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  • Navigation in Win8 Metro Style applications

    - by Dennis Vroegop
    In Windows 8, Touch is, as they say, a first class citizen. Now, to be honest: they also said that in Windows 7. However in Win8 this is actually true. Applications are meant to be used by touch. Yes, you can still use mouse, keyboard and pen and your apps should take that into account but touch is where you should focus on initially. Will all users have touch enabled devices? No, not in the first place. I don’t think touchscreens will be on every device sold next year. But in 5 years? Who knows? Don’t forget: if your app is successful it will be around for a long time and by that time touchscreens will be everywhere. Another reason to embrace touch is that it’s easier to develop a touch-oriented app and then to make sure that keyboard, nouse and pen work as doing it the other way around. Porting a mouse-based application to a touch based application almost never works. The reverse gives you much more chances for success. That being said, there are some things that you need to think about. Most people have more than one finger, while most users only use one mouse at the time. Still, most touch-developers translate their mouse-knowledge to the touch and think they did a good job. Martin Tirion from Microsoft said that since Touch is a new language people face the same challenges they do when learning a new real spoken language. The first thing people try when learning a new language is simply replace the words in their native language to the newly learned words. At first they don’t care about grammar. To a native speaker of that other language this sounds all wrong but they still will be able to understand what the intention was. If you don’t believe me: try Google translate to translate something for you from your language to another and then back and see what happens. The same thing happens with Touch. Most developers translate a mouse-click into a tap-event and think they’re done. Well matey, you’re not done. Not by far. There are things you can do with a mouse that you cannot do with touch. Think hover. A mouse has the ability to ‘slide’ over UI elements. Touch doesn’t (I know: with Pen you can do this but I’m talking about actual fingers here). A touch is either there or it isn’t. And right-click? Forget about it. A click is a click.  Yes, you have more than one finger but the machine doesn’t know which finger you use… The other way around is also true. Like I said: most users only have one mouse but they are likely to have more than one finger. So how do we take that into account? Thinking about this is really worth the time: you might come up with some surprisingly good ideas! Still: don’t forget that not every user has touch-enabled hardware so make sure your app is useable for both groups. Keep this in mind: we’re going to need it later on! Now. Apps should be easy to use. You don’t want your user to read through pages and pages of documentation before they can use the app. Imagine that spotter next to an airfield suddenly seeing a prototype of a Concorde 2 landing on the nearby runway. He probably wants to enter that information in our app NOW and not after he’s taken a 3 day course. Even if he still has to download the app, install it for the first time and then run it he should be on his way immediately. At least, fast enough to note down the details of that unique, rare and possibly exciting sighting he just did. So.. How do we do this? Well, I am not talking about games here. Games are in a league of their own. They fall outside the scope of the apps I am describing. But all the others can roughly be characterized as being one of two flavors: the navigation is either flat or hierarchical. That’s it. And if it’s hierarchical it’s no more than three levels deep. Not more. Your users will get lost otherwise and we don’t want that. Flat is simple. Just imagine we have one screen that is as high as our physical screen is and as wide as you need it to be. Don’t worry if it doesn’t fit on the screen: people can scroll to the right and left. Don’t combine up/down and left/right scrolling: it’s confusing. Next to that, since most users will hold their device in landscape mode it’s very natural to scroll horizontal. So let’s use that when we have a flat model. The same applies to the hierarchical model. Try to have at most three levels. If you need more space, find a way to group the items in such a way that you can fit it in three, very wide lanes. At the highest level we have the so called hub level. This is the entry point of the app and as such it should give the user an immediate feeling of what the app is all about. If your app has categories if items then you might show these categories here. And while you’re at it: also show 2 or 3 of the items itself here to give the user a taste of what lies beneath. If the user selects a category you go to the section part. Here you show several sections (again, go as wide as you need) with again some detail examples. After that: the details layer shows each item. By giving some samples of the underlaying layer you achieve several things: you make the layer attractive by showing several different things, you show some highlights so the user sees actual content and you provide a shortcut to the layers underneath. The image below is borrowed from the http://design.windows.com website which has tons and tons of examples: For our app we’ll use this layout. So what will we show? Well, let’s see what sorts of features our app has to offer. I’ll repeat them here: Note planes Add pictures of that plane Notify friends of new spots Share new spots on social media Write down arrival times Write down departure times Write down the runway they take I am sure you can think of some more items but for now we'll use these. In the hub we’ll show something that represents “Spots”, “Friends”, “Social”. Apparently we have an inner list of spotter-friends that are in the app, while we also have to whole world in social. In the layer below we show something else, depending on what the user choose. When they choose “Spots” we’ll display the last spots, last spots by our friends (so we can actually jump from this category to the one next to it) and so on. When they choose a “spot” (or press the + icon in the App bar, which I’ll talk about next time) they go to the lowest and final level that shows details about that spot, including a picture, date and time and the notes belonging to that entry. You’d be amazed at how easy it is to organize your app this way. If you don’t have enough room in these three layers you probably could easily get away with grouping items. Take a look at our hub: we have three completely different things in one place. If you still can’t fit it all in in a logical and consistent way, chances are you are trying to do too much in this app. Go back to your mission statement, determine if it is specific enough and if your feature list helps that statement or makes it unclear. Go ahead. Give it a go! Next time we’ll talk about the look and feel, the charms and the app-bar….

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  • "Wireless disabled by hardware switch" after suspend and other hardware buttons ineffective - how can I solve this?

    - by fahadayaz
    I have recently purchased a Novatech nFinity N1410 laptop and am having problems with the wireless, which sudo lshw -C network tells me is Centrino Wireless-N 2230 and using the iwlwifi driver. The problem is that after the device has been suspended, I am not able to get the wireless working again without a restart. The network indicator states that the wireless disabled by hardware switch. Though Fn+F2 is meant to be the wireless switch, xev tells me that the system doesn't see it as anything at all when I press this hardware combination. Also, though the brightness up/down buttons work fine, the volume up/down buttons do not work either. What can I do to fix this? I am running Ubuntu 12.10 with all available updates installed.

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  • redefine shortcuts for keys being set to default after reboot

    - by MYA
    i am using PHPStorm editor on Ubuntu 14.04. Everything is so smooth that I am loving the experience (especially the workspace experience is amazing) however this bug is giving me headache... some of the editor's short-cuts clash with default Ubuntu keys (Alt + Ctrl + Left,Right,Up or Down arrow keys). I have changed the default keys to (super + Left,Right,Up and Down arrow keys) so they don't collide with my editor but after the reboot, Ubuntu changes are somehow reverting to default. This keeps comming again and again. i am sure there is a way out so therefore need help with that...

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  • Wireless Very slow with 13.10 and BCM4313

    - by RyanCheu
    I have a laptop with the BCM4313, and it was working perfectly in Ubuntu 13.04, but I recently upgraded to 13.10 and now my wireless performance is horrible. Initially it didn't work at all, but I removed the wl driver and use the brcmsmac driver instead. Now when I boot up it works at the start, but gets progressively slower. My Android device is reporting 10Mbps down/20Mbps up, but my laptop only gets 1up/down. Does anyone know a solution? I really need my wireless to work, is my best option to just reinstall on 13.04? Thanks!

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  • Brightness control not working on HP Pavilion dm3t (Intel GMA 4500MHD)

    - by James
    Hey all, I picked up an hp dm3t laptop with intel HD graphics and installed ubuntu 10.10 64 bit on it. It works great -- the only problem is that the brightness controls on the keyboard don't work. The brightness is always at full. When I try to adjust it down, the indicator graphic indicates that it's going down but the actual brightness doesn't change. Is there anything that I can try to make this work? I'd really appreciate any help. I asked this on superuser.com and someone commented that I should play around with the intel hd drivers. I'm a total noob -- how do I do that? What else can I try? I really don't want to go back to windows.

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  • New Gencode Sql to Linq

    Hi all members I have a programme generator code for c# It gen by 3tier and include MS SQL to Linq, MS SQL, and Access. You can use it and give idia to I can do it better. Links down is below:   http://depositfiles.com/files/38hcd9xf8 ho?c http://www.easy-share.com/1910377507/Ge ... artent.rarThanks you for using it!   record include example and Guide you can down in page dofactory.com or Links below: http://www.easy-share.com/1910377763/Guide Do Patterns In Action 3.5.pdf http://depo...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How do you cope mentally with one very long piece of work

    - by Asher Einhorn
    This is my first games industry job and my task is to take out one major game component and put in a newer one. So far it's been 5 weeks, and I'm still just staring at errors. I think it could be months before it's at the point that it can compile. It's really getting me down. I'm just changing things over, I'm not really writing anything myself. it's just endless. I fix a thousand errors and nine thousand take their place. I'm sure this must be a common thing, so I was just wondering, how do you cope with this? It doesn't seem like I can break it down into little chunks at all.

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  • Space invaders clone not moving properly

    - by ThePlan
    I'm trying to make a basic space invaders clone in allegro 5, I've got my game set up, basic events and such, here is the code: #include <allegro5/allegro.h> #include <allegro5/allegro_image.h> #include <allegro5/allegro_primitives.h> #include <allegro5/allegro_font.h> #include <allegro5/allegro_ttf.h> #include "Entity.h" // GLOBALS ========================================== const int width = 500; const int height = 500; const int imgsize = 3; bool key[5] = {false, false, false, false, false}; bool running = true; bool draw = true; // FUNCTIONS ======================================== void initSpaceship(Spaceship &ship); void moveSpaceshipRight(Spaceship &ship); void moveSpaceshipLeft(Spaceship &ship); void initInvader(Invader &invader); void moveInvaderRight(Invader &invader); void moveInvaderLeft(Invader &invader); void initBullet(Bullet &bullet); void fireBullet(); void doCollision(); void updateInvaders(); void drawText(); enum key_t { UP, DOWN, LEFT, RIGHT, SPACE }; enum source_t { INVADER, DEFENDER }; int main(void) { if(!al_init()) { return -1; } Spaceship ship; Invader invader; Bullet bullet; al_init_image_addon(); al_install_keyboard(); al_init_font_addon(); al_init_ttf_addon(); ALLEGRO_DISPLAY *display = al_create_display(width, height); ALLEGRO_EVENT_QUEUE *event_queue = al_create_event_queue(); ALLEGRO_TIMER *timer = al_create_timer(1.0 / 60); ALLEGRO_BITMAP *images[imgsize]; ALLEGRO_FONT *font1 = al_load_font("arial.ttf", 20, 0); al_register_event_source(event_queue, al_get_keyboard_event_source()); al_register_event_source(event_queue, al_get_display_event_source(display)); al_register_event_source(event_queue, al_get_timer_event_source(timer)); images[0] = al_load_bitmap("defender.bmp"); images[1] = al_load_bitmap("invader.bmp"); images[2] = al_load_bitmap("explosion.bmp"); al_convert_mask_to_alpha(images[0], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[1], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[2], al_map_rgb(0, 0, 0)); initSpaceship(ship); initBullet(bullet); initInvader(invader); al_start_timer(timer); while(running) { ALLEGRO_EVENT ev; al_wait_for_event(event_queue, &ev); if(ev.type == ALLEGRO_EVENT_TIMER) { draw = true; if(key[RIGHT] == true) moveSpaceshipRight(ship); if(key[LEFT] == true) moveSpaceshipLeft(ship); } else if(ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) running = false; else if(ev.type == ALLEGRO_EVENT_KEY_DOWN) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_ESCAPE: running = false; break; case ALLEGRO_KEY_LEFT: key[LEFT] = true; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = true; break; case ALLEGRO_KEY_SPACE: key[SPACE] = true; break; } } else if(ev.type == ALLEGRO_KEY_UP) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_LEFT: key[LEFT] = false; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = false; break; case ALLEGRO_KEY_SPACE: key[SPACE] = false; break; } } if(draw && al_is_event_queue_empty(event_queue)) { draw = false; al_draw_bitmap(images[0], ship.pos_x, ship.pos_y, 0); al_flip_display(); al_clear_to_color(al_map_rgb(0, 0, 0)); } } al_destroy_font(font1); al_destroy_event_queue(event_queue); al_destroy_timer(timer); for(int i = 0; i < imgsize; i++) al_destroy_bitmap(images[i]); al_destroy_display(display); } // FUNCTION LOGIC ====================================== void initSpaceship(Spaceship &ship) { ship.lives = 3; ship.speed = 2; ship.pos_x = width / 2; ship.pos_y = height - 20; } void initInvader(Invader &invader) { invader.health = 100; invader.count = 40; invader.speed = 0.5; invader.pos_x = 300; invader.pos_y = 300; } void initBullet(Bullet &bullet) { bullet.speed = 10; } void moveSpaceshipRight(Spaceship &ship) { ship.pos_x += ship.speed; if(ship.pos_x >= width) ship.pos_x = width-30; } void moveSpaceshipLeft(Spaceship &ship) { ship.pos_x -= ship.speed; if(ship.pos_x <= 0) ship.pos_x = 0+30; } However it's not behaving the way I want it to behave, in fact the behavior for the ship movement is un-normal. Basically I specified that the ship only moves when the right/left key is down, however the ship is moving constantly to the direction of the key pressed, it never stops although it should only move while my key is down. Even more weird behavior, when I press the opposite key the ship completely stops no matter what else I press. What's wrong with the code? Why does the ship move constantly even after I specified it only moves when a key is down?

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  • Monitor not turning off when screen saver is on

    - by Elad92
    I installed Ubuntu for the first time 3 weeks ago and I really love it. I have Ubuntu 12.04. My only problem is that when screen saver is on, it just shows blank screen, and not turning off the monitor, so my monitor is always on. I have Samsung E2220 - 22". I looked over the web and I found this command: sudo xset dpms force off This command shuts down my screen so I don't see a reason why the screen saver can't shut it down. Thanks a lot! Elad

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  • SpriteBatch.Begin() making my model not render correctly

    - by manning18
    I was trying to output some debug information using DrawString when I noticed my model suddenly was being rendered like it was inside-out (like the culling had been disabled or something) and the texture maps weren't applied I commented out the DrawString method until I only had SpriteBatch.Begin() and .End() and that was enough to cause the model rendering corruption - when I commented those calls out the model rendered correctly What could this be a symptom of? I've stripped it down to the barest of code to isolate the problem and this is what I noticed. Draw code below (as stripped down as possible) GraphicsDevice.Clear(Color.LightGray); foreach (ModelMesh mesh in TIEAdvanced.Meshes) { foreach (Effect effect in mesh.Effects) { if (effect is BasicEffect) ((BasicEffect)effect).EnableDefaultLighting(); effect.CurrentTechnique.Passes[0].Apply(); } } spriteBatch.Begin(); spriteBatch.DrawString(spriteFont, "Camera Position: " + cameraPosition.ToString(), new Vector2(10, 10), Color.Blue); spriteBatch.End(); GraphicsDevice.DepthStencilState = DepthStencilState.Default; TIEAdvanced.Draw(Matrix.CreateScale(0.025f), viewMatrix, projectionMatrix);

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  • Simple 2D Flight Physics with Box2D

    - by MarkPowell
    I'm trying to build a simple side scroller with an airplane being the player. As such, I want to build simple flight controls with simple but realistic-feeling physics. I'm making use of cocos2D and Box2D. I have a basic system working, but just can't get the physics feeling correct. I am applying force to the plane (which is a b2CircleShape) based on the user's input. So, basically, if the user pushes up, body_->ApplyForce(b2Vec2(10,30), body_->GetPosition()) is called. Similarly, for down -30 is used. This works and the plane flys along with up/down causing it to dive or climb. But it just doesn't feel right. There is no slowdown on climbs, nor speed up during dives. My simple solution is far to simple. How can I get a better feel for a plane climbing/diving? Thanks!

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  • Requirement, architecture data capture tool

    - by Deno
    Are there any tools available for the following use case: I am planning to write a complex application and now I just know about the basic functional requirments. I am refining the functionality with more and more details. I am also writing down how to implement this in software architecture perspective. I am in a situation where there are multiple ways implement a certain functionality and based on the selected approach, other parts of the program will also change. At this moment, I don't want to decide on the approach to use, I just want to list down all the options, present to a wider audience and get it finalized. Are there any standard software tools to do this? I know I can use MS excel or some mind mapper tools, but just thinking of some standard tools (not just for programmers, but for managers and other) availability Thanks, Den

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  • Pros and Cons of Session Replication

    - by techsjs2012
    Do I really need Session Replication? I am working on a number of web projects for a firm. Most of the projects are about one or two pages of input and then doing a save to a mysql database. Very Basic projects. My SA's are pushing to try to get session replication working in JBoss but I don't really see any need for it and all of its overhead. We need load balancing and clustering so if the server does go down we can move the new requests to the backup service but I am not to big in session replication. This is very low volume projects. In my eyes what is the odds of a user being in the project as the server goes down on the one or two pages. I need to convince the SAs that session replication is an un-necessary complication in this instance. I am looking for pros and cons of session replication so that I can better structure my argument.

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  • Microsoft Sync. Framework with Azure on iOS

    - by Richard Jones
    A bit of a revelation this evening. I discovered something obvious, but missing from my understanding of the brilliant iOS example that ships with the Sync. Framework 4.0CTP It seems that on the server side if a record is edited, correctly only the fields that are modified gets sent down to your device (in my case an iPad). I was previously just blindly assuming that I'd get all fields down. I modified my Xcode population code (based on iOS sample) as follows: + (void)populateQCItems: (id)dict withMetadata:(id)metadata withContext:(NSManagedObjectContext*) context { QCItems *item = (QCItems *)[Utils populateOfflineEntity:dict withMetadata:metadata withContext:context]; if (item != nil) // modify new or existing live item { if ([dict valueForKey:@"Identifier"]) // new bit item.Identifier = [dict valueForKey:@"Identifier"]; if ([dict valueForKey:@"InspectionTypeID"]) // new bit item.InspectionTypeID = [dict valueForKey:@"InspectionTypeID"]; [item logEntity]; } } I hope this helps someone else; as I learnt this the hard way. Technorati Tags: Xcode, iOS, Azure, Sync Framework, Cloud

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  • How to fix slow wireless with Intel 4965 AGN? [closed]

    - by mikewhatever
    Possible Duplicate: Slow wireless with an Intel 4965 We run Ubuntu 12.04, 32bit, with the current kernel 3.2.27-generic on an MSI EX700. I've already added the 11n_disable=1 tweek, without whcih, wireless has been unusable. Now, it works OK, but speedtest shows: Windows XP - down 11.68mbps, up 2.07mbps Ubuntu 12.04 - down 2.06mbps up 2.0mbps We've disabled ipv6, tried static and dinamic IPs, tried both swcrypto=0 and swcrypto=1 options, none of whcih made any difference. The problem may be the symptom of high packet loss. For example, here's the output of iwconfig after booting and testing the speeds: wlan0 IEEE 802.11abg ESSID:"amu" Mode:Managed Frequency:2.462 GHz Access Point: 00:78:9E:FA:32:C8 Bit Rate=54 Mb/s Tx-Power=15 dBm Retry long limit:7 RTS thr:off Fragment thr:off Encryption key:off Power Management:off Link Quality=58/70 Signal level=-52 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:11 Invalid misc:3627 Missed beacon:0 I've posted a help request before with lots of technical info and outputs.

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  • tty1 prompt before lightdm

    - by David Weldon
    After upgrading to 13.10, every time I boot I'm shown a login prompt (tty1) for ~30 seconds before lightdm automatically starts. Everything works fine after that. Any ideas on what I could try to fix/debug this? My /var/log/lightdm/x-0-greeter.log contains lines like the following: ** (at-spi2-registryd:1381): WARNING **: Failed to register client: GDBus.Error:org.freedesktop.DBus.Error.ServiceUnknown: The name org.gnome.SessionManager was not provided by any .service files ** (at-spi2-registryd:1381): WARNING **: Unable to register client with session manager WARNING: Failed to open sessions directory: Error opening directory '/usr/share/lightdm/sessions': No such file or directory ** Message: PID 1534 (we are 1534) sent signal 15, shutting down... ** (gnome-settings-daemon:1401): WARNING **: Name taken or bus went away - shutting down Searching for these errors results in a variety of bugs filed over the years. Maybe a clean install will fix this.

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  • What is an effective way to organize tasks for a new project?

    - by Dulan
    Is there a practical solution to organizing the initial tasks for a new project? To elaborate, imagine the features/stories/goals are laid out for a project. How might one go about organizing those into sane tasks for the first few versions? The scenario I typically have in mind has the features listed as a high-level reference for what the end user-experience should involve. The tasks for constructing such features are then broken down into chunks (such as "create interface for X component"). Such a task is not necessarily "tied" to only that feature and may be useful when building subsequent features. Is breaking features down into small, code-able solutions valid? Or should they be slightly removed from any specific implementation? I do not expect that there is one "right" answer to this question, but I am looking for a fairly pragmatic and unobtrusive approach. As a note, I'm looking for solutions that are independent of any tools or "systems" used for managing the tasks themselves.

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  • What does private cloud Daas or DBaaS really mean ?

    - by llaszews
    Just had meeting with Fortune 1000 company regarding their private DBaaS or DaaS offering. Interesting to see what DBaaS really means to them: 1. Automated Database provisioning - Being able to 'one button' provision databases and database objects. This includings creating the database instance, creating database objects, network configuration and security provisioning. It is estimated that just being able to provision a new DB table in automated fashion will reduce time required to create a new DB table from 60 hours down to 8 hours. 2. Virtualization and blades - DBaaS infrastructure is all based upon VMs and blades. 3. Consolidation of database vendors - Moving from over ten database vendors down to three.

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  • Coming back from (blog) retirement

    - by leo.pasta
    So, it has been more than 3 years without a single blog post. I wished I could have a decent excuse for it, but in the end, I guess it boils down to laziness and procrastination. :-) Even though I learned a lot in that period (and added a feel tricks to my bag), I couldn’t find the will to sit down and write. I hope all my readers (yes mom and dad, I’m talking to you) have not been disappointed. I will try really hard not to let routine take over. I don’t expect I will be the most active blogger in the community, but hopefully a couple of posts per month is a good target to aim.

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  • TGA loader: reverse height

    - by aVoX
    I wrote a TGA image loader in Java which is working perfectly for files created with GIMP as long as they are saved with the option "origin" set to "Top Left" (Note: Actually TGA files are meant to be stored upside down - "Bottom Left" in GIMP). My problem is that I want my image loader to be capable of reading all different kinds of TGAs, so my question is, how do I flip the image upside down? Note that I store all image data inside a one-dimensional byte array, because OpenGL (glTexImage2D to be specific) requires it that way. Thanks in advance.

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  • How can I imitate interaction and movement in Diablo II?

    - by user422318
    I'm prototyping a simple browser-based game. It's played from a top down perspective on a 2d canvas. You left-click on a point on the map, and your character will begin walking to it. If you click on a different point on the map, then your character will begin walking to the new point. It's similar to Diablo II: http://www.youtube.com/watch?v=EvDKt-To6K0&feature=related How can I best imitate this movement system for a player? Ideas... Track current coords and target coords If target coords are exactly up, left, right, or down, then increment appropriate direction until you get there Implied else: target coords are in a quadrant. To make this movement look natural, character will have to move diagonally. For example, pretend the target is to the northeast. For each game frame, alternate incrementing current coordinates in the north and then east directions.

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  • Disqus 2012 comments NOT being indexed by Google

    - by Buckers
    We run a high-traffic website at http://www.onedirection.net and we've been using Disqus throughout this year, initially to great effect. We accepted the upgrade to Disqus 2012 back in June, loving the increased user experience and the better community feel - albeit back to an Iframe again. However the fact we were specifically told that the comments are now being indexed by Google was great, and the dynamic nature of the iFrame suited our site (all our pages are cached, so by using Disqus the comments are updated straight away). However, it seems that the Disqus 2012 comments are not being indexed, and we've noticed an obvious fall in traffic over the last few months. Initially we didn't put this down to Disqus and focused on other issues (Google algorithm updates etc). But we're quickly coming down the reasoning that our pages now contain less indexable text, and we are getting less traffic because of this. We've tried emailing Disqus directly but they're very slow and don't seem keen to help. Any thoughts on this?

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  • Trying to use stencils in 2D while retaining layer depth

    - by Steve
    This is a screen of what's going on just so you can get a frame of reference. http://i935.photobucket.com/albums/ad199/fobwashed/tilefloors.png The problem I'm running into is that my game is slowing down due to the amount of texture swapping I'm doing during my draw call. Since walls, characters, floors, and all objects are on their respective sprite sheet containing those types, per tile draw, the loaded texture is swapping no less than 3 to 5+ times as it cycles and draws the sprites in order to layer properly. Now, I've tried throwing all common objects together into their respective lists, and then using layerDepth drawing them that way which makes things a lot better, but the new problem I'm running into has to do with the way my doors/windows are drawn on walls. Namely, I was using stencils to clear out a block on the walls that are drawn in the shape of the door/window so that when the wall would draw, it would have a door/window sized hole in it. This is the way my draw was set up for walls when I was going tile by tile rather than grouped up common objects. first it would check to see if a door/window was on this wall. If not, it'd skip all the steps and just draw normally. Otherwise end the current spriteBatch Clear the buffers with a transparent color to preserve what was already drawn start a new spritebatch with stencil settings draw the door area end the spriteBatch start a new spritebatch that takes into account the previously set stencil draw the wall which will now be drawn with a hole in it end that spritebatch start a new spritebatch with the normal settings to continue drawing tiles In the tile by tile draw, clearing the depth/stencil buffers didn't matter since I wasn't using any layerDepth to organize what draws on top of what. Now that I'm drawing from lists of common objects rather than tile by tile, it has sped up my draw call considerably but I can't seem to figure out a way to keep the stencil system to mask out the area a door or window will be drawn into a wall. The root of the problem is that when I end a spriteBatch to change the DepthStencilState, it flattens the current RenderTarget and there is no longer any depth sorting for anything drawn further down the line. This means walls always get drawn on top of everything regardless of depth or positioning in the game world and even on top of each other as the stencil has to happen once for every wall that has a door or window. Does anyone know of a way to get around this? To boil it down, I need a way to draw having things sorted by layer depth while also being able to stencil/mask out portions of specific sprites.

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