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  • ECS with Go - circular imports [migrated]

    - by Andreas
    I'm exploring both Go and Entity-Component-Systems. I understand how ECS works, and I'm trying to replicate what seems to be the go-to document of ECS, namely http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/ For performance, the document recommends to use static arrays of every component type. That is, not arrays of component interfaces (arrays of pointers). The problem with this in Go is circular imports. I have one package, ecs, which contains the definitions for Entity, Component and System types/interfaces as well as an EntityManager. Another package, ecs/components, contains the various components. Obviously, the ecs/components package depends on ecs. But, to declare arrays of specific components in EntityManager, ecs would depend on ecs/components, therefore creating a circular import. Is there any way of avoiding this? I am aware that normally a high level system should not depend on lower systems. I'm also want to point out that using an array of pointers is probably fast enough for my purposes, but I'm interested in possible workarounds (for future reference) Thank you for your help!

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  • pointers to member functions in an event dispatcher

    - by derivative
    For the past few days I've been trying to come up with a robust event handling system for the game (using a component based entity system, C++, OpenGL) I've been toying with. class EventDispatcher { typedef void (*CallbackFunction)(Event* event); typedef std::unordered_map<TypeInfo, std::list<CallbackFunction>, hash_TypeInfo > TypeCallbacksMap; EventQueue* global_queue_; TypeCallbacksMap callbacks_; ... } global_queue_ is a pointer to a wrapper EventQueue of std::queue<Event*> where Event is a pure virtual class. For every type of event I want to handle, I create a new derived class of Event, e.g. SetPositionEvent. TypeInfo is a wrapper on type_info. When I initialize my data, I bind functions to events in an unordered_map using TypeInfo(typeid(Event)) as the key that corresponds to a std::list of function pointers. When an event is dispatched, I iterate over the list calling the functions on that event. Those functions then static_cast the event pointer to the actual event type, so the event dispatcher needs to know very little. The actual functions that are being bound are functions for my component managers. For instance, SetPositionEvent would be handled by void PositionManager::HandleSetPositionEvent(Event* event) { SetPositionEvent* s_p_event = static_cast<SetPositionEvent*>(event); ... } The problem I'm running into is that to store a pointer to this function, it has to be static (or so everything leads me to believe.) In a perfect world, I want to store pointers member functions of a component manager that is defined in a script or whatever. It looks like I can store the instance of the component manager as well, but the typedef for this function is no longer simple and I can't find an example of how to do it. Is there a way to store a pointer to a member function of a class (along with a class instance, or, I guess a pointer to a class instance)? Is there an easier way to address this problem?

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  • SQL Server Express Failed to Install

    - by JasCav
    I am attempting to install SQL Server Express (as part of the Visual Studio 2010 Professional installation), but it is failing. I am receiving this error log. [06/22/11,16:31:39] Microsoft Visual Studio 2010 Professional - ENU: [2] UpdateFileFetcherFromMsi: Warning: Missing fwlink entry for cabinet: #SP.cab [06/22/11,16:31:40] setup.exe: [2] Duplicate module ID: {0AFE11CA-57AA-4F66-90BE-284F0F3A5ABD} [06/22/11,16:32:12] setup.exe: [2] Duplicate component in install order: SQL EULAs [06/22/11,16:32:12] setup.exe: [2] Duplicate component in install order: SQL EULAs [06/22/11,16:32:12] setup.exe: [2] Duplicate component in install order: SQL EULAs [06/22/11,17:07:55] Microsoft Visual Studio 2010 Professional - ENU: [2] UpdateFileFetcherFromMsi: Warning: Missing fwlink entry for cabinet: #SP.cab [06/22/11,17:07:55] setup.exe: [2] Duplicate module ID: {0AFE11CA-57AA-4F66-90BE-284F0F3A5ABD} [06/23/11,10:39:33] Microsoft Visual Studio 2010 Professional - ENU: [2] UpdateFileFetcherFromMsi: Warning: Missing fwlink entry for cabinet: #SP.cab [06/23/11,10:39:33] setup.exe: [2] Duplicate module ID: {0AFE11CA-57AA-4F66-90BE-284F0F3A5ABD} [06/23/11,10:40:22] setup.exe: [2] Duplicate component in install order: SQL EULAs [06/23/11,10:40:22] setup.exe: [2] Duplicate component in install order: SQL EULAs [06/23/11,10:40:22] setup.exe: [2] Duplicate component in install order: SQL EULAs [06/23/11,10:53:48] Microsoft Visual Studio 2010 Professional - ENU: [2] UpdateFileFetcherFromMsi: Warning: Missing fwlink entry for cabinet: #SP.cab [06/23/11,10:53:48] setup.exe: [2] Duplicate module ID: {0AFE11CA-57AA-4F66-90BE-284F0F3A5ABD} [06/23/11,13:19:26] Microsoft Visual Studio 2010 Professional - ENU: [2] UpdateFileFetcherFromMsi: Warning: Missing fwlink entry for cabinet: #SP.cab [06/23/11,13:19:26] setup.exe: [2] Duplicate module ID: {0AFE11CA-57AA-4F66-90BE-284F0F3A5ABD} [06/23/11,16:47:36] Microsoft SQL Server 2008 Express Service Pack 1 (x64): [2] Error code -2068643839 for this component is not recognized. [06/23/11,16:47:36] Microsoft SQL Server 2008 Express Service Pack 1 (x64): [2] Component Microsoft SQL Server 2008 Express Service Pack 1 (x64) returned an unexpected value. ***EndOfSession*** I'm reading various articles which point towards something being wrong in the register, but I can't find anything specific. Any suggestions for what I can do to fix this?

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  • Can I tell Castle Windsor to create a component in a separate AppDomain?

    - by Michael L Perry
    I've created a multi-threaded service that uses Castle Windsor to create components to run on separate threads. I Resolve an component by name with parameters for each thread. I'm running into concurrency problems with a 3rd party library used by the components. I suspect that isolating those components in separate AppDomains will resolve the problem. Is there a way to have Resolve create the component using a different AppDomain? private ActivityThread NewActivityThread(ActivityInstance activityInstance) { // Set up the creation arguments. System.Collections.IDictionary arguments = new Dictionary<string, string>(); activityInstance.Parameters.ForEach(p => arguments.Add(p.Name, p.Value)); // Get the activity handler from the container. IActivity activity = Program.Container.Resolve<IActivity>(activityInstance.Name, arguments); // Create a thread for the activity. ActivityThread thread = new ActivityThread(activity, activityInstance, _nextActivityID++); return thread; } public ActivityThread(IActivity activity, ActivityInstance instance, int id) { _activity = activity; _instance = instance; _id = id; } public void Start() { if (_thread == null) { // Create a new thread to run this activity. _thread = new Thread(delegate() { _activity.Run(); }); _thread.Name = _activity.ToString(); _thread.SetApartmentState(ApartmentState.STA); _thread.Start(); } }

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  • WPF/MVVM - keep ViewModels in application component or separate?

    - by Anders Juul
    Hi all, I have a WPF application where I'm using the MVVM pattern. I get the VM activated for actions that require user input and thus need to activate views from the VM. I've started out separating the VMs into a separate component/assembly, partly because I see them as the unit testable part, partly because views should rely on VM, not the other way round. But when I then need to bring up a window, the window is not known by the VM. All introductions I find place the VM in the WPF/App component, thus eliminating the problem. This article recommends keeping them in separate layers : http://waf.codeplex.com/wikipage?title=Architecture%20-%20Get%20The%20Big%20Picture&referringTitle=Home As I see it, I have the following choices Move VMs to the WPF/App assembly to allow VMs to access the windows directly. Place interfaces of views in VM-assembly, implement views in WPF/App assembly and register the connection through IOC or alternative ways. File a 'request' from the VM into some mechanism/bus that routes the request (but which mechanism!? E.g something in Prism?!) What's the recommendation? Thanks for any comments, Anders, Denmark

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  • What's a good way to make a Flex component with placeholders in it?

    - by Daniel Brockman
    I want to create a component that has a couple of "holes" that are to be filled in differently on each use. Currently, I'm doing it like this (using the Flex 4 framework in this example --- it would look almost the same for Flex 3): public var fooComponent : IVisualElement; public var barComponent : IVisualElement; override protected function createChildren() : void { super.createChildren(); fooContainer.addElement(fooComponent); barContainer.addElement(barComponent); } <Group id="fooContainer"/> <!-- ... other components ... --> <Group id="barContainer"/> This works well, but it's kind of a lot of code to write for something so simple. What I'd like is something like this: [Bindable] public var fooComponent : IVisualElement; [Bindable] public var barComponent : IVisualElement; <Placeholder content="{fooComponent}"/> <!-- ... other components ... --> <Placeholder content="{barComponent}"/> Now, I could implement the Placeholder component myself, but I can't help wondering if there isn't a better way to do this using the existing tools in the Flex framework. Theoretically, with the proper compiler support, it could even be boiled down to something like this: <Placeholder id="fooComponent"/> <!-- ... other components ... --> <Placeholder id="barComponent"/>

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  • C programming - How to print numbers with a decimal component using only loops?

    - by californiagrown
    I'm currently taking a basic intro to C programming class, and for our current assignment I am to write a program to convert the number of kilometers to miles using loops--no if-else, switch statements, or any other construct we haven't learned yet are allowed. So basically we can only use loops and some operators. The program will generate three identical tables (starting from 1 kilometer through the input value) for one number input using the while loop for the first set of calculations, the for loop for the second, and the do loop for the third. I've written the entire program, however I'm having a bit of a problem with getting it to recognize an input with a decimal component. Here is what I have for the while loop conversions: #include <stdio.h> #define KM_TO_MILE .62 main (void) { double km, mi, count; printf ("This program converts kilometers to miles.\n"); do { printf ("\nEnter a positive non-zero number"); printf (" of kilometers of the race: "); scanf ("%lf", &km); getchar(); }while (km <= 1); printf ("\n KILOMETERS MILES (while loop)\n"); printf (" ========== =====\n"); count = 1; while (count <= km) { mi = KM_TO_MILE * count; printf ("%8.3lf %14.3lf\n", count, mi); ++count; } getchar(); } The code reads in and converts integers fine, but because the increment only increases by 1 it won't print a number with a decimal component (e.g. 3.2, 22.6, etc.). Can someone point me in the right direction on this? I'd really appreciate any help! :)

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  • FLEX: how to better align my Tile component to the puppet (and how to solve roll over out effects) ?

    - by Patrick
    hi, At the moment my Puppets are larger on the left if I add them the <mx:Tile> component (with tags): http://dl.dropbox.com/u/72686/puppets.png how can I move my Tile component to the right ? In order to align with the left border of my puppets ? <mx:Tile id="tagsPopup" width="200" visible="false" > <mx:LinkButton label="Tag1" /> <mx:LinkButton label="Tag2" /> <mx:LinkButton label="Tag3" /> <mx:LinkButton label="Tag4" /> </mx:Tile> <mx:VBox verticalGap="0"> <mx:Image id="puppet" source="@Embed(source='../icons/userIcon.png')" /> <mx:Label id="username" text="Nickname" visible="false" fontWeight="bold" /> </mx:VBox> 2nd Question: I want to add objects on top of the puppets, some of them are visible only when the mouse is over, and they are overlying the ones are permanently visible. How do you suggest to implement it ? I was thinking to add in MXML all visible elements and then use Actionscript to add the fade in fade out components. However I just realize it is quite tricky, because I want the user select for example tag1, tag2 and tag3, with the mouse. Instead now they disappear when the mouse rolls out from the puppet image. Any guideline ? thanks

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  • How do I set the dimensions of a custom component defined in an ActionScript class?

    - by user339681
    I'm trying to set the height of a vertical bar (activityBar) but it does not appear to do anything. i have tried something similar with the whole component, but setting the dimensions does nothing (even in the mxml used to instantiate the class). Indeed, I've added transparent graphics just to give the component some dimensions I'm not sure what I'm doing wrong. It's something bad though; my approach seems dire. FYI: I'm trying to create a mic activity bar that will respond to the mic by simply setting the height of the activityBar child (which seems to me to be more efficient than redrawing the graphics each time). Thanks for your help! package components { import mx.core.UIComponent; public class MicActivityBar extends UIComponent { public var activityBar:UIComponent; // Constructor public function MicActivityBar() { super(); this.opaqueBackground = 0xcc4444; graphics.beginFill(0xcccccc, 0); graphics.drawRect(0,-15,5,30); graphics.endFill();// background for bar activityBar = new UIComponent(); activityBar.graphics.beginFill(0xcccccc, 0.8); activityBar.graphics.drawRect(0,-15,5,20); activityBar.graphics.endFill(); activityBar.height=10; addChild(activityBar); } } }

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  • iTunes crashes with "Attempt to allocate 1073741824 bytes for NS/CFData failed" error

    - by kubi
    This is a pretty common occurrence. Every two days or so iTunes will crash on me with this error. FYI, 1073741824 is 2^30, which is gigabyte. The crash log is below if you're interested. Process: iTunes [40778] Path: /Applications/iTunes.app/Contents/MacOS/iTunes Identifier: com.apple.iTunes Version: 9.0.1 (9.0.1) Build Info: iTunes-9010901~2 Code Type: X86 (Native) Parent Process: launchd [638] Date/Time: 2009-10-21 11:35:55.159 -0400 OS Version: Mac OS X 10.6.1 (10B504) Report Version: 6 Interval Since Last Report: 38292 sec Per-App Interval Since Last Report: 63956 sec Per-App Crashes Since Last Report: 1 Anonymous UUID: A7149D8A-1161-4740-976B-DB99AE1B01DD Exception Type: EXC_BREAKPOINT (SIGTRAP) Exception Codes: 0x0000000000000002, 0x0000000000000000 Crashed Thread: 13 Application Specific Information: *** Terminating app due to uncaught exception 'NSMallocException', reason: 'Attempt to allocate 1073741824 bytes for NS/CFData failed' *** Call stack at first throw: ( 0 CoreFoundation 0x9924958a __raiseError + 410 1 libobjc.A.dylib 0x9440df49 objc_exception_throw + 56 2 Foundation 0x945e2fda _NSSearchForNameInPath + 0 3 CoreFoundation 0x99262ca5 __CFDataHandleOutOfMemory + 101 4 CoreFoundation 0x9919f27d __CFDataGrow + 717 5 CoreFoundation 0x9919ce0a CFDataReplaceBytes + 362 6 CoreFoundation 0x9919e63a CFDataAppendBytes + 154 7 iTunes 0x00522808 0x0 + 5384200 8 iTunes 0x00523471 0x0 + 5387377 9 iTunes 0x00441bc8 0x0 + 4463560 10 CoreFoundation 0x9923eba3 _signalEventSync + 99 11 CoreFoundation 0x9923f58e _cfstream_solo_signalEventSync + 126 12 CoreFoundation 0x9923f4d7 CFReadStreamSignalEvent + 39 13 CFNetwork 0x97374c23 _ZN14HTTPReadStream11streamEventEm + 169 14 CoreFoundation 0x9923eba3 _signalEventSync + 99 15 CoreFoundation 0x9923eb1a _cfstream_shared_signalEventSync + 458 16 CoreFoundation 0x991b58cb __CFRunLoopDoSources0 + 1563 17 CoreFoundation 0x991b385f __CFRunLoopRun + 1071 18 CoreFoundation 0x991b2d34 CFRunLoopRunSpecific + 452 19 CoreFoundation 0x991b87a4 CFRunLoopRun + 84 20 iTunes 0x0000ade8 0x0 + 44520 21 libSystem.B.dylib 0x96de9f39 _pthread_start + 345 22 libSystem.B.dylib 0x96de9dbe thread_start + 34 ) Thread 0: Dispatch queue: com.apple.main-thread 0 libSystem.B.dylib 0x96dbc7da mach_msg_trap + 10 1 libSystem.B.dylib 0x96dbcf47 mach_msg + 68 2 com.apple.CoreFoundation 0x991b3dbf __CFRunLoopRun + 2447 3 com.apple.CoreFoundation 0x991b2d34 CFRunLoopRunSpecific + 452 4 com.apple.CoreFoundation 0x991b2b61 CFRunLoopRunInMode + 97 5 com.apple.HIToolbox 0x97c3bfec RunCurrentEventLoopInMode + 392 6 com.apple.HIToolbox 0x97c3bda3 ReceiveNextEventCommon + 354 7 com.apple.HIToolbox 0x97dc3d91 ReceiveNextEvent + 83 8 com.apple.iTunes 0x00135fae 0x1000 + 1265582 9 com.apple.HIToolbox 0x97c0f129 DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 1567 10 com.apple.HIToolbox 0x97c0e3f0 SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 411 11 com.apple.HIToolbox 0x97c0e24f SendEventToEventTargetWithOptions + 58 12 com.apple.HIToolbox 0x97c42c0c ToolboxEventDispatcherHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 3006 13 com.apple.HIToolbox 0x97c0f57a DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 2672 14 com.apple.HIToolbox 0x97c0e3f0 SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 411 15 com.apple.HIToolbox 0x97c30a81 SendEventToEventTarget + 52 16 com.apple.HIToolbox 0x97db98f7 ToolboxEventDispatcher + 86 17 com.apple.HIToolbox 0x97db9a2f RunApplicationEventLoop + 243 18 com.apple.iTunes 0x00135d84 0x1000 + 1265028 19 com.apple.iTunes 0x00135c70 0x1000 + 1264752 20 com.apple.iTunes 0x0000d2af 0x1000 + 49839 21 com.apple.iTunes 0x000049a8 0x1000 + 14760 22 com.apple.iTunes 0x00002bfb 0x1000 + 7163 23 com.apple.iTunes 0x00002b29 0x1000 + 6953 Thread 1: Dispatch queue: com.apple.libdispatch-manager 0 libSystem.B.dylib 0x96de303a kevent + 10 1 libSystem.B.dylib 0x96de3768 _dispatch_mgr_invoke + 215 2 libSystem.B.dylib 0x96de2bf9 _dispatch_queue_invoke + 183 3 libSystem.B.dylib 0x96de298a _dispatch_worker_thread2 + 234 4 libSystem.B.dylib 0x96de2401 _pthread_wqthread + 390 5 libSystem.B.dylib 0x96de2246 start_wqthread + 30 Thread 2: 0 libSystem.B.dylib 0x96dbc7da mach_msg_trap + 10 1 libSystem.B.dylib 0x96dbcf47 mach_msg + 68 2 com.apple.CoreFoundation 0x991b3dbf __CFRunLoopRun + 2447 3 com.apple.CoreFoundation 0x991b2d34 CFRunLoopRunSpecific + 452 4 com.apple.CoreFoundation 0x991b87a4 CFRunLoopRun + 84 5 com.apple.iTunes 0x0000ade8 0x1000 + 40424 6 libSystem.B.dylib 0x96de9f39 _pthread_start + 345 7 libSystem.B.dylib 0x96de9dbe thread_start + 34 Thread 3: 0 libSystem.B.dylib 0x96ddb756 select$DARWIN_EXTSN + 10 1 com.apple.CoreFoundation 0x991f304d __CFSocketManager + 1085 2 libSystem.B.dylib 0x96de9f39 _pthread_start + 345 3 libSystem.B.dylib 0x96de9dbe thread_start + 34 Thread 4: 0 libSystem.B.dylib 0x96e84766 accept$NOCANCEL$UNIX2003 + 10 1 libSystem.B.dylib 0x96e8363e accept + 32 2 com.apple.iTunes 0x0044c792 0x1000 + 4503442 3 com.apple.iTunes 0x004a86cd 0x1000 + 4880077 4 com.apple.iTunes 0x004a879b 0x1000 + 4880283 5 libSystem.B.dylib 0x96de9f39 _pthread_start + 345 6 libSystem.B.dylib 0x96de9dbe thread_start + 34 Thread 5: 0 libSystem.B.dylib 0x96e84766 accept$NOCANCEL$UNIX2003 + 10 1 libSystem.B.dylib 0x96e8363e accept + 32 2 com.apple.iTunes 0x0044c792 0x1000 + 4503442 3 com.apple.iTunes 0x004a86cd 0x1000 + 4880077 4 com.apple.iTunes 0x004a879b 0x1000 + 4880283 5 libSystem.B.dylib 0x96de9f39 _pthread_start + 345 6 libSystem.B.dylib 0x96de9dbe thread_start + 34 Thread 6: 0 libSystem.B.dylib 0x96dbc7da mach_msg_trap + 10 1 libSystem.B.dylib 0x96dbcf47 mach_msg + 68 2 com.apple.CoreFoundation 0x991b3dbf __CFRunLoopRun + 2447 3 com.apple.CoreFoundation 0x991b2d34 CFRunLoopRunSpecific + 452 4 com.apple.CoreFoundation 0x991b87a4 CFRunLoopRun + 84 5 com.apple.iTunes 0x00135e09 0x1000 + 1265161 6 com.apple.iTunes 0x00135cc5 0x1000 + 1264837 7 libSystem.B.dylib 0x96de9f39 _pthread_start + 345 8 libSystem.B.dylib 0x96de9dbe thread_start + 34 Thread 7: 0 libSystem.B.dylib 0x96dbc7da mach_msg_trap + 10 1 libSystem.B.dylib 0x96dbcf47 mach_msg + 68 2 com.apple.CoreFoundation 0x991b3dbf __CFRunLoopRun + 2447 3 com.apple.CoreFoundation 0x991b2d34 CFRunLoopRunSpecific + 452 4 com.apple.CoreFoundation 0x991b87a4 CFRunLoopRun + 84 5 com.apple.iTunes 0x0000ade8 0x1000 + 40424 6 libSystem.B.dylib 0x96de9f39 _pthread_start + 345 7 libSystem.B.dylib 0x96de9dbe thread_start + 34 Thread 8: 0 libSystem.B.dylib 0x96dbc83a semaphore_timedwait_signal_trap + 10 1 libSystem.B.dylib 0x96dea3c1 _pthread_cond_wait + 1066 2 libSystem.B.dylib 0x96e19208 pthread_cond_timedwait_relative_np + 47 3 com.apple.iTunes 0x0004ca83 0x1000 + 309891 4 com.apple.iTunes 0x0004c7cb 0x1000 + 309195 5 com.apple.iTunes 0x0004c76a 0x1000 + 309098 6 com.apple.iTunes 0x0004c5bb 0x1000 + 308667 7 libSystem.B.dylib 0x96de9f39 _pthread_start + 345 8 libSystem.B.dylib 0x96de9dbe thread_start + 34 Thread 9: 0 libSystem.B.dylib 0x96dbc7da mach_msg_trap + 10 1 libSystem.B.dylib 0x96dbcf47 mach_msg + 68 2 com.apple.CoreFoundation 0x991b3dbf __CFRunLoopRun + 2447 3 com.apple.CoreFoundation 0x991b2d34 CFRunLoopRunSpecific + 452 4 com.apple.CoreFoundation 0x991b87a4 CFRunLoopRun + 84 5 com.apple.iTunes 0x0000ade8 0x1000 + 40424 6 libSystem.B.dylib 0x96de9f39 _pthread_start + 345 7 libSystem.B.dylib 0x96de9dbe thread_start + 34 Thread 10: 0 libSystem.B.dylib 0x96dbc7da mach_msg_trap + 10 1 libSystem.B.dylib 0x96dbcf47 mach_msg + 68 2 com.apple.CoreFoundation 0x991b3dbf __CFRunLoopRun + 2447 3 com.apple.CoreFoundation 0x991b2d34 CFRunLoopRunSpecific + 452 4 com.apple.CoreFoundation 0x991b87a4 CFRunLoopRun + 84 5 com.apple.iTunes 0x0000ade8 0x1000 + 40424 6 libSystem.B.dylib 0x96de9f39 _pthread_start + 345 7 libSystem.B.dylib 0x96de9dbe thread_start + 34 Thread 11: 0 libSystem.B.dylib 0x96dbc7da mach_msg_trap + 10 1 libSystem.B.dylib 0x96dbcf47 mach_msg + 68 2 com.apple.CoreFoundation 0x991b3dbf __CFRunLoopRun + 2447 3 com.apple.CoreFoundation 0x991b2d34 CFRunLoopRunSpecific + 452 4 com.apple.CoreFoundation 0x991b87a4 CFRunLoopRun + 84 5 com.apple.iTunes 0x0000ade8 0x1000 + 40424 6 libSystem.B.dylib 0x96de9f39 _pthread_start + 345 7 libSystem.B.dylib 0x96de9dbe thread_start + 34 Thread 12: 0 libSystem.B.dylib 0x96dbc822 semaphore_wait_signal_trap + 10 1 libSystem.B.dylib 0x96dea3d8 _pthread_cond_wait + 1089 2 libSystem.B.dylib 0x96e3370f pthread_cond_wait + 48 3 com.apple.iTunes 0x0000ae70 0x1000 + 40560 4 com.apple.iTunes 0x0000ad06 0x1000 + 40198 5 com.apple.iTunes 0x004418a1 0x1000 + 4458657 6 com.apple.iTunes 0x0043f960 0x1000 + 4450656 7 com.apple.iTunes 0x00525475 0x1000 + 5391477 8 com.apple.iTunes 0x00525c0d 0x1000 + 5393421 9 com.apple.iTunes 0x0004c62c 0x1000 + 308780 10 libSystem.B.dylib 0x96de9f39 _pthread_start + 345 11 libSystem.B.dylib 0x96de9dbe thread_start + 34 Thread 13 Crashed: 0 com.apple.CoreFoundation 0x99293b07 ___TERMINATING_DUE_TO_UNCAUGHT_EXCEPTION___ + 7 1 libobjc.A.dylib 0x9440df49 objc_exception_throw + 56 2 com.apple.CoreFoundation 0x991b2fbc CFRunLoopRunSpecific + 1100 3 com.apple.CoreFoundation 0x991b87a4 CFRunLoopRun + 84 4 com.apple.iTunes 0x0000ade8 0x1000 + 40424 5 libSystem.B.dylib 0x96de9f39 _pthread_start + 345 6 libSystem.B.dylib 0x96de9dbe thread_start + 34 Thread 14: 0 libSystem.B.dylib 0x96dbc7da mach_msg_trap + 10 1 libSystem.B.dylib 0x96dbcf47 mach_msg + 68 2 com.apple.CoreFoundation 0x991b3dbf __CFRunLoopRun + 2447 3 com.apple.CoreFoundation 0x991b2d34 CFRunLoopRunSpecific + 452 4 com.apple.CoreFoundation 0x991b87a4 CFRunLoopRun + 84 5 com.apple.iTunes 0x0000ade8 0x1000 + 40424 6 libSystem.B.dylib 0x96de9f39 _pthread_start + 345 7 libSystem.B.dylib 0x96de9dbe thread_start + 34 Thread 15: 0 libSystem.B.dylib 0x96dbc822 semaphore_wait_signal_trap + 10 1 libSystem.B.dylib 0x96dea3d8 _pthread_cond_wait + 1089 2 libSystem.B.dylib 0x96e3370f pthread_cond_wait + 48 3 ...ickTimeComponents.component 0x915275b7 jpegdecompress_MPLoop + 79 4 libSystem.B.dylib 0x96de9f39 _pthread_start + 345 5 libSystem.B.dylib 0x96de9dbe thread_start + 34 Thread 16: 0 libSystem.B.dylib 0x96dbc822 semaphore_wait_signal_trap + 10 1 libSystem.B.dylib 0x96dea3d8 _pthread_cond_wait + 1089 2 libSystem.B.dylib 0x96e3370f pthread_cond_wait + 48 3 com.apple.iTunes 0x00025d27 0x1000 + 150823 4 com.apple.iTunes 0x00025237 0x1000 + 148023 5 libSystem.B.dylib 0x96de9f39 _pthread_start + 345 6 libSystem.B.dylib 0x96de9dbe thread_start + 34 Thread 17: 0 libSystem.B.dylib 0x96de2092 __workq_kernreturn + 10 1 libSystem.B.dylib 0x96de2628 _pthread_wqthread + 941 2 libSystem.B.dylib 0x96de2246 start_wqthread + 30 Thread 18: 0 libSystem.B.dylib 0x96dbc83a semaphore_timedwait_signal_trap + 10 1 libSystem.B.dylib 0x96dea3c1 _pthread_cond_wait + 1066 2 libSystem.B.dylib 0x96e19208 pthread_cond_timedwait_relative_np + 47 3 com.apple.iTunes 0x0004ca83 0x1000 + 309891 4 com.apple.iTunes 0x0004c7cb 0x1000 + 309195 5 com.apple.iTunes 0x0004c76a 0x1000 + 309098 6 com.apple.iTunes 0x0004c5bb 0x1000 + 308667 7 libSystem.B.dylib 0x96de9f39 _pthread_start + 345 8 libSystem.B.dylib 0x96de9dbe thread_start + 34 Thread 13 crashed with X86 Thread State (32-bit): eax: 0x00000000 ebx: 0x9440df25 ecx: 0xb08b2000 edx: 0x0000003b edi: 0xa0737ab0 esi: 0x19685e20 ebp: 0xb08b1de8 esp: 0xb08b1dd0 ss: 0x0000001f efl: 0x00000282 eip: 0x99293b07 cs: 0x00000017 ds: 0x0000001f es: 0x0000001f fs: 0x0000001f gs: 0x00000037 cr2: 0x00ff9000 Binary Images: 0x1000 - 0xbd9ff8 com.apple.iTunes 9.0.1 (9.0.1) <18B3F1D1-1E3E-6DD1-CB52-F346ACB01921> /Applications/iTunes.app/Contents/MacOS/iTunes 0xdf9000 - 0xe01ff7 com.apple.ipodsynchronization 3.0 (116) <B41B2240-34E9-4A5E-A210-F02D99E3C00E> /System/Library/PrivateFrameworks/iPodSync.framework/Versions/A/iPodSync 0xe09000 - 0xe0eff7 com.apple.iPod 1.6 (17) <4CCD2720-D270-C0D2-1E14-1374779C2401> /System/Library/PrivateFrameworks/iPod.framework/Versions/A/iPod 0xe14000 - 0xe9bfe3 com.apple.iTunes.iPodUpdater 9.0 (9.0) <474ED35C-EDCE-1FEB-AC8C-075B806977A8> /Applications/iTunes.app/Contents/Frameworks/iPodUpdater.framework/Versions/A/iPodUpdater 0xee7000 - 0xf27ff7 com.apple.vmutils 4.2 (106) <834EA6B0-C91B-4CF1-ED3C-229C26459578> /System/Library/PrivateFrameworks/vmutils.framework/Versions/A/vmutils 0x14be000 - 0x14beff7 libmx.A.dylib ??? (???) <01401BF8-3FC7-19CF-ACCE-0F292BFD2F25> /usr/lib/libmx.A.dylib 0x14d0000 - 0x14d0ff7 +net.sourceforge.SafariAdBlockLoader 0.4.0 RC3 (0.4.0 RC3) <8E9A6641-9CE7-5416-DC84-883DB8BAFDDA> /Library/InputManagers/Safari AdBlock/Safari AdBlock Loader.bundle/Contents/MacOS/Safari AdBlock Loader 0x15f8000 - 0x15f9ff7 com.apple.textencoding.unicode 2.3 (2.3) <78A61FD5-70EE-19EA-48D4-3481C640B70D> /System/Library/TextEncodings/Unicode Encodings.bundle/Contents/MacOS/Unicode Encodings 0x1778000 - 0x179efff libssl.0.9.7.dylib ??? (???) <8BF98B2F-0F55-40CA-C082-43C76707BD24> /usr/lib/libssl.0.9.7.dylib 0x17e6000 - 0x17eaff3 com.apple.audio.AudioIPCPlugIn 1.1.0 (1.1.0) <39CD9296-183C-5603-94A4-0A0EC327BA69> /System/Library/Extensions/AudioIPCDriver.kext/Contents/Resources/AudioIPCPlugIn.bundle/Contents/MacOS/AudioIPCPlugIn 0x17ef000 - 0x17f4ffb com.apple.audio.AppleHDAHALPlugIn 1.7.4 (1.7.4a1) <B4217DD8-4BDE-CC1C-70FF-06EA901F376D> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn 0x12800000 - 0x138eaff7 com.apple.CoreFP 1.5.18 (1.5) <740FE25C-0539-AEFF-2108-C2C0D338CDCE> /System/Library/PrivateFrameworks/CoreFP.framework/CoreFP 0x1390f000 - 0x139c4fe7 libcrypto.0.9.7.dylib ??? (???) <4917E4F2-817F-5AC4-3FBE-54BC96360448> /usr/lib/libcrypto.0.9.7.dylib 0x13a0a000 - 0x13a50ff3 com.apple.mobiledevice 251.6 (251.6) <E998830A-CFBF-3060-4770-1089AED68444> /System/Library/PrivateFrameworks/MobileDevice.framework/MobileDevice 0x167f5000 - 0x167f7ff7 com.apple.PDFImporter 2.1 (???) <C78368B0-3712-067C-9467-55932890C979> /System/Library/Components/PDFImporter.component/Contents/MacOS/PDFImporter 0x16900000 - 0x16905ff7 com.apple.QuartzComposer.iTunesPlugIn 1.2 (16) <8511A037-AFDE-5D1A-67DA-1B4837432D85> /Library/iTunes/iTunes Plug-ins/Quartz Composer Visualizer.bundle/Contents/MacOS/Quartz Composer Visualizer 0x17fa8000 - 0x181cbfe7 com.apple.audio.codecs.Components 2.0 (2.0) <064E9181-38CC-C2D3-070D-4D162D2903E8> /System/Library/Components/AudioCodecs.component/Contents/MacOS/AudioCodecs 0x18764000 - 0x1877efc3 com.apple.AppleIntermediateCodec 1.2 (145) /Library/QuickTime/AppleIntermediateCodec.component/Contents/MacOS/AppleIntermediateCodec 0x18783000 - 0x18788ff7 com.apple.AppleMPEG2Codec 1.0.1 (220) <6FDFF3C8-7ECE-CB74-1374-9C0230C54F78> /Library/QuickTime/AppleMPEG2Codec.component/Contents/MacOS/AppleMPEG2Codec 0x19137000 - 0x1918cfef com.apple.AppleProResDecoder 2.0 (223) <793BA98A-2E7D-1C39-998D-805B60034DF4> /System/Library/QuickTime/AppleProResDecoder.component/Contents/MacOS/AppleProResDecoder 0x191c4000 - 0x191ddfe7 com.apple.applepixletvideo 1.2.19 (1.2d19) <4A68731C-8071-6CF5-012C-40F00CD1333A> /System/Library/QuickTime/ApplePixletVideo.component/Contents/MacOS/ApplePixletVideo 0x19400000 - 0x19479fef com.apple.AppleVAH264HW.component 2.0 (1.0) <FFC0DED4-1AA1-267E-CE43-0261727DA31D> /System/Library/QuickTime/AppleVAH264HW.component/Contents/MacOS/AppleVAH264HW 0x1953b000 - 0x19577fe3 com.apple.QuickTimeFireWireDV.component 7.6.3 (1584) <8E3D38A3-1005-305C-7B70-D400AB4AC0F3> /System/Library/QuickTime/QuickTimeFireWireDV.component/Contents/MacOS/QuickTimeFireWireDV 0x1a000000 - 0x1a312fe0 +org.perian.Perian 1.1.4 (1.1.4) <577A3B05-0FF7-FC3D-3223-88718A00D84C> /Library/QuickTime/Perian.component/Contents/MacOS/Perian 0x70000000 - 0x700cbfe7 com.apple.audio.units.Components 1.6 (1.6) <A568FC6D-1D2D-A04B-FD1A-AFF6E326E020> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio 0x8fe00000 - 0x8fe4162b dyld 132.1 (???) <211AF0DD-42D9-79C8-BB6A-1F4BEEF4B4AB> /usr/lib/dyld 0x900cb000 - 0x900ccff7 com.apple.audio.units.AudioUnit 1.6 (1.6) <68180B96-381C-A09D-5576-606A134FD953> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit 0x900cd000 - 0x908b2fe7 com.apple.WebCore 6531 (6531.9) <F9A9848B-9EB0-B912-49F5-7E8010AF2CF1> /System/Library/Frameworks/WebKit.framework/Versions/A/Frameworks/WebCore.framework/Versions/A/WebCore 0x908b3000 - 0x908effff com.apple.CoreMediaIOServices 101.0 (715) <FD86FB28-9BA1-0993-1172-F10F61EA6344> /System/Library/PrivateFrameworks/CoreMediaIOServices.framework/Versions/A/CoreMediaIOServices 0x9095f000 - 0x90970ff7 com.apple.LangAnalysis 1.6.5 (1.6.5) <E77440D0-76EE-EB4C-3D00-9EDE417F13CF> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/LangAnalysis.framework/Versions/A/LangAnalysis 0x909ba000 - 0x90bb7feb com.apple.AddressBook.framework 5.0 (862) <BD05B213-46CF-8EFD-B801-CF741408600D> /System/Library/Frameworks/AddressBook.framework/Versions/A/AddressBook 0x90bd9000 - 0x90c03ff7 com.apple.shortcut 1.1 (1.1) <B0514FA9-7CAE-AD94-93CA-7B2A2C5F7B8A> /System/Library/PrivateFrameworks/Shortcut.framework/Versions/A/Shortcut 0x90c04000 - 0x90c23fe7 com.apple.opencl 11 (11) <372A42E7-FB10-B74D-E1A0-980E94D07021> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL 0x90c24000 - 0x90c24ff7 com.apple.Accelerate 1.5 (Accelerate 1.5) <F642E7A0-3720-FA19-0190-E6DBD9EF2D9B> /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate 0x90c25000 - 0x90c25ff7 com.apple.ApplicationServices 38 (38) <8012B504-3D83-BFBB-DA65-065E061CFE03> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices 0x90d7c000 - 0x90db6fe7 libFontRegistry.dylib ??? (???) <EE633CF6-8827-EF05-10A4-5F2937120227> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontRegistry.dylib 0x90db7000 - 0x91d45ff7 com.apple.QuickTimeComponents.component 7.6.3 (1584) /System/Library/QuickTime/QuickTimeComponents.component/Contents/MacOS/QuickTimeComponents 0x91d46000 - 0x91d7cfff libtidy.A.dylib ??? (???) <DDFAB560-3883-A6A2-7BDD-D91730982B48> /usr/lib/libtidy.A.dylib 0x91d8d000 - 0x91d92ff7 com.apple.OpenDirectory 10.6 (10.6) <92582807-E8F3-3DD9-EB42-4195CFB754A1> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/OpenDirectory 0x91d93000 - 0x91d9aff7 com.apple.agl 3.0.12 (AGL-3.0.12) <6BF89127-C18C-27A9-F94A-981836A822FE> /System/Library/Frameworks/AGL.framework/Versions/A/AGL 0x91d9b000 - 0x91ddbff3 com.apple.securityinterface 4.0 (36981) <F024C5CA-0762-1599-5BAB-17F785E51075> /System/Library/Frameworks/SecurityInterface.framework/Versions/A/SecurityInterface 0x91e0d000 - 0x91e5dfe7 libGLU.dylib ??? (???) <55A69DCE-1237-341E-F239-CDFE1F5B19BB> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib 0x91e5e000 - 0x91ee0ffb SecurityFoundation ??? (???) <29C27E0E-B2B3-BF6B-B1F8-5783B8B01535> /System/Library/Frameworks/SecurityFoundation.framework/Versions/A/SecurityFoundation 0x91f28000 - 0x9235dff7 libLAPACK.dylib ??? (???) <5E2D2283-57DE-9A49-1DB0-CD027FEFA6C2> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLAPACK.dylib 0x9236b000 - 0x9237ffe7 libbsm.0.dylib ??? (???) <14CB053A-7C47-96DA-E415-0906BA1B78C9> /usr/lib/libbsm.0.dylib 0x923bb000 - 0x924e4fe7 com.apple.audio.toolbox.AudioToolbox 1.6 (1.6) <62BEEBE6-68FC-4A48-91CF-39DA2BD793F1> /System/Library/Frameworks/AudioToolbox.framework/Versions/A/AudioToolbox 0x924fe000 - 0x925b0ffb libFontParser.dylib ??? (???) <EB089832-660F-0B34-3AC8-CCDA937987D9> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontParser.dylib 0x9264d000 - 0x9264fff7 libRadiance.dylib ??? (???) <0E03CF64-0931-7B9A-F617-4387B809D6D8> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources/libRadiance.dylib 0x92650000 - 0x92696ff7 libauto.dylib ??? (???) <FAB17F30-A28B-E33D-6E21-C7119C9C83ED> /usr/lib/libauto.dylib 0x92697000 - 0x928c2ff3 com.apple.QuartzComposer 4.0 (156.6) <D1D3A5A8-75BC-4556-85FA-8A9F487106DD> /System/Library/Frameworks/Quartz.framework/Versions/A/Frameworks/QuartzComposer.framework/Versions/A/QuartzComposer 0x928c3000 - 0x92913ff7 com.apple.framework.familycontrols 2.0 (2.0) <50617342-E578-4C1C-938A-19A37ECA91CA> /System/Library/PrivateFrameworks/FamilyControls.framework/Versions/A/FamilyControls 0x92914000 - 0x92c0dfef com.apple.QuickTime 7.6.3 (1584) <687233E1-F428-5224-08D5-5874BEA2300D> /System/Library/Frameworks/QuickTime.framework/Versions/A/QuickTime 0x92c22000 - 0x92d62ff7 com.apple.syncservices 5.0 (575) <61B36E07-6D14-97DC-122F-41EDE1F6DB03> /System/Library/Frameworks/SyncServices.framework/Versions/A/SyncServices 0x92d6e000 - 0x92d9fff3 libTrueTypeScaler.dylib ??? (???) <F326E053-7425-2F10-F883-CBD56A1E1B72> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libTrueTypeScaler.dylib 0x92da0000 - 0x92dc0fe7 libresolv.9.dylib ??? (???) <A48921CB-3FA7-3071-AF9C-2D86FB493A3A> /usr/lib/libresolv.9.dylib 0x92dca000 - 0x92ed7ff7 com.apple.MediaToolbox 0.420.17 (420.17) <EE843140-C79F-3D8C-B89E-893CD74C3633> /System/Library/PrivateFrameworks/MediaToolbox.framework/Versions/A/MediaToolbox 0x92f4a000 - 0x92ff9fe3 com.apple.QuickTimeImporters.component 7.6.3 (1584) <34BF4FBA-BFCD-9A47-4BA9-E2B155C5C881> /System/Library/QuickTime/QuickTimeImporters.component/Contents/MacOS/QuickTimeImporters 0x92ffa000 - 0x930a9fef com.apple.ColorSync 4.6.0 (4.6.0) <66ABAE86-B0EC-D641-913D-08ACA965F9FA> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ColorSync.framework/Versions/A/ColorSync 0x930aa000 - 0x931a0ff7 libGLProgrammability.dylib ??? (???) <B8E40851-3A01-7D01-2F96-537BF7FA63B5> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib 0x931a8000 - 0x93200fe7 com.apple.datadetectorscore 2.0 (80.7) <A40AA74A-9D13-2A6C-5440-B50905923251> /System/Library/PrivateFrameworks/DataDetectorsCore.framework/Versions/A/DataDetectorsCore 0x93201000 - 0x93228ff7 com.apple.quartzfilters 1.6.0 (1.6.0) <879A3B93-87A6-88FE-305D-DF1EAED04756> /System/Library/Frameworks/Quartz.framework/Versions/A/Frameworks/QuartzFilters.framework/Versions/A/QuartzFilters 0x93229000 - 0x9327aff7 com.apple.HIServices 1.8.0 (???) <B8EC13DB-A81A-91BF-8C82-66E840C64C91> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/HIServices.framework/Versions/A/HIServices 0x9327b000 - 0x932b6fe7 com.apple.DebugSymbols 1.1 (70) <05013716-CFCF-801E-5535-D0643869BDCD> /System/Library/PrivateFrameworks/DebugSymbols.framework/Versions/A/DebugSymbols 0x932b7000 - 0x93304feb com.apple.DirectoryService.PasswordServerFramework 6.0 (6.0) <BF66BA5D-BBC8-78A5-DBE2-F9DE3DD1D775> /System/Library/PrivateFrameworks/PasswordServer.framework/Versions/A/PasswordServer 0x93305000 - 0x93319ffb com.apple.speech.synthesis.framework 3.10.35 (3.10.35) <57DD5458-4F24-DA7D-0927-C3321A65D743> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/SpeechSynthesis.framework/Versions/A/SpeechSynthesis 0x9331a000 - 0x9335eff3 com.apple.coreui 0.2 (112) <A810DFFD-6314-5E2B-93A4-D5626634B1EE> /System/Library/PrivateFrameworks/CoreUI.framework/Versions/A/CoreUI 0x9335f000 - 0x93418fe7 libsqlite3.dylib ??? (???) <16CEF8E8-8C9A-94CD-EF5D-05477844C005> /usr/lib/libsqlite3.dylib 0x93419000 - 0x93473ff7 com.apple.framework.IOKit 2.0 (???) <7618DDEC-2E3B-9C6E-FDC9-15169E24B4FB> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit 0x93474000 - 0x934edff3 com.apple.audio.CoreAudio 3.2.0 (3.2) <91AE891E-6015-AABE-3512-2D5EBCA0937B> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio 0x934ee000 - 0x935effe7 libxml2.2.dylib ??? (???) <C242A74D-280A-90C3-3F79-891624AA45D2> /usr/lib/libxml2.2.dylib 0x935f0000 - 0x93634fe7 com.apple.Metadata 10.6.0 (507.1) <CBD1B22B-5F10-C784-03A2-35106B97DF3F> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/Metadata.framework/Versions/A/Metadata 0x93635000 - 0x93637ff7 com.apple.QuickTimeH264.component 7.6.3 (1584) /System/Library/QuickTime/QuickTimeH264.component/Contents/MacOS/QuickTimeH264 0x93639000 - 0x93654ff7 libPng.dylib ??? (???) <38DD4AA1-0643-85A0-F2F5-EE9269729975> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources/libPng.dylib 0x93655000 - 0x936affe7 com.apple.CorePDF 1.0 (1.0) <590244C9-15D7-7A65-13AF-6F597123746B> /System/Library/PrivateFrameworks/CorePDF.framework/Versions/A/CorePDF 0x936b0000 - 0x936e8ff7 com.apple.LDAPFramework 2.0 (120.1) <8C7F3F42-6A4D-D37A-4232-685D44E8769E> /System/Library/Frameworks/LDAP.framework/Versions/A/LDAP 0x93723000 - 0x93757ff7 libcups.2.dylib ??? (???) <9078BA07-DEE1-6597-D15D-7BE3A20CB5A0> /usr/lib/libcups.2.dylib 0x93758000 - 0x93758ff7 liblangid.dylib ??? (???) <B99607FC-5646-32C8-2C16-AFB5EA9097C2> /usr/lib/liblangid.dylib 0x93759000 - 0x9375cffb com.apple.help 1.3.1 (41) <67F1F424-3983-7A2A-EC21-867BE838E90B> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framework/Versions/A/Help 0x9375d000 - 0x937d4feb com.apple.backup.framework 1.1 (1.0) <73C642BD-

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  • I missed allowing ".NET Runtime Optimization Service" while installing a game — could there be any problems?

    - by MDLss
    I'm using ESET Smart Security 4 on Windows 7. I selected Interactive Mode so it asks me when something needs to connect to my PC. So when I was installing a game named League of Legends, I was away from my computer. When I came back, I saw that the download was finished but ESET was asking whether to allow .NET Runtime Optimization Service to connect my computer using port 80 TCP. So I selected Allow but It was too late because the download was already finished. I can play the game, but could it be bugged or broken or something?

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  • Using Rx to synchronize asynchronous events

    - by Martin Liversage
    I want to put Reactive Extensions for .NET (Rx) to good use and would like to get some input on doing some basic tasks. To illustrate what I'm trying to do I have a contrived example where I have an external component with asyncronous events: class Component { public void BeginStart() { ... } public event EventHandler Started; } The component is started by calling BeginStart(). This method returns immediately, and later, when the component has completed startup, the Started event fires. I want to create a synchronous start method by wrapping the component and wait until the Started event is fired. This is what I've come up with so far: class ComponentWrapper { readonly Component component = new Component(); void StartComponent() { var componentStarted = Observable.FromEvent<EventArgs>(this.component, "Started"); using (var startedEvent = new ManualResetEvent(false)) using (componentStarted.Take(1).Subscribe(e => { startedEvent.Set(); })) { this.componenet.BeginStart(); startedEvent.WaitOne(); } } } I would like to get rid of the ManualResetEvent, and I expect that Rx has a solution. But how?

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  • Looking for design/architecture suggestions for a simple HTML game.

    - by z-boss
    Imagine that HTML page is a game surface (see picture). User can have n number of boards (blue divs) on his page. Each board can be moved, re-sized, relabeled, created new and removed. Inside each board there are m number of figures (purple divs). Each of these user can move inside the board or to another board, re-size, change color and label, delete, add new. The goal of the game is not important, but let's say it is to rearrange figures in a certain way so that they disappear. But the goal of the programmer is to save the whole game surface in the database for every user of the site, and to load it later when he returns. So, how do I go about data exchange between client and the database? I'll give my idea in one of the answers.

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  • GameplayScreen does not contain a definition for GraphicsDevice

    - by Dave Voyles
    Long story short: I'm trying to intergrate my game with Microsoft's Game State Management. In doing so I've run into some errors, and the latest one is in the title. I'm not able to display my HUD for the reasons listed above. Previously, I had much of my code in my Game.cs class, but the GSM has a bit of it in Game1, and most of what you have drawn for the main screen in your GameplayScreen class, and that is what is causing confusion on my part. I've created an instance of the GameplayScreen class to be used in the HUD class (as you can see below). Before integrating with the GSM however, I created an instance of my Game class, and all worked fine. It seems that I need to define my graphics device somewhere, but I am not sure of where exactly. I've left some code below to help you understand. public class GameStateManagementGame : Microsoft.Xna.Framework.Game { #region Fields GraphicsDeviceManager graphics; ScreenManager screenManager; // Creates a new intance, which is used in the HUD class public static Game Instance; // By preloading any assets used by UI rendering, we avoid framerate glitches // when they suddenly need to be loaded in the middle of a menu transition. static readonly string[] preloadAssets = { "gradient", }; #endregion #region Initialization /// <summary> /// The main game constructor. /// </summary> public GameStateManagementGame() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; graphics.IsFullScreen = false; graphics.ApplyChanges(); // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); // Activate the first screens. screenManager.AddScreen(new BackgroundScreen(), null); //screenManager.AddScreen(new MainMenuScreen(), null); screenManager.AddScreen(new PressStartScreen(), null); } namespace Pong { public class HUD { public void Update(GameTime gameTime) { // Used in the Draw method titleSafeRectangle = new Rectangle (GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.X, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Y, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Width, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Height); } } } class GameplayScreen : GameScreen { #region Fields ContentManager content; public static GameStates gamestate; private GraphicsDeviceManager graphics; public int screenWidth; public int screenHeight; private Texture2D backgroundTexture; private SpriteBatch spriteBatch; private Menu menu; private SpriteFont arial; private HUD hud; Animation player; // Creates a new intance, which is used in the HUD class public static GameplayScreen Instance; public GameplayScreen() { TransitionOnTime = TimeSpan.FromSeconds(1.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } protected void Initialize() { lastScored = false; menu = new Menu(); resetTimer = 0; resetTimerInUse = true; ball = new Ball(content, new Vector2(screenWidth, screenHeight)); SetUpMulti(); input = new Input(); hud = new HUD(); // Places the powerup animation inside of the surrounding box // Needs to be cleaned up, instead of using hard pixel values player = new Animation(content.Load<Texture2D>(@"gfx/powerupSpriteSheet"), new Vector2(103, 44), 64, 64, 4, 5); // Used by for the Powerups random = new Random(); vec = new Vector2(100, 50); vec2 = new Vector2(100, 100); promptVec = new Vector2(50, 25); timer = 10000.0f; // Starting value for the cooldown for the powerup timer timerVector = new Vector2(10, 10); //JEP - one time creation of powerup objects playerOnePowerup = new Powerup(); playerOnePowerup.Activated += PowerupActivated; playerOnePowerup.Deactivated += PowerupDeactivated; playerTwoPowerup = new Powerup(); playerTwoPowerup.Activated += PowerupActivated; playerTwoPowerup.Deactivated += PowerupDeactivated; //JEP - moved from events since these only need set once activatedVec = new Vector2(100, 125); deactivatedVec = new Vector2(100, 150); powerupReady = false; }

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  • Easiest, most fun way to program 2D games? Flash? XNA? Some other engine?

    - by Maxi
    Hi, this is a post detailing my search for the most enjoyable way for a hobbyist game programmer to sweeten his free time with making a game. My requirements: I looked at Flash first, I made a couple of small games but I'm doubtful of the performance. I would like to make a fairly large strategy game, with several hundred units fighting simultaneously, explosions and animations included. Also zoomable maps. I saw that Adobe has a new 3D API for Flash, but I don't know if that improves 2D performance aswell, I couldn't find anything related to that question on their MAX10 sessions. Would you say that Flash is a good technology for making large 2D games easily? I really like Actionscript, and I love how easy everything is in Flash. There are several engines available which make it even easier. I just do this for fun, and it would be even better if there were proper animation/particle editors available and if the engine I were to use, would be available for multiple platforms. (so more people can play my game once finished). I'd like to have it available on many mobile platforms aswell. (because I love touch input for some reason) I do know the XNA framework pretty well, but there are no good engines available for it, and it will only run on Windows, which is a huge turn off. Even bigger is, that you need to install the XNA redistributable each time you want to give the game to someone. If I use XNA, I would have to make all the tools myself, and I'd probably have to make them with WPF. (I'd love to make tools with Adobe AIR, but unfortunately the API's for image manipulation etc. are far worse in Flash, than they are in XNA/WPF.) Now, I'm aware that I could make my own engine that supports each of those platforms, but quite frankly, that would be too much work plowing through APIs. After all, I want to make a game, not an engine. So the question becomes: Is there maybe a cross platform (free or free to develop?) engine available that I could use for 2D development? I prefer: C#, Actionscript. I don't mind using c++ if the toolset is above average, but I highly doubt that there is something out there like that. Please prove me wrong :) So summary: I'd like to use Flash, but I don't know if it scales well enough. I'm not a scripter, I want some real APIs that I can work with inside a proper IDE. Just for information, I looked at several alternatives, I'm actually looking for a long time already. You'd help me a lot to make a decision finally. Feature-wise the Flatredball engine would be ideal. But I tried their tools, and quite frankly, they are horrible. Absolutely unusable, I'd need to make my own for sure. I didn't look at their API, but if their tools are so bad, I'm not inclined to look further. Unity3D. This one is quite nice, but I really don't need 3D, and it is quite ...a lot of work to learn. I also don't like that it is so expensive to use for different platforms and that I can only code for it through scripting. You have to buy each platform separately. The editor usability is average, the product overall is good enough for most purposes, but learning it myself would be overkill. Shiva 3D. It looks good enough, but again: I don't really need 3D. The editor usability is a little worse than Unity3D in my opinion and it wasn't clear to me how to start programming. I think it requires C++ for coding, so that's a negative too. I want to have fun, and c# is fun ;) SDL. Quite frankly, I'd still need to port to all those different SDL implementations. And I don't like OpenGL style programming, it's just plain ugly. And it needs c++, I know that there might be some wrappers available, but I don't like to use wrappers, because... Irrlicht. A lot of features, but support seems to be low and it is aimed at enthusiasts. C# bindings get dropped repeatedly. I'm not an engine enthusiast, I just want to make a game. I don't see this happening with Irrlicht. Ogre3D. Way too much work, it's just a graphics engine. Also no multiple platform support and c++. Torque2D. Costs something to use, and I didn't hear a lot of good things about support and documentation. Also costs extra for each platform.

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  • usage of setPropertyListener and setActionListener

    - by Vijay Mohan
    The incorrect usage could lead to hard-to-debug problems so better to understand the fundamentals behind it's working.setpropertyListener queues an event on the server side, so if for a command component you have a showPopup behavior/actionListner as well as setPropertyListener then fwk does the queuing correctly and raises further event on the component. While, the setactionListener simply raises an event on the server side instead of queueing it, so any further event on command component gets cancelled.Also, if you use an ActionListener and showPopup behavior together on a command component, then the order of their invocation is undetermined and also one of event gets cancelled on the component. So, either use only actionListner and do the popup invocation stuff progrmmatically in your bean or use the declarative stuff logically so that no clash of event happens.

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  • How many BasicEffects do you have in a Game? What is the best way to render multiple objects/shapes at once?

    - by Deukalion
    I'm trying to understand 3D rendering and it seems that everytime you render a new object (A 3D Cube or something) you need to have a new BasicEffect for each Box you render unless you want the exact same texture? ...so if I have over a hundred boxes with each different textures, I need at least as many BasicEffects? Will that not be "too much" for the CPU/GPU in the end or result in lagging? Is there any good way to render multiple objects (cubes or other shapes) at the same time? I've tried changing the BasicEffect.Texture with each cube drawn, but it resulting in changing the first Cube's texture too. Any suggestions would be really appreciated, I'm really new to 3D in XNA so I'm trying to wrap my head around the best methods for example render a Map with objects (of shapes).

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  • How do I implement a "sliding out of / into" effect on a settings menu similar to that in Angry Birds?

    - by VictorB
    I'm trying to implement a settings menu component similar to that in Angry Birds - a button control that makes an options menu slide out of it and back into it when clicked on. I use scene2d.ui to build the UI components: a Button in a Table to implement the button control, a Table to implement the options menu, and a Stack to lay these out one on top of the other and at this moment I have the following behavior: When the user hits the button control for the first time, then the alpha of the table component is set to 1; When the user hits the button control the second time, then the alpha of the table component is set to 0; And so on. Any ideas how I can get the sliding out of and into effect on user clicks with libgdx? Similar to what Angry Birds provides. Maybe using the TweenEngine, actions, interpolations, combinations of these? Thanks in advance.

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  • How should I structure my iPhone OpenGL ES 1.1 game?

    - by Ryan
    I am building an iPhone OpenGL ES 1.1 game. I am using the OpenGL ES template provided by xcode. I am only using the ES1Renderer. I've coded some basic touch actions the user can take, and I've begun to think about the overall structure of the code. All I'm really doing is using C in the ES1Renderer.m for my entire game state. I have an array of bullet structs, an array on enemy structs, etc.. Besides using this structure, where my entire game state is in ES1Renderer.m as C arrays and structs, what other ways are there to structure the code? Should I be using C++ or Objective-C classes to represent the enemies so they are more modular? The main reason I ask this is because I don't normally code in C, C++ and Objective-C..so I am a little fuzzy on coming up with a good architecture here.

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  • Is Android (read typical devices) fast enough for a game that requires plotting pixel by pixel rather than blitting

    - by mP
    i have an idea for an Android game which is a little different from the typical game that usually moves sprites(bitmaps) around the screen. Id want to plot lots of little pixels to create my visuals. PROS no bitmaps required pixel plotting of stuff like "fire" can react to wind. no need to scale bitmaps, works w/ any screen res (lets pretend device can handle more drawing because its got a bigger screen). CONS slower to plot pixels than blit bitmaps need lot of animation frames. WISHES id like to update my game in real time, more is better 30fps is good but not essential, 15fps is enough. PERFORMANCE Q... Is the typical Android device fast enough to plot say half a screenful of pixels w/ a default background ? if full screen is not practical what window size should be able to handle such refreshes

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  • Is this too much to ask for a game programming and developing enthusiast? Am I doing this wrong?

    - by I_Question_Things_Deeply
    I have been a computer-fanatic for almost a decade now. I've always loved and wondered how computers work, even from the purest, lowest hardware level to the very smallest pixel on the screen, and all the software around that. That seems to be my problem though ... as I try to write code (I'm pretty fluent at C++) I always sit there enormous amounts of time in front of a text-editor wondering how every line, statement, datum, function, etc. will correspond to every Assembly and machine instruction performed to do absolutely everything necessary for the kernel to allocate memory to run my compiled program, and all of the other hardware being used as well. For example ... I would write cout << "Before memory changed" << endl; and run the debugger to get the Assembly for this, and then try and reverse disassemble the Assembly to machine code based on my ISA, and then research every .dll, library file, linked library, linking process, linker source code of the program, the make file, the kernel I'm using's steps of processing this compilation, the hardware's part aside from the processor (e.g. video card, sound card, chipset, cache latency, byte-sized registers, calling convention use, DDR3 RAM and disk drive, filesystem functioning and so many other things). Am I going about programming wrong? I mean I feel I should know everything that goes on underneath English syntax on a computer program. But the problem is that the more I research every little thing the less I actually accomplish at all. I can never finish anything because of this mentality, yet I feel compelled to know everything... what should I do?

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