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  • Require help with program for edutainment game

    - by Ender
    I am working on a factorisation problem and for small numbers it is working well. I've been able to calculate the factors (getting the answers from Wolfram Alpha) for small numbers, like the one on the Wikipedia page (5959). Along with the Wikipedia page I have been following this guide. Once again, as my Math knowledge is pretty poor I cannot follow what I need to do next. EDIT: It finally works! I'll post the working code up here once I've got it fully working so that others in my predicament can learn from it.

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  • Collision Detection (Ground & Slopes) in 2D Platform Game using Pygame Rects

    - by RedCap
    Hi, First off, I am not after any instructions on logic for collision detection; I get it. What I am trying to work out is the least complicated way to do this with Pygame using Sprites & Rects. I want to be able to check collisions for the Player against ground, walls & slopes. In theory it is quite straight forward, but I'm having difficulty because it seems like you cannot do this with one Rect. One Rect is simple enough to get you collisions in the X plane against walls. The same Rect could be used also be used in the Y plane against solids, but not with slopes - since with the collision routines in Pygame it checks the whole Rect (or mask), rather than perhaps just the bottom middle of the Rect. It seems in addition you need to have a number of "sprites" to check collisions with, that are 1x1 pixel in various places around the Player. What's the easiest way to do this, without having a bunch of 3, 4, or more separate "collision pixels" to check against slopes? Geoff

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  • game currency convert: math efficient

    - by Comradsky
    For variables:4 text views named diamondText, goldText, silverText, and bronzeText;money variable unsigned int money;and an NSTimer, every .1 sec,runs function: -(void)updateMoney{ money++; bronzeText.text = [NSString stringWithFormat:@"%d",money]; silverText.text = [NSString stringWithFormat:@"%d",money%10]; goldText.text = [NSString stringWithFormat:@"%d",money%100]; diamondText.text= [NSString stringWithFormat:@"%d",money%1000]; } Given that my currency is diamond = 10 gold = 10 silver = 10 bronze = 1; What would be most efficient way to calculate and display the money labels? How would you store this variable, with GameCenter and NSDictionary or GameCenter and something else? More details are below if you don't understand. To clarify: bronze has the last 2 numbers, silver has the next 2 numbers, and so on. I understand I could use 4 ints or an array, but i would rather try to use this method, unless theres a much more efficient way. Example: When money = 1000;bronzeText = nothing, silverText = 10,goldText = nothing, diamondText = nothing; What other ways would you do this that you think would be more efficient? I will be calling a function (void)collisionDetector that detects if my player.frame crosses with a flyingObject.frame, and if that object is a coin it gives an added value to money and then calls (void)updateMoney. Im just using the timer to test this and spawn these flying objects.

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  • Keeping Score in XNA Game

    - by Seven
    Hi. I'm following an XNA tutorial and have the following code for collision detecting (detecting when a bullet collides with a target). Basically I'm looking to increment a score variable to display the score to the screen without re-writing the whole program. No matter where I place it in this method it seems to start incrementing from the number of targets, not from zero. Is there something simple I'm missing here? Any help would be greatly appreciated. Thanks. private CollisionType CheckCollision(BoundingSphere sphere) { if (completeCityBox.Contains(sphere) != ContainmentType.Contains) return CollisionType.Boundary; for (int i = 0; i < targetList.Count; i++) { if (targetList[i].Contains(sphere) != ContainmentType.Disjoint) { targetList.RemoveAt(i); i--; AddTargets(); return CollisionType.Target; } } return CollisionType.None; }

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  • It is the arranging game in which

    - by bachchan
    1 2 3 13 5 4 7 10 6 14 11 9 8 15 12 1.Every time when we refresh the page the numbers in the cells will change but the These numbers will remain unique n from 1 to 15 2.Whenever we double click the number in the cell which is surrounded the empty cell then it will replace the empty cell with that number n that number cell become empty. 3.If we double click the cell which is not surrounded the empty cell then it will not replace the empty cell. 4.e.g. if we click 8 then it will not move to empty cell But if we click either 13, 7 , or 11 then it will move to empty cell 5.And every time when we click the cell it’s num color will change for a moment

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  • Team activity/game for illustrating design in a SCRUM environment

    - by njreed.myopenid.com
    I'm looking for a team building / training activity for some of my scrum teams. I want something that really illustrates the flexibility that the team has when implementing stories to define the scope and complexity of the feature themselves. Most of the teams have long-term waterfall experience and are used to having a well-defined specification. I'm looking for something that illustrates the need for the team to vary the scope of what they are building themselves, dependent on the time and resources available. I couldn't find anything at tastycupcakes.com and Google wasn't much help. Maybe someone has prepared something themselves they would care to share?

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  • best way to implement a deck for a card game in python

    - by matt1024
    What is the best way to store the cards and suits in python so that I can hold a reference to these values in another variable? For example, if I have a list called hand (cards in players hand), how could I hold values that could refer to the names of suits and values of specific cards, and how would these names and values of suits and cards be stored?

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  • Lotto program doesn't stop

    - by Naseyb Yaramis
    So I'm making a lotto game. You have to enter 6 lucky numbers and if they're the same as the lotto numbers then you win. Here is my code: using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace OefeningExaam { class Program { static void Main(string[] args) { Random getal = new Random(); int[] lottotrekking = new int[6]; Console.WriteLine("Geef je geluksgetallen in <tussen 1 en 42>"); Console.WriteLine("Geef je eerste getal in"); int getal1 = Convert.ToInt32(Console.ReadLine()); Console.WriteLine("Geef je tweede getal in"); int getal2 = Convert.ToInt32(Console.ReadLine()); Console.WriteLine("Geef je derde getal in"); int getal3 = Convert.ToInt32(Console.ReadLine()); Console.WriteLine("Geef je vierde getal in"); int getal4 = Convert.ToInt32(Console.ReadLine()); Console.WriteLine("Geef je vijfde getal in"); int getal5 = Convert.ToInt32(Console.ReadLine()); Console.WriteLine("Geef je zesde getal in"); int getal6 = Convert.ToInt32(Console.ReadLine()); while (getal1 != lottotrekking[0] || getal2 != lottotrekking[1] || getal3 != lottotrekking[2] || getal4 != lottotrekking[3] || getal5 != lottotrekking[4] || getal5 != lottotrekking[4] || getal6 != lottotrekking[5]) { for (int i = 0; i < lottotrekking.Length; i++) { int cijfer = getal.Next(1, 43); lottotrekking[i] = cijfer; Console.WriteLine(lottotrekking[0] + "\t " + lottotrekking[1] + "\t " + lottotrekking[2] + "\t " + lottotrekking[3] + "\t " + lottotrekking[4] + "\t " + lottotrekking[5]); } } if (getal1 == lottotrekking[0] && getal2 == lottotrekking[1] && getal3 == lottotrekking[2] && getal4 == lottotrekking[3] && getal5 == lottotrekking[4] && getal5 == lottotrekking[4] && getal6 == lottotrekking[5]) { Console.WriteLine(lottotrekking[0] + " " + lottotrekking[1] + " " + lottotrekking[2] + " " + lottotrekking[3] + " " + lottotrekking[4] + " " + lottotrekking[5]); } Console.ReadLine(); } } } The problem is that the program just keeps going and doesn't stop. It's supposed to stop when the lucky numbers are the same as the lotto numbers.

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  • Iterators over a LInked List in a Game in Java

    - by Matthew
    I am using OpenGl in android and they have a callback method called draw that gets called with out my control. (As fast as the device can handle if I am not mistaken) I have a list of "GameObjects" that have a .draw method and a .update method. I have two different threads that handle each of those. So, the question is, can I declare two different iterators in two different methods in two different threads that iterate over the same Linked List? If so, do I simply declare ListIterator<GameObject> l = objets.listIterator() each time I want a new iterator and it won't interfere with other iterators?

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  • DirectX: Render to a screen buffer without using a render target

    - by knight666
    Hello, I'm writing an open source 2D game engine, and I want to support as many devices and platforms as possible. I currently only have Windows Mobile though. I'm rendering using DirectX Mobile, with DirectDraw as a fallback path. However, I've run into a bit of trouble. It seems that while the reference driver supports createRenderTarget, many many many physical devices do not. I need some way to render to the screen without using a render target, because I render sprites using textured quads, but I also need to be able to draw individual pixels. This is how I do it right now: // save old values if (Error::Failed(m_D3DDevice->GetRenderTarget(&m_D3DOldTarget))) { ERROR_EXPLAIN("Could not retrieve backbuffer."); return false; } // clear render surface if (Error::Failed(m_D3DDevice->SetRenderTarget(m_D3DRenderSurface, NULL))) { ERROR_EXPLAIN("Could not set render target to render texture."); return false; } if (Error::Failed (m_D3DDevice->Clear( 0, NULL, // target rectangle D3DMCLEAR_TARGET, D3DMCOLOR_XRGB(0, 0, 0), // clear color 1.0f, 0 ) ) ) { ERROR_EXPLAIN("Failed to clear render texture."); return false; } D3DMLOCKED_RECT render_rect; if (Error::Failed(m_D3DRenderSurface->LockRect(&render_rect, NULL, NULL))) { ERROR_EXPLAIN("Failed to lock render surface pixels."); } else { m_D3DBackSurf->SetBuffer((Pixel*)render_rect.pBits); m_D3DRenderSurface->UnlockRect(); } // begin scene if (Error::Failed(m_D3DDevice->BeginScene())) { ERROR_EXPLAIN("Failed to start rendering."); return false; } // ===================== // example rendering // ===================== // some other stuff, but the most important part of rendering a sprite: device->SetTexture(0, m_Texture)); device->SetStreamSource(0, m_VertexBuffer, sizeof(Vertex)); device->DrawPrimitive(D3DMPT_TRIANGLELIST, 0, 2); // plotting a pixel Surface* target = (Surface*)Device::GetRenderMethod()->GetRenderTarget(); buffer = target->GetBuffer(); buffer[somepixel] = MAKECOLOR(255, 0, 0); // end scene if (Error::Failed(device->EndScene())) { ERROR_EXPLAIN("Failed to end scene."); return false; } // clear screen if (Error::Failed(device->SetRenderTarget(m_D3DOldTarget, NULL))) { ERROR_EXPLAIN("Couldn't set render target to backbuffer."); return false; } if (Error::Failed(device->GetBackBuffer ( 0, D3DMBACKBUFFER_TYPE_MONO, &m_D3DBack ) ) ) { ERROR_EXPLAIN("Couldn't retrieve backbuffer."); return false; } RECT dest = { 0, 0, Device::GetWidth(), Device::GetHeight() }; if (Error::Failed( device->StretchRect ( m_D3DRenderSurface, NULL, m_D3DBack, &dest, D3DMTEXF_NONE ) ) ) { ERROR_EXPLAIN("Failed to stretch render texture to backbuffer."); return false; } if (Error::Failed(device->Present(NULL, NULL, NULL, NULL))) { ERROR_EXPLAIN("Failed to present device."); return false; } I'm looking for a way to do the same thing (render sprites using hardware acceleration and plot pixels on a buffer) without using a render target. Thanks in advance.

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  • 1>main.obj : error LNK2001: unresolved external symbol _D3D10CreateDeviceAndSwapChain@32

    - by numerical25
    having trouble getting my directx going I get the following error 1>Linking... 1>main.obj : error LNK2001: unresolved external symbol _D3D10CreateDeviceAndSwapChain@32 1>C:\Users\numerical25\Desktop\Intro ToDirectX\msdnTutorials\tutorial0\tutorial\Debug\tutorial.exe : fatal error LNK1120: 1 unresolved externals below is my code // include the basic windows header file #include <windows.h> #include <windowsx.h> #include <d3d10.h> ID3D10Device* g_pd3dDevice; IDXGISwapChain* g_pSwapChain; // the WindowProc function prototype LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); bool InitDirect3D(HWND); // the entry point for any Windows program int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { // the handle for the window, filled by a function HWND hWnd; // this struct holds information for the window class WNDCLASSEX wc; // clear out the window class for use ZeroMemory(&wc, sizeof(WNDCLASSEX)); // fill in the struct with the needed information wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WindowProc; wc.hInstance = hInstance; wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)COLOR_WINDOW; wc.lpszClassName = L"WindowClass1"; // register the window class RegisterClassEx(&wc); // create the window and use the result as the handle hWnd = CreateWindowEx(NULL, L"WindowClass1", // name of the window class L"Our First Windowed Program", // title of the window WS_OVERLAPPEDWINDOW, // window style 300, // x-position of the window 300, // y-position of the window 640, // width of the window 480, // height of the window NULL, // we have no parent window, NULL NULL, // we aren't using menus, NULL hInstance, // application handle NULL); // used with multiple windows, NULL // display the window on the screen ShowWindow(hWnd, nCmdShow); // enter the main loop: // this struct holds Windows event messages MSG msg; bool finished = InitDirect3D(hWnd); // Enter the infinite message loop while(TRUE) { // Check to see if any messages are waiting in the queue while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { // Translate the message and dispatch it to WindowProc() TranslateMessage(&msg); DispatchMessage(&msg); } // If the message is WM_QUIT, exit the while loop if(msg.message == WM_QUIT) break; // Run game code here // ... // ... }; } // this is the main message handler for the program LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { // sort through and find what code to run for the message given switch(message) { // this message is read when the window is closed case WM_DESTROY: { // close the application entirely PostQuitMessage(0); return 0; } break; } // Handle any messages the switch statement didn't return DefWindowProc (hWnd, message, wParam, lParam); } bool InitDirect3D(HWND g_hWnd) { DXGI_SWAP_CHAIN_DESC sd; ZeroMemory( &sd, sizeof(sd) ); sd.BufferCount = 1; sd.BufferDesc.Width = 640; sd.BufferDesc.Height = 480; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = g_hWnd; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = TRUE; if( FAILED( D3D10CreateDeviceAndSwapChain( NULL, D3D10_DRIVER_TYPE_REFERENCE, NULL, 0, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice ) ) ) { return FALSE; } return TRUE; }

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  • A rocket following the tracks height. Not Homing Missile.

    - by confusedEj
    What I am trying to create is a rocket that will hug the track in a straight direction. ie) The rocket travels in a straight direction and can orientate based on its local x axis. This is so it can go up/down ramps and never hit the ground. Currently I am using PhysX opengl and C++. This is the method I'm trying right now: 1. Ray cast from ahead of the missile (ray casting downwards) 2. If the ray cast is less then the expected ray cast length, then I have to orientate up. 3. If the ray cast is more then the expected ray cast length, then I have to orientate down. Now the problem, I am having is that my missile is orientating at an arbitary angle (I'm giving it 1 degrees.) Though I think this is a bad approach because the amount of frames in the game is not as much as I would think there would be. So the rocket would run into a ramp. My main question is: is there a better way of approaching this and how? NxVec3 frontRayLoc = m_rocketConfig->getValueForKey<NxVec3>("r_frontRayCastLocation"); float threshhold = m_rocketConfig->getValueForKey<float>("r_angleThreshhold"); float predRayCastHeight = m_rocketConfig->getValueForKey<float>("r_predRayCastHeight"); NxVec3 rayGlobalPos_1 = m_actor->getGlobalPosition() + m_actor->getGlobalOrientation() * frontRayLoc; NxVec3 dir = m_actor->getGlobalOrientation() * NxVec3(0,-1.0,0); NxReal dist1 = castRay(rayGlobalPos_1, dir); // Get the percentage difference float actualFrontHeight = abs(1 - (dist1/predRayCastHeight)); // See if the percentage difference is greater then threshold // Also check if we are being shot off track if ((actualFrontHeight > threshhold) && (dist1 != m_rayMaxDist)){ // Dip Down if (dist1 > predRayCastHeight){ printf("DOWN - Distance 1: %f\n", dist1); // Get axis of rotation NxVec3 newAxis = m_actor->getGlobalOrientation() * NxVec3(1.0,0,0.0); // Rotate based on that axis m_orientateAngle = -1.0 * m_orientateAngle; // For rotating clockwise NxQuat newOrientation(m_orientateAngle, newAxis); NxMat33 orientation(newOrientation); m_orientation = m_orientation * orientation; // Orientate the linear velocity to keep speed of rocket and direct away from road NxVec3 linVel = m_actor->getLinearVelocity(); m_actor->setLinearVelocity(m_orientation * linVel); } // Go Up else if (dist1 < predRayCastHeight){ printf("UP - Distance 1: %f\n", dist1); // Get axis of rotation NxVec3 newAxis = m_actor->getGlobalOrientation() * NxVec3(1.0,0,0.0); // Rotate around axis NxQuat newOrientation(m_orientateAngle, newAxis); m_actor->setGlobalOrientationQuat(newOrientation); NxMat33 orientation(newOrientation); m_orientation = m_orientation * orientation; // Orientate the linear velocity to keep speed of rocket and direct away from road NxVec3 linVel = m_actor->getLinearVelocity(); m_actor->setLinearVelocity(m_orientation*linVel); } m_actor->setGlobalOrientation(m_orientation); } Thanks for the support :)

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  • ublas::bounded_vector<> being resized?

    - by n2liquid
    Now, seriously... I'll refrain from using bad words here because we're talking about the Boost fellows. It MUST be my mistake to see things this way, but I can't understand why, so I'll ask it here; maybe someone can enlighten me in this matter. Here it goes: uBLAS has this nice class template called bounded_vector<> that's used to create fixed-size vectors (or so I thought). From the Effective uBLAS wiki (http://www.crystalclearsoftware.com/cgi-bin/boost_wiki/wiki.pl?Effective_UBLAS): The default uBLAS vector and matrix types are of variable size. Many linear algebra problems involve vectors with fixed size. 2 and 3 elements are common in geometry! Fixed size storage (akin to C arrays) can be implemented efficiently as it does not involve the overheads (heap management) associated with dynamic storage. uBLAS implements fixed sizes by changing the underling storage of a vector/matrix to a "bounded_array" from the default "unbounded_array". Alright, this bounded_vector<> thing is used to free you from specifying the underlying storage of the vector to a bounded_array<> of the specified size. Here I ask you: doesn't it look like this bounded vector thing has fixed size to you? Well, it doesn't have. At first I felt betrayed by the wiki, but then I reconsidered the meaning of "bounded" and I think I can let it pass. But in case you, like me (I'm still uncertain), is still wondering if this makes sense, what I found out is that the bounded_vector<> actually can be resized, it may only not be greater than the size specified as template parameter. So, first off, do you think they've had a good reason not to make a real fixed<< size vector or matrix type? Do you think it's okay to "sell" this bounded -- as opposed to fixed-size -- vector to the users of my library as a "fixed-size" vector replacement, even named "Vector3" or "Vector2", like the Effective uBLAS wiki did? Do you think I should somehow implement a vector with fixed size for this purpose? If so, how? (Sorry, but I'm really new to uBLAS; just tried it today) I am developing a 3D game. Should uBLAS be used for the calculations involved in this ("hey, geometry!", per Effective uBLAS wiki)? What replacement would you suggest, if not? -- edit And just in case, yes, I've read this warning: It should be noted that this only changes the storage uBLAS uses for the vector3. uBLAS will still use all the same algorithm (which assume a variable size) to manipulate the vector3. In practice this seems to have no negative impact on speed. The above runs just as quickly as a hand crafted vector3 which does not use uBLAS. The only negative impact is that the vector3 always store a "size" member which in this case is redundant [or isn't it? I mean......]. I see it uses the same algorithm, assuming a variable size, but if an operation were to actually change its size, shouldn't it be stopped (assertion)? ublas::bounded_vector<float,3> v3; ublas::bounded_vector<float,2> v2; v3 = v2; std::cout << v3.size() << '\n'; // prints 2 Oh, come on, isn't this just plain betrayal?

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  • 256 Windows Azure Worker Roles, Windows Kinect and a 90's Text-Based Ray-Tracer

    - by Alan Smith
    For a couple of years I have been demoing a simple render farm hosted in Windows Azure using worker roles and the Azure Storage service. At the start of the presentation I deploy an Azure application that uses 16 worker roles to render a 1,500 frame 3D ray-traced animation. At the end of the presentation, when the animation was complete, I would play the animation delete the Azure deployment. The standing joke with the audience was that it was that it was a “$2 demo”, as the compute charges for running the 16 instances for an hour was $1.92, factor in the bandwidth charges and it’s a couple of dollars. The point of the demo is that it highlights one of the great benefits of cloud computing, you pay for what you use, and if you need massive compute power for a short period of time using Windows Azure can work out very cost effective. The “$2 demo” was great for presenting at user groups and conferences in that it could be deployed to Azure, used to render an animation, and then removed in a one hour session. I have always had the idea of doing something a bit more impressive with the demo, and scaling it from a “$2 demo” to a “$30 demo”. The challenge was to create a visually appealing animation in high definition format and keep the demo time down to one hour.  This article will take a run through how I achieved this. Ray Tracing Ray tracing, a technique for generating high quality photorealistic images, gained popularity in the 90’s with companies like Pixar creating feature length computer animations, and also the emergence of shareware text-based ray tracers that could run on a home PC. In order to render a ray traced image, the ray of light that would pass from the view point must be tracked until it intersects with an object. At the intersection, the color, reflectiveness, transparency, and refractive index of the object are used to calculate if the ray will be reflected or refracted. Each pixel may require thousands of calculations to determine what color it will be in the rendered image. Pin-Board Toys Having very little artistic talent and a basic understanding of maths I decided to focus on an animation that could be modeled fairly easily and would look visually impressive. I’ve always liked the pin-board desktop toys that become popular in the 80’s and when I was working as a 3D animator back in the 90’s I always had the idea of creating a 3D ray-traced animation of a pin-board, but never found the energy to do it. Even if I had a go at it, the render time to produce an animation that would look respectable on a 486 would have been measured in months. PolyRay Back in 1995 I landed my first real job, after spending three years being a beach-ski-climbing-paragliding-bum, and was employed to create 3D ray-traced animations for a CD-ROM that school kids would use to learn physics. I had got into the strange and wonderful world of text-based ray tracing, and was using a shareware ray-tracer called PolyRay. PolyRay takes a text file describing a scene as input and, after a few hours processing on a 486, produced a high quality ray-traced image. The following is an example of a basic PolyRay scene file. background Midnight_Blue   static define matte surface { ambient 0.1 diffuse 0.7 } define matte_white texture { matte { color white } } define matte_black texture { matte { color dark_slate_gray } } define position_cylindrical 3 define lookup_sawtooth 1 define light_wood <0.6, 0.24, 0.1> define median_wood <0.3, 0.12, 0.03> define dark_wood <0.05, 0.01, 0.005>     define wooden texture { noise surface { ambient 0.2  diffuse 0.7  specular white, 0.5 microfacet Reitz 10 position_fn position_cylindrical position_scale 1  lookup_fn lookup_sawtooth octaves 1 turbulence 1 color_map( [0.0, 0.2, light_wood, light_wood] [0.2, 0.3, light_wood, median_wood] [0.3, 0.4, median_wood, light_wood] [0.4, 0.7, light_wood, light_wood] [0.7, 0.8, light_wood, median_wood] [0.8, 0.9, median_wood, light_wood] [0.9, 1.0, light_wood, dark_wood]) } } define glass texture { surface { ambient 0 diffuse 0 specular 0.2 reflection white, 0.1 transmission white, 1, 1.5 }} define shiny surface { ambient 0.1 diffuse 0.6 specular white, 0.6 microfacet Phong 7  } define steely_blue texture { shiny { color black } } define chrome texture { surface { color white ambient 0.0 diffuse 0.2 specular 0.4 microfacet Phong 10 reflection 0.8 } }   viewpoint {     from <4.000, -1.000, 1.000> at <0.000, 0.000, 0.000> up <0, 1, 0> angle 60     resolution 640, 480 aspect 1.6 image_format 0 }       light <-10, 30, 20> light <-10, 30, -20>   object { disc <0, -2, 0>, <0, 1, 0>, 30 wooden }   object { sphere <0.000, 0.000, 0.000>, 1.00 chrome } object { cylinder <0.000, 0.000, 0.000>, <0.000, 0.000, -4.000>, 0.50 chrome }   After setting up the background and defining colors and textures, the viewpoint is specified. The “camera” is located at a point in 3D space, and it looks towards another point. The angle, image resolution, and aspect ratio are specified. Two lights are present in the image at defined coordinates. The three objects in the image are a wooden disc to represent a table top, and a sphere and cylinder that intersect to form a pin that will be used for the pin board toy in the final animation. When the image is rendered, the following image is produced. The pins are modeled with a chrome surface, so they reflect the environment around them. Note that the scale of the pin shaft is not correct, this will be fixed later. Modeling the Pin Board The frame of the pin-board is made up of three boxes, and six cylinders, the front box is modeled using a clear, slightly reflective solid, with the same refractive index of glass. The other shapes are modeled as metal. object { box <-5.5, -1.5, 1>, <5.5, 5.5, 1.2> glass } object { box <-5.5, -1.5, -0.04>, <5.5, 5.5, -0.09> steely_blue } object { box <-5.5, -1.5, -0.52>, <5.5, 5.5, -0.59> steely_blue } object { cylinder <-5.2, -1.2, 1.4>, <-5.2, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <5.2, -1.2, 1.4>, <5.2, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <-5.2, 5.2, 1.4>, <-5.2, 5.2, -0.74>, 0.2 steely_blue } object { cylinder <5.2, 5.2, 1.4>, <5.2, 5.2, -0.74>, 0.2 steely_blue } object { cylinder <0, -1.2, 1.4>, <0, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <0, 5.2, 1.4>, <0, 5.2, -0.74>, 0.2 steely_blue }   In order to create the matrix of pins that make up the pin board I used a basic console application with a few nested loops to create two intersecting matrixes of pins, which models the layout used in the pin boards. The resulting image is shown below. The pin board contains 11,481 pins, with the scene file containing 23,709 lines of code. For the complete animation 2,000 scene files will be created, which is over 47 million lines of code. Each pin in the pin-board will slide out a specific distance when an object is pressed into the back of the board. This is easily modeled by setting the Z coordinate of the pin to a specific value. In order to set all of the pins in the pin-board to the correct position, a bitmap image can be used. The position of the pin can be set based on the color of the pixel at the appropriate position in the image. When the Windows Azure logo is used to set the Z coordinate of the pins, the following image is generated. The challenge now was to make a cool animation. The Azure Logo is fine, but it is static. Using a normal video to animate the pins would not work; the colors in the video would not be the same as the depth of the objects from the camera. In order to simulate the pin board accurately a series of frames from a depth camera could be used. Windows Kinect The Kenect controllers for the X-Box 360 and Windows feature a depth camera. The Kinect SDK for Windows provides a programming interface for Kenect, providing easy access for .NET developers to the Kinect sensors. The Kinect Explorer provided with the Kinect SDK is a great starting point for exploring Kinect from a developers perspective. Both the X-Box 360 Kinect and the Windows Kinect will work with the Kinect SDK, the Windows Kinect is required for commercial applications, but the X-Box Kinect can be used for hobby projects. The Windows Kinect has the advantage of providing a mode to allow depth capture with objects closer to the camera, which makes for a more accurate depth image for setting the pin positions. Creating a Depth Field Animation The depth field animation used to set the positions of the pin in the pin board was created using a modified version of the Kinect Explorer sample application. In order to simulate the pin board accurately, a small section of the depth range from the depth sensor will be used. Any part of the object in front of the depth range will result in a white pixel; anything behind the depth range will be black. Within the depth range the pixels in the image will be set to RGB values from 0,0,0 to 255,255,255. A screen shot of the modified Kinect Explorer application is shown below. The Kinect Explorer sample application was modified to include slider controls that are used to set the depth range that forms the image from the depth stream. This allows the fine tuning of the depth image that is required for simulating the position of the pins in the pin board. The Kinect Explorer was also modified to record a series of images from the depth camera and save them as a sequence JPEG files that will be used to animate the pins in the animation the Start and Stop buttons are used to start and stop the image recording. En example of one of the depth images is shown below. Once a series of 2,000 depth images has been captured, the task of creating the animation can begin. Rendering a Test Frame In order to test the creation of frames and get an approximation of the time required to render each frame a test frame was rendered on-premise using PolyRay. The output of the rendering process is shown below. The test frame contained 23,629 primitive shapes, most of which are the spheres and cylinders that are used for the 11,800 or so pins in the pin board. The 1280x720 image contains 921,600 pixels, but as anti-aliasing was used the number of rays that were calculated was 4,235,777, with 3,478,754,073 object boundaries checked. The test frame of the pin board with the depth field image applied is shown below. The tracing time for the test frame was 4 minutes 27 seconds, which means rendering the2,000 frames in the animation would take over 148 hours, or a little over 6 days. Although this is much faster that an old 486, waiting almost a week to see the results of an animation would make it challenging for animators to create, view, and refine their animations. It would be much better if the animation could be rendered in less than one hour. Windows Azure Worker Roles The cost of creating an on-premise render farm to render animations increases in proportion to the number of servers. The table below shows the cost of servers for creating a render farm, assuming a cost of $500 per server. Number of Servers Cost 1 $500 16 $8,000 256 $128,000   As well as the cost of the servers, there would be additional costs for networking, racks etc. Hosting an environment of 256 servers on-premise would require a server room with cooling, and some pretty hefty power cabling. The Windows Azure compute services provide worker roles, which are ideal for performing processor intensive compute tasks. With the scalability available in Windows Azure a job that takes 256 hours to complete could be perfumed using different numbers of worker roles. The time and cost of using 1, 16 or 256 worker roles is shown below. Number of Worker Roles Render Time Cost 1 256 hours $30.72 16 16 hours $30.72 256 1 hour $30.72   Using worker roles in Windows Azure provides the same cost for the 256 hour job, irrespective of the number of worker roles used. Provided the compute task can be broken down into many small units, and the worker role compute power can be used effectively, it makes sense to scale the application so that the task is completed quickly, making the results available in a timely fashion. The task of rendering 2,000 frames in an animation is one that can easily be broken down into 2,000 individual pieces, which can be performed by a number of worker roles. Creating a Render Farm in Windows Azure The architecture of the render farm is shown in the following diagram. The render farm is a hybrid application with the following components: ·         On-Premise o   Windows Kinect – Used combined with the Kinect Explorer to create a stream of depth images. o   Animation Creator – This application uses the depth images from the Kinect sensor to create scene description files for PolyRay. These files are then uploaded to the jobs blob container, and job messages added to the jobs queue. o   Process Monitor – This application queries the role instance lifecycle table and displays statistics about the render farm environment and render process. o   Image Downloader – This application polls the image queue and downloads the rendered animation files once they are complete. ·         Windows Azure o   Azure Storage – Queues and blobs are used for the scene description files and completed frames. A table is used to store the statistics about the rendering environment.   The architecture of each worker role is shown below.   The worker role is configured to use local storage, which provides file storage on the worker role instance that can be use by the applications to render the image and transform the format of the image. The service definition for the worker role with the local storage configuration highlighted is shown below. <?xml version="1.0" encoding="utf-8"?> <ServiceDefinition name="CloudRay" >   <WorkerRole name="CloudRayWorkerRole" vmsize="Small">     <Imports>     </Imports>     <ConfigurationSettings>       <Setting name="DataConnectionString" />     </ConfigurationSettings>     <LocalResources>       <LocalStorage name="RayFolder" cleanOnRoleRecycle="true" />     </LocalResources>   </WorkerRole> </ServiceDefinition>     The two executable programs, PolyRay.exe and DTA.exe are included in the Azure project, with Copy Always set as the property. PolyRay will take the scene description file and render it to a Truevision TGA file. As the TGA format has not seen much use since the mid 90’s it is converted to a JPG image using Dave's Targa Animator, another shareware application from the 90’s. Each worker roll will use the following process to render the animation frames. 1.       The worker process polls the job queue, if a job is available the scene description file is downloaded from blob storage to local storage. 2.       PolyRay.exe is started in a process with the appropriate command line arguments to render the image as a TGA file. 3.       DTA.exe is started in a process with the appropriate command line arguments convert the TGA file to a JPG file. 4.       The JPG file is uploaded from local storage to the images blob container. 5.       A message is placed on the images queue to indicate a new image is available for download. 6.       The job message is deleted from the job queue. 7.       The role instance lifecycle table is updated with statistics on the number of frames rendered by the worker role instance, and the CPU time used. The code for this is shown below. public override void Run() {     // Set environment variables     string polyRayPath = Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), PolyRayLocation);     string dtaPath = Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), DTALocation);       LocalResource rayStorage = RoleEnvironment.GetLocalResource("RayFolder");     string localStorageRootPath = rayStorage.RootPath;       JobQueue jobQueue = new JobQueue("renderjobs");     JobQueue downloadQueue = new JobQueue("renderimagedownloadjobs");     CloudRayBlob sceneBlob = new CloudRayBlob("scenes");     CloudRayBlob imageBlob = new CloudRayBlob("images");     RoleLifecycleDataSource roleLifecycleDataSource = new RoleLifecycleDataSource();       Frames = 0;       while (true)     {         // Get the render job from the queue         CloudQueueMessage jobMsg = jobQueue.Get();           if (jobMsg != null)         {             // Get the file details             string sceneFile = jobMsg.AsString;             string tgaFile = sceneFile.Replace(".pi", ".tga");             string jpgFile = sceneFile.Replace(".pi", ".jpg");               string sceneFilePath = Path.Combine(localStorageRootPath, sceneFile);             string tgaFilePath = Path.Combine(localStorageRootPath, tgaFile);             string jpgFilePath = Path.Combine(localStorageRootPath, jpgFile);               // Copy the scene file to local storage             sceneBlob.DownloadFile(sceneFilePath);               // Run the ray tracer.             string polyrayArguments =                 string.Format("\"{0}\" -o \"{1}\" -a 2", sceneFilePath, tgaFilePath);             Process polyRayProcess = new Process();             polyRayProcess.StartInfo.FileName =                 Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), polyRayPath);             polyRayProcess.StartInfo.Arguments = polyrayArguments;             polyRayProcess.Start();             polyRayProcess.WaitForExit();               // Convert the image             string dtaArguments =                 string.Format(" {0} /FJ /P{1}", tgaFilePath, Path.GetDirectoryName (jpgFilePath));             Process dtaProcess = new Process();             dtaProcess.StartInfo.FileName =                 Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), dtaPath);             dtaProcess.StartInfo.Arguments = dtaArguments;             dtaProcess.Start();             dtaProcess.WaitForExit();               // Upload the image to blob storage             imageBlob.UploadFile(jpgFilePath);               // Add a download job.             downloadQueue.Add(jpgFile);               // Delete the render job message             jobQueue.Delete(jobMsg);               Frames++;         }         else         {             Thread.Sleep(1000);         }           // Log the worker role activity.         roleLifecycleDataSource.Alive             ("CloudRayWorker", RoleLifecycleDataSource.RoleLifecycleId, Frames);     } }     Monitoring Worker Role Instance Lifecycle In order to get more accurate statistics about the lifecycle of the worker role instances used to render the animation data was tracked in an Azure storage table. The following class was used to track the worker role lifecycles in Azure storage.   public class RoleLifecycle : TableServiceEntity {     public string ServerName { get; set; }     public string Status { get; set; }     public DateTime StartTime { get; set; }     public DateTime EndTime { get; set; }     public long SecondsRunning { get; set; }     public DateTime LastActiveTime { get; set; }     public int Frames { get; set; }     public string Comment { get; set; }       public RoleLifecycle()     {     }       public RoleLifecycle(string roleName)     {         PartitionKey = roleName;         RowKey = Utils.GetAscendingRowKey();         Status = "Started";         StartTime = DateTime.UtcNow;         LastActiveTime = StartTime;         EndTime = StartTime;         SecondsRunning = 0;         Frames = 0;     } }     A new instance of this class is created and added to the storage table when the role starts. It is then updated each time the worker renders a frame to record the total number of frames rendered and the total processing time. These statistics are used be the monitoring application to determine the effectiveness of use of resources in the render farm. Rendering the Animation The Azure solution was deployed to Windows Azure with the service configuration set to 16 worker role instances. This allows for the application to be tested in the cloud environment, and the performance of the application determined. When I demo the application at conferences and user groups I often start with 16 instances, and then scale up the application to the full 256 instances. The configuration to run 16 instances is shown below. <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="CloudRay" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="1" osVersion="*">   <Role name="CloudRayWorkerRole">     <Instances count="16" />     <ConfigurationSettings>       <Setting name="DataConnectionString"         value="DefaultEndpointsProtocol=https;AccountName=cloudraydata;AccountKey=..." />     </ConfigurationSettings>   </Role> </ServiceConfiguration>     About six minutes after deploying the application the first worker roles become active and start to render the first frames of the animation. The CloudRay Monitor application displays an icon for each worker role instance, with a number indicating the number of frames that the worker role has rendered. The statistics on the left show the number of active worker roles and statistics about the render process. The render time is the time since the first worker role became active; the CPU time is the total amount of processing time used by all worker role instances to render the frames.   Five minutes after the first worker role became active the last of the 16 worker roles activated. By this time the first seven worker roles had each rendered one frame of the animation.   With 16 worker roles u and running it can be seen that one hour and 45 minutes CPU time has been used to render 32 frames with a render time of just under 10 minutes.     At this rate it would take over 10 hours to render the 2,000 frames of the full animation. In order to complete the animation in under an hour more processing power will be required. Scaling the render farm from 16 instances to 256 instances is easy using the new management portal. The slider is set to 256 instances, and the configuration saved. We do not need to re-deploy the application, and the 16 instances that are up and running will not be affected. Alternatively, the configuration file for the Azure service could be modified to specify 256 instances.   <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="CloudRay" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="1" osVersion="*">   <Role name="CloudRayWorkerRole">     <Instances count="256" />     <ConfigurationSettings>       <Setting name="DataConnectionString"         value="DefaultEndpointsProtocol=https;AccountName=cloudraydata;AccountKey=..." />     </ConfigurationSettings>   </Role> </ServiceConfiguration>     Six minutes after the new configuration has been applied 75 new worker roles have activated and are processing their first frames.   Five minutes later the full configuration of 256 worker roles is up and running. We can see that the average rate of frame rendering has increased from 3 to 12 frames per minute, and that over 17 hours of CPU time has been utilized in 23 minutes. In this test the time to provision 140 worker roles was about 11 minutes, which works out at about one every five seconds.   We are now half way through the rendering, with 1,000 frames complete. This has utilized just under three days of CPU time in a little over 35 minutes.   The animation is now complete, with 2,000 frames rendered in a little over 52 minutes. The CPU time used by the 256 worker roles is 6 days, 7 hours and 22 minutes with an average frame rate of 38 frames per minute. The rendering of the last 1,000 frames took 16 minutes 27 seconds, which works out at a rendering rate of 60 frames per minute. The frame counts in the server instances indicate that the use of a queue to distribute the workload has been very effective in distributing the load across the 256 worker role instances. The first 16 instances that were deployed first have rendered between 11 and 13 frames each, whilst the 240 instances that were added when the application was scaled have rendered between 6 and 9 frames each.   Completed Animation I’ve uploaded the completed animation to YouTube, a low resolution preview is shown below. Pin Board Animation Created using Windows Kinect and 256 Windows Azure Worker Roles   The animation can be viewed in 1280x720 resolution at the following link: http://www.youtube.com/watch?v=n5jy6bvSxWc Effective Use of Resources According to the CloudRay monitor statistics the animation took 6 days, 7 hours and 22 minutes CPU to render, this works out at 152 hours of compute time, rounded up to the nearest hour. As the usage for the worker role instances are billed for the full hour, it may have been possible to render the animation using fewer than 256 worker roles. When deciding the optimal usage of resources, the time required to provision and start the worker roles must also be considered. In the demo I started with 16 worker roles, and then scaled the application to 256 worker roles. It would have been more optimal to start the application with maybe 200 worker roles, and utilized the full hour that I was being billed for. This would, however, have prevented showing the ease of scalability of the application. The new management portal displays the CPU usage across the worker roles in the deployment. The average CPU usage across all instances is 93.27%, with over 99% used when all the instances are up and running. This shows that the worker role resources are being used very effectively. Grid Computing Scenarios Although I am using this scenario for a hobby project, there are many scenarios where a large amount of compute power is required for a short period of time. Windows Azure provides a great platform for developing these types of grid computing applications, and can work out very cost effective. ·         Windows Azure can provide massive compute power, on demand, in a matter of minutes. ·         The use of queues to manage the load balancing of jobs between role instances is a simple and effective solution. ·         Using a cloud-computing platform like Windows Azure allows proof-of-concept scenarios to be tested and evaluated on a very low budget. ·         No charges for inbound data transfer makes the uploading of large data sets to Windows Azure Storage services cost effective. (Transaction charges still apply.) Tips for using Windows Azure for Grid Computing Scenarios I found the implementation of a render farm using Windows Azure a fairly simple scenario to implement. I was impressed by ease of scalability that Azure provides, and by the short time that the application took to scale from 16 to 256 worker role instances. In this case it was around 13 minutes, in other tests it took between 10 and 20 minutes. The following tips may be useful when implementing a grid computing project in Windows Azure. ·         Using an Azure Storage queue to load-balance the units of work across multiple worker roles is simple and very effective. The design I have used in this scenario could easily scale to many thousands of worker role instances. ·         Windows Azure accounts are typically limited to 20 cores. If you need to use more than this, a call to support and a credit card check will be required. ·         Be aware of how the billing model works. You will be charged for worker role instances for the full clock our in which the instance is deployed. Schedule the workload to start just after the clock hour has started. ·         Monitor the utilization of the resources you are provisioning, ensure that you are not paying for worker roles that are idle. ·         If you are deploying third party applications to worker roles, you may well run into licensing issues. Purchasing software licenses on a per-processor basis when using hundreds of processors for a short time period would not be cost effective. ·         Third party software may also require installation onto the worker roles, which can be accomplished using start-up tasks. Bear in mind that adding a startup task and possible re-boot will add to the time required for the worker role instance to start and activate. An alternative may be to use a prepared VM and use VM roles. ·         Consider using the Windows Azure Autoscaling Application Block (WASABi) to autoscale the worker roles in your application. When using a large number of worker roles, the utilization must be carefully monitored, if the scaling algorithms are not optimal it could get very expensive!

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  • Exception Error in c#

    - by Kumu
    using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using System.IO; using System.Runtime.Serialization.Formatters.Binary; namespace FoolballLeague { public partial class MainMenu : Form { FootballLeagueDatabase footballLeagueDatabase; Game game; Login login; public MainMenu() { InitializeComponent(); changePanel(1); } public MainMenu(FootballLeagueDatabase footballLeagueDatabaseIn) { InitializeComponent(); footballLeagueDatabase = footballLeagueDatabaseIn; } private void Form_Loaded(object sender, EventArgs e) { } private void gameButton_Click(object sender, EventArgs e) { int option = 0; changePanel(option); } private void scoreboardButton_Click(object sender, EventArgs e) { int option = 1; changePanel(option); } private void changePanel(int optionIn) { gamePanel.Hide(); scoreboardPanel.Hide(); string title = "Football League System"; switch (optionIn) { case 0: gamePanel.Show(); this.Text = title + " - Game Menu"; break; case 1: scoreboardPanel.Show(); this.Text = title + " - Display Menu"; break; } } private void logoutButton_Click(object sender, EventArgs e) { login = new Login(); login.Show(); this.Hide(); } private void addGameButton_Click(object sender, EventArgs e) { if ((homeTeamTxt.Text.Length) == 0) MessageBox.Show("You must enter a Home Team"); else if (homeScoreUpDown.Value > 9 || homeScoreUpDown.Minimum < 0) MessageBox.Show("You must enter one digit between 0 and 9"); else if ((awayTeamTxt.Text.Length) == 0) MessageBox.Show("You must enter a Away Team"); else if (homeScoreUpDown.Value > 9 || homeScoreUpDown.Value < 0) MessageBox.Show("You must enter one digit between 0 to 9"); else { //checkGameInputFields(); game = new Game(homeTeamTxt.Text, int.Parse(homeScoreUpDown.Value.ToString()), awayTeamTxt.Text, int.Parse(awayScoreUpDown.Value.ToString())); MessageBox.Show("Home Team -" + '\t' + homeTeamTxt.Text + '\t' + "and" + '\r' + "Away Team -" + '\t' + awayTeamTxt.Text + '\t' + "created"); footballLeagueDatabase.AddGame(game); //clearCreateStudentInputFields(); } } private void timer1_Tick(object sender, EventArgs e) { displayDateAndTime(); } private void displayDateAndTime() { dateLabel.Text = DateTime.Today.ToLongDateString(); timeLabel.Text = DateTime.Now.ToShortTimeString(); } private void displayResultsButton_Click(object sender, EventArgs e) { Game game = new Game(homeTeamTxt.Text, int.Parse(homeScoreUpDown.Value.ToString()), awayTeamTxt.Text, int.Parse(awayScoreUpDown.Value.ToString())); gameResultsListView.Items.Clear(); gameResultsListView.View = View.Details; ListViewItem row = new ListViewItem(); row.SubItems.Add(game.HomeTeam.ToString()); row.SubItems.Add(game.HomeScore.ToString()); row.SubItems.Add(game.AwayTeam.ToString()); row.SubItems.Add(game.AwayScore.ToString()); gameResultsListView.Items.Add(row); } private void displayGamesButton_Click(object sender, EventArgs e) { Game game = new Game("Home", 2, "Away", 4);//homeTeamTxt.Text, int.Parse(homeScoreUpDown.Value.ToString()), awayTeamTxt.Text, int.Parse(awayScoreUpDown.Value.ToString())); modifyGamesListView.Items.Clear(); modifyGamesListView.View = View.Details; ListViewItem row = new ListViewItem(); row.SubItems.Add(game.HomeTeam.ToString()); row.SubItems.Add(game.HomeScore.ToString()); row.SubItems.Add(game.AwayTeam.ToString()); row.SubItems.Add(game.AwayScore.ToString()); modifyGamesListView.Items.Add(row); } } } This is the whole code and I got same error like previous question. Unhandled Exception has occurred in you application.If you click...............click Quit.the application will close immediately. Object reference not set to an instance of an object. And the following details are in the error message. ***** Exception Text ******* System.NullReferenceException: Object reference not set to an instance of an object. at FoolballLeague.MainMenu.addGameButton_Click(Object sender, EventArgs e) in C:\Users\achini\Desktop\FootballLeague\FootballLeague\MainMenu.cs:line 91 at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) I need to add the games to using the addGameButton and the save those added games and display them in the list view (gameResultsListView). Now I can add a game and display in the list view.But when I pressed the button addGameButton I got the above error message. If you can please give me a solution to this problem.

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  • Do you have any “Family Feud” style questions and answers for a game for high school students?

    - by Ben Jakuben
    I am gathering questions and responses in math, science, and technology for a "Family Feud" style game for high school students. I am having trouble finding and thinking of questions, especially in the technology realm. Technology (programming or general tech) questions are preferred. If you have never seen the game show, "Family Feud" involves two teams trying to guess the most popular responses to questions asked to a group of 100 respondents. The team must guess all the popular responses to get the points for the question. For example, if the question is, "What are the major tags in HTML 4.0?", the responses might be: P (64 votes) DIV (16 votes) TABLE (8 votes) BLINK (4 votes)

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  • copyright of some arcade classics [closed]

    - by kamziro
    Possible Duplicate: How closely can a game resemble another game without legal problems So suppose I'm currently developing a variant of a snakes game for the iPhone, and you decided to call it "snakes". First, in general, how would you find out if a name's been copyrighted or not? It's probably safe with "snakes" because it's such a common word, and that there's been so many games around (please correct me if I'm wrong), but with some people copyrighting the name "edge", it would be best to be a bit careful. Second, suppose I decided to go with some name that is guaranteed to be different (e.g EL SERPENTES DE LOS REYES), would gameplay be a point of contention on copyright issues? For example, the tetris game is sort of "copyrighted" at the apple app store, and there was a crackdown on anyone using the word "tris" or anything related to it. However, if there was a game with the gameplay of tetris (or loosely very similar), with the name "BLOXODEREX", can it be liable to copyright/DMCA issues?

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  • Android - Rendering HUD View to SurfaceView

    - by Jon
    I have developed a relatively simple game in android, to get my head around it all, and on the back of it developed a crude game engine (in the loosest sense!). I use a SurfaceView and canvas (no OpenGL) - I'll cross that bridge another time! I have implemented a game HUD, title screens etc. by overlaying standard Android view widgets over my SurfaceView. This all works reasonably well maintaining an acceptable frame-rate, but it is a simple game with not a lot happening on or off screen. What I am wondering now is whether one could (and whether one would get any advantage by) drawing all my views to the one SurfaceView, all controlled by the main game thread. At the moment I have handlers flinging messages around and runOnUiThreads here, there and everywhere. Quite cumbersome. Any thoughts on this would be much appreciated (before I perhaps waste time trying to do it!)

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  • Le service de "Cloud computing" de jeux vidéo OnLive annonce ses dates et son prix à la Game Develop

    Mise à jour du 11/03/10 Le service de "Cloud computing" de jeux vidéo OnLive annonce ses dates et son prix à la Game Developers Conference 2010 Se déroulant actuellement, la Game Developers Conference 2010 a offert l'occasion à Mike McGarvey, responsable du projet OnLive, d'officialiser certains points sur son projet de "could computing" pour les jeux vidéo. On apprend ainsi que le service sera disponible à partir du 17 juin prochain sur la sol américain. Rien n'est précisé quand à sa disponibilité du service en Europe. Le service demandera au client de s'abonner mensuellement pour un prix de 14,95$ (soit environ 11€ par mois). Le service sera dans un p...

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  • XNA: Auto-populate content within the content project based on current folder/file structure and content management for large games

    - by Joe
    1) Is it possible to implement a system where I can simply drop a new image into my content project's folder and VS will automatically see that and bring it into the project for compiling? 2) Similarly, if I wanted a specific texture I could state something like var texture = Game.Assets.Image["backgrounds/sky_02"]; (where Game is the standard XNA Game class and Assets is some kind of content manager statically defined within Game). I know this is fairly simple to implement manually and have done such things in the past (static Dictionary defined within Game) except this only works for relatively small games where you can have all assets loaded at the start without much issue. How would you go about making this work for games where content is loaded and unloaded based on level / area? I'm not asking for the solution, just how you would go about this and what things you would have to be aware of. Thanks.

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  • How to draw textures on a model

    - by marc wellman
    The following code is a complete XNA 3.1 program almost unaltered to that code skeleton Visual Studio is creating when creating a new project. The only things I have changed are imported a .x model to the content folder of the VS solution. (the model is a simple square with a texture spanning over it - made in Google Sketchup and exported with several .x exporters) in the Load() method I am loading the .x model into the game. The Draw() method uses a BasicEffect to render the model. Except these three things I haven't added any code. Why does the model does not show the texture ? What can I do to make the texture visible ? This is the texture file (a standard SketchUp texture from the palette): And this is what my program looks like - as you can see: No texture! Find below the complete source code of the program AND the complete .x file: namespace WindowsGame1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } Model newModel; /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: usse this.Content to load your game content here newModel = Content.Load<Model>(@"aau3d"); foreach (ModelMesh mesh in newModel.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { meshPart.Effect = new BasicEffect(this.GraphicsDevice, null); } } } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { if (newModel != null) { GraphicsDevice.Clear(Color.CornflowerBlue); Matrix[] transforms = new Matrix[newModel.Bones.Count]; newModel.CopyAbsoluteBoneTransformsTo(transforms); foreach (ModelMesh mesh in newModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.TextureEnabled = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(new Vector3(0, 0, 0)); effect.View = Matrix.CreateLookAt(new Vector3(200, 1000, 200), Vector3.Zero, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), 0.75f, 1.0f, 10000.0f); } mesh.Draw(); } } base.Draw(gameTime); } } } This is the model I am using (.x): xof 0303txt 0032 // SketchUp 6 -> DirectX (c)2008 edecadoudal, supports: faces, normals and textures Material Default_Material{ 1.0;1.0;1.0;1.0;; 3.2; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; } Material _Groundcover_RiverRock_4inch_{ 0.568627450980392;0.494117647058824;0.427450980392157;1.0;; 3.2; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; TextureFilename { "aau3d.xGroundcover_RiverRock_4inch.jpg"; } } Mesh mesh_0{ 4; -81.6535;0.0000;74.8031;, -0.0000;0.0000;0.0000;, -81.6535;0.0000;0.0000;, -0.0000;0.0000;74.8031;; 2; 3;0,1,2, 3;1,0,3;; MeshMaterialList { 2; 2; 1, 1; { Default_Material } { _Groundcover_RiverRock_4inch_ } } MeshTextureCoords { 4; -2.1168,-3.4022; 1.0000,-0.0000; 1.0000,-3.4022; -2.1168,-0.0000;; } MeshNormals { 4; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000;; 2; 3;0,1,2; 3;1,0,3;; } }

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  • User generated content: a basic yet simple to use OR a complex yet powerful solution?

    - by ne5tebiu
    As stated above, which solution is better for a game based on user generated content? The simple solution (in-game editor) is great for gamers without experience in coding and etc. In this way every player could populate the game with content. But the content would be very limited. The complex solution would allow the content to be with almost no limitation but casual gamers probably couldn't make hardly any content at all. If both solutions are used, the quality behind the second solution would be more valuable than the first solution's quantity. However, making a powerful in-game editor could even take more time and manpower than the actual game and every gamer would have to learn how to use the new complex tool, understand it, and master it if he or she wants to make quality content.

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  • Resolution Independent 2D Rendering in XNA

    - by AttackingHobo
    I am trying to figure out the best way to render a 2d game at any resolution. I am currently rendering the game at 1920x1200. I am trying scale the game to any user selected resolution without changing the way I am rendering, or game logic. What is the best way to scale a game to any arbitrary resolution? Edit: I am trying to achieve this: http://www.david-amador.com/2010/03/xna-2d-independent-resolution-rendering/ but I think the code he has is for a different version of XNA because I cannot find that method overload he uses.

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  • How can i change focus when game locks it?

    - by GrizzLy
    I am playing wolfenstein:enemy territory, and if i play it in windowed mode, i can't change focus from game to something else (alt+tab doesnt work). EDIT1: As far as i could try, only ctrl+alt+Fx works (x is one number, for example F1 will switch to terminal). Could i somehow capture this kind of shortcut somewhere on X level and then send it to compiz to change focus (minimize currently focused window)? EDIT2: I found one other way, it works for Wolf:ET, it may help with other games too, if you turn on gameconsole (usually tilde key) game will release mouse lock (in windowed mode).

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