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  • How to do an array of hashmaps?

    - by Joren
    This is what I tried to do, but it gives me a warning: HashMap<String, String>[] responseArray = new HashMap[games.size()]; "Type safety: The expression of type HashMap[] needs unchecked conversion to conform to HashMap[]"

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  • website doesn't use flash so what is it using?

    - by Caylem
    Hey guys just been looking at the Steam website and noticed it doesnt use Flash. What technologies are being used to create the page? For example the slide bar to scroll through the different games, how exactly is that happening? Thanks in advance for any replys.

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  • Is DxScene the "WPF for Delphi"? Anyone used it?

    - by André Mussche
    I am playing with DxScene and VxScene: http://www.ksdev.com/dxscene/index.html It looks very nice and powerful: 3d accelerated vector graphics, cross plaform, nice effects, many 2d GUI controls (vector based), good scaling, transparency, rotating (x, y, z), 3d models, etc. Even with many effects, the CPU stays very low (0%)! http://www.ksdev.com/dxscene/snapshot/screen0.jpeg But can it be seen as a good WPF alternative for Delphi? And does anyone use it instead of normal Delphi VCL?

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  • How do I compete the transformation matrix needed to transform a rectangle into a trapezium?

    - by Rich Bradshaw
    I'm playing around with css transforms and the equivalent filters in IE, and want to simulate perspective by transforming a 2d rectangle into a trapezium. Specifically, I want the right hand side of the rectangle to stay the same height, and the left hand side to be say 80% of the height, so that the mid points of both sides are horizontally in line with each other. I'm familiar with matrix algebra, but can't think how to determine what matrix will do that.

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  • Programming graphics and sound on PC - Total newbie questions, and lots of them!

    - by Russel
    Hello, This isn't exactly specifically a programming question (or is it?) but I was wondering: How are graphics and sound processed from code and output by the PC? My guess for graphics: There is some reserved memory space somewhere that holds exactly enough room for a frame of graphics output for your monitor. IE: 800 x 600, 24 bit color mode == 800x600x3 = ~1.4MB memory space Between each refresh, the program writes video data to this space. This action is completed before the monitor refresh. Assume a simple 2D game: the graphics data is stored in machine code as many bytes representing color values. Depending on what the program(s) being run instruct the PC, the processor reads the appropriate data and writes it to the memory space. When it is time for the monitor to refresh, it reads from each memory space byte-for-byte and activates hardware depending on those values for each color element of each pixel. All of this of course happens crazy-fast, and repeats x times a second, x being the monitor's refresh rate. I've simplified my own likely-incorrect explanation by avoiding talk of double buffering, etc Here are my questions: a) How close is the above guess (the three steps)? b) How could one incorporate graphics in pure C++ code? I assume the practical thing that everyone does is use a graphics library (SDL, OpenGL, etc), but, for example, how do these libraries accomplish what they do? Would manual inclusion of graphics in pure C++ code (say, a 2D spite) involve creating a two-dimensional array of bit values (or three dimensional to include multiple RGB values per pixel)? Is this how it would be done waaay back in the day? c) Also, continuing from above, do libraries such as SDL etc that use bitmaps actual just build the bitmap/etc files into machine code of the executable and use them as though they were build in the same matter mentioned in question b above? d) In my hypothetical step 3 above, is there any registers involved? Like, could you write some byte value to some register to output a single color of one byte on the screen? Or is it purely dedicated memory space (=RAM) + hardware interaction? e) Finally, how is all of this done for sound? (I have no idea :) )

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  • Can we use png instead bitmap in GDI for bitblt ?

    - by nXqd
    HDC hdcMem = CreateCompatibleDC(hdc); HBITMAP hbmOld = SelectObject(hdcMem, g_hbmBall); GetObject(g_hbmBall, sizeof(bm), &bm); BitBlt(hdc, 0, 0, bm.bmWidth, bm.bmHeight, hdcMem, 0, 0, SRCCOPY); I've found that many games use bitmap for displaying animation . But can we use png instead ? Because bitmap is quite big when i convert fron png ( 1kb - 12kb in bitmap ) Thanks for reading this :)

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  • Any idea about an iPhone Accelerometer Library?

    - by medopal
    Have looked so long for a library specialized in dealing with iPhone Accelerometer but couldn't find anything. I have made some few sample apps, but none reaches a level of accuracy as in Labyrinth games for example, so any idea about a library for that? Or maybe an open source app? Would be better if it's integrated in a Physics library

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  • Nintendo DSi SDK : Getting Started

    - by Hugoware
    Does anyone have a good starting point for learning about development for the new Nintendo DSi? What kind of hardware do you need to develop and test something like this? Can you develop for the DSi using the standard DS? What language do you need to use? [Bonus Question] : I also heard the new DSi is going to get an App Store similar to Apple - Are developers going to be able to sell games using this?

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  • Incomplete information card game

    - by binil
    I would like to develop a trick taking card game. The game is between four players, one of which is a human and the other three hands are played by the computer. Where can I read up about developing the AI for such games?

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  • How can you save Cocos2D window output as Video?

    - by crunchyt
    I am considering using the excellent looking Cocos2d for a motion graphics project. However, Cocos2d is intended for games, rather than producing an MPEG stream. Is it possible to save the output from a Cocos2d script to a MOV or MPG file? Ideally this needs to be done in a direct manner, not using a screen capture as this would not meet the requirements of the project. Hopefully there are some cocos2d gurus out there :D Thanks!

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  • OpenGL ES iPhone Textures

    - by techy
    For one of my new games I'm using OpenGL ES since it has multiple enemies and bullets, etc. How do you draw images on the screen with Opengl ES? I have a player.png image that is a 48x48 pixel image; how would I draw that on the screen?

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  • High speed matrix manipulation in c#?

    - by Donnie
    I'm working on some image manipulation code in c# and need to do some matrix operations (specifically 2D convolution). I have the code written in matlab which uses the conv2 function ... is there a library for C# / .NET that does good high-speed matrix manipulations? I'd be fine if it requires some specific GPU and does the matrix math on-GPU if that's what it takes.

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  • Drawing bitmaps faster on Android canvas or OpenGL

    - by Ben Mc
    I currently have a game written using the Android canvas. It is completely 2D, and I draw bitmaps as sprites on the canvas, and it technically works, but I have a few features that I need to add that will require drawing many more bitmaps on the screen, and there will be a lot more movement. The app needs more power. What is the best way to go from this method of drawing Bitmaps on a canvas to using OpenGL so I can draw them faster?

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  • Two seperate tm structs mirroring each other

    - by BSchlinker
    Here is my current situation: I have two tm structs, both set to the current time I make a change to the hour in one of the structs The change is occurring in the other struct magically.... How do I prevent this from occurring? I need to be able to compare and know the number of seconds between two different times -- the current time and a time in the future. I've been using difftime and mktime to determine this. I recognize that I don't technically need two tm structs (the other struct could just be a time_t loaded with raw time) but I'm still interested in understanding why this occurs. void Tracker::monitor(char* buffer){ // time handling time_t systemtime, scheduletime, currenttime; struct tm * dispatchtime; struct tm * uiuctime; double remainingtime; // let's get two structs operating with current time dispatchtime = dispatchtime_tm(); uiuctime = uiuctime_tm(); // set the scheduled parameters dispatchtime->tm_hour = 5; dispatchtime->tm_min = 05; dispatchtime->tm_sec = 14; uiuctime->tm_hour = 0; // both of these will now print the same time! (0:05:14) // what's linking them?? // print the scheduled time printf ("Current Time : %2d:%02d:%02d\n", uiuctime->tm_hour, uiuctime->tm_min, uiuctime->tm_sec); printf ("Scheduled Time : %2d:%02d:%02d\n", dispatchtime->tm_hour, dispatchtime->tm_min, dispatchtime->tm_sec); } struct tm* Tracker::uiuctime_tm(){ time_t uiucTime; struct tm *ts_uiuc; // give currentTime the current time time(&uiucTime); // change the time zone to UIUC putenv("TZ=CST6CDT"); tzset(); // get the localtime for the tz selected ts_uiuc = localtime(&uiucTime); // set back the current timezone unsetenv("TZ"); tzset(); // set back our results return ts_uiuc; } struct tm* Tracker::dispatchtime_tm(){ time_t currentTime; struct tm *ts_dispatch; // give currentTime the current time time(&currentTime); // get the localtime for the tz selected ts_dispatch = localtime(&currentTime); // set back our results return ts_dispatch; }

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  • Matrix "Zigzag" Reordering

    - by fbrereto
    I have an NxM matrix in Matlab that I would like to reorder in similar fashion to the way JPEG reorders its subblock pixels: (referenced from here) I would like the algorithm to be generic such that I can pass in a 2D matrix with any dimensions. I am a C++ programmer by trade and am very tempted to write an old school loop to accomplish this, but I suspect there is a better way to do it in Matlab.

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  • Extract points within a shape from a raster

    - by user308827
    Hi, I have a raster file (basically 2D array) with close to a million points. I am trying to extract a circle from the raster (and all the points that lie within the circle. Using ArcGIS is exceedingly slow for this. Can anyone suggest any image processing library that is both easy to learn and powerful and quick enough for something like this? Thanks!

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  • Draw Pixel using OpenGLEs for Android

    - by Shubh
    How can I draw a pixel(2D view)for Android using OpenGlEs. In Simple when we use draw(Canvas canvas){...} to draw, so using it we draw canvas.drawPoint(i, j, paint); ..but in OpenGlEs still I haven't got any function like it. Please reply Thank in Advance

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  • XPath query returning 'false' in SimpleXML

    - by Drew
    Hi all, I have an xml fragment as such: <meta_tree type="root"> <meta_data> <meta_cat>Content Provider</meta_cat> <data>Mammoth</data> </meta_data> <meta_data> <meta_cat>Genre</meta_cat> <data>Games</data> </meta_data> <meta_data> <meta_cat>Channel Name</meta_cat> <data>Games Trailers</data> </meta_data> <meta_data> <meta_cat>Collection</meta_cat> <data>Strategy</data> </meta_data> <meta_data> <meta_cat>Custom 1</meta_cat> <data>PC</data> </meta_data> <meta_data> <meta_cat>DRM Protected</meta_cat> <data>N</data> </meta_data> <meta_data> <meta_cat>Aspect Ratio</meta_cat> <data>16:9</data> </meta_data> <meta_data> <meta_cat>Streaming Type</meta_cat> <data>VOD</data> </meta_data> </meta_tree> which I garnered from the snippet of $meta_tree->asXML(). So given that, I need to have an xpath query for each element, so I'm using: $meta_tree->xpath("/meta_data[meta_cat='Content Provider']"); but this returns false. I have tried: "/meta_tree/meta_data[meta_cat='Content Provider']" "//meta_data[meta_cat='Content Provider']" I've been using AquaPath, which validates my query, so I'm not sure what I'm doing wrong. Anyone got any ideas? DJS.

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