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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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  • 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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  • 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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  • 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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  • What stack of technologies should I use for my online game?

    - by Vee Bee
    I built a TicTacToe game to learn the .Net MVC3 framework. The basic functionality works (display board, make a move, detect winning move etc.) What I'd like to do is make it a "real" application - well-architected and using the right technology at the right layer. For instance, I'm currently saving every move to the database via a service call, which feels klugey and may become a bottleneck if this was an MMO game. How do you determine a good architecture (or right set of technologies) to use in a situation like this? I'd like to learn not just what to do, but why certain decisions are better than others. I noticed a similar thread here but it just offered opinions without explaining WHY something would be better (e.g. why Node instead of MVC3, etc.)

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  • Which creative framework can create these games? [closed]

    - by Rahil627
    I've used a few game frameworks in the past and have run into limitations. This lead me to "creative frameworks". I've looked into many, but I cannot determine the limitations of some of them. Selected frameworks ordered from highest to lowest level: Flash, Unity, MonoGame, OpenFrameworks (and Cinder), SFML. I want to be able to: create a game that handles drawing on an iPad create a game that uses computer vision from a webcam create a multi-device iOS game create a game that uses input from Kinect Can all of the frameworks handle this? What is the highest level framework that can handle all of them?

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  • What are the pros/cons of using a 3d engine for 2d games?

    - by mrohlf
    What pros or cons should a beginner be aware of when deciding between a 2d game engine (like Slick2D/Flixel/FlashPunk) and a 3d engine (like Unity) for 2d game development? I am just getting started in indie game development, though I have dabbled a bit with Game Maker, Flash, and XNA in the past. I've heard a lot of positive things about Unity, and its cross-platform nature makes it appealing, but as I understand, it's a 3d engine at its core. For a strictly 2d game, are there any compelling reasons to work with a 3d engine like Unity? Or would it just add unneeded complexity to my initial learning experience?

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  • What's the difference between a "Release" Xbox 360 build and a "Debug" one?

    - by Sebastian Gray
    I've got a build of my game that works on Windows under a release and debug build as expected. When I deploy the debug version of the game to the Xbox, it works as expected and runs the same as on Windows - however when I deploy the release version to the XBOX I get different behaviour within the game. I'm using a 3rd party library for the collisions (which is where I am seeing differences between the release and debug versions of my game); so I can't see what's actually different but I suspect they have some compiler directive for Debug on the Xbox to the Release version on the Xbox. As such, I'm thinking that I may need to release my game with the Debug build instead of the Release build but I want to know what issues I can expect by doing so? Are there any significant performance issues between the two build profiles?

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  • How do you ensure consistent experience across multiple graphics cards (or even driver versions)?

    - by Grigory Javadyan
    So I was writing a simple 2D game with OpenGL and SDL and had this problem when there was awful tearing when running in windowed mode (even though I explicitly asked SDL_SetVideoMode to use double buffering). Didn't worry about it all too much because most of the time the game grabs the entire screen, windowed mode is just for debugging. Anyway, yesterday I updated my nVidia drivers and tearing disappeared, the game runs smooth and looks nice in windowed mode too. I can see how the problem may be in the graphics driver, but this leads to a question. Obviously, professional game developers have to deal with a lot of different hardware/software configurations. What are the techniques they use to make sure the game looks the roughly the same on different graphics cards or even the same model of graphics card, but with different driver versions?

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  • XNA stopped compiling my model x files

    - by HuseyinUslu
    So I've a 3d game project I'm working on and I'm using 2 model files (SkyBlock.x and AimedBlock.x). So until now everything was all good and my models files were compiled all okay and I was able to use them within my game. With the latest changes (which I don't know what caused it really) - XNA stopped compiling my model files and instead only outputs files; AimedBlockxnb - 1kb SkyDome.xnb - 1kb SkyDomeTexture.xnb - 1389 kb SkyDomeTexture_0.xnb - 419 kb So I created a test XNA game project and moved all my asset's to new solution content project's and tried compiling them and saw that they're all good. AimedBlockxnb - 2kb SkyDome.xnb - 13kb SkyDomeTexture.xnb - 4097 kb SkyDomeTexture_0.xnb - 683 kb So I guess my main project sucks there but I couldn't came with a solution. I even tried overwriting my game's content project with new game's content project (which was all okay) but it didn't work. Anybody had similar issues?

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  • Observer Pattern Implementation

    - by user17028
    To teach myself basic game programming, I am going to program a clone of Pong. I will use the Observer design pattern, with an interface between the input and the game engine. However, I'm not sure what the interface should do. One idea I had was for the input interface to tell the game engine that (e.g.) the screen was clicked, then to let the game engine decide what to do with that information (shoot a bullet, for example). Another idea I had was for the input interface, having caught the mouse click, to tell the game engine to shoot a bullet. Which method would be better for me to use?

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  • In some games, we just let the main() loop be the Player object or Table object?

    - by ????
    I was thinking that let's say if there is a game of Blackjack or MasterMind, then we should have a class called Dealer or ComputerPal, which is how the computer interact with us (as a dealer for Blackjack or as the person giving hints for MasterMind). And then there should be a Player object, and the way to play one game is aPlayer.playGame but I noticed that a book was just using the main() loop to act as the player (or as the Controller of the game), calling the Dealer methods to dealer the cards, ask for player's action, etc... 1) Is this just a lazy way to model all the proper objects? 2) If more objects are to be added, who should call the aDealer.dealCards and then ask for aPlayer.askForAction? (because it is strange to let the Player handle all the logical steps). Should there be a Table object that handle all these logic and then to play one round of game, use aTable.playGame? What is a good object design for such game?

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  • Java applet loading images from external jars

    - by Mathias
    I have a jar on a server, and users should be able to develop extensions for it. Therefore the jars main class should be extended and some resources should be added to a second user created jar which will be loaded from another server or locally. Now I have problems accessing the resources (images) from the user loaded jars. Heres is the structure: My Server: game.jar containing game.class images.class ... image1.png (...) Local: user.jar containing: user.class extends game userimage.png The extension is loaded via Greasemonkey, it modifies the "archive" attribute to "/home/username/user.jar, game.jar" and the "code" attribute to "user.class". The user should be able to overwrite already defined images. If the image does not exist in game.jar, it is loaded correctly from user.jar. But the images loaded early in the game are always loaded from the game.jar, others seem to be overwritten correctly by the user. Is there a way to make sure they are always loaded in the correct order? This might be because of some caching mechanism. Because Greasemonkey removes the game from the page, changes the archive and code and reinsert it, the game is loaded without a mod for a brief second. In that time, images are loaded as expected from game jar, but those are the ones not being overwritable by the user. But how to avoid it? Another thing: If I overwrite the "run" method in user.class, the game is unable to load any image at all. Not from the user.jar and not from the game.jar. Java doesn't find the image, as the URL object "getClass().getResource(imagename)" returns with null. I tried to overwrite the image.class, but that doesn't fix the problem, unless I overwrite every class from game.class involved into calling the image.class

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  • Javascript storing properties and functions in variables

    - by richard
    Hello, I'm having trouble with my programming style and I hope to get some feedback here. I recently bought Javascript: The Good Parts and while I find this a big help, I'm still having trouble designing this application. Especially when it comes to writing function and methods. Example: I have a function that let's the user switches games in my app. This function updates game-specific information in the current view. var games = { active: Titanium.App.Properties.getString('active_game'), gameswitcher_positions: { 'Game 1': 0, 'Game 2': 1, 'Game 3': 2, 'Game 4': 3, 'Game 5': 4 }, change: function(game) { if (active_game !== game) { gameswitcher.children[this.gameswitcher_positions[this.active]].backgroundImage = gameswitcher.children[this.gameswitcher_positions[this.active]].backgroundImage.replace('_selected', ''); gameswitcher.children[this.gameswitcher_positions[game]].backgroundImage = gameswitcher.children[this.gameswitcher_positions[game]].backgroundImage.replace('.png', '_selected.png'); events.update(game); this.active = game; } }, init: function() { gameswitcher.children[this.gameswitcher_positions[this.active]].backgroundImage = gameswitcher.children[this.gameswitcher_positions[this.active]].backgroundImage.replace('.png', '_selected.png'); events.update(this.active); } }; gameswitcher is a container view which contains buttons to switch games. I am not satisfied with this approach but I cannot think of a better one. Should I place the gameswitcher_positions outside of the variable in a seperate variable instead of as a property? And what about the active game? Please give me feedback, what am I doing wrong?

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  • Fun with Declarative Components

    - by [email protected]
    Use case background I have been asked on a number of occasions if our selectOneChoice component could allow random text to be entered, as well as having a list of selections available. Unfortunately, the selectOneChoice component only allows entry via the dropdown selection list and doesn't allow text entry. I was thinking of possible solutions and thought that this might make a good example for using a declarative component.My initial idea My first thought was to use an af:inputText to allow the text entry, and an af:selectOneChoice with mode="compact" for the selections. To get it to layout horizontally, we would want to use an af:panelGroupLayout with layout="horizontal". To get the label for this to line up correctly, we'll need to wrap the af:panelGroupLayout with an af:panelLabelAndMessage. This is the basic structure: <af:panelLabelAndMessage> <af:panelGroupLayout layout="horizontal"> <af:inputText/> <af:selectOneChoice mode="compact"/> </af:panelgroupLayout></af:panelLabelAndMessage> Make it into a declarative component One of the steps to making a declarative component is deciding what attributes we want to be able to specify. To keep this example simple, let's just have: 'label' (the label of our declarative component)'value' (what we want to bind to the value of the input text)'items' (the select items in our dropdown) Here is the initial declarative component code (saved as file "inputTextWithChoice.jsff"): <?xml version='1.0' encoding='UTF-8'?><!-- Copyright (c) 2008, Oracle and/or its affiliates. All rights reserved. --><jsp:root xmlns:jsp="http://java.sun.com/JSP/Page" version="2.1" xmlns:f="http://java.sun.com/jsf/core" xmlns:af="http://xmlns.oracle.com/adf/faces/rich"> <jsp:directive.page contentType="text/html;charset=utf-8"/> <af:componentDef var="attrs" componentVar="comp"> <af:xmlContent> <component xmlns="http://xmlns.oracle.com/adf/faces/rich/component"> <description>Input text with choice component.</description> <attribute> <description>Label</description> <attribute-name>label</attribute-name> <attribute-class>java.lang.String</attribute-class> </attribute> <attribute> <description>Value</description> <attribute-name>value</attribute-name> <attribute-class>java.lang.Object</attribute-class> </attribute> <attribute> <description>Choice Select Items Value</description> <attribute-name>items</attribute-name> <attribute-class>[[Ljavax.faces.model.SelectItem;</attribute-class> </attribute> </component> </af:xmlContent> <af:panelLabelAndMessage id="myPlm" label="#{attrs.label}" for="myIt"> <af:panelGroupLayout id="myPgl" layout="horizontal"> <af:inputText id="myIt" value="#{attrs.value}" partialTriggers="mySoc" label="myIt" simple="true" /> <af:selectOneChoice id="mySoc" label="mySoc" simple="true" mode="compact" value="#{attrs.value}" autoSubmit="true"> <f:selectItems id="mySIs" value="#{attrs.items}" /> </af:selectOneChoice> </af:panelGroupLayout> </af:panelLabelAndMessage> </af:componentDef></jsp:root> By having af:inputText and af:selectOneChoice both have the same value, then (assuming that this passed in as an EL expression) selecting something in the selectOneChoice will update the value in the af:inputText. To use this declarative component in a jspx page: <af:declarativeComponent id="myItwc" viewId="inputTextWithChoice.jsff" label="InputText with Choice" value="#{demoInput.choiceValue}" items="#{demoInput.selectItems}" /> Some problems arise At first glace, this seems to be functioning like we want it to. However, there is a side effect to having the af:inputText and af:selectOneChoice share a value, if one changes, so does the other. The problem here is that when we update the af:inputText to something that doesn't match one of the selections in the af:selectOneChoice, the af:selectOneChoice will set itself to null (since the value doesn't match one of the selections) and the next time the page is submitted, it will submit the null value and the af:inputText will be empty. Oops, we don't want that. Hmm, what to do. Okay, how about if we make sure that the current value is always available in the selection list. But, lets not render it if the value is empty. We also need to add a partialTriggers attribute so that this gets updated when the af:inputText is changed. Plus, we really don't want to select this item so let's disable it. <af:selectOneChoice id="mySoc" partialTriggers="myIt" label="mySoc" simple="true" mode="compact" value="#{attrs.value}" autoSubmit="true"> <af:selectItem id="mySI" label="Selected:#{attrs.value}" value="#{attrs.value}" disabled="true" rendered="#{!empty attrs.value}"/> <af:separator id="mySp" /> <f:selectItems id="mySIs" value="#{attrs.items}" /></af:selectOneChoice> That seems to be working pretty good. One minor issue that we probably can't do anything about is that when you enter something in the inputText and then click on the selectOneChoice, the popup is displayed, but then goes away because it has been replaced via PPR because we told it to with the partialTriggers="myIt". This is not that big a deal, since if you are entering something manually, you probably don't want to select something from the list right afterwards. Making it look like a single component. Now, let's play around a bit with the contentStyle of the af:inputText and the af:selectOneChoice so that the compact icon will layout inside the af:inputText, making it look more like an af:selectManyChoice. We need to add some padding-right to the af;inputText so there is space for the icon. These adjustments were for the Fusion FX skin. <af:inputText id="myIt" partialTriggers="mySoc" autoSubmit="true" contentStyle="padding-right: 15px;" value="#{attrs.value}" label="myIt" simple="true" /><af:selectOneChoice id="mySoc" partialTriggers="myIt" contentStyle="position: relative; top: -2px; left: -19px;" label="mySoc" simple="true" mode="compact" value="#{attrs.value}" autoSubmit="true"> <af:selectItem id="mySI" label="Selected:#{attrs.value}" value="#{attrs.value}" disabled="true" rendered="#{!empty attrs.value}"/> <af:separator id="mySp" /> <f:selectItems id="mySIs" value="#{attrs.items}" /></af:selectOneChoice> There you have it, a declarative component that allows for suggested selections, but also allows arbitrary text to be entered. This could be used for search field, where the 'items' attribute could be populated with popular searches. Lines of java code written: 0

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  • Help with my application please! Can't open image(s) with error: External component has thrown an ex

    - by Brandon
    I have an application written in C# I believe and it adds images to a SQL Server 2005 Database. It requires .NET 3.5 to be installed on my computer. I installed .NET 3.5 and setup a database. It runs fine but then once it gets to image 100 when running on one computer, It stops and gives me this error: Can't open image(s) with error: External component has thrown an exception.... When I run the program on my own computer I am able to reach 300 images but then it stops after 300 images and gives me Can't open image(s) with error: External component has thrown an exception.... error once again. please help!

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  • Component MSINET.OCX or one of its dependencies not correctly registered: a file is missing or invalid

    - by tintincute
    Hi can someone please help me. I'm using win7 64Bit and I'm trying to download this program "Croque-Mort" But when I do, I'm getting an error: "Component MSINET.OCX or one of its dependencies not correctly registered: a file is missing or invalid" I tried to check it by opening my cmd.exe and run as administrator and then type : regsvr32 msinet.ocx Then I got an error: "The module "MSINET.OCX" failed to load. Make sure the binary is sorted at the specified path or debug it to check for problems with the binary or depenedent .DLL files. The specified module coudl not be found" Is there a way to install this component? Would appreciate your help

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  • (Fluent) NHibernate Security Exception - ReflectionPermission

    - by PeterEysermans
    I've upgraded an ASP.Net Web application to the latest build of Fluent NHibernate (1.0.0.636) and the newest version of NHibernate (v2.1.2.4000). I've checked a couple of times that the application is running in Full trust. But I keep getting the following error: Security Exception Description: The application attempted to perform an operation not allowed by the security policy. To grant this application the required permission please contact your system administrator or change the application's trust level in the configuration file. Exception Details: System.Security.SecurityException: Request for the permission of type 'System.Security.Permissions.ReflectionPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' failed. Source Error: An unhandled exception was generated during the execution of the current web request. Information regarding the origin and location of the exception can be identified using the exception stack trace below. Stack Trace: [SecurityException: Request for the permission of type 'System.Security.Permissions.ReflectionPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' failed.] System.Security.CodeAccessSecurityEngine.Check(Object demand, StackCrawlMark& stackMark, Boolean isPermSet) +0 System.Security.CodeAccessPermission.Demand() +54 System.Reflection.Emit.DynamicMethod.PerformSecurityCheck(Type owner, StackCrawlMark& stackMark, Boolean skipVisibility) +269 System.Reflection.Emit.DynamicMethod..ctor(String name, Type returnType, Type[] parameterTypes, Type owner, Boolean skipVisibility) +81 NHibernate.Bytecode.Lightweight.ReflectionOptimizer.CreateDynamicMethod(Type returnType, Type[] argumentTypes) +165 NHibernate.Bytecode.Lightweight.ReflectionOptimizer.GenerateGetPropertyValuesMethod(IGetter[] getters) +383 NHibernate.Bytecode.Lightweight.ReflectionOptimizer..ctor(Type mappedType, IGetter[] getters, ISetter[] setters) +108 NHibernate.Bytecode.Lightweight.BytecodeProviderImpl.GetReflectionOptimizer(Type mappedClass, IGetter[] getters, ISetter[] setters) +52 NHibernate.Tuple.Component.PocoComponentTuplizer..ctor(Component component) +231 NHibernate.Tuple.Component.ComponentEntityModeToTuplizerMapping..ctor(Component component) +420 NHibernate.Tuple.Component.ComponentMetamodel..ctor(Component component) +402 NHibernate.Mapping.Component.BuildType() +38 NHibernate.Mapping.Component.get_Type() +32 NHibernate.Mapping.SimpleValue.IsValid(IMapping mapping) +39 NHibernate.Mapping.RootClass.Validate(IMapping mapping) +61 NHibernate.Cfg.Configuration.ValidateEntities() +220 NHibernate.Cfg.Configuration.Validate() +16 NHibernate.Cfg.Configuration.BuildSessionFactory() +39 FluentNHibernate.Cfg.FluentConfiguration.BuildSessionFactory() in d:\Builds\FluentNH\src\FluentNHibernate\Cfg\FluentConfiguration.cs:93 Anyone had a similar error? I've seach the web / stackoverflow / NHibernate forums but only found people who had a problem when running in medium trust mode, not full trust. I've been developing for several months on this application on this machine with previous versions of Fluent NHibernate and NHibernate. The machine I'm running this on is 64-bit, you never know that this is relevant.

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  • Should I continue reading Frank Luna's Introduction to 3D Game Programming with DirectX 11 book after D3DX and XNA Math Library have been deprecated? [on hold]

    - by milindsrivastava1997
    I recently started learning DirectX 11 (C++) by reading Frank Luna's Introduction to 3D Game Programming with DirectX 11. In that the author uses D3DX and XNA Math Library. Since they have been deprecated should I continue using that book? If yes, should I use the deprecated libraries or should I switch some other libraries? If no, which book should I consult for up-to-date content with no use of deprecated library? Thanks!

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  • Online scoreboard in Python?

    - by CorundumGames
    So my friend and I are working on an arcade-style game in Python and Pygame. We're beginning to look at the feasibility of an online leaderboard, given our current programming backgrounds. Such a leaderboard would have the following requirements/features; The ability to search through demographics like region, country, platform, game mode, recentness ("best scores this month") and difficulty. (e.g. to make it possible for someone to say "I'm the best player in Italy!" or "I'm the best Linux player in South America!") Our game will not have online multiplayer, so no need to worry about that. We don't expect the game to be a million-dollar hit. We want the scores to be accessible both from in-game and the website. We would like some semblance of security to make sure no one plugs fake scores into the system. This is our present situation; Neither I nor my friend have any network programming background. All I really know is that sockets are low-level, HTTP is high-level. I happen to know that the Google App Engine might be useful for something like this, and I'm really thinking about going with that. We're not sure how we would store all the high score data. Our game will be free and open source (though we might keep the components that submit the high scores closed-source). Aside from all of this, we don't really have any idea where to begin. Any thoughts?

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