropertyChangedEventArgs e) at System.Windows.DependencyObject.NotifyPropertyChange(DependencyPropertyChangedEventArgs args) at System.Windows.DependencyObject.UpdateEffectiveValue(EntryIndex entryIndex, DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry oldEntry, EffectiveValueEntry& newEntry, Boolean coerceWithDeferredReference, OperationType operationType) at System.Windows.DependencyObject.InvalidateProperty(DependencyProperty dp) at System.Windows.FrameworkElement.UpdateStyleProperty() at System.Windows.TreeWalkHelper.InvalidateStyleAndReferences(DependencyObject d, ResourcesChangeInfo info, Boolean containsTypeOfKey) at System.Windows.TreeWalkHelper.OnResourcesChanged(DependencyObject d, ResourcesChangeInfo info, Boolean raiseResourceChangedEvent) at System.Windows.TreeWalkHelper.OnResourcesChangedCallback(DependencyObject d, ResourcesChangeInfo info) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker`1.StartWalk(DependencyObject startNode, Boolean skipStartNode) at System.Windows.TreeWalkHelper.InvalidateOnResourcesChange(FrameworkElement fe, FrameworkContentElement fce, ResourcesChangeInfo info) at System.Windows.ResourceDictionary.NotifyOwners(ResourcesChangeInfo info) at System.Windows.ResourceDictionary.EndInit() at MS.Internal.Host.Designer.OnAppResourcesChanged(Object sender, EventArgs e) at MS.Internal.Host.Designer.get_View() at MS.Internal.Designer.VSDesigner.Load() at MS.Internal.Designer.VSIsolatedDesigner.VSIsolatedView.Load() at MS.Internal.Designer.VSIsolatedDesigner.VSIsolatedDesignerFactory.Load(IsolatedView view) at MS.Internal.Host.Isolation.IsolatedDesigner.BootstrapProxy.LoadDesigner(IsolatedDesignerFactory factory, IsolatedView view) at MS.Internal.Host.Isolation.IsolatedDesigner.BootstrapProxy.LoadDesigner(IsolatedDesignerFactory factory, IsolatedView view) at MS.Internal.Host.Isolation.IsolatedDesigner.Load() at MS.Internal.Designer.DesignerPane.LoadDesignerView() And at a run time An error Message type XamlParseException Occurs and the message is: Cannot create instance of 'RichTextBox' defined in assembly 'PresentationFramework, Version=3.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35'. Can only base on a Style with target type that is base type 'RichTextBox'. Error at object 'System.Windows.Controls.Grid' in markup file 'NameSpace;component/usercontrols /myusercontrol.xaml' Line 125 Position 14. My user control have 3 richtextboxes 1 textbox and 3 dropdownlist and about 10 buttons. I think The problem is about to define the style of my user control, can anyone help me to do this. Thanks

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  • Organizing an entity system with external component managers?

    - by Gustav
    I'm designing a game engine for a top-down multiplayer 2D shooter game, which I want to be reasonably reuseable for other top-down shooter games. At the moment I'm thinking about how something like an entity system in it should be designed. First I thought about this: I have a class called EntityManager. It should implement a method called Update and another one called Draw. The reason for me separating Logic and Rendering is because then I can omit the Draw method if running a standalone server. EntityManager owns a list of objects of type BaseEntity. Each entity owns a list of components such as EntityModel (the drawable representation of an entity), EntityNetworkInterface, and EntityPhysicalBody. EntityManager also owns a list of component managers like EntityRenderManager, EntityNetworkManager and EntityPhysicsManager. Each component manager keeps references to the entity components. There are various reasons for moving this code out of the entity's own class and do it collectively instead. For example, I'm using an external physics library, Box2D, for the game. In Box2D, you first add the bodies and shapes to a world (owned by the EntityPhysicsManager in this case) and add collision callbacks (which would be dispatched to the entity object itself in my system). Then you run a function which simulates everything in the system. I find it hard to find a better solution to do this than doing it in an external component manager like this. Entity creation is done like this: EntityManager implements the method RegisterEntity(entityClass, factory) which registers how to create an entity if that class. It also implements the method CreateEntity(entityClass) which would return an object of type BaseEntity. Well now comes my problem: How would the reference to a component be registered to the component managers? I have no idea how I would reference the component managers from a factory/closure.

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  • Missing Operating System after trying to upgrade to Ubuntu 11

    - by Mauricio
    there! After trying to upgrade from Ubuntu 10.04 to 11, the upgrading process stopped when running and then I got an "out of disk, grub rescue" message when booting. After running Boot Repair, I got this results. Now I get "Missing Operating System" whent trying to boot. Bellow I show some results from some commands I gather from help foruns, but I still reached no solution. Could you please help me? Any enlightment will be very helpful! Disk Utility says "Disk has a few bad sectors". When trying to run the Self-test I get "FAILED (Read)" Here we have what Gparted says about the /dev/sda1 partition (ext4): Flags: boot Status: not mounted Warning: e2label: Attempt to read block from filesystem resulted in short read while trying to open /dev/sda1Couldn`t find valid filesystem superblockUnable to read the contents of this filesystem! From sudo fdisk -lI got: Disk /dev/sda: 320.1 GB, 320072933376 bytes 255 heads, 63 sectors/track, 38913 cylinders, total 625142448 sectorsUnits = sectors of 1 * 512 = 512 bytesSector size (logical/physical): 512 bytes / 512 bytesI/O size (minimum/optimal): 512 bytes / 512 bytesDisk identifier: 0x000e0596 Device Boot Start End Blocks Id System/dev/sda1 * 2048 607428607 303713280 83 Linux/dev/sda2 607430654 625141759 8855553 5 Extended/dev/sda5 607430656 625141759 8855552 82 Linux swap / SolarisDisk /dev/sdb: 320.1 GB, 320072933376 bytes255 heads, 63 sectors/track, 38913 cylinders, total 625142448 sectorsUnits = sectors of 1 * 512 = 512 bytesSector size (logical/physical): 512 bytes / 512 bytesI/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x000c3c41 Device Boot Start End Blocks Id System /dev/sdb1 * 63 625137344 312568641 c W95 FAT32 (LBA) " and fromsudo fdisk /dev/sda1I got fdisk: unable to read /dev/sda1: Inappropriate ioctl for device` From sudo mount /dev/sda1 /mntI got: mount: wrong fs type, bad option, bad superblock on /dev/sda1, missing codepage or helper program, or other error In some cases useful info is found in syslog - try dmesg | tail or so From sudo update-grubI got: error: cannot read from `/dev/sda'. /usr/sbin/grub-probe: error: cannot find a device for / (is /dev mounted?).

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  • Online betting system design [closed]

    - by Rafal
    I am a Computer Science student, preparing for my exam in software engineering. I am strugging with answering one of the sample questions to the scenario below. My understanding is that the system design approach should probably be a mixture of agile and plan driven elements but - since I've no practical experience - it's hard for me to decide on the balance and tolls that should be used. I will appreciate any hints from experienced business analysts who were involved in similar kind of projects. Ray Sing is the owner of “Last Betz", a bookmakers with 7 outlets across Louth and Meath. With the advent of smartphones Ray would now like to allow his clients to place their bets online using their mobile devices. Clients would register for an account and password and would log their credit card details via the Last Betz website. To begin using the facility customers must 'load' their accounts with 100 euros. Any winnings, minus commission, will be placed in the account whilst any losses will be automatically deducted from the account. Assuming you have been selected to develop the above system: How would you approach the design of this system? Discuss the design methods and models you would use.

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  • 11.10 system crashes for no apparent reason [closed]

    - by varanoid
    I'm relatively new to Linux, and while I know a fair amount about computers and programming, it certainly isn't my specialty. I have a dual boot with Windows 7, and it has been working very well for me until recently. Just randomly the computer will freeze. The last time I was smart enough to keep the System Monitor open when it happened, and it looks like at the time of freezing "bash" and a bunch of other processes that I don't recognize seem to have flooded the memory. So it looks like my memory is getting overloaded and this is what is crashing the system, but I honestly have no idea what could be doing it. Generally I have a bunch of programs running, but they don't take much RAM or CPU: Transmission, Libre Office Writer, Firefox, Empathy, and Banshee. Sometimes I also have Text Editor and Terminal open, but it crashes regardless. When it crashes, it seems that all of the programs are working fine but things like windows, the taskbar, and operations like Alt+Tab just stop working properly or at all. Sometimes the mouse and keyboard freeze and I have to power off manually. Other than that I don't know what the problem is. The only irregularity I've experienced is that I can't download "Debian package management system" even though other updates download fine.

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  • Question on the implementation of my Entity System

    - by miguel.martin
    I am currently creating an Entity System, in C++, it is almost completed (I have all the code there, I just have to add a few things and test it). The only thing is, I can't figure out how to implement some features. This Entity System is based off a bit from the Artemis framework, however it is different. I'm not sure if I'll be able to type this out the way my head processing it. I'm going to basically ask whether I should do something over something else. Okay, now I'll give a little detail on my Entity System itself. Here are the basic classes that my Entity System uses to actually work: Entity - An Id (and some methods to add/remove/get/etc Components) Component - An empty abstract class ComponentManager - Manages ALL components for ALL entities within a Scene EntitySystem - Processes entities with specific components Aspect - The class that is used to help determine what Components an Entity must contain so a specific EntitySystem can process it EntitySystemManager - Manages all EntitySystems within a Scene EntityManager - Manages entities (i.e. holds all Entities, used to determine whether an Entity has been changed, enables/disables them, etc.) EntityFactory - Creates (and destroys) entities and assigns an ID to them Scene - Contains an EntityManager, EntityFactory, EntitySystemManager and ComponentManager. Has functions to update and initialise the scene. Now in order for an EntitySystem to efficiently know when to check if an Entity is valid for processing (so I can add it to a specific EntitySystem), it must recieve a message from the EntityManager (after a call of activate(Entity& e)). Similarly the EntityManager must know when an Entity is destroyed from the EntityFactory in the Scene, and also the ComponentManager must know when an Entity is created AND destroyed. I do have a Listener/Observer pattern implemented at the moment, but with this pattern I may remove a Listener (which is this case is dependent on the method being called). I mainly have this implemented for specific things related to a game, i.e. Teams, Tagging of entities, etc. So... I was thinking maybe I should call a private method (using friend classes) to send out when an Entity has been activated, deleted, etc. i.e. taken from my EntityFactory void EntityFactory::killEntity(Entity& e) { // if the entity doesn't exsist in the entity manager within the scene if(!getScene()->getEntityManager().doesExsist(e)) { return; // go back to the caller! (should throw an exception or something..) } // tell the ComponentManager and the EntityManager that we killed an Entity getScene()->getComponentManager().doOnEntityWillDie(e); getScene()->getEntityManager().doOnEntityWillDie(e); // notify the listners for(Mouth::iterator i = getMouth().begin(); i != getMouth().end(); ++i) { (*i)->onEntityWillDie(*this, e); } _idPool.addId(e.getId()); // add the ID to the pool delete &e; // delete the entity } As you can see on the lines where I am telling the ComponentManager and the EntityManager that an Entity will die, I am calling a method to make sure it handles it appropriately. Now I realise I could do this without calling it explicitly, with the help of that for loop notifying all listener objects connected to the EntityFactory's Mouth (an object used to tell listeners that there's an event), however is this a good idea (good design, or what)? I've gone over the PROS and CONS, I just can't decide what I want to do. Calling Explicitly: PROS Faster? Since these functions are explicitly called, they can't be "removed" CONS Not flexible Bad design? (friend functions) Calling through Listener objects (i.e. ComponentManager/EntityManager inherits from a EntityFactoryListener) PROS More Flexible? Better Design? CONS Slower? (virtual functions) Listeners can be removed, i.e. may be removed and not get called again during the program, which could cause in a crash. P.S. If you wish to view my current source code, I am hosting it on BitBucket.

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