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  • crash log in device

    - by seenu
    I need help to understand the crash log. The app works fine on my simulator but it crashes in device. my simulator is run with:-iPhone Simulator 225, iPhone OS 4.1 (iPhone 4/8B5091b) this is my device crash log:- Incident Identifier: CD0E8B93-5CF9-402C-9787-4B175C51A690 CrashReporter Key: 1961913be3204fe8cb5a39c1e00ac0f03a452876 Hardware Model: iPhone1,2 Process: My Game[1115] Path: /var/mobile/Applications/2968E5FB-96DD-443D-B386-D68F08E9345E/My Game.app/My Game Identifier: My Game Version: ??? (???) Code Type: ARM (Native) Parent Process: launchd [1] Date/Time: 2010-12-29 23:39:15.753 -0500 OS Version: **iPhone OS 4.2.1 (8C148)** Report Version: 104 Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x00000000, 0x00000000 Crashed Thread: 0 Thread 0 Crashed: 0 libSystem.B.dylib 0x35de3ad0 0x35d5a000 + 563920 1 libSystem.B.dylib 0x35de3abe 0x35d5a000 + 563902 2 libSystem.B.dylib 0x35de3ab2 0x35d5a000 + 563890 3 libSystem.B.dylib 0x35dfad5e 0x35d5a000 + 658782 4 libstdc++.6.dylib 0x374f2a00 0x3748d000 + 416256 5 libobjc.A.dylib 0x32d9d8d8 0x32d95000 + 35032 6 libstdc++.6.dylib 0x374f0100 0x3748d000 + 405760 7 libstdc++.6.dylib 0x374f0178 0x3748d000 + 405880 8 libstdc++.6.dylib 0x374f02a0 0x3748d000 + 406176 9 libobjc.A.dylib 0x32d9bf28 0x32d95000 + 28456 10 CoreFoundation 0x3759dabc 0x374f9000 + 674492 11 Foundation 0x351a3e6c 0x35151000 + 339564 12 My Game 0x0006325c 0x1000 + 402012 13 My Game 0x00003c98 0x1000 + 11416 14 My Game 0x00062108 0x1000 + 397576 15 My Game 0x00003b08 0x1000 + 11016 16 My Game 0x000074d8 0x1000 + 25816 17 CoreFoundation 0x375466fc 0x374f9000 + 317180 18 CoreFoundation 0x375465d6 0x374f9000 + 316886 19 My Game 0x0005c818 0x1000 + 374808 20 My Game 0x000596a4 0x1000 + 362148 21 CoreFoundation 0x37542a3c 0x374f9000 + 301628 22 My Game 0x000b692c 0x1000 + 743724 23 My Game 0x000b7550 0x1000 + 746832 24 My Game 0x000c2a7c 0x1000 + 793212 25 UIKit 0x358f4ea8 0x358d3000 + 138920 26 UIKit 0x358f44dc 0x358d3000 + 136412 27 UIKit 0x358d7c94 0x358d3000 + 19604 28 UIKit 0x358d73ac 0x358d3000 + 17324 29 GraphicsServices 0x33e77c80 0x33e72000 + 23680 30 CoreFoundation 0x3752f5c4 0x374f9000 + 222660 31 CoreFoundation 0x3752f582 0x374f9000 + 222594 32 CoreFoundation 0x3752182e 0x374f9000 + 165934 33 CoreFoundation 0x37521504 0x374f9000 + 165124 34 CoreFoundation 0x37521412 0x374f9000 + 164882 35 GraphicsServices 0x33e76d1c 0x33e72000 + 19740 36 UIKit 0x3591d574 0x358d3000 + 304500 37 UIKit 0x3591a550 0x358d3000 + 292176 38 My Game 0x000030a4 0x1000 + 8356 39 My Game 0x00003010 0x1000 + 8208 Thread 1: 0 libSystem.B.dylib 0x35d8f974 0x35d5a000 + 219508 1 libSystem.B.dylib 0x35e5e2fc 0x35d5a000 + 1065724 2 libSystem.B.dylib 0x35e5dd68 0x35d5a000 + 1064296 3 libSystem.B.dylib 0x35e5d788 0x35d5a000 + 1062792 4 libSystem.B.dylib 0x35de6970 0x35d5a000 + 575856 5 libSystem.B.dylib 0x35ddd2fc 0x35d5a000 + 537340 Thread 2: 0 libSystem.B.dylib 0x35d5b3b0 0x35d5a000 + 5040 1 libSystem.B.dylib 0x35d5d894 0x35d5a000 + 14484 2 CoreFoundation 0x37521f7c 0x374f9000 + 167804 3 CoreFoundation 0x37521780 0x374f9000 + 165760 4 CoreFoundation 0x37521504 0x374f9000 + 165124 5 CoreFoundation 0x37521412 0x374f9000 + 164882 6 WebCore 0x3318bd14 0x33070000 + 1162516 7 libSystem.B.dylib 0x35de5b44 0x35d5a000 + 572228 8 libSystem.B.dylib 0x35dd77a4 0x35d5a000 + 513956 Thread 0 crashed with ARM Thread State: r0: 0x00000000 r1: 0x00000000 r2: 0x00000001 r3: 0x3e74f308 r4: 0x00000006 r5: 0x00238cfc r6: 0x00238ff0 r7: 0x2fdfdd2c r8: 0x3eba21b8 r9: 0x0000000a r10: 0x3eba21bc r11: 0x0022fb00 ip: 0x00000025 sp: 0x2fdfdd2c lr: 0x35de3ac5 pc: 0x35de3ad0 cpsr: 0x000a0010 Binary Images: 0x1000 - 0xebfff +My Gamearmv6 <15bbbead83159dac341a987c660d2b28> /var/mobile/Applications/2968E5FB-96DD-443D-B386-D68F08E9345E/My Game.app/My Game 0x1f8000 - 0x1f9fff dns.so armv6 <88b569311cca4a9593b2d670051860d1> /usr/lib/info/dns.so 0x2fe00000 - 0x2fe29fff dyld armv6 <617f6daf4103547c47a8407a2e0b90de> /usr/lib/dyld 0x30229000 - 0x30268fff MBXGLEngine armv6 <9d60c44b1ddc55387a0cb77f90660b37> /System/Library/Frameworks/OpenGLES.framework/MBXGLEngine.bundle/MBXGLEngine 0x3027c000 - 0x3027efff IOMobileFramebuffer armv6 <f42bbbf67195a7b98d67ad021bba4784> /System/Library/PrivateFrameworks/IOMobileFramebuffer.framework/IOMobileFramebuffer 0x3027f000 - 0x3038dfff CFNetwork armv6 <d6eeee83216ee9c553134f069f37cbc2> /System/Library/Frameworks/CFNetwork.framework/CFNetwork 0x303ef000 - 0x303f4fff CaptiveNetwork armv6 <f41df4b358b77b29ff85e0eaea88ee1d> /System/Library/PrivateFrameworks/CaptiveNetwork.framework/CaptiveNetwork 0x303f5000 - 0x30444fff Security armv6 <cf625b4dc7ea928891313444ef64a7cb> /System/Library/Frameworks/Security.framework/Security 0x30445000 - 0x3055cfff libicucore.A.dylib armv6 <8968ff3f62d7780bb1bd75026a7628d0> /usr/lib/libicucore.A.dylib 0x3055d000 - 0x30561fff ApplePushService armv6 <0560b630d26e261e205fc58942e1885c> /System/Library/PrivateFrameworks/ApplePushService.framework/ApplePushService 0x3059d000 - 0x305a8fff MobileWiFi armv6 <c7532e63e083a1dd2a0ef7352b85749d> /System/Library/PrivateFrameworks/MobileWiFi.framework/MobileWiFi 0x305aa000 - 0x30612fff libvDSP.dylib armv6 <9d264733fc675943c082bd3b9b567b59> /System/Library/Frameworks/Accelerate.framework/Frameworks/vecLib.framework/libvDSP.dylib 0x30613000 - 0x3064dfff MobileCoreServices armv6 <beb473ce80390554bb4af21554522286> /System/Library/Frameworks/MobileCoreServices.framework/MobileCoreServices 0x3065c000 - 0x3066efff libbsm.0.dylib armv6 <51e7bb18da9afa44a33e54e42fbd0707> /usr/lib/libbsm.0.dylib 0x3066f000 - 0x306c6fff CoreMedia armv6 <cd5e9398c161f129146931e888e1c92e> /System/Library/Frameworks/CoreMedia.framework/CoreMedia 0x306f0000 - 0x306fefff libz.1.dylib armv6 <84592e96bae1a661374b0f9a5d03a3a0> /usr/lib/libz.1.dylib 0x306ff000 - 0x30729fff PrintKit armv6 <74f9710fa01a33b5bb04c4aeabd6be7d> /System/Library/PrivateFrameworks/PrintKit.framework/PrintKit 0x3072e000 - 0x307d0fff AVFoundation armv6 <da9d96f32791f51ecb439c5eaeeff59a> /System/Library/Frameworks/AVFoundation.framework/AVFoundation 0x307d7000 - 0x3082afff IOKit armv6 <20da5e822f21a8d0a7c5b3e149330efd> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit 0x30831000 - 0x3083bfff AccountSettings armv6 <eca67ab04f724e1fa7c6406c88e75433> /System/Library/PrivateFrameworks/AccountSettings.framework/AccountSettings 0x30a04000 - 0x30aa3fff ProofReader armv6 <2734920b62f174c17aeeb15f371615ef> /System/Library/PrivateFrameworks/ProofReader.framework/ProofReader 0x30ad6000 - 0x30b1afff AddressBook armv6 <1f30c3370dad27331a491ba4b190813c> /System/Library/Frameworks/AddressBook.framework/AddressBook 0x30b3d000 - 0x30b9cfff CoreAudio armv6 <ccc4bace0d6eca79a32ed84d566f72e9> /System/Library/Frameworks/CoreAudio.framework/CoreAudio 0x32d7d000 - 0x32d89fff libkxld.dylib armv6 <f74f359de7bbe3ccdc37fa6f332aebf4> /usr/lib/system/libkxld.dylib 0x32d95000 - 0x32e5cfff libobjc.A.dylib armv6 <429841269f8bcecd4ba3264a8725dad6> /usr/lib/libobjc.A.dylib 0x32e5d000 - 0x32ecdfff libsqlite3.dylib armv6 <87b9bb47687902d9120d03d1da9eb9fc> /usr/lib/libsqlite3.dylib 0x32f0c000 - 0x32f1ffff libmis.dylib armv6 <dba9c086b49bd9540930ff27211570d6> /usr/lib/libmis.dylib 0x33055000 - 0x33061fff SpringBoardServices armv6 <fd0c472436b3306f5b56118c93c8a423> /System/Library/PrivateFrameworks/SpringBoardServices.framework/SpringBoardServices 0x33062000 - 0x3306ffff MobileBluetooth armv6 <2b68516e1321011a4efbee2947d463c6> /System/Library/PrivateFrameworks/MobileBluetooth.framework/MobileBluetooth 0x33070000 - 0x338bffff WebCore armv6 <aa3b6827f051da7a3494c9bee4ebe290> /System/Library/PrivateFrameworks/WebCore.framework/WebCore 0x33ab4000 - 0x33ab4fff Accelerate armv6 <cdde24a7ad004b2b2e600cd4f3ac5eb7> /System/Library/Frameworks/Accelerate.framework/Accelerate 0x33bbc000 - 0x33c0afff CoreText armv6 <16c9582fdffb598178287c6ce9fd6897> /System/Library/Frameworks/CoreText.framework/CoreText 0x33c16000 - 0x33d73fff libGLProgrammability.dylib armv6 <aec6b54ffd532bb607aab4acbab679b6> /System/Library/Frameworks/OpenGLES.framework/libGLProgrammability.dylib 0x33d85000 - 0x33e71fff QuartzCore armv6 <77cd91ff21fe6c58c309f2c82eb95ca5> /System/Library/Frameworks/QuartzCore.framework/QuartzCore 0x33e72000 - 0x33e81fff GraphicsServices armv6 <af20aba0ec96e7b7c42bb55ac763c784> /System/Library/PrivateFrameworks/GraphicsServices.framework/GraphicsServices 0x33ead000 - 0x33f6efff ImageIO armv6 <0c1b6f466667ff345f2399d8142a9d10> /System/Library/Frameworks/ImageIO.framework/ImageIO 0x33f78000 - 0x33f79fff CoreSurface armv6 <5e290514380c626e9b0f9f9985b9dc7a> /System/Library/PrivateFrameworks/CoreSurface.framework/CoreSurface 0x34137000 - 0x34156fff EAP8021X armv6 <fa56845b5396c3ebb368c2368331643c> /System/Library/PrivateFrameworks/EAP8021X.framework/EAP8021X 0x343a0000 - 0x343bffff Bom armv6 <f41bef81e23e2bff59155e5ce46762d3> /System/Library/PrivateFrameworks/Bom.framework/Bom 0x343c0000 - 0x344bdfff JavaScriptCore armv6 <3547c92c1efc0522b087e7f10eba7728> /System/Library/PrivateFrameworks/JavaScriptCore.framework/JavaScriptCore 0x344be000 - 0x34500fff ManagedConfiguration armv6 <397723a33c19c3487d304d69580acbfc> /System/Library/PrivateFrameworks/ManagedConfiguration.framework/ManagedConfiguration 0x34b52000 - 0x34f1ffff libLAPACK.dylib armv6 <0eb734c91165416224b98c943ff6476b> /System/Library/Frameworks/Accelerate.framework/Frameworks/vecLib.framework/libLAPACK.dylib 0x34f20000 - 0x35014fff libiconv.2.dylib armv6 <01916d6784f4de8f3746978faae9c5fa> /usr/lib/libiconv.2.dylib 0x35015000 - 0x35022fff CoreVideo armv6 <7b100fd5fdf98db1cd0f0649e7f6f316> /System/Library/Frameworks/CoreVideo.framework/CoreVideo 0x35151000 - 0x35272fff Foundation armv6 <6bdeb19a1fcb93e2930dadb50416f881> /System/Library/Frameworks/Foundation.framework/Foundation 0x3529b000 - 0x352a6fff libbz2.1.0.dylib armv6 <6aa8a4ed0906a495d059ace9125f525d> /usr/lib/libbz2.1.0.dylib 0x352dc000 - 0x35342fff libBLAS.dylib armv6 <11a3677a08175a30df1b3d66d7e0951a> /System/Library/Frameworks/Accelerate.framework/Frameworks/vecLib.framework/libBLAS.dylib 0x35406000 - 0x35406fff vecLib armv6 <8f914b3e8a581d49fb21d2c0ff75be03> /System/Library/Frameworks/Accelerate.framework/Frameworks/vecLib.framework/vecLib 0x35407000 - 0x3540afff MobileInstallation armv6 <456ed7fe6dd9fcd8e78df425085b1452> /System/Library/PrivateFrameworks/MobileInstallation.framework/MobileInstallation 0x354be000 - 0x354dcfff OpenAL armv6 <e86dc71ad650db8a13e4785e9c35a4b9> /System/Library/Frameworks/OpenAL.framework/OpenAL 0x35541000 - 0x35547fff MBX2D armv6 <fad4955cab36e0179df6f8f27d365b8f> /System/Library/PrivateFrameworks/MBX2D.framework/MBX2D 0x35815000 - 0x3581afff AssetsLibraryServices armv6 <224b3cf992a01814f91481244e3213eb> /System/Library/PrivateFrameworks/AssetsLibraryServices.framework/AssetsLibraryServices 0x3581b000 - 0x35877fff libGLImage.dylib armv6 <7c1049f20c4e64591c09d3ac00c7d3ab> /System/Library/Frameworks/OpenGLES.framework/libGLImage.dylib 0x358bc000 - 0x358c3fff liblockdown.dylib armv6 <f470dea180ddf23886df75eb256d3888> /usr/lib/liblockdown.dylib 0x358cc000 - 0x358cffff libgcc_s.1.dylib armv6 <bed95ed187350ce27d22ed241ef892ea> /usr/lib/libgcc_s.1.dylib 0x358d3000 - 0x35d4ffff UIKit armv6 <14ec6c926b8bda71b73136f6e1a6ac1b> /System/Library/Frameworks/UIKit.framework/UIKit 0x35d5a000 - 0x35e98fff libSystem.B.dylib armv6 <70571c1e697e2ae7f7a9b1a499453bb6> /usr/lib/libSystem.B.dylib 0x35f7e000 - 0x35fc2fff VideoToolbox armv6 <101dbbcd34cc3231a8be3fd6392556aa> /System/Library/PrivateFrameworks/VideoToolbox.framework/VideoToolbox 0x35fdb000 - 0x36162fff CoreGraphics armv6 <9a1d72fa9549d83abc1e735ba37a4dc2> /System/Library/Frameworks/CoreGraphics.framework/CoreGraphics 0x36179000 - 0x36255fff WebKit armv6 <83da207070be989ba81dba3a83d5206a> /System/Library/PrivateFrameworks/WebKit.framework/WebKit 0x36269000 - 0x36278fff OpenGLES armv6 <37eda5ddcff210dd321157da35a87a5e> /System/Library/Frameworks/OpenGLES.framework/OpenGLES 0x363f3000 - 0x363f9fff MobileKeyBag armv6 <2d83bf6a43bab972d77a1a6e0f3b03d2> /System/Library/PrivateFrameworks/MobileKeyBag.framework/MobileKeyBag 0x365db000 - 0x365f9fff libresolv.9.dylib armv6 <9c94634beea733e754dc115737b6e63c> /usr/lib/libresolv.9.dylib 0x36746000 - 0x3683cfff libxml2.2.dylib armv6 <9c44d05cc67f1ebabd795903e581724e> /usr/lib/libxml2.2.dylib 0x3683e000 - 0x36888fff libCGFreetype.A.dylib armv6 <cfc94cfa17958f2f94c9eff208a7dace> /System/Library/Frameworks/CoreGraphics.framework/Resources/libCGFreetype.A.dylib 0x3694c000 - 0x3694ffff libAccessibility.dylib armv6 <74e0f77cc276a9412be268c795fdcbca> /usr/lib/libAccessibility.dylib 0x36955000 - 0x36a1ffff Celestial armv6 <11172a6ee53bdf067548cd4496bc5fe0> /System/Library/PrivateFrameworks/Celestial.framework/Celestial 0x36a2d000 - 0x36a30fff CrashReporterSupport armv6 <00bc60f690e6328b64e7a7b718edf45a> /System/Library/PrivateFrameworks/CrashReporterSupport.framework/CrashReporterSupport 0x36a31000 - 0x36a74fff CoreTelephony armv6 <cabbce0fa7630065dc7e7d3ca3bc616c> /System/Library/Frameworks/CoreTelephony.framework/CoreTelephony 0x36c1c000 - 0x36c26fff AggregateDictionary armv6 <f7429444c955e4f13c6761d20032ab52> /System/Library/PrivateFrameworks/AggregateDictionary.framework/AggregateDictionary 0x36c2b000 - 0x36de1fff AudioToolbox armv6 <bb65e8ed531fe5923eb8ac00a7c0d87d> /System/Library/Frameworks/AudioToolbox.framework/AudioToolbox 0x36de2000 - 0x36e16fff AppSupport armv6 <783e14db9585fd063c0c2a755cd121b6> /System/Library/PrivateFrameworks/AppSupport.framework/AppSupport 0x36e17000 - 0x36e2dfff PersistentConnection armv6 <006723906b8ac250c1681a1821fbe94d> /System/Library/PrivateFrameworks/PersistentConnection.framework/PersistentConnection 0x37141000 - 0x37184fff SystemConfiguration armv6 <207f362e707871e74a292cfd1ea7893d> /System/Library/Frameworks/SystemConfiguration.framework/SystemConfiguration 0x372aa000 - 0x37477fff MediaToolbox armv6 <21ceabd0e5de17ad4e883c85fcd34d51> /System/Library/PrivateFrameworks/MediaToolbox.framework/MediaToolbox 0x37478000 - 0x3747dfff IOSurface armv6 <ffd66ca04dfe7d382d6961f0df3839ff> /System/Library/PrivateFrameworks/IOSurface.framework/IOSurface 0x3748d000 - 0x374f8fff libstdc++.6.dylib armv6 <eccd1d7183e73587b2c0aa5755a19c39> /usr/lib/libstdc++.6.dylib 0x374f9000 - 0x375e4fff CoreFoundation armv6 <ab0eac0ddd5b4ae1bf8541116e3c0bd1> /System/Library/Frameworks/CoreFoundation.framework/CoreFoundation 0x3760a000 - 0x3760bfff DataMigration armv6 <d2de7c0db77278484236669c2cdccabb> /System/Library/PrivateFrameworks/DataMigration.framework/DataMigration 0x37731000 - 0x37736fff libGFXShared.dylib armv6 <bd1c480607cc286288db1ca1aec64180> /System/Library/Frameworks/OpenGLES.framework/libGFXShared.dylib 0x377f6000 - 0x37817fff libRIP.A.dylib armv6 <22c6da37f3adf325f99c3a0494e04c02> /System/Library/Frameworks/CoreGraphics.fram

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  • c# Display the data in the List view

    - by Kumu
    private void displayResultsButton_Click(object sender, EventArgs e) { gameResultsListView.Items.Clear(); //foreach (Game game in footballLeagueDatabase.games) //{ 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); // } //footballLeagueDatabase.games.Sort(); } } } This is the display button and the following code describes the add button. private void addGameButton_Click(object sender, EventArgs e) { if ((homeTeamTxt.Text.Length) == 0) MessageBox.Show("You must enter a Home Team"); else if (homeScoreUpDown.Maximum <= 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 (awayScoreUpDown.Maximum <= 9 && awayScoreUpDown.Minimum >= 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 + "Away Team" + awayTeamTxt.Text + "created"); footballLeagueDatabase.AddGame(game); //clearCreateStudentInputFields(); } } I need to insert data into the above text field and Numeric up down control and display them in the list view. But I dont know How to do it, because when I press the button "Display Results" it displays the error message. If you know how can I display the data in the list view, please let me know.This is the first time I am using List view.

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  • How: Start an Activity inside a Thread and use finish() to get back.

    - by Kirk Becker
    Hello, I am programming a game on android. I'm using a Thread while calling a Surface View class to update and draw my game. Inside the update I wanted to start an activity based on if the game has just started and this would launch my MENUS. My Thread for the most part.. while (myThreadRun) { Canvas c = null; try { gameTime = System.currentTimeMillis(); c = myThreadSurfaceHolder.lockCanvas(null); synchronized (myThreadSurfaceHolder) { // Update Game. myThreadSurfaceView.onUpdate(); // Draw Game. myThreadSurfaceView.onDraw(c); You can see there where I am updating the game... here is onUpdate(); protected void onUpdate() { // Test if menu needs to be displayed. while (thread.getMenu()) { // Test if menu activity has been started. if (thread.getMenuRunning() == false) { Intent menuIntent = new Intent(this.getContext(), MyMenu.class); ((Activity) cxt).startActivityForResult(menuIntent, 1); thread.setMenuRunning(true); } } I am using a while loop because if I didn't use it the thread just keeps going. Basically I just don't know how to implement my menus using a thread as a game loop. Everywhere I look it seems like that's best practice. In my menu activity I just display the menu layout and a few buttons and when the person wants to start the game it uses finish() to go back to my thread where they play the game. I am very new to this so any insight will be helpful, Thanks

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  • Rails: bi-directional has_many :through relationship

    - by Chris
    I have three models in a Rails application: Game represents an instance of a game being played. Player represents an instance of a participant in a game. User represents a registered person who can participate in games. Each Game can have many Players, and each User can have many Players (a single person can participate in multiple games at once); but each Player is in precisely one Game, and represents precisely one User. Hence, my relationships are as follows at present. class Game has_many :players end class User has_many :players end class Player belongs_to :game belongs_to :user end ... where naturally the players table has game_id and user_id columns, but games and users have no foreign keys. I would also like to represent the fact that each Game has many Users playing in it; and each User has many Games in which they are playing. How do I do this? Is it enough to add class Game has_many :users, :through => :players end class User has_many :games, :through => :players end

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  • Networking middleware

    - by Howie
    I'm looking for a networking middleware that may be suitable for a medium-sized MMO. I don't care in which language it's written, just that it's high-level, stable and has many of the features that can ease my development. I am making a 2D real-time action game. Come to think of it... I'd be happy with "just" a high-level networking framework that has a few handy features to ease the development of a general networked game.

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  • ‘Assassin’s Creed: Pirates’ now Available to Play In-Browser for Free

    - by Akemi Iwaya
    Are you ready to sail the high seas in search of treasure and adventure? All you need is a browser and the determination to be the ‘King of the Caribbean’ in ‘Assassin’s Creed: Pirates’, the latest in-browser game release from Microsoft! If you are curious as to how this game fits into the broader Assassin’s Creed Universe, here is the answer. From the blog post: Gameplay is based on the iOS “Assassin’s Creed Pirates” game, allowing you to be captain Alonzo Batilla, who is racing his ship through the Caribbean, evading mines and other hurdles, while searching for treasure. Keep in mind that the game is a demo at the moment, but still a lot of fun for any Assassin’s Creed fan! Play the demo and learn more about the game via the links below. Good luck and have fun! Play Assassin’s Creed: Pirates [Demo Homepage] Arrrrrr! ‘Assassin’s Creed Pirates’ – for the Web – now available ['The Fire Hose Blog' - Microsoft] [via The Windows Club]

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  • Detecting wins in peer to peer RTS games like Starcraft

    - by user782220
    A typical RTS game is implemented with the standard networking model: peer to peer lockstep. Consider Starcraft 2, given that Battle.net presumably doesn't know anything about the state of game given that there is only communication between the two players in a peer to peer model, how does Battle.net know who was the winner in the end. Relying on the two peers to not try to cheat and report accurate results is naive.

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  • Technical differences between square and hexagon for a grid?

    - by Marlon Dias
    I'm developing a 2D city-building game and trying to decide on the type of grid. There will be vehicles, so the unit movement is important too. I know there are visual differences for using Squares or Hexagons, what I want know is: What are the issues for programming each type of grid regarding implementation and performance? Is there a tradeoff or specific benefit for using one of them in a game context?

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  • Can LittleBigPlanet2's engine be used for other ?

    - by Bill
    LittleBigPlanet2 just came out. I've worked with the original LBP level editor a bit and really enjoyed it. I've read that LBP2's featureset in the game is much richer; is it possible to use these advanced features to create different sorts of game other than just a regular platformer? I imagine that something along the lines of a Breakout clone would definitely be manageable, but I'm interested in hearing more about the capabilities of the platform.

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  • TableTop: Inside Last Night on Earth

    - by Jason Fitzpatrick
    In this edition of TableTop, Wil Wheaton, Felicia Day, and friends explore Last Night on Earth–a campy and cooperative game that pits teams of humans and zombies against each other in an infested small town. Each game is unique thanks to a modular game board and a hefty deck of scenarios for players to work their way through. You can read more about the game at BoardgameGeek or watch the above video above for a–highly animated–overview of the game. TableTop Episode 15: Last Night on Earth Can Dust Actually Damage My Computer? What To Do If You Get a Virus on Your Computer Why Enabling “Do Not Track” Doesn’t Stop You From Being Tracked

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  • How to wire finite state machine into component-based architecture?

    - by Pup
    State machines seem to cause harmful dependencies in component-based architectures. How, specifically, is communication handled between a state machine and the components that carry out state-related behavior? Where I'm at: I'm new to component-based architectures. I'm making a fighting game, although I don't think that should matter. I envision my state machine being used to toggle states like "crouching", "dashing", "blocking", etc. I've found this state-management technique to be the most natural system for a component-based architecture, but it conflicts with techniques I've read about: Dynamic Game Object Component System for Mutable Behavior Characters It suggests that all components activate/deactivate themselves by continually checking a condition for activation. I think that actions like "running" or "walking" make sense as states, which is in disagreement with the accepted response here: finite state machine used in mario like platform game I've found this useful, but ambiguous: How to implement behavior in a component-based game architecture? It suggests having a separate component that contains nothing but a state machine. But, this necessitates some kind of coupling between the state machine component and nearly all the other components. I don't understand how this coupling should be handled. These are some guesses: A. Components depend on state machine: Components receive reference to state machine component's getState(), which returns an enumeration constant. Components update themselves regularly and check this as needed. B. State machine depends on components: The state machine component receives references to all the components it's monitoring. It queries their getState() methods to see where they're at. C. Some abstraction between them Use an event hub? Command pattern? D. Separate state objects that reference components State Pattern is used. Separate state objects are created, which activate/deactivate a set of components. State machine switches between state objects. I'm looking at components as implementations of aspects. They do everything that's needed internally to make that aspect happen. It seems like components should function on their own, without relying on other components. I know some dependencies are necessary, but state machines seem to want to control all of my components.

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  • How to Use Steam In-Home Streaming

    - by Chris Hoffman
    Steam’s In-Home Streaming is now available to everyone, allowing you to stream PC games from one PC to another PC on the same local network. Use your gaming PC to power your laptops and home theater system. This feature doesn’t allow you to stream games over the Internet, only the same local network. Even if you tricked Steam, you probably wouldn’t get good streaming performance over the Internet. Why Stream? When you use Steam In-Home streaming, one PC sends its video and audio to another PC. The other PC views the video and audio like it’s watching a movie, sending back mouse, keyboard, and controller input to the other PC. This allows you to have a fast gaming PC power your gaming experience on slower PCs. For example, you could play graphically demanding games on a laptop in another room of your house, even if that laptop has slower integrated graphics. You could connect a slower PC to your television and use your gaming PC without hauling it into a different room in your house. Streaming also enables cross-platform compatibility. You could have a Windows gaming PC and stream games to a Mac or Linux system. This will be Valve’s official solution for compatibility with old Windows-only games on the Linux (Steam OS) Steam Machines arriving later this year. NVIDIA offers their own game streaming solution, but it requires certain NVIDIA graphics hardware and can only stream to an NVIDIA Shield device. How to Get Started In-Home Streaming is simple to use and doesn’t require any complex configuration — or any configuration, really. First, log into the Steam program on a Windows PC. This should ideally be a powerful gaming PC with a powerful CPU and fast graphics hardware. Install the games you want to stream if you haven’t already — you’ll be streaming from your PC, not from Valve’s servers. (Valve will eventually allow you to stream games from Mac OS X, Linux, and Steam OS systems, but that feature isn’t yet available. You can still stream games to these other operating systems.) Next, log into Steam on another computer on the same network with the same Steam username. Both computers have to be on the same subnet of the same local network. You’ll see the games installed on your other PC in the Steam client’s library. Click the Stream button to start streaming a game from your other PC. The game will launch on your host PC, and it will send its audio and video to the PC in front of you. Your input on the client will be sent back to the server. Be sure to update Steam on both computers if you don’t see this feature. Use the Steam > Check for Updates option within Steam and install the latest update. Updating to the latest graphics drivers for your computer’s hardware is always a good idea, too. Improving Performance Here’s what Valve recommends for good streaming performance: Host PC: A quad-core CPU for the computer running the game, minimum. The computer needs enough processor power to run the game, compress the video and audio, and send it over the network with low latency. Streaming Client: A GPU that supports hardware-accelerated H.264 decoding on the client PC. This hardware is included on all recent laptops and PCs. Ifyou have an older PC or netbook, it may not be able to decode the video stream quickly enough. Network Hardware: A wired network connection is ideal. You may have success with wireless N or AC networks with good signals, but this isn’t guaranteed. Game Settings: While streaming a game, visit the game’s setting screen and lower the resolution or turn off VSync to speed things up. In-Home Steaming Settings: On the host PC, click Steam > Settings and select In-Home Streaming to view the In-Home Streaming settings. You can modify your streaming settings to improve performance and reduce latency. Feel free to experiment with the options here and see how they affect performance — they should be self-explanatory. Check Valve’s In-Home Streaming documentation for troubleshooting information. You can also try streaming non-Steam games. Click Games > Add a Non-Steam Game to My Library on your host PC and add a PC game you have installed elsewhere on your system. You can then try streaming it from your client PC. Valve says this “may work but is not officially supported.” Image Credit: Robert Couse-Baker on Flickr, Milestoned on Flickr

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  • iPhone development using AS3 (Resources)

    - by woodscreative
    I've just realeased my first game developed for the iPhone using AS3 and the iPhone Packager http://itunes.apple.com/us/app/snapshot-paintball/id407362440?mt=8&uo=4 I want to take the game to the next level but I am not using the native iPhone SDK so I need some other ideas, I am fresh to iPhone development and it's hard to find good resources, any AS3 developers out there willing to share some links? Highscore frameworks and best practices, connecting to Facebook, ui classes/gestures. Thanks.

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  • cocos2d: syncing CCAnimation frames with Box2d Shape manipulations

    - by Hezi Cohen
    hi everybody! my cocos2d game currently has a ccsprite attached to a box2d body. during the game i apply different CCAnimations on my sprite, i would like to perform certain manipulations to the box2d body according to the frame currently displayed by the sprite (change rotation of the body, etc.) my current idea on implementing this is to subclass ccsprite and change the setDisplayFrame implementation but i thought somebody here probably did the same and already has a solution, so any suggestions on how to implement this? thanks!

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  • How to impale and stack targets correctly according to the collider and its coordinate?

    - by David Dimalanta
    I'm making another simple game, a catch game, where a spawning target game object must be captured using a skewer to impale it. Here how: At the start, the falling object (in red) will fall in a vertical direction (in blue) When aimed properly, the target will fall down along the line of the skewer. (in blue) Then, another target is spawned and will fall vertically. (in red) When aimed successfully again in a streak, the second target will fall along the skewer and stacked. Same process over and over when another target is spawned. However, when I test run it on the scene tab in Unity, when impaled several targets, instead of a smooth flow and stacking it ended up overlaying it instead of stacking it up like a pancake. Here's what it look like: As I noticed when reaching the half-way of my progress, I tried to figure out how to deal with collider bodies without sticking each other so that it will actually stack like in the example of the image at no. 3. Here's the script code I added in the target game object: using UnityEngine; using System.Collections; public class ImpaleStateTest : MonoBehaviour { public GameObject target; public GameObject skewer; public bool drag = false; private float stack; private float impaleCount; void Start () { stack = 0; impaleCount = 0; } void Update () { if(drag) { target.transform.position = new Vector3 (DragTest.dir.transform.position.x, DragTest.dir.transform.position.y - 0.35f, 0); target.transform.rotation = DragTest.degrees; target.rigidbody2D.fixedAngle = true; target.rigidbody2D.isKinematic = true; target.rigidbody2D.gravityScale = 0; if(Input.GetMouseButton(0)) { Debug.Log ("Skewer: " + DragTest.dir.transform.position.x); Debug.Log ("Target: " + target.transform.position.x); } } } void OnTriggerEnter2D(Collider2D collider) { impaleCount++; Debug.Log ("Impaled " + impaleCount + " time(s)!"); drag = true; audio.Play (); } } Aside from that, I'm not sure if it's right but, the only way to stick the impaled targets while dragging the skewer left or right is to get the X coordinates from the skewer only. Is there something else to recommend it in order to improve this behavior as realistic as possible? Please help.

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  • Multiple Audio listeners in Scene

    - by Kevin Jensen Petersen
    THIS IS UNITY Im trying to make a FPS game over networking, it works fine. But now, when im trying to implement sound, it won't work. My guess would be, to add a Audio listener to the prefab, that gets instansiated whenever a player connects to the server, however the problem about this is that each player's audiolistener have been switched out which the other player(s), so the AudioSource won't play at the player, but at someone else in the game. Any suggestions ?

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  • How to prevent a hacked-server from spoofing a master server?

    - by Cody Smith
    I wish to setup a room-based multilayer game model where players may host matches and serve as host (IE the server with authoritative power). I wish to host a master server which tracks player's items, rank, cash, exp, etc. In such a model, how can I prevent someone that is hosting a game (with a modified server) from spoofing the master server with invalid match results, thus gaining exp, money or rankings. Thanks. -Cody

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  • Navigating Libgdx Menu with arrow keys or controller

    - by Phil Royer
    I'm attempting to make my menu navigable with the arrow keys or via the d-pad on a controller. So Far I've had no luck. The question is: Can someone walk me through how to make my current menu or any libgdx menu keyboard accessible? I'm a bit noobish with some stuff and I come from a Javascript background. Here's an example of what I'm trying to do: http://dl.dropboxusercontent.com/u/39448/webgl/qb/qb.html For a simple menu that you can just add a few buttons to and it run out of the box use this: http://www.sadafnoor.com/blog/how-to-create-simple-menu-in-libgdx/ Or you can use my code but I use a lot of custom styles. And here's an example of my code: import aurelienribon.tweenengine.Timeline; import aurelienribon.tweenengine.Tween; import aurelienribon.tweenengine.TweenManager; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.scenes.scene2d.Actor; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.badlogic.gdx.scenes.scene2d.InputListener; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.Table; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; import com.badlogic.gdx.scenes.scene2d.utils.Align; import com.badlogic.gdx.scenes.scene2d.utils.ClickListener; import com.project.game.tween.ActorAccessor; public class MainMenu implements Screen { private SpriteBatch batch; private Sprite menuBG; private Stage stage; private TextureAtlas atlas; private Skin skin; private Table table; private TweenManager tweenManager; @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); menuBG.draw(batch); batch.end(); //table.debug(); stage.act(delta); stage.draw(); //Table.drawDebug(stage); tweenManager.update(delta); } @Override public void resize(int width, int height) { menuBG.setSize(width, height); stage.setViewport(width, height, false); table.invalidateHierarchy(); } @Override public void resume() { } @Override public void show() { stage = new Stage(); Gdx.input.setInputProcessor(stage); batch = new SpriteBatch(); atlas = new TextureAtlas("ui/atlas.pack"); skin = new Skin(Gdx.files.internal("ui/menuSkin.json"), atlas); table = new Table(skin); table.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Set Background Texture menuBackgroundTexture = new Texture("images/mainMenuBackground.png"); menuBG = new Sprite(menuBackgroundTexture); menuBG.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Create Main Menu Buttons // Button Play TextButton buttonPlay = new TextButton("START", skin, "inactive"); buttonPlay.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new LevelMenu()); } }); buttonPlay.addListener(new InputListener() { public boolean keyDown (InputEvent event, int keycode) { System.out.println("down"); return true; } }); buttonPlay.padBottom(12); buttonPlay.padLeft(20); buttonPlay.getLabel().setAlignment(Align.left); // Button EXTRAS TextButton buttonExtras = new TextButton("EXTRAS", skin, "inactive"); buttonExtras.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new ExtrasMenu()); } }); buttonExtras.padBottom(12); buttonExtras.padLeft(20); buttonExtras.getLabel().setAlignment(Align.left); // Button Credits TextButton buttonCredits = new TextButton("CREDITS", skin, "inactive"); buttonCredits.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Credits()); } }); buttonCredits.padBottom(12); buttonCredits.padLeft(20); buttonCredits.getLabel().setAlignment(Align.left); // Button Settings TextButton buttonSettings = new TextButton("SETTINGS", skin, "inactive"); buttonSettings.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Settings()); } }); buttonSettings.padBottom(12); buttonSettings.padLeft(20); buttonSettings.getLabel().setAlignment(Align.left); // Button Exit TextButton buttonExit = new TextButton("EXIT", skin, "inactive"); buttonExit.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { Gdx.app.exit(); } }); buttonExit.padBottom(12); buttonExit.padLeft(20); buttonExit.getLabel().setAlignment(Align.left); // Adding Heading-Buttons to the cue table.add().width(190); table.add().width((table.getWidth() / 10) * 3); table.add().width((table.getWidth() / 10) * 5).height(140).spaceBottom(50); table.add().width(190).row(); table.add().width(190); table.add(buttonPlay).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExtras).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonCredits).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonSettings).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExit).width(460).height(110); table.add().row(); stage.addActor(table); // Animation Settings tweenManager = new TweenManager(); Tween.registerAccessor(Actor.class, new ActorAccessor()); // Heading and Buttons Fade In Timeline.createSequence().beginSequence() .push(Tween.set(buttonPlay, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExtras, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonCredits, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonSettings, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExit, ActorAccessor.ALPHA).target(0)) .push(Tween.to(buttonPlay, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExtras, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonCredits, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonSettings, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExit, ActorAccessor.ALPHA, .5f).target(1)) .end().start(tweenManager); tweenManager.update(Gdx.graphics.getDeltaTime()); } public static Vector2 getStageLocation(Actor actor) { return actor.localToStageCoordinates(new Vector2(0, 0)); } @Override public void dispose() { stage.dispose(); atlas.dispose(); skin.dispose(); menuBG.getTexture().dispose(); } @Override public void hide() { dispose(); } @Override public void pause() { } }

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  • How to take first step for making 2d games in Xcode [on hold]

    - by josh
    I have 2 years experience in Xcode in business and socials Apps. Now I am going into 2d game development so I want to know that how to take first step for making 2d games in Xcode either using external framework or its native iOS games. Looking for game like angry bird. What are the key points I should keep in mind before jumping into 2d games development. Any suggestion or related helping materials share with me. Thanks.

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  • Help with "Cannot find ContentTypeReader BB.HeightMapInfoReader, BB, Version=1.0.0.0, Culture=neutral." needed

    - by rFactor
    Hi, I have this irritating problem in XNA that I have spent my Saturday with: Cannot find ContentTypeReader BB.HeightMapInfoReader, BB, Version=1.0.0.0, Culture=neutral. It throws me that when I do (within the game assembly's Renderer.cs class): this.terrain = this.game.Content.Load<Model>("heightmap"); There is a heightmap.bmp and I don't think there's anything wrong with it, because I used it in a previous version which I switched to this new better system. So, I have a GeneratedGeometryPipeline assembly that has these classes: HeightMapInfoContent, HeightMapInfoWriter, TerrainProcessor. The GeneratedGeometryPipeline assembly does not reference any other assemblies under the solution. Then I have the game assembly that neither references any other solution assemblies and has these classes: HeightMapInfo, HeightMapInfoReader. All game assembly classes are under namespace BB and the GeneratedGeometryPipeline classes are under the namespace GeneratedGeometryPipeline. I do not understand why it does not find it. Here's some code from the GeneratedGeometryPipeline.HeightMapInfoWriter: /// <summary> /// A TypeWriter for HeightMapInfo, which tells the content pipeline how to save the /// data in HeightMapInfo. This class should match HeightMapInfoReader: whatever the /// writer writes, the reader should read. /// </summary> [ContentTypeWriter] public class HeightMapInfoWriter : ContentTypeWriter<HeightMapInfoContent> { protected override void Write(ContentWriter output, HeightMapInfoContent value) { output.Write(value.TerrainScale); output.Write(value.Height.GetLength(0)); output.Write(value.Height.GetLength(1)); foreach (float height in value.Height) { output.Write(height); } foreach (Vector3 normal in value.Normals) { output.Write(normal); } } /// <summary> /// Tells the content pipeline what CLR type the /// data will be loaded into at runtime. /// </summary> public override string GetRuntimeType(TargetPlatform targetPlatform) { return "BB.HeightMapInfo, BB, Version=1.0.0.0, Culture=neutral"; } /// <summary> /// Tells the content pipeline what worker type /// will be used to load the data. /// </summary> public override string GetRuntimeReader(TargetPlatform targetPlatform) { return "BB.HeightMapInfoReader, BB, Version=1.0.0.0, Culture=neutral"; } } Can someone help me out?

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  • MiniMax function throws null pointer exception

    - by Sven
    I'm working on a school project, I have to build a tic tac toe game with the AI based on the MiniMax algorithm. The two player mode works like it should. I followed the code example on http://ethangunderson.com/blog/minimax-algorithm-in-c/. The only thing is that I get a NullPointer Exception when I run the code. And I can't wrap my finger around it. I placed a comment in the code where the exception is thrown. The recursive call is returning a null pointer, what is very strange because it can't.. When I place a breakpoint on the null return with the help of a if statement, then I see that there ARE still 2 to 3 empty places.. I probably overlooking something. Hope someone can tell me what I'm doing wrong. Here is the MiniMax code (the tic tac toe code is not important): /* * To change this template, choose Tools | Templates * and open the template in the editor. */ package MiniMax; import Game.Block; import Game.Board; import java.util.ArrayList; public class MiniMax { public static Place getBestMove(Board gameBoard, Block.TYPE player) { Place bestPlace = null; ArrayList<Place> emptyPlaces = gameBoard.getEmptyPlaces(); Board newBoard; //loop trough all the empty places for(Place emptyPlace : emptyPlaces) { newBoard = gameBoard.clone(); newBoard.setBlock(emptyPlace.getRow(), emptyPlace.getCell(), player); //no game won and still room to move if(newBoard.getWinner() == Block.TYPE.NONE && newBoard.getEmptyPlaces().size() > 0) { //is an node (has children) Place tempPlace = getBestMove(newBoard, invertPlayer(player)); //ERROR is thrown here! tempPlace is null. emptyPlace.setScore(tempPlace.getScore()); } else { //is an leaf if(newBoard.getWinner() == Block.TYPE.NONE) { emptyPlace.setScore(0); } else if(newBoard.getWinner() == Block.TYPE.X) { emptyPlace.setScore(-1); } else if(newBoard.getWinner() == Block.TYPE.O) { emptyPlace.setScore(1); } //if this move is better then our prev move, take it! if((bestPlace == null) || (player == Block.TYPE.X && emptyPlace.getScore() < bestPlace.getScore()) || (player == Block.TYPE.O && emptyPlace.getScore() > bestPlace.getScore())) { bestPlace = emptyPlace; } } } //This should never be null, but it does.. return bestPlace; } private static Block.TYPE invertPlayer(Block.TYPE player) { if(player == Block.TYPE.X) { return Block.TYPE.O; } return Block.TYPE.X; } }

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  • Make Pong on android using OpenGL-ES

    - by brainydexter
    I am trying to make a simple pong game using opengl-es. I have checked out some of the tutorials/samples, but most of them are pre-dated to 2009. I am familiar with game programming, and consider pong to be the hello-world! Right now, I intend to make it using their supplied SDK (2.3), but eventually I want to make it in NDK, so I can port my other work to android. Would anyone have a good reference for a starting point ? Thanks

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  • Data Structures for Logic Games / Deduction Rules / Sufficient Set of Clues?

    - by taserian
    I've been cogitating about developing a logic game similar to Einstein's Puzzle , which would have different sets of clues for every new game replay. What data structures would you use to handle the different entities (pets, colors of houses, nationalities, etc.), deduction rules, etc. to guarantee that the clues you provide point to a unique solution? I'm having a hard time thinking about how to get the deduction rules to play along with the possible clues; any insight would be appreciated.

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  • Dynamic character animation - Using the physics engine or not

    - by Lex Webb
    I'm planning on building a dynamic reactant animation engine for the characters in my 2D Game. I have already built templates for a skeleton based animation system using key frames and interpolation to specify a limbs position at any given moment in time. I am using Farseer physics (an extension of Box2D) in Monogame/XNA in C# My real question lies in how i go about tying this character animation into the physics engine. I have two options: Moving limbs using physics engine - applying a interpolated force to each limb (dynamic body) in order to attempt to get it to its position as donated by the skeleton animation. Moving limbs by simply changing the position of a fixed body - Updating the new position of each limb manually, attempting to take into account physics collisions. Then stepping the physics after the animation to allow for environment interaction. Each of these methods have their distinct advantages and disadvantages. Physics based movement Advantages: Possibly more natural/realistic movement Better interaction with game objects as force applying to objects colliding with characters would be calculated for me. No need to convert to dynamic bodies when reacting to projectiles/death/fighting. Disadvantages: Possible difficulty in calculating correct amount of force to move a limb a certain distance at a constant rate. Underlying character balance system would need to be created that would need to be robust enough to prevent characters falling over at the touch of a feather. Added code complexity and processing time for the above. Static Object movement Advantages: Easy to interpolate movement of limbs between game steps Moving limbs is as simple as applying a rotation to the skeleton bone. Greater control over limbs, wont need to worry about characters falling over as all animation would be pre-defined. Disadvantages: Possible unnatural movement (Depends entirely on my animation skills!) Bad physics collision reactions with physics engine (Dynamic bodies simply slide out of the way of static objects) Need to calculate collisions with physics objects and my limbs myself and apply directional forces to them. Hard to account for slopes/stairs/non standard planes when animating walking/running animations. Need to convert objects to dynamic when reacting to projectile/fighting/death physics objects. The Question! As you can see, i have thought about this extensively, i have also had Google into physics based animation and have found mostly dissertation papers! Which is filling me with sense that it may a lot more advanced than my mathematics skills. My question is mostly subjective based on my findings above/any experience you may have: Which of the above methods should i use when creating my game? I am willing to spend the time to get a physics solution working if you think it would be possible. In the end i want to provide the most satisfying experience for the gamer, as well as a robust and dynamic system i can use to animate pretty much anything i need.

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  • XNA - Moving Background Calculations

    - by Jesse Emond
    Hi, My question is relatively hard to explain(for me, at least), so I'll go one step at a time and just tell me in the comments if it's not clear enough. So I'm making a "Defend Your Castle" type 2D game, where two players own a castle and create units that will move horizontally to try to destroy the opponent's base. Here's a screenshot of the game: The distance between both castles is much bigger in a real game though, bigger than the screen's width actually. Because the distance is bigger than the screen's width, I had to implement a simple 2D camera: Camera2D, which only holds a Location Vector2 (and I always make sure this camera is within the field area). Then, I just move all the game elements(castles, units, health bars) by that location, so that if a unit is at (5, 0), and the camera's location is (5, 0), then the unit's position will be moved by 5 units to the left, making it (0, 0) on the screen. At first, I simply used a static background with mountains and clouds(yeah, those are supposed to be mountains and clouds). Obviously, this looked awful: when you moved the camera, the background would stay immobile. Instead, I'd like to make a moving background, kind of a "scrolling" one. But rather than making a background with the same width as the distance between the castles, I'd like to make one that is a little bit smaller(but still bigger than the screen's width). I thought this would create an effect of "distance" with the background(but it might just look awful, too). Here's the background I'm testing with: I tried different ways, but none of them seems to work. I tried this: float backgroundFieldRatio = BackgroundTexture.Width / fieldWidth;//find the ratio between the background and the field. float backgroundPositionX = -cam.Location.X * backgroundFieldRatio;//move the background to the left When I run this with fieldWith = 1600, BackgroundTexture.Width = 1500 and while looking at the rightmost area, the background is offset to the left by a too big amount, and we can see the black clear color in the back, as you can see here: I hope I explained properly what I'm trying to achieve. Thank you for your time. Note: I didn't know what to look for on Google, so I thought I'd ask here.

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