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  • Open Source HTML/JS game(s) with license that would allow embedding in my app?

    - by DustMason
    I'm working on an educational app for kids. At the end of the sign-up process, the kids must wait for a confirmation from their parents in order to gain access to the app. While they wait for this to happen, we want to let the kid play a simple game as a way to keep their interest up. Is there a marketplace or repository for games with such a license that we could either purchase (affordably) or use for free in our own app?

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  • How much does game development mathematics change over time?

    - by FlightOfGrey
    This question is mainly aimed at this book, Essential Mathematics for Games and Interactive Applications, Second Edition which I have seen highly recommended all around the internet, so I'm sure there are people on here who own a copy. What I want to know specifically is if any of the information would be out dated since the book was released on June 2, 2008? Also interested to see how the mathematics behind game development has changed over time.

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  • How to synchronize the ball in a network pong game?

    - by Thaars
    I’m developing a multiplayer network pong game, my first game ever. The current state is, I’ve running the physic engine with the same configurations on the server and the clients. The own paddle movement is predicted and get just confirmed by the authoritative server. Is a difference detected between them, I correct the position at the client by interpolation. The opponent paddle is also interpolated 200ms to 100ms in the past, because the server is broadcasting snapshots every 100ms to each client. So far it works very well, but now I have to simulate the ball and have a problem to understanding the procedure. I’ve read Valve’s (and many other) articles about fast-paced multiplayer several times and understood their approach. Maybe I can compare my ball with their bullets, but their advantage is, the bullets are not visible. When I have to display the ball, and see my paddle in the present, the opponent in the past and the server is somewhere between it, how can I synchronize the ball over all instances and ensure, that it got ever hit by the paddle even if the paddle is fast moving? Currently my ball’s position is simply set by a server update, so it can happen, that the ball bounces back, even if the paddle is some pixel away (because of a delayed server position). Until now I’ve got no synced clock over all instances. I’m sending a client step index with each update to the server. If the server did his job, he sends the snapshot with the last step index of each client back to the clients. Now I’m looking for the stored position at the returned step index and compare them. Do I need a common clock to sync the ball? EDIT: I've tried to sync a common clock for the server and all clients with a timestamp. But I think it's better to use an own stepping instead of a timestamp (so I don't need to calculate with the ping and so on - and the timestamp will never be exact). The physics are running 60 times per second and now I use this for keeping them synchronized. Is that a good way? When the ball gets calculated by each client, the angle after bouncing can differ because of the different position of the paddles (the opponent is 200ms in the past). When the server is sending his ball position, velocity and angle (because he knows the position of each paddle and is authoritative), the ball could be in a very different position because of the different angles after bouncing (because the clients receive the server data after 100ms). How is it possible to interpolate such a huge difference? I posted this question some days ago at stackoverflow, but got no answer yet. Maybe this is the better place for this question.

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  • How should game objects be aware of each other?

    - by Jefffrey
    I find it hard to find a way to organize game objects so that they are polymorphic but at the same time not polymorphic. Here's an example: assuming that we want all our objects to update() and draw(). In order to do that we need to define a base class GameObject which have those two virtual pure methods and let polymorphism kicks in: class World { private: std::vector<GameObject*> objects; public: // ... update() { for (auto& o : objects) o->update(); for (auto& o : objects) o->draw(window); } }; The update method is supposed to take care of whatever state the specific class object needs to update. The fact is that each objects needs to know about the world around them. For example: A mine needs to know if someone is colliding with it A soldier should know if another team's soldier is in proximity A zombie should know where the closest brain, within a radius, is For passive interactions (like the first one) I was thinking that the collision detection could delegate what to do in specific cases of collisions to the object itself with a on_collide(GameObject*). Most of the the other informations (like the other two examples) could just be queried by the game world passed to the update method. Now the world does not distinguish objects based on their type (it stores all object in a single polymorphic container), so what in fact it will return with an ideal world.entities_in(center, radius) is a container of GameObject*. But of course the soldier does not want to attack other soldiers from his team and a zombie doesn't case about other zombies. So we need to distinguish the behavior. A solution could be the following: void TeamASoldier::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<TeamBSoldier*>(e)) // shoot towards enemy } void Zombie::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<Human*>(e)) // go and eat brain } but of course the number of dynamic_cast<> per frame could be horribly high, and we all know how slow dynamic_cast can be. The same problem also applies to the on_collide(GameObject*) delegate that we discussed earlier. So what it the ideal way to organize the code so that objects can be aware of other objects and be able to ignore them or take actions based on their type?

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  • How do I keep user input and rendering independent of the implementation environment?

    - by alex
    I'm writing a Tetris clone in JavaScript. I have a fair amount of experience in programming in general, but am rather new to game development. I want to separate the core game code from the code that would tie it to one environment, such as the browser. My quick thoughts led me to having the rendering and input functions external to my main game object. I could pass the current game state to the rendering method, which could render using canvas, elements, text, etc. I could also map input to certain game input events, such as move piece left, rotate piece clockwise, etc. I am having trouble designing how this should be implemented in my object. Should I pass references to functions that the main object will use to render and process user input? For example... var TetrisClone = function(renderer, inputUpdate) { this.renderer = renderer || function() {}; this.inputUpdate = input || function() {}; this.state = {}; }; TetrisClone.prototype = { update: function() { // Get user input via function passed to constructor. var inputEvents = this.inputUpdate(); // Update game state. // Render the current game state via function passed to constructor. this.renderer(this.state); } }; var renderer = function(state) { // Render blocks to browser page. } var inputEvents = {}; var charCodesToEvents = { 37: "move-piece-left" /* ... */ }; document.addEventListener("keypress", function(event) { inputEvents[event.which] = true; }); var inputUpdate = function() { var translatedEvents = [], event, translatedEvent; for (event in inputEvents) { if (inputEvents.hasOwnProperty(event)) { translatedEvent = charCodesToEvents[event]; translatedEvents.push(translatedEvent); } } inputEvents = {}; return translatedEvents; } var game = new TetrisClone(renderer, inputUpdate); Is this a good game design? How would you modify this to suit best practice in regard to making a game as platform/input independent as possible?

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  • Game 30% done on HTML5. Maybe it was a bad idea. Should I change to Unity3d? [on hold]

    - by Dokkat
    I'm creating a 3d game on HTML5. It's 30% complete and the hard part is already coded. The server is on node.js.Now I'm realizing that maybe it was not a wise choice. This is because I realized: Three.js still has many bugs. I don't see the same thing on every machine. Each browser, OS, can give different results. I'm afraid my clients will have a great stress installing my game properly. I have tons of sprites and models on my game. I wonder if my clients will have to load all them again everytime they want to play? I wonder if a Node.js server will be fast enough to handle it, and I'm afraid it won't be scalable. What would you advise me? Should I continue and finish the game on HTML5 or is it better to remake it on something else, like Unity3d for the client and (what?) for the server?

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  • How can you store item data from a game?

    - by ThePlan
    When I look at games such as warcraft 3, or Diablo, or basically any games that contain items in them I notice that each item is unique. They all have different stats, different graphics, different names. I took a wild guess that they don't use XML, although I know I might be wrong, but I just figured they use something that isn't easily human-editable to prevent casual hacking. How is data such as item attributes stored in a game (2d or 3d, I suppose it works the same way in both)?

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  • How to make the game wait for an animation to finish?

    - by petervaz
    I'm teaching myself andengine while trying to make a match-3 puzzle, so far I have a grid of gems that I populate and can move then around. Matching gems and new gems falling is working already. My problem is that the game keeps flowing while animations runs. How can I make the flow suspend until movement is done? I use entity modifiers for the gems animations. MoveYModifier for the fall and PathModifier for the swap.

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  • Where might a newbie programmer begin with game development? [closed]

    - by Ginnjii
    I just started picking up programming and I'd love to learn the ins and outs of game development so if anyone could tell me where to begin I'd really appreciate it alot. I'm interested in flash games in particular for now. I have googled it up and such but I'm honestly lost what with so much related to the subject so a pointer in the right direction would be immensely helpful. As such any site or resource for the subject would be great.

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  • MkMapView Zoom Level

    - by meetS
    I m using MkMapView with google maps.I succeed to show map view and address with annotation pin.But I want increased zoom level.How Can I Set it programmatically?? (void) showMyAddress { //Hide the keypad MKCoordinateRegion region; MKCoordinateSpan span; span.latitudeDelta=0.2; span.longitudeDelta=0.2; CLLocationCoordinate2D location = [self addressLocation]; region.span=span; region.center=location; if(addAnnotation != nil) { [mapView removeAnnotation:addAnnotation]; [addAnnotation release]; addAnnotation = nil; } addAnnotation = [[AddAnnotation alloc] initWithCoordinate:location ]; [addAnnotation setMTitle:@"abc"]; [addAnnotation setMSubTitle:@"def."] [mapView addAnnotation:addAnnotation]; [mapView setRegion:region animated:TRUE]; [mapView regionThatFits:region]; } -(CLLocationCoordinate2D) addressLocation { NSString *urlString = [NSString stringWithFormat:@"http://maps.google.com/maps/geo?q=%@&output=csv", [@"abc" stringByAddingPercentEscapesUsingEncoding:NSUTF8StringEncoding]]; NSString *locationString = [NSString stringWithContentsOfURL:[NSURL URLWithString:urlString] encoding:NSStringEncodingConversionAllowLossy error:nil]; NSArray *listItems = [locationString componentsSeparatedByString:@","]; double latitude = 0.0; double longitude = 0.0; if([listItems count] >= 4 && [[listItems objectAtIndex:0] isEqualToString:@"200"]) { latitude = [[listItems objectAtIndex:2] doubleValue]; longitude = [[listItems objectAtIndex:3] doubleValue]; } else { } CLLocationCoordinate2D location; location.latitude = latitude; location.longitude = longitude; return location; }

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  • Suppress task switch keys (winkey, alt-tab, alt-esc, ctrl-esc) using low-level keyboard hook

    - by matt
    I'm trying to suppress task switch keys (such as winkey, alt-tab, alt-esc, ctrl-esc, etc.) by using a low-level keyboard hook. I'm using the following LowLevelKeyboardProc callback: IntPtr HookCallback(int nCode, IntPtr wParam, ref KBDLLHOOKSTRUCT lParam) { if (nCode >= 0) { bool suppress = false; // Suppress left and right windows keys. if (lParam.Key == VK_LWIN || lParam.Key == VK_RWIN) suppress = true; // Suppress alt-tab. if (lParam.Key == VK_TAB && HasAltModifier(lParam.Flags)) suppress = true; // Suppress alt-escape. if (lParam.Key == VK_ESCAPE && HasAltModifier(lParam.Flags)) suppress = true; // Suppress ctrl-escape. /* How do I hook CTRL-ESCAPE ? */ // Suppress keys by returning 1. if (suppress) return new IntPtr(1); } return CallNextHookEx(HookID, nCode, wParam, ref lParam); } bool HasAltModifier(int flags) { return (flags & 0x20) == 0x20; } However, I'm at a loss as to how to suppress the CTRL-ESC combination. Any suggestions? Thanks.

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  • Problem with saving new elements in my xml at right level

    - by Fore
    I have a xml file that looks like this: <DataTalk> <Posts> <TalkPost> <PostType>dialog</PostType> <User>ABBE</User> <Customer>HRM - Heroma</Customer> <PostedDate>0001-01-01T00:00:00</PostedDate> <Message>TEST</Message> </TalkPost> </Posts> </DataTalk> When I now want to save new elements, I do: document.root.add((new XElement("TalkPost", new XElement("PostType", newDialog.PostType), new XElement("User", newDialog.User), new XElement("Customer", newDialog.Customer), new XElement("PostedDate", newDialog.PostDate), new XElement("Message", newDialog.Message))); The problem is now that it gets saved at the wrong hierarchal level. They all gets saved under <datatalk> and not under <posts> that I wan't to. How should I do to save the new elements under the <posts> hierarchically

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  • File-level filesystem change notification in Mac OS X

    - by Paul J. Lucas
    I want my code to be notified when any file under (either directly or indirectly) a given directory is modified. By "modified", I mead I want my code to be notified whenever a file's contents are altered, it's renamed, or it's deleted; or if a new file is added. For my application, there can be thousands of files. I looked as FSEvents, but its Technology Overview says, in part: The important point to take away is that the granularity of notifications is at a directory level. It tells you only that something in the directory has changed, but does not tell you what changed. It also says: The file system events API is also not designed for finding out when a particular file changes. For such purposes, the kqueues mechanism is more appropriate. However, in order to use kqueue on a given file, one has to open the file to obtain a file descriptor. It's impractical to manage thousands of file descriptors (and would probably exceed the maximum allowable number of open file descriptors anyway). Curiously, under Windows, I can use the ReadDirectoryChangesW() function and it does precisely what I want. So how can one do what I want under Mac OS X? Or, asked another way: how would one go about writing the equivalent of ReadDirectoryChangesW() for Mac OS X in user-space (and do so very efficiently)?

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  • Java 7u4 webstart security exception: Class does not match trust level

    - by Glstunna
    We began to notice that with Java 7 (particularly with update 4), that all our users began to see this with our Webstart app: [14:42:58,422] AWT-EventQueue-0(DEBUG) java.lang.SecurityException: class "CLASSNAME" does not match trust level of other classes in the same package [14:42:58,422] AWT-EventQueue-0(DEBUG) at com.sun.deploy.security.CPCallbackHandler$ChildElement.checkResource(Unknown Source) [14:42:58,422] AWT-EventQueue-0(DEBUG) at com.sun.deploy.security.DeployURLClassPath$JarLoader.checkResource(Unknown Source) [14:42:58,422] AWT-EventQueue-0(DEBUG) at com.sun.deploy.security.DeployURLClassPath$JarLoader.getResource(Unknown Source) [14:42:58,422] AWT-EventQueue-0(DEBUG) at com.sun.deploy.security.DeployURLClassPath.getResource(Unknown Source) [14:42:58,422] AWT-EventQueue-0(DEBUG) at java.net.URLClassLoader$1.run(Unknown Source) [14:42:58,422] AWT-EventQueue-0(DEBUG) at java.net.URLClassLoader$1.run(Unknown Source) [14:42:58,422] AWT-EventQueue-0(DEBUG) at java.security.AccessController.doPrivileged(Native Method) [14:42:58,422] AWT-EventQueue-0(DEBUG) at java.net.URLClassLoader.findClass(Unknown Source) [14:42:58,422] AWT-EventQueue-0(DEBUG) at com.sun.jnlp.JNLPClassLoader.findClass(Unknown Source) [14:42:58,422] AWT-EventQueue-0(DEBUG) at java.lang.ClassLoader.loadClass(Unknown Source) [14:42:58,422] AWT-EventQueue-0(DEBUG) at java.lang.ClassLoader.loadClass(Unknown Source)...More Where CLASSNAME = pretty much every class at random points from several jars in the app execution, breaking several behavior. If our users were to use Java 6, they have no problems! Just 7 (update 4). We sign ALL our jars, both the main application jar and it's library jars. i.e Users launching our webstart app see the blue shield instead of yellow or red. This is obviously an issue as users are more frequently now upgrading to Java 7. I have tried to force our app to use Java 6 on the user machine either by using a previous installation(works), or installing a new one....with the j2se version="1.6" tag around resources but this causes it's own problems that would probably be best to make into it's own thread (the auto-jre-installation part). Did Oracle break Webstart security with Java 7u4? How do I solve this securityexception issue?

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  • PostgreSQL insert on primary key failing with contention, even at serializable level

    - by Steven Schlansker
    I'm trying to insert or update data in a PostgreSQL db. The simplest case is a key-value pairing (the actual data is more complicated, but this is the smallest clear example) When you set a value, I'd like it to insert if the key is not there, otherwise update. Sadly Postgres does not have an insert or update statement, so I have to emulate it myself. I've been working with the idea of basically SELECTing whether the key exists, and then running the appropriate INSERT or UPDATE. Now clearly this needs to be be in a transaction or all manner of bad things could happen. However, this is not working exactly how I'd like it to - I understand that there are limitations to serializable transactions, but I'm not sure how to work around this one. Here's the situation - ab: => set transaction isolation level serializable; a: => select count(1) from table where id=1; --> 0 b: => select count(1) from table where id=1; --> 0 a: => insert into table values(1); --> 1 b: => insert into table values(1); --> ERROR: duplicate key value violates unique constraint "serial_test_pkey" Now I would expect it to throw the usual "couldn't commit due to concurrent update" but I'm guessing since the inserts are different "rows" this does not happen. Is there an easy way to work around this?

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  • C# override WndProc in Control level to detect

    - by Nullstr1ng
    I have overridden WndProc in UserControl level to detect MouseDown, MouseUp, and MouseMove to any Control added in that UserControl. protected override void WndProc(ref Message m) { Point mouseLoc = new Point(); switch (m.Msg) { case WM_LBUTTONDOWN: System.Diagnostics.Debug.WriteLine("mouse down"); //this.OnMouseDown(new MouseEventArgs(MouseButtons.Left, 1, mouseLoc.X, mouseLoc.Y, 0)); break; case WM_LBUTTONUP: System.Diagnostics.Debug.WriteLine("mouse up"); //this.OnMouseDown(new MouseEventArgs(MouseButtons.Left, 1, mouseLoc.X,mouseLoc.Y, 0)); break; case WM_MOUSEMOVE: int lParam = m.LParam.ToInt32(); //mouseLoc.X = lParam & 0xFFFF; //mouseLoc.Y = (int)(lParam & 0xFFFF0000 >> 16); mouseLoc.X = (Int16)m.LParam; mouseLoc.Y = (Int16)((int)m.LParam >> 16); System.Diagnostics.Debug.WriteLine("mouse move: " + mouseLoc.X + ", " + mouseLoc.Y); //this.OnMouseDown(new MouseEventArgs(MouseButtons.Left, 1, mouseLoc.X,mouseLoc.Y, 0)); break; } base.WndProc(ref m); } MouseMove, Down, and Up are working when the mouse pointer is in UserControl but when the mouse pointer is on other control (inside my UserControl) it doesn't work. Am I doing something wrong? Currently developing a flick and scroll control.

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  • Implementing Model-level caching

    - by Byron
    I was posting some comments in a related question about MVC caching and some questions about actual implementation came up. How does one implement a Model-level cache that works transparently without the developer needing to manually cache, yet still remains efficient? I would keep my caching responsibilities firmly within the model. It is none of the controller's or view's business where the model is getting data. All they care about is that when data is requested, data is provided - this is how the MVC paradigm is supposed to work. (Source: Post by Jarrod) The reason I am skeptical is because caching should usually not be done unless there is a real need, and shouldn't be done for things like search results. So somehow the Model itself has to know whether or not the SELECT statement being issued to it worthy of being cached. Wouldn't the Model have to be astronomically smart, and/or store statistics of what is being most often queried over a long period of time in order to accurately make a decision? And wouldn't the overhead of all this make the caching useless anyway? Also, how would you uniquely identify a query from another query (or more accurately, a resultset from another resultset)? What about if you're using prepared statements, with only the parameters changing according to user input? Another poster said this: I would suggest using the md5 hash of your query combined with a serialized version of your input arguments. This would require twice the number of serialization options. I was under the impression that serialization was quite expensive, and for large inputs this might be even worse than just re-querying. And is the minuscule chance of collision worth worrying about? Conceptually, caching in the Model seems like a good idea to me, but it seems in practicality the developer should have direct control over caching and write it into the controller. Thoughts/ideas? Edit: I'm using PHP and MySQL if that helps to narrow your focus.

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  • User entered value validation and level of error catching

    - by Terry
    May I ask should the error catching code be placed at the lowest level or at the top as I am not sure what is the best practice? I prefer placing at the bottom, example a, as Example a public static void Main(string[] args) { string operation = args[0]; int value = Convert.ToInt32(args[1]); if (operation == "date") { DoDate(value); } else if (operation == "month") { DoMonth(value); } } public static void DoMonth(int month) { if (month < 1 || month > 12) { throw new Exception(""); } } public static void DoDate(int date) { if (date < 1 || date > 31) { throw new Exception(""); } } or example b public static void Main(string[] args) { string operation = args[0]; int value = Convert.ToInt32(args[1]); if (operation == "date" && (date < 1 || date > 12)) { throw new Exception(""); } else if (operation == "month" && (month < 1 || month > 31)) { throw new Exception(""); } if (operation == "date") { DoDate(value); } else if (operation == "month") { DoMonth(value); } } public static void DoMonth(int month) { } public static void DoDate(int date) { }

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  • SSIS - Bulk Update at Database Field Level

    - by Adam
    Hello, Here's our mission: Receive files from clients. Each file contains anywhere from 1 to 1,000,000 records. Records are loaded to a staging area and business-rule validation is applied. Valid records are then pumped into an OLTP database in a batch fashion, with the following rules: If record does not exist (we have a key, so this isn't an issue), create it. If record exists, optionally update each database field. The decision is made based on one of 3 factors...I don't believe it's important what those factors are. Our main problem is finding an efficient method of optionally updating the data at a field level. This is applicable across ~12 different database tables, with anywhere from 10 to 150 fields in each table (original DB design leaves much to be desired, but it is what it is). Our first attempt has been to introduce a table that mirrors the staging environment (1 field in staging for each system field) and contains a masking flag. The value of the masking flag represents the 3 factors. We've then put an UPDATE similar to... UPDATE OLTPTable1 SET Field1 = CASE WHEN Mask.Field1 = 0 THEN Staging.Field1 WHEN Mask.Field1 = 1 THEN COALESCE( Staging.Field1 , OLTPTable1.Field1 ) WHEN Mask.Field1 = 2 THEN COALESCE( OLTPTable1.Field1 , Staging.Field1 ) ... As you can imagine, the performance is rather horrendous. Has anyone tackled a similar requirement? We're a MS shop using a Windows Service to launch SSIS packages that handle the data processing. Unfortunately, we're pretty much novices at this stuff.

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  • Problems with ASP.NET, machine-level web.config, and the location element

    - by Daniel Schaffer
    I've got a server running Windows Web Server 2008 R2. The machine-level web.config has the following entries: <location path="Preview"> <appSettings> <add key="Environment" value="Preview" /> </appSettings> </location> <location path="Staging"> <appSettings> <add key="Environment" value="Staging" /> </appSettings> </location> <location path="Production"> <appSettings> <add key="Environment" value="Production" /> </appSettings> </location> I have a website that I'd set up in the direction D:\Sites\Preview\, so the full path would be D:\Sites\Preview\WebSite1. If I put a simple aspx file that just outputs the value of ConfigurationManager.AppSettings["Environment"], it displays the value Preview. I'm not clear on exactly how that works, but it does. I'd set this up several weeks ago, and just now tried to duplicate this - I put a second site in the D:\Sites\Preview\ directory, expecting that it would automatically pick up the appropriate appSettings entries, but for some reason it hasn't - the same aspx page doesn't show anything. Additionally, when I go into the IIS manager and open the Configuration Editor, there are no settings in there, whereas there are settings listed for the first site. Any ideas as to what I could be missing? Is the location element intended to work like this, or did I just find some magical fluke with my first site?

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  • 'Stack level too deep' error in engine-like plugin with globalize

    - by nutsmuggler
    Hello folks. I have built an engine-like plugin thanks to the new features of Rails 2.3. It's a 'Product' module for a CMS, extrapolated from a previously existing (and working) model/controller. The plugin relies on easy_fckeditor and on globalize (description and title field are localised), and I suspect that globalized could be the culprit here... Everything works fine, except for the update action. I get the following error message: (posting just the first lines, all the message is about attribute_methods) stack level too deep /Library/Ruby/Gems/1.8/gems/activerecord-2.3.2/lib/active_record/attribute_methods.rb:64:in `generated_methods?' /Library/Ruby/Gems/1.8/gems/activerecord-2.3.2/lib/active_record/attribute_methods.rb:241:in `method_missing' /Library/Ruby/Gems/1.8/gems/activerecord-2.3.2/lib/active_record/attribute_methods.rb:249:in `method_missing' For referenze, the full error stack is here: http://pastie.org/596546 I've tried to debug eliminating all the input fields, one by one, but I keep getting the error. fckeditor doesn't seem the culprit (error even without fckeditor) This is the action: def update params[:product][:term_ids] ||= [] @product = Product.find(params[:id]) respond_to do |format| if @product.update_attributes(params[:product]) flash[:notice] = t(:Product_was_successfully_updated) format.html { redirect_to products_path } format.xml { head :ok } else format.html { render :action => "edit" } format.xml { render :xml => @product.errors, :status => :unprocessable_entity } end end end As you see it's quite straightforward. Of course I am not hoping someone to solve this question straightaway, I'd just like to have a head up, a suggestion about where to look to solve this issue. Thanks in advance, Davide

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  • Replace low level web-service reference call transport with custom one

    - by hoodoos
    I'm not sure if title sounds right actually, so I will give more explanation here. I will begin from very beginning :) I'm using c# and .net for my development. I have an application that makes requests to some soap web-service and for each user request it produces 3 to 10 requests for web-service, they should all run async to finish in one time, so I use Async method of the web-service generated reference and then wait for result on callback. But it seems like it starts a thread (or takes it from pool) for every async call I make, so if I have 10 clients I got to spawn 30 to 100 threads and it sounds terrible even for my 16 cores server :) So i wanted to replace low level transport implementation with my own which uses non-blocking sockets and can handle at least 50 sockets run parallel in one thread with not much overhead. But I actually dunno where to put my override best. I analyzed System.Web.Services.Protocols.SoapHttpClientProtocol class and see that it has some GetWebRequest method which I actually could use. If only I could somehow interupt the object it creates and get a http request with all headers and body from there and then send it with my own sockets.. Any ideas what approach to use? Or maybe there's something built in the framework I can use?

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  • Setting Class-Level Variable to Use Between Event Handlers

    - by lush
    I'm having a hard time understanding why the following code doesn't work. I'm sure it's something remedial that I'm missing or not understanding. I currently have a page that asks for user input. If, based on the input and logged in user, I find data from this page already in the database, I need to update the existing records rather than creating new ones, so I set a class-level bool to true. The problem is, when MyNextButton is clicked, PreviouslySubmitted is still false. So, I'm not sure how to make the value of this variable persist. Any advice is appreciated, thanks. public partial class MyForm : System.Web.UI.Page { private bool previouslySubmitted; protected void Page_Load(object sender, EventArgs e) { MyButton.Click += (o, i) => { q = from a in db.TableA where (a.SomeField == SomeValue) select a; if(q.Any()) { PreviouslySubmitted = true; //populate the form's fields with values from database for user to revise } } MyNextButton.Click += (o, i) => { if(PreviouslySubmitted) { //update database } else { //insert into database } }

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  • Assembly-wide / root-level styles in WPF class library

    - by WarpedBoard
    I have a C# (2008/.NET 3.5) class library assembly that supports WPF (based on http://dotupdate.wordpress.com/2007/12/05/how-to-add-a-wpf-control-library-template-to-visual-c-express-2008/). I've created several windows, and am now attempting to create a common style set for them. However, as it's a class library (instead of a WPF app), I don't have an app.xaml (and its contained Application & corresponding Application.Resources) in which to store these styles for global access. So: How can I create a top-level set of style definitions that'll be seen by all xaml files in the assembly, given that I do not have app.xaml (see above)? And/or is it possible to add a working app.xaml to a class library? FYI, I did try creating a ResourceDictionary in a ResourceDictionary.xaml file, and include it in each window within a "Window.Resources" block. That turned out to solve the styling of Buttons, etc... but not for the enclosing Window. I can put 'Style="{StaticResource MyWindowStyle}"' in the Window's opening block, and it compiles and shows up in the VS Design window fine, but during actual runtime I get a parse exception (MyWindowStyle could not be found; I'm guessing Visual Studio sees the dictionary included after the line in question, but the CRL does things more sequentially and therefore hasn't loaded the ResourceDictionary yet).

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  • Low Level Console Input

    - by Soulseekah
    I'm trying to send commands to to the input of a cmd.exe application using the low level read/write console functions. I have no trouble reading the text (scraping) using the ReadConsole...() and WriteConsole() functions after having attached to the process console, but I've not figured out how to write for example "dir" and have the console interpret it as a sent command. Here's a bit of my code: CreateProcess(NULL, "cmd.exe", NULL, NULL, FALSE, CREATE_NEW_CONSOLE, NULL, NULL, &si, &pi); AttachConsole(pi.dwProcessId); strcpy(buffer, "dir"); WriteConsole(GetStdHandle(STD_INPUT_HANDLE), buffer, strlen(buffer), &charRead, NULL); STARTUPINFO attributes of the process are all set to zero, except, of course, the .cb attribute. Nothing changes on the screen, however I'm getting an Error 6: Invalid Handle returned from WriteConsole to STD_INPUT_HANDLE. If I write to (STD_OUTPUT_HANDLE) I do get my dir written on the screen, but nothing of course happens. I'm guessing SetConsoleMode() might be of help, but I've tried many mode combinations, nothing helped. I've also created a quick console application that waits for input (scanf()) and echoes back whatever goes in, didn't work. I've also tried typing into the scanf() promp and then peek into the input buffer using PeekConsoleInput(), returns 0, but the INPUT_RECORD array is empty. I'm aware that there is another way around this using WriteConsoleInput() to directly inject INPUT_RECORD structured events into the console, but this would be way too long, I'll have to send each keypress into it. I hope the question is clear. Please let me know if you need any further information. Thanks for your help.

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