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  • C++: Maybe you know this fitfall?

    - by Martijn Courteaux
    Hi, I'm developing a game. I have a header GameSystem (just methods like the game loop, no class) with two variables: int mouseX and int mouseY. These are updated in my game loop. Now I want to access them from Game.cpp file (a class built by a header-file and the source-file). So, I #include "GameSystem.h" in Game.h. After doing this I get a lot of compile errors. When I remove the include he says of course: Game.cpp:33: error: ‘mouseX’ was not declared in this scope Game.cpp:34: error: ‘mouseY’ was not declared in this scope Where I want to access mouseX and mouseY. All my .h files have Header Guards, generated by Eclipse. I'm using SDL and if I remove the lines that wants to access the variables, everything compiles and run perfectly (*). I hope you can help me... This is the error-log when I #include "GameSystem.h" (All the code he is refering to works, like explained by the (*)): In file included from ../trunk/source/domein/Game.h:14, from ../trunk/source/domein/Game.cpp:8: ../trunk/source/domein/GameSystem.h:30: error: expected constructor, destructor, or type conversion before ‘*’ token ../trunk/source/domein/GameSystem.h:46: error: variable or field ‘InitGame’ declared void ../trunk/source/domein/GameSystem.h:46: error: ‘Game’ was not declared in this scope ../trunk/source/domein/GameSystem.h:46: error: ‘g’ was not declared in this scope ../trunk/source/domein/GameSystem.h:46: error: expected primary-expression before ‘char’ ../trunk/source/domein/GameSystem.h:46: error: expected primary-expression before ‘bool’ ../trunk/source/domein/FPS.h:46: warning: ‘void FPS_SleepMilliseconds(int)’ defined but not used This is the code which try to access the two variables: SDL_Rect pointer; pointer.x = mouseX; pointer.y = mouseY; pointer.w = 3; pointer.h = 3; SDL_FillRect(buffer, &pointer, 0xFF0000);

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  • C++: Maybe you know this pitfall?

    - by Martijn Courteaux
    Hi, I'm developing a game. I have a header GameSystem (just methods like the game loop, no class) with two variables: int mouseX and int mouseY. These are updated in my game loop. Now I want to access them from Game.cpp file (a class built by a header-file and the source-file). So, I #include "GameSystem.h" in Game.h. After doing this I get a lot of compile errors. When I remove the include he says of course: Game.cpp:33: error: ‘mouseX’ was not declared in this scope Game.cpp:34: error: ‘mouseY’ was not declared in this scope Where I want to access mouseX and mouseY. All my .h files have Header Guards, generated by Eclipse. I'm using SDL and if I remove the lines that wants to access the variables, everything compiles and run perfectly (*). I hope you can help me... This is the error-log when I #include "GameSystem.h" (All the code he is refering to works, like explained by the (*)): In file included from ../trunk/source/domein/Game.h:14, from ../trunk/source/domein/Game.cpp:8: ../trunk/source/domein/GameSystem.h:30: error: expected constructor, destructor, or type conversion before ‘*’ token ../trunk/source/domein/GameSystem.h:46: error: variable or field ‘InitGame’ declared void ../trunk/source/domein/GameSystem.h:46: error: ‘Game’ was not declared in this scope ../trunk/source/domein/GameSystem.h:46: error: ‘g’ was not declared in this scope ../trunk/source/domein/GameSystem.h:46: error: expected primary-expression before ‘char’ ../trunk/source/domein/GameSystem.h:46: error: expected primary-expression before ‘bool’ ../trunk/source/domein/FPS.h:46: warning: ‘void FPS_SleepMilliseconds(int)’ defined but not used This is the code which try to access the two variables: SDL_Rect pointer; pointer.x = mouseX; pointer.y = mouseY; pointer.w = 3; pointer.h = 3; SDL_FillRect(buffer, &pointer, 0xFF0000);

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  • Painted JPanel won't show up in JFrame

    - by javawarrior
    When I run my code, I expect to see a JPanel in my JFrame, but nothing shows up. I had a button in the frame, and it shows up. But the JPanel doesn't show up, I even colored it in red. Here is the code for my JPanel: import java.awt.*; import javax.swing.JPanel; public class graphic extends JPanel { private static final long serialVersionUID = -3458717449092499931L; public Game game; public graphic(Game game){ this.game = game; this.setPreferredSize(new Dimension(400,400)); this.setBackground(Color.RED); } public void paintComponent(Graphics g){ for (Line l:game.mirrors){ g.setColor(Color.BLACK); g.drawLine(l.start.x, l.start.y, l.end.x, l.end.y); } } } And my JFrame code: import java.awt.Container; import java.awt.event.*; import java.util.Timer; import java.util.TimerTask; import javax.swing.*; public class Viewer implements ActionListener { public JFrame frame; public JButton drawShoot; public boolean draw; public Game game; public graphic graphic; public TimerTask timert; public Timer timer; public Viewer(){ draw = true; game = new Game(); } public static void main(String args[]){ Viewer v = new Viewer(); v.setup(); } public void setup(){ frame = new JFrame("Laser Stimulator"); drawShoot = new JButton("Edit Mode"); graphic = new graphic(game); graphic.repaint(); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setBounds(300, 300, 600, 600); Container contentPane = frame.getContentPane(); SpringLayout layout = new SpringLayout(); contentPane.setLayout(layout); drawShoot.addActionListener(this); timert = new TimerTask() { @Override public void run() { } }; timer =new Timer(); timer.scheduleAtFixedRate(timert, 0, 1000/30); contentPane.add(graphic); layout.putConstraint(SpringLayout.NORTH, graphic, 0, SpringLayout.NORTH, contentPane); layout.putConstraint(SpringLayout.WEST, graphic, 0, SpringLayout.WEST, contentPane); frame.setVisible(true); } @Override public void actionPerformed(ActionEvent e) { if (e.getSource()==drawShoot){ draw = !draw; drawShoot.setText((draw)?"Edit Mode":"Shoot Mode"); } } }

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  • Manipulate data for scaling

    - by user1487000
    I have this data: Game 1: 7.0/10.0, Reviewed: 1000 times Game 2: 7.5/10.0, Reviewed: 3000 times Game 3: 8.9/10.0, Reviewed: 140,000 times Game 4: 10.0/10.0 Reviewed: 5 times . . . I want to manipulate this data in a way to make each rating reflective of how many times it has been reviewed. For example Game 3 should have a little heavier weight than than Game 4, since it has been reviewed way more. And Game 2's 7 should be weighted more than Game 1's 7. Is there a proper function to do this scaling? In such a way that ScaledGameRating = OldGameRating * (some exponential function?)

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  • The UIManager Pattern

    - by Duncan Mills
    One of the most common mistakes that I see when reviewing ADF application code, is the sin of storing UI component references, most commonly things like table or tree components in Session or PageFlow scope. The reasons why this is bad are simple; firstly, these UI object references are not serializable so would not survive a session migration between servers and secondly there is no guarantee that the framework will re-use the same component tree from request to request, although in practice it generally does do so. So there danger here is, that at best you end up with an NPE after you session has migrated, and at worse, you end up pinning old generations of the component tree happily eating up your precious memory. So that's clear, we should never. ever, be storing references to components anywhere other than request scope (or maybe backing bean scope). So double check the scope of those binding attributes that map component references into a managed bean in your applications.  Why is it Such a Common Mistake?  At this point I want to examine why there is this urge to hold onto these references anyway? After all, JSF will obligingly populate your backing beans with the fresh and correct reference when needed.   In most cases, it seems that the rational is down to a lack of distinction within the application between what is data and what is presentation. I think perhaps, a cause of this is the logical separation between business data behind the ADF data binding (#{bindings}) façade and the UI components themselves. Developers tend to think, OK this is my data layer behind the bindings object and everything else is just UI.  Of course that's not the case.  The UI layer itself will have state which is intrinsically linked to the UI presentation rather than the business model, but at the same time should not be tighly bound to a specific instance of any single UI component. So here's the problem.  I think developers try and use the UI components as state-holders for this kind of data, rather than using them to represent that state. An example of this might be something like the selection state of a tabset (panelTabbed), you might be interested in knowing what the currently disclosed tab is. The temptation that leads to the component reference sin is to go and ask the tabset what the selection is.  That of course is fine in context - e.g. a handler within the same request scoped bean that's got the binding to the tabset. However, it leads to problems when you subsequently want the same information outside of the immediate scope.  The simple solution seems to be to chuck that component reference into session scope and then you can simply re-check in the same way, leading of course to this mistake. Turn it on its Head  So the correct solution to this is to turn the problem on its head. If you are going to be interested in the value or state of some component outside of the immediate request context then it becomes persistent state (persistent in the sense that it extends beyond the lifespan of a single request). So you need to externalize that state outside of the component and have the component reference and manipulate that state as needed rather than owning it. This is what I call the UIManager pattern.  Defining the Pattern The  UIManager pattern really is very simple. The premise is that every application should define a session scoped managed bean, appropriately named UIManger, which is specifically responsible for holding this persistent UI component related state.  The actual makeup of the UIManger class varies depending on a needs of the application and the amount of state that needs to be stored. Generally I'll start off with a Map in which individual flags can be created as required, although you could opt for a more formal set of typed member variables with getters and setters, or indeed a mix. This UIManager class is defined as a session scoped managed bean (#{uiManager}) in the faces-config.xml.  The pattern is to then inject this instance of the class into any other managed bean (usually request scope) that needs it using a managed property.  So typically you'll have something like this:   <managed-bean>     <managed-bean-name>uiManager</managed-bean-name>     <managed-bean-class>oracle.demo.view.state.UIManager</managed-bean-class>     <managed-bean-scope>session</managed-bean-scope>   </managed-bean>  When is then injected into any backing bean that needs it:    <managed-bean>     <managed-bean-name>mainPageBB</managed-bean-name>     <managed-bean-class>oracle.demo.view.MainBacking</managed-bean-class>     <managed-bean-scope>request</managed-bean-scope>     <managed-property>       <property-name>uiManager</property-name>       <property-class>oracle.demo.view.state.UIManager</property-class>       <value>#{uiManager}</value>     </managed-property>   </managed-bean> In this case the backing bean in question needs a member variable to hold and reference the UIManager: private UIManager _uiManager;  Which should be exposed via a getter and setter pair with names that match the managed property name (e.g. setUiManager(UIManager _uiManager), getUiManager()).  This will then give your code within the backing bean full access to the UI state. UI components in the page can, of course, directly reference the uiManager bean in their properties, for example, going back to the tab-set example you might have something like this: <af:paneltabbed>   <af:showDetailItem text="First"                disclosed="#{uiManager.settings['MAIN_TABSET_STATE'].['FIRST']}"> ...   </af:showDetailItem>   <af:showDetailItem text="Second"                      disclosed="#{uiManager.settings['MAIN_TABSET_STATE'].['SECOND']}">     ...   </af:showDetailItem>   ... </af:panelTabbed> Where in this case the settings member within the UI Manger is a Map which contains a Map of Booleans for each tab under the MAIN_TABSET_STATE key. (Just an example you could choose to store just an identifier for the selected tab or whatever, how you choose to store the state within UI Manger is up to you.) Get into the Habit So we can see that the UIManager pattern is not great strain to implement for an application and can even be retrofitted to an existing application with ease. The point is, however, that you should always take this approach rather than committing the sin of persistent component references which will bite you in the future or shotgun scattered UI flags on the session which are hard to maintain.  If you take the approach of always accessing all UI state via the uiManager, or perhaps a pageScope focused variant of it, you'll find your applications much easier to understand and maintain. Do it today!

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  • FrameworkFolders support for WebCenter Portal

    - by Justin Paul-Oracle
    Oracle WebCenter Content Server includes components that provide a hierarchical folder interface, similar to a conventional file system, for organizing and managing some or all of the content in the repository. We used Contribution Folders (folders_g) which is being replaced by the new Folders (FrameworkFolders) component. The newer FrameworkFolders component fixes a number of limitations that folders_g had and adds a ton of new features. If you have played with the WebCenter Content mobile app, you will notice that it uses FrameworkFolders too. WebCenter Portal requires the use of the folders_g component. Given the fact that folders_g and FrameworkFolders component do not go well together and must never be enabled together on any system, you could never use the new features if you planned to use integrate Content with Portal. I still remember presenting a demo with a colleague for a client and he was showing off the mobile capabilities in Portal (which are pretty impressive by the way) and was getting all the glory; while I was sitting back wanting to show off the Content app but could not (no FrameworkFolders). Not any more; Oracle has released bundle patches for both WebCenter Content and Portal in April 2014 which bring home the support for FrameworkFolders. These patches will bring these products to version 11.1.1.8.3. You can enable support for FrameworkFolders on new Content and Portal installations where the folders_g component has never been enabled using the following patches: Download and apply the WebCenter Content MLR03 patch 18088049. Download and apply the WebCenter Portal BP3 patch 18085041. Download and apply the WebCenterConfigure component patch 18387955. Before applying this patch on the Content Server ensure that WebCenter Content MLR03 patch 18088049 has already been applied. You can find detailed instructions on how to enable FrameworkFolders support in the Oracle® Fusion Middleware Installation Guide for Oracle WebCenter Portal 11g Release 1 (11.1.1.8.3). There may be another bundle patches release (version 11.1.1.8.4) for many FMW products (including WebCenter Portal) in July 2014 which could further enhance the FrameworkFolders support.

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  • Accessing ADF Faces components that are read-only from JavaScript

    - by Frank Nimphius
    Almost as a note to myself and to justify the time I spent on analyzing aproblem, a quick note on what to watch out for when working trying to access read-only ADF Faces components from JavaScript.  Those who tried JavaScript in ADF Faces probably know that you need to ensure the ADF Faces component  is represented by a JavaScript object on the client. You do this either implicitly by adding an af:clientListener component (in case you want to listen for a component event) or explicitly by setting the ADF Faces component clientComponent property to true. For the use case I looked at in JDeveloper 11g R1 (11.1.1.7) I needed to make an output text component clickable to call a JavaScript function in response. Though I added the af:clientComponent tag to the component I recognized that it also needed the clientComponent property set to true. Though I remember this as not being required in 11.1.1.6, I like the new behavior as it helps preventing read-only components from firing client side events unless you tell it to do so by setting the clientComponent property to true. Note: As the time of writing, JDeveloper 11.1.1.7 is not publicly available and I put the note in this blog as a reminder in case you ever hit a similar challenge so you know what to do.

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  • Provide an OnChange event for an internal property which is controlled externally?

    - by NGLN
    For fun and by request I am updating this ImageGrid component, a kind of listbox for images that has a FileNames property of type TStrings. For ease of writing, I have been misusing its FileNames.Objects property for bitmap storage. But since the TStrings type suggests that users of the component could or would want to use the Objects property for custom data, e.g. like TListBox.Items, I am rewriting the component to store the bitmaps elsewhere and leave FileNames.Objects untouched for unknown future usage. Now I am wondering whether to provide an OnChange event. And if so, whether to fire it when one or more FileNames.Objects changes. Trying to answer it myself, I dove in Delphi's own VCL and stumbled on: TMemo: has an OnChange event, but ignores Lines.Objects TListBox: has no OnChange event, but is capable of storing Items.Objects TStringGrid: has no OnChange event, but is capable of storing Objects, Rows.Objects, Cols.Objects So now I am somewhat puzzeled, because I cannot imagine Borland's developers didn't add events for several Objects properties out of ease. Sure, when a user changes a FileNames.Object in my component, he knows he does and could implement appropriate interaction himself. But wouldn't it be convenient when the component does automatically? What would you expect from this component in this regard?

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  • WiX major upgrade refuses to replace existing file!

    - by Joshua
    Hello! I have inherited this project with a WiX installer, and am required to make this version usefully upgrade the previous one! My problem comes in replacing the database files with new versions. No, the problem is not that they are locked, I can replace them manually, and in fact now ONE of them is replaced, while the other is not. Please, please tell me what I'm doing wrong here. I've tried several other solutions (including registry keys as KeyPath instead of CompanionFile) but nothing is quite working. Here is (most of) the code of the .WXS file: <Product Id='$(var.ProductCode)' UpgradeCode='$(var.UpgradeCode)' Name="Pathways" Version='$(var.ProductVersion)' Manufacturer='$(var.Manufacturer)' Language='1033'> <Package Id="*" Description="Pathways Directory Software" InstallerVersion="301" Compressed="yes" /> <WixVariable Id="WixUILicenseRtf" Value="License.rtf" /> <Media Id="1" Cabinet="Pathways.cab" EmbedCab="yes" /> <Upgrade Id="$(var.UpgradeCode)"> <UpgradeVersion OnlyDetect="no" Maximum="$(var.ProductVersion)" IncludeMaximum="no" Language="1033" Property="OLDAPPFOUND" /> <UpgradeVersion Minimum="$(var.ProductVersion)" IncludeMinimum="yes" OnlyDetect="no" Language="1033" Property="NEWAPPFOUND" /> </Upgrade> <Property Id="ALLUSERS">2</Property> <!-- directories --> <Directory Id="TARGETDIR" Name="SourceDir"> <!-- program files directory --> <Directory Id="ProgramFilesFolder"> <Directory Id="INSTALLDIR" Name="Pathways"/> </Directory> <!-- application data directory --> <Directory Id="CommonAppDataFolder" Name="CommonAppData"> <Directory Id="CommonAppDataPathways" Name="Pathways" /> </Directory> <!-- start menu program directory --> <Directory Id="ProgramMenuFolder"> <Directory Id="ProgramsMenuPathwaysFolder" Name="Pathways" /> </Directory> <!-- desktop directory --> <Directory Id="DesktopFolder" /> </Directory> <Icon Id="PathwaysIcon" SourceFile="\\Fileserver\Release\Pathways\Latest\Release\Pathways.exe" /> <!-- components in the reference to the install directory --> <DirectoryRef Id="INSTALLDIR"> <Component Id="Application" Guid="EEE4EB55-A515-4872-A4A5-06D6AB4A06A6"> <File Id="pathwaysExe" Name="Pathways.exe" DiskId="1" Source="\\Fileserver\Release\Pathways\Latest\Release\Pathways.exe" Vital="yes" KeyPath="yes" Assembly=".net" AssemblyApplication="pathwaysExe" AssemblyManifest="pathwaysExe"> <!--<netfx:NativeImage Id="ngen_Pathways.exe" Platform="32bit" Priority="2"/> --> </File> <File Id="pathwaysChm" Name="Pathways.chm" DiskId="1" Source="\\fileserver\Release\Pathways\Dependencies\Pathways.chm" /> <File Id="publicKeyXml" ShortName="RSAPUBLI.XML" Name="RSAPublicKey.xml" DiskId="1" Source="\\fileserver\Release\Pathways\Dependencies\RSAPublicKey.xml" Vital="yes" /> <File Id="staticListsXml" ShortName="STATICLI.XML" Name="StaticLists.xml" DiskId="1" Source="\\fileserver\Release\Pathways\Dependencies\StaticLists.xml" Vital="yes" /> <File Id="axInteropMapPointDll" ShortName="AXMPOINT.DLL" Name="AxInterop.MapPoint.dll" DiskId="1" Source="\\fileserver\Release\Pathways\Dependencies\AxInterop.MapPoint.dll" Vital="yes" /> <File Id="interopMapPointDll" ShortName="INMPOINT.DLL" Name="Interop.MapPoint.dll" DiskId="1" Source="\\fileserver\Release\Pathways\Dependencies\Interop.MapPoint.dll" Vital="yes" /> <File Id="mapPointDll" ShortName="MAPPOINT.DLL" Name="MapPoint.dll" DiskId="1" Source="\\fileserver\Release\Pathways\Dependencies\Interop.MapPoint.dll" Vital="yes" /> <File Id="devExpressData63Dll" ShortName="DAAT63.DLL" Name="DevExpress.Data.v6.3.dll" DiskId="1" Source="\\fileserver\Release\Pathways\Dependencies\DevExpress.Data.v6.3.dll" Vital="yes" /> <File Id="devExpressUtils63Dll" ShortName="UTILS63.DLL" Name="DevExpress.Utils.v6.3.dll" DiskId="1" Source="\\fileserver\Release\Pathways\Dependencies\DevExpress.Utils.v6.3.dll" Vital="yes" /> <File Id="devExpressXtraBars63Dll" ShortName="BARS63.DLL" Name="DevExpress.XtraBars.v6.3.dll" DiskId="1" Source="\\fileserver\Release\Pathways\Dependencies\DevExpress.XtraBars.v6.3.dll" Vital="yes" /> <File Id="devExpressXtraNavBar63Dll" ShortName="NAVBAR63.DLL" Name="DevExpress.XtraNavBar.v6.3.dll" DiskId="1" Source="\\fileserver\Release\Pathways\Dependencies\DevExpress.XtraNavBar.v6.3.dll" Vital="yes" /> <File Id="devExpressXtraCharts63Dll" ShortName="CHARTS63.DLL" Name="DevExpress.XtraCharts.v6.3.dll" DiskId="1" Source="\\fileserver\Release\Pathways\Dependencies\DevExpress.XtraCharts.v6.3.dll" Vital="yes" /> <File Id="devExpressXtraEditors63Dll" ShortName="EDITOR63.DLL" Name="DevExpress.XtraEditors.v6.3.dll" DiskId="1" Source="\\fileserver\Release\Pathways\Dependencies\DevExpress.XtraEditors.v6.3.dll" Vital="yes" /> <File Id="devExpressXtraPrinting63Dll" ShortName="PRINT63.DLL" Name="DevExpress.XtraPrinting.v6.3.dll" DiskId="1" Source="\\fileserver\Release\Pathways\Dependencies\DevExpress.XtraPrinting.v6.3.dll" Vital="yes" /> <File Id="devExpressXtraReports63Dll" ShortName="REPORT63.DLL" Name="DevExpress.XtraReports.v6.3.dll" DiskId="1" Source="\\fileserver\Release\Pathways\Dependencies\DevExpress.XtraReports.v6.3.dll" Vital="yes" /> <File Id="devExpressXtraRichTextEdit63Dll" ShortName="RICHTE63.DLL" Name="DevExpress.XtraRichTextEdit.v6.3.dll" DiskId="1" Source="\\fileserver\Release\Pathways\Dependencies\DevExpress.XtraRichTextEdit.v6.3.dll" Vital="yes" /> <RegistryValue Id="PathwaysInstallDir" Root="HKLM" Key="Software\Tribal Data Resources\Pathways" Name="InstallDir" Action="write" Type="string" Value="[INSTALLDIR]" /> </Component> </DirectoryRef> <!-- application data components --> <DirectoryRef Id="CommonAppDataPathways"> <Component Id="CommonAppDataPathwaysFolderComponent" Guid="087C6F14-E87E-4B57-A7FA-C03FC8488E0D"> <CreateFolder> <Permission User="Everyone" GenericAll="yes" /> </CreateFolder> <RemoveFolder Id="CommonAppDataPathways" On="uninstall" /> <!-- <RegistryValue Root="HKCU" Key="Software\TDR\Pathways" Name="installed" Type="integer" Value="1" KeyPath="yes" />--> </Component> <Component Id="Settings" Guid="A3513208-4F12-4496-B609-197812B4A953" NeverOverwrite="yes"> <File Id="settingsXml" KeyPath="yes" ShortName="SETTINGS.XML" Name="Settings.xml" DiskId="1" Source="\\fileserver\Release\Pathways\Dependencies\Settings\settings.xml" Vital="yes" /> </Component> <Component Id="Database" Guid="1D8756EF-FD6C-49BC-8400-299492E8C65D" > <!-- <RegistryValue Root="HKLM" Key="Software\TDR\Pathways\Database" Name="installed" Type="integer" Value="1" KeyPath="yes" /> --> <File Id="pathwaysMdf" Name="Pathways.mdf" DiskId="1" Source="\\fileserver\Shared\Databases\Pathways\SystemDBs\Pathways.mdf" CompanionFile="pathwaysExe" Vital="yes"/> <File Id="pathwaysLdf" Name="Pathways_log.ldf" DiskId="1" Source="\\fileserver\Shared\Databases\Pathways\SystemDBs\Pathways.ldf" CompanionFile="pathwaysExe" Vital="yes"/> </Component> <!-- <Component Id="MDF" Guid="FFB7CE02-B592-4c44-A315-99CF4828E3D9" > <File Id="pathwaysMdf" KeyPath="yes" Name="Pathways.mdf" DiskId="1" Source="\\fileserver\Shared\Databases\Pathways\SystemDBs\Pathways.mdf" /> </Component> <Component Id="LDF" Guid="9E4E3DCA-A067-47f4-9905-4AD5C35A8025" > <File Id="pathwaysLdf" KeyPath="yes" Name="Pathways_log.ldf" DiskId="1" Source="\\fileserver\Shared\Databases\Pathways\SystemDBs\Pathways.ldf" /> </Component> --> </DirectoryRef> <!-- shortcut components --> <DirectoryRef Id="DesktopFolder"> <Component Id="DesktopShortcutComponent" Guid="1BF412BA-9C6B-460D-80ED-8388AC66703F"> <Shortcut Id="DesktopShortcut" Target="[INSTALLDIR]Pathways.exe" Name="Pathways" Description="Pathways Tribal Directory" Icon="PathwaysIcon" Show="normal" WorkingDirectory="INSTALLDIR" /> <RegistryValue Root="HKCU" Key="Software\TDR\Pathways" Name="installed" Type="integer" Value="1" KeyPath="yes"/> </Component> </DirectoryRef> <DirectoryRef Id ="ProgramsMenuPathwaysFolder"> <Component Id="ProgramsMenuShortcutComponent" Guid="83A18245-4C22-4CDC-94E0-B480F80A407D"> <Shortcut Id="ProgramsMenuShortcut" Target="[INSTALLDIR]Pathways.exe" Name="Pathways" Icon="PathwaysIcon" Show="normal" WorkingDirectory="INSTALLDIR" /> <RemoveFolder Id="ProgramsMenuPathwaysFolder" On="uninstall"/> <RegistryValue Root="HKCU" Key="Software\TDR\Pathways" Name="installed" Type="integer" Value="1" KeyPath="yes"/> </Component> </DirectoryRef> <Feature Id="App" Title="Pathways Application" Level="1" Description="Pathways software" Display="expand" ConfigurableDirectory="INSTALLDIR" Absent="disallow" AllowAdvertise="no" InstallDefault="local"> <ComponentRef Id="Application" /> <ComponentRef Id="CommonAppDataPathwaysFolderComponent" /> <ComponentRef Id="Settings"/> <ComponentRef Id="ProgramsMenuShortcutComponent" /> <Feature Id="Shortcuts" Title="Desktop Shortcut" Level="1" Absent="allow" AllowAdvertise="no" InstallDefault="local"> <ComponentRef Id="DesktopShortcutComponent" /> </Feature> </Feature> <Feature Id="Data" Title="Database" Level="1" Absent="allow" AllowAdvertise="no" InstallDefault="local"> <ComponentRef Id="Database" /> </Feature> <UIRef Id ="WixUI_FeatureTree"/> <UIRef Id="WixUI_ErrorProgressText"/> <UI> <Error Id="2000">There is a later version of this program installed.</Error> </UI> <CustomAction Id="NewerVersionDetected" Error="2000" /> <InstallExecuteSequence> <RemoveExistingProducts After="InstallFinalize"/> </InstallExecuteSequence> </Product> Running this installer attempting the upgrade from the previous version ALMOST WORKS. The file that is giving me trouble is the one called "PathwaysMdf". Even though it's Component code is EXACTLY the same as the PathwaysLdf file, that file is replaced, while the MDF is NOT. You can see, commented out, some of the other things I've attempted, some from suggestions on stackoverflow. The entire log file from running the upgrade is located at: http://pastebin.com/ppjhq6Wi THANK YOU! Joshua

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  • XNA Notes 007

    - by George Clingerman
    Every week I keep wondering if there’s going to be enough activity in the community to keep doing these notes on a weekly basis and every week I’m reminded of just how awesome and active the XNA community is. There’s engines being made, tutorials being created, games being crafted. There’s information being shared, questions being answered and then there’s another whole community around the Xbox LIVE Indie Games themselves. It’s really incredibly to just watch all that’s going on and I’m glad I’m playing a small part in all of this. So here’s what I noticed happening in the XNA community last week. If there’s things I’m missing, always feel free to let me know. I love learning about new corners of the XNA community that I wasn’t aware of or just have been missing! XNA Developers: Uditha Bandara held an XNA Game Development Workshops at Singapore Universities http://uditha.wordpress.com/2011/02/18/xna-game-development-workshops-at-singapore-universities-event-update/ Binary Tweed gives his talks about Indie City and gives his opinion on the false promise of digital distribution http://www.develop-online.net/news/37053/OPINION-The-false-promise-of-digital-distribution Kris Steele posts his Trivia or Die postmortem http://www.krissteele.net/blogdetails.aspx?id=246 @MadNinjaSkills (James Johnston) posts his feelings on testing for XBLIG http://www.ezmuze.co.uk/101 Simon (@DDReaper) posts hints and tips for XNA developers to help get the size of their projects down http://twitter.com/#!/DDReaper/status/38279440924545024 http://xna-uk.net/blogs/darkgenesis/archive/2011/02/17/look-at-the-size-of-that-thing.aspx Michael B. McLaughlin proving why he should be an XNA MVP posts the list of commonly used value types in XNA games http://geekswithblogs.net/mikebmcl/archive/2011/02/17/list-of-commonly-used-value-types-in-xna-games.aspx http://twitter.com/#!/mikebmcl/status/38166541354811392 Paul Powell (@ITSligoPaul) posts about a common sprite batch as a game service http://itspaulsblog.blogspot.com/2011/02/xna-common-sprite-batch-as-game-service.html @SigilXNA (John Defenbaugh) posts his new level editor video for the sequel to Opac’s Journey http://twitter.com/SigilXNA/statuses/36548174373982209 http://twitter.com/#!/SigilXNA/status/36548174373982209 http://youtu.be/QHbmxB_2AW8 @jwatte updates kW Animation for XNA 4.0 http://www.enchantedage.com/xna-animation @DSebJ posts Blender to SunBurn http://twitter.com/#!/DSebJ/status/36564920224976896 http://dsebj.evolvingsoftware.com/?p=187 Ads and WP7 Games - @mechaghost shares his revenue data for his ad based games http://www.occasionalgamer.com/2011/02/09/ads-and-wp7-games/ Xbox LIVE Indie Games (XBLIG): Steven Hurdle posts day 100 of his quest to find a fantastic XBLIG purchase every day http://writingsofmassdeduction.com/2011/02/17/day-100-radiangames-ballistic/ Xbox 360 Indie Game Buying Guide - 12 games for $60 including several Xbox LIVE Indie games! (although if the XNA community was asked we could have recommended 60 games for $60...) http://www.indiegamemag.com/xbox360-indie-games-buying-guide/ The best selling Xbox LIVE Indie games of 2010 http://www.1up.com/news/xbox-live-most-popular-games I’d buy that for a dollar! - the California Literary Review points out a few gems on the XBLIG marketplace (and other places) where you can game on the cheap. http://calitreview.com/14125 Armless Octopus Episode 39 - The Indie Gem Octocast http://www.armlessoctopus.com/2011/02/17/armless-octocast-episode-39-the-indie-gem-octocast/ Ska Studios posts a plethora of updates http://www.ska-studios.com/2011/02/11/good-morning-gato-49/ http://www.ska-studios.com/2011/02/14/vampire-smile-valentines/ http://www.ska-studios.com/2011/02/16/the-dishwasher-vs-finds-a-home/ Kotaku posts about the Xbox LIVE Indie Game that makes you go Pew Pew Pew Pew Pew Pew http://kotaku.com/#!5760632/the-game-that-makes-you-go-pew-pew-pew-pew-pew-pew-pew GameMarx continues to be active and doing a ton for the XBLIG community reviews and Top 5 indie games of the week 2/4-2/10 http://www.gamemarx.com/video/the-show/22/ep-9-february-11-2010.aspx a new podcast Xbox Indie New Releases http://twitter.com/#!/gamemarx/status/36888849107910656 http://www.gamemarx.com/news/2011/02/13/a-new-podcast-xbox-indie-new-releases.aspx @MasterBlud uploads Indocalypse XBLIG Collections #2 http://www.youtube.com/watch?v=uzCZSv075mc&feature=youtu.be&a http://twitter.com/#!/MasterBlud/status/37100029697064960 Just Press Start interviews Michael Hicks from MichaelArts, 18 year old creator of Honor in Vengeance http://justpressstart.net/?p=465 Achievement Locked interviews Kris Steele of FunInfused Games http://xboxindies.wordpress.com/2011/02/11/interview-fun-infused-games/ XNA Game Development: XNA -UK launches their XAP test service to help the XNA community http://xna-uk.net/blogs/news/archive/2011/02/18/xna-uk-xap-test-service-now-live.aspx Transmute shows off a video of the standard character editor http://www.youtube.com/watch?v=qqH6gErG948&feature=youtu.be Microsoft Tech Student introduces their first tech student of the month.  Meet Daniel Van Tassel from the University of Utah and learn how he created an Xbox LIVE Indie Game using XNA Studio http://blogs.msdn.com/b/techstudent/archive/2010/12/22/introducing-our-first-tech-student-of-the-month-daniel-van-tassel.aspx XNA for Silverlight Developers Part 3 - Animation (transforms) http://www.silverlightshow.net/items/XNA-for-Silverlight-developers-Part-3-Animation-transforms.aspx XNA for Silverlight Developers Part 4 - Animation (frame based) http://www.silverlightshow.net/items/XNA-for-Silverlight-developers-Part-4-Animation-frame-based.aspx @suhinini tweets about an XNA Sprite Font generation tool http://twitter.com/#!/suhinini/status/36841370131890176 http://www.nubik.com/SpriteFont/ XNATouch 1.5 is out and in it’s words is faster, simpler, more reliable and has the XNA 4.0 API http://monogame.codeplex.com/releases/view/60815 IndieCity is hosting marketing workshops for Indie Developers (UK and US) http://forums.create.msdn.com/forums/p/75197/457654.aspx#457654 New York Students - Learn XNA and Silverlight for Xbox 360 and Windows Phone 7 http://forums.create.msdn.com/forums/p/72753/456964.aspx#456964 http://blogs.msdn.com/b/andrewparsons/archive/2011/01/13/learn-to-build-your-own-games-for-xbox-360-and-windows-phone-7.aspx http://blogs.msdn.com/b/andrewparsons/archive/2011/01/13/build-a-game-in-48-hours-win-a-kinect-or-windows-phone-7.aspx Extra Credits: Videogame Music http://www.escapistmagazine.com/videos/view/extra-credits/2019-Videogame-Music Steve Pavlina posts an article with useful information for all XNA/XBLIG developers http://www.stevepavlina.com/blog/2011/02/completion-vs-perfection/

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  • An easy way to create Side by Side registrationless COM Manifests with Visual Studio

    - by Rick Strahl
    Here's something I didn't find out until today: You can use Visual Studio to easily create registrationless COM manifest files for you with just a couple of small steps. Registrationless COM lets you use COM component without them being registered in the registry. This means it's possible to deploy COM components along with another application using plain xcopy semantics. To be sure it's rarely quite that easy - you need to watch out for dependencies - but if you know you have COM components that are light weight and have no or known dependencies it's easy to get everything into a single folder and off you go. Registrationless COM works via manifest files which carry the same name as the executable plus a .manifest extension (ie. yourapp.exe.manifest) I'm going to use a Visual FoxPro COM object as an example and create a simple Windows Forms app that calls the component - without that component being registered. Let's take a walk down memory lane… Create a COM Component I start by creating a FoxPro COM component because that's what I know and am working with here in my legacy environment. You can use VB classic or C++ ATL object if that's more to your liking. Here's a real simple Fox one: DEFINE CLASS SimpleServer as Session OLEPUBLIC FUNCTION HelloWorld(lcName) RETURN "Hello " + lcName ENDDEFINE Compile it into a DLL COM component with: BUILD MTDLL simpleserver FROM simpleserver RECOMPILE And to make sure it works test it quickly from Visual FoxPro: server = CREATEOBJECT("simpleServer.simpleserver") MESSAGEBOX( server.HelloWorld("Rick") ) Using Visual Studio to create a Manifest File for a COM Component Next open Visual Studio and create a new executable project - a Console App or WinForms or WPF application will all do. Go to the References Node Select Add Reference Use the Browse tab and find your compiled DLL to import  Next you'll see your assembly in the project. Right click on the reference and select Properties Click on the Isolated DropDown and select True Compile and that's all there's to it. Visual Studio will create a App.exe.manifest file right alongside your application's EXE. The manifest file created looks like this: xml version="1.0" encoding="utf-8"? assembly xsi:schemaLocation="urn:schemas-microsoft-com:asm.v1 assembly.adaptive.xsd" manifestVersion="1.0" xmlns:asmv1="urn:schemas-microsoft-com:asm.v1" xmlns:asmv2="urn:schemas-microsoft-com:asm.v2" xmlns:asmv3="urn:schemas-microsoft-com:asm.v3" xmlns:dsig="http://www.w3.org/2000/09/xmldsig#" xmlns:co.v1="urn:schemas-microsoft-com:clickonce.v1" xmlns:co.v2="urn:schemas-microsoft-com:clickonce.v2" xmlns="urn:schemas-microsoft-com:asm.v1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" assemblyIdentity name="App.exe" version="1.0.0.0" processorArchitecture="x86" type="win32" / file name="simpleserver.DLL" asmv2:size="27293" hash xmlns="urn:schemas-microsoft-com:asm.v2" dsig:Transforms dsig:Transform Algorithm="urn:schemas-microsoft-com:HashTransforms.Identity" / dsig:Transforms dsig:DigestMethod Algorithm="http://www.w3.org/2000/09/xmldsig#sha1" / dsig:DigestValuepuq+ua20bbidGOWhPOxfquztBCU=dsig:DigestValue hash typelib tlbid="{f10346e2-c9d9-47f7-81d1-74059cc15c3c}" version="1.0" helpdir="" resourceid="0" flags="HASDISKIMAGE" / comClass clsid="{af2c2811-0657-4264-a1f5-06d033a969ff}" threadingModel="Apartment" tlbid="{f10346e2-c9d9-47f7-81d1-74059cc15c3c}" progid="simpleserver.SimpleServer" description="simpleserver.SimpleServer" / file assembly Now let's finish our super complex console app to test with: using System; using System.Collections.Generic; using System.Text; namespace ConsoleApplication1 {     class Program     {         static voidMain(string[] args)         { Type type = Type.GetTypeFromProgID("simpleserver.simpleserver",true); dynamic server = Activator.CreateInstance(type); Console.WriteLine(server.HelloWorld("rick")); Console.ReadLine(); } } } Now run the Console Application… As expected that should work. And why not? The COM component is still registered, right? :-) Nothing tricky about that. Let's unregister the COM component and then re-run and see what happens. Go to the Command Prompt Change to the folder where the DLL is installed Unregister with: RegSvr32 -u simpleserver.dll      To be sure that the COM component no longer works, check it out with the same test you used earlier (ie. o = CREATEOBJECT("SimpleServer.SimpleServer") in your development environment or VBScript etc.). Make sure you run the EXE and you don't re-compile the application or else Visual Studio will complain that it can't find the COM component in the registry while compiling. In fact now that we have our .manifest file you can remove the COM object from the project. When you run run the EXE from Windows Explorer or a command prompt to avoid the recompile. Watch out for embedded Manifest Files Now recompile your .NET project and run it… and it will most likely fail! The problem is that .NET applications by default embeds a manifest file into the compiled EXE application which results in the externally created manifest file being completely ignored. Only one manifest can be applied at a time and the compiled manifest takes precedency. Uh, thanks Visual Studio - not very helpful… Note that if you use another development tool like Visual FoxPro to create your EXE this won't be an issue as long as the tool doesn't automatically add a manifest file. Creating a Visual FoxPro EXE for example will work immediately with the generated manifest file as is. If you are using .NET and Visual Studio you have a couple of options of getting around this: Remove the embedded manifest file Copy the contents of the generated manifest file into a project manifest file and compile that in To remove an embedded manifest in a Visual Studio project: Open the Project Properties (Alt-Enter on project node) Go down to Resources | Manifest and select | Create Application without a Manifest   You can now add use the external manifest file and it will actually be respected when the app runs. The other option is to let Visual Studio create the manifest file on disk and then explicitly add the manifest file into the project. Notice on the dialog above I did this for app.exe.manifest and the manifest actually shows up in the list. If I select this file it will be compiled into the EXE and be used in lieu of any external files and that works as well. Remove the simpleserver.dll reference so you can compile your code and run the application. Now it should work without COM registration of the component. Personally I prefer external manifests because they can be modified after the fact - compiled manifests are evil in my mind because they are immutable - once they are there they can't be overriden or changed. So I prefer an external manifest. However, if you are absolutely sure nothing needs to change and you don't want anybody messing with your manifest, you can also embed it. The option to either is there. Watch for Manifest Caching While working trying to get this to work I ran into some problems at first. Specifically when it wasn't working at first (due to the embedded schema) I played with various different manifest layouts in different files etc.. There are a number of different ways to actually represent manifest files including offloading to separate folder (more on that later). A few times I made deliberate errors in the schema file and I found that regardless of what I did once the app failed or worked no amount of changing of the manifest file would make it behave differently. It appears that Windows is caching the manifest data for a given EXE or DLL. It takes a restart or a recompile of either the EXE or the DLL to clear the caching. Recompile your servers in order to see manifest changes unless there's an outright failure of an invalid manifest file. If the app starts the manifest is being read and caches immediately. This can be very confusing especially if you don't know that it's happening. I found myself always recompiling the exe after each run and before making any changes to the manifest file. Don't forget about Runtimes of COM Objects In the example I used above I used a Visual FoxPro COM component. Visual FoxPro is a runtime based environment so if I'm going to distribute an application that uses a FoxPro COM object the runtimes need to be distributed as well. The same is true of classic Visual Basic applications. Assuming that you don't know whether the runtimes are installed on the target machines make sure to install all the additional files in the EXE's directory alongside the COM DLL. In the case of Visual FoxPro the target folder should contain: The EXE  App.exe The Manifest file (unless it's compiled in) App.exe.manifest The COM object DLL (simpleserver.dll) Visual FoxPro Runtimes: VFP9t.dll (or VFP9r.dll for non-multithreaded dlls), vfp9rENU.dll, msvcr71.dll All these files should be in the same folder. Debugging Manifest load Errors If you for some reason get your manifest loading wrong there are a couple of useful tools available - SxSTrace and SxSParse. These two tools can be a huge help in debugging manifest loading errors. Put the following into a batch file (SxS_Trace.bat for example): sxstrace Trace -logfile:sxs.bin sxstrace Parse -logfile:sxs.bin -outfile:sxs.txt Then start the batch file before running your EXE. Make sure there's no caching happening as described in the previous section. For example, if I go into the manifest file and explicitly break the CLSID and/or ProgID I get a detailed report on where the EXE is looking for the manifest and what it's reading. Eventually the trace gives me an error like this: INFO: Parsing Manifest File C:\wwapps\Conf\SideBySide\Code\app.EXE.     INFO: Manifest Definition Identity is App.exe,processorArchitecture="x86",type="win32",version="1.0.0.0".     ERROR: Line 13: The value {AAaf2c2811-0657-4264-a1f5-06d033a969ff} of attribute clsid in element comClass is invalid. ERROR: Activation Context generation failed. End Activation Context Generation. pinpointing nicely where the error lies. Pay special attention to the various attributes - they have to match exactly in the different sections of the manifest file(s). Multiple COM Objects The manifest file that Visual Studio creates is actually quite more complex than is required for basic registrationless COM object invokation. The manifest file can be simplified a lot actually by stripping off various namespaces and removing the type library references altogether. Here's an example of a simplified manifest file that actually includes references to 2 COM servers: xml version="1.0" encoding="utf-8"? assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0" assemblyIdentity name="App.exe" version="1.0.0.0" processorArchitecture="x86" type="win32" / file name="simpleserver.DLL" comClass clsid="{af2c2811-0657-4264-a1f5-06d033a969ff}" threadingModel="Apartment" progid="simpleserver.SimpleServer" description="simpleserver.SimpleServer" / file file name = "sidebysidedeploy.dll" comClass clsid="{EF82B819-7963-4C36-9443-3978CD94F57C}" progid="sidebysidedeploy.SidebysidedeployServer" description="SidebySideDeploy Server" threadingModel="apartment" / file assembly Simple enough right? Routing to separate Manifest Files and Folders In the examples above all files ended up in the application's root folder - all the DLLs, support files and runtimes. Sometimes that's not so desirable and you can actually create separate manifest files. The easiest way to do this is to create a manifest file that 'routes' to another manifest file in a separate folder. Basically you create a new 'assembly identity' via a named id. You can then create a folder and another manifest with the id plus .manifest that points at the actual file. In this example I create: App.exe.manifest A folder called App.deploy A manifest file in App.deploy All DLLs and runtimes in App.deploy Let's start with that master manifest file. This file only holds a reference to another manifest file: App.exe.manifest xml version="1.0" encoding="UTF-8" standalone="yes"? assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0" assemblyIdentity name="App.exe" version="1.0.0.0" processorArchitecture="x86" type="win32" / dependency dependentAssembly assemblyIdentity name="App.deploy" version="1.0.0.0" type="win32" / dependentAssembly dependency assembly   Note this file only contains a dependency to App.deploy which is another manifest id. I can then create App.deploy.manifest in the current folder or in an App.deploy folder. In this case I'll create App.deploy and in it copy the DLLs and support runtimes. I then create App.deploy.manifest. App.deploy.manifest xml version="1.0" encoding="UTF-8" standalone="yes"? assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0" assemblyIdentity name="App.deploy" type="win32" version="1.0.0.0" / file name="simpleserver.DLL" comClass clsid="{af2c2811-0657-4264-a1f5-06d033a969ff}" threadingModel="Apartment" progid="simpleserver.SimpleServer" description="simpleserver.SimpleServer" / file file name="sidebysidedeploy.dll" comClass clsid="{EF82B819-7963-4C36-9443-3978CD94F57C}" threadingModel="Apartment" progid="sidebysidedeploy.SidebysidedeployServer" description="SidebySideDeploy Server" / file assembly   In this manifest file I then host my COM DLLs and any support runtimes. This is quite useful if you have lots of DLLs you are referencing or if you need to have separate configuration and application files that are associated with the COM object. This way the operation of your main application and the COM objects it interacts with is somewhat separated. You can see the two folders here:   Routing Manifests to different Folders In theory registrationless COM should be pretty easy in painless - you've seen the configuration manifest files and it certainly doesn't look very complicated, right? But the devil's in the details. The ActivationContext API (SxS - side by side activation) is very intolerant of small errors in the XML or formatting of the keys, so be really careful when setting up components, especially if you are manually editing these files. If you do run into trouble SxsTrace/SxsParse are a huge help to track down the problems. And remember that if you do have problems that you'll need to recompile your EXEs or DLLs for the SxS APIs to refresh themselves properly. All of this gets even more fun if you want to do registrationless COM inside of IIS :-) But I'll leave that for another blog post…© Rick Strahl, West Wind Technologies, 2005-2011Posted in COM  .NET  FoxPro   Tweet (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • How to create art assets for a 3d avatar editor

    - by Andrew Garrison
    I am currently prototyping an idea for an iPhone game. I'd like to create an avatar editor inside the game so that the player can create a 3d avatar face and modify certain features (using slider controls), such as nose shape, eye color, mouth size, etc. This has been done in several games, but what I'm looking to do would be fairly cartoon-ish/caricature-ish, similar to the Mii editor on the Nintendo Wii (http://www.myavatareditor.com/). I'd also like the final result to have the ability to use some canned animations, such as simple speech animations, smiling, frowning, etc. I am not an artist, so I would be unable to create these assets, but what kind of effort is required for an artist to create the 3d models necessary for this type of game? Also what mechanism would be required to tweak the face's characteristics? Would you use bones or morph targets? How would the final result be animated? Would facial animation use bones or morph targets? I've seen several tools that do this sort of thing too, such as FacialStudio. Are there any facial generation tools out there you'd recommend for generating some base content for this game, or should I just hire an artist to do this type of work. Thanks!

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  • How to deal with OpenGL and Fullscreen on OS X

    - by Armin Ronacher
    I do most of my development on OS X and for my current game project this is my target environment. However when I play games I play on Windows. As a windows gamer I am used to Alt+Tab switching from within the game to the last application that was open. On OS X I currently can't find either a game that supports that nor can I find a way to make it possible. My current project is based on SDL 1.3 and I can see that cmd+tab is a sequence that is sent directly to my application and not intercepted by the operating system. Now my first attempt was to hide the rendering window on cmd+tab which certainly works, but has the disadvantage that a hidden OpenGL window in SDL cannot be restored when the user tabs back to the application. First of all, there is no event fired for that or I can't find it, secondly the core problem is that when that application window is hidden, my game is still the active application, just that the window disappeared. That is incredible annoying. Any ideas how to approximate the windows / linux behavior for alt+tab?

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  • Creating the concept of Time

    - by Jamie Dixon
    So I've reached the point in my exploration of gaming where I'd like to impliment the concept of time into my little demo I've been building. What are some common methodologies for creating the concept of time passing within a game? My thoughts so far: My game loop tendes to spend a fair bit of time sitting around waiting or user input so any time system will likely need to be run in a seperate thread. What I've currently done is create a BackgroundWorker passing in a method that contains a loop triggering every second. This is working fine and I can output information to the console from here etc. Inside this loop I have a DateTime object that is incrimented by 1 minute for every realtime second. (the game begins in the year 01/01/01) Is this a standard way of acheiving this result or are there more tried and tested methods? I'm also curious about how to go about performing time based actions (reducing player energy, moving entities around the game board, life/death etc). Thanks for any pointers or advice. I've searched around however I'm not familiar enough with the terms and so my searches are yeilding little result on this one.

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  • Custom Content Pipeline with Automatic Serialization Load Error

    - by Direweasel
    I'm running into this error: Error loading "desert". Cannot find type TiledLib.MapContent, TiledLib, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null. at Microsoft.Xna.Framework.Content.ContentTypeReaderManager.InstantiateTypeReader(String readerTypeName, ContentReader contentReader, ContentTypeReader& reader) at Microsoft.Xna.Framework.Content.ContentTypeReaderManager.GetTypeReader(String readerTypeName, ContentReader contentReader, List1& newTypeReaders) at Microsoft.Xna.Framework.Content.ContentTypeReaderManager.ReadTypeManifest(Int32 typeCount, ContentReader contentReader) at Microsoft.Xna.Framework.Content.ContentReader.ReadHeader() at Microsoft.Xna.Framework.Content.ContentReader.ReadAsset[T]() at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action1 recordDisposableObject) at Microsoft.Xna.Framework.Content.ContentManager.Load[T](String assetName) at TiledTest.Game1.LoadContent() in C:\My Documents\Dropbox\Visual Studio Projects\TiledTest\TiledTest\TiledTest\Game1.cs:line 51 at Microsoft.Xna.Framework.Game.Initialize() at TiledTest.Game1.Initialize() in C:\My Documents\Dropbox\Visual Studio Projects\TiledTest\TiledTest\TiledTest\Game1.cs:line 39 at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun) at Microsoft.Xna.Framework.Game.Run() at TiledTest.Program.Main(String[] args) in C:\My Documents\Dropbox\Visual Studio Projects\TiledTest\TiledTest\TiledTest\Program.cs:line 15 When trying to run the game. This is a basic demo to try and utilize a separate project library called TiledLib. I have four projects overall: TiledLib (C# Class Library) TiledTest (Windows Game) TiledTestContent (Content) TMX CP Ext (Content Pipeline Extension Library) TiledLib contains MapContent which is throwing the error, however I believe this may just be a generic error with a deeper root problem. EMX CP Ext contains one file: MapProcessor.cs using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Content.Pipeline; using Microsoft.Xna.Framework.Content.Pipeline.Graphics; using Microsoft.Xna.Framework.Content.Pipeline.Processors; using Microsoft.Xna.Framework.Content; using TiledLib; namespace TMX_CP_Ext { // Each tile has a texture, source rect, and sprite effects. [ContentSerializerRuntimeType("TiledTest.Tile, TiledTest")] public class DemoMapTileContent { public ExternalReference<Texture2DContent> Texture; public Rectangle SourceRectangle; public SpriteEffects SpriteEffects; } // For each layer, we store the size of the layer and the tiles. [ContentSerializerRuntimeType("TiledTest.Layer, TiledTest")] public class DemoMapLayerContent { public int Width; public int Height; public DemoMapTileContent[] Tiles; } // For the map itself, we just store the size, tile size, and a list of layers. [ContentSerializerRuntimeType("TiledTest.Map, TiledTest")] public class DemoMapContent { public int TileWidth; public int TileHeight; public List<DemoMapLayerContent> Layers = new List<DemoMapLayerContent>(); } [ContentProcessor(DisplayName = "TMX Processor - TiledLib")] public class MapProcessor : ContentProcessor<MapContent, DemoMapContent> { public override DemoMapContent Process(MapContent input, ContentProcessorContext context) { // build the textures TiledHelpers.BuildTileSetTextures(input, context); // generate source rectangles TiledHelpers.GenerateTileSourceRectangles(input); // now build our output, first by just copying over some data DemoMapContent output = new DemoMapContent { TileWidth = input.TileWidth, TileHeight = input.TileHeight }; // iterate all the layers of the input foreach (LayerContent layer in input.Layers) { // we only care about tile layers in our demo TileLayerContent tlc = layer as TileLayerContent; if (tlc != null) { // create the new layer DemoMapLayerContent outLayer = new DemoMapLayerContent { Width = tlc.Width, Height = tlc.Height, }; // we need to build up our tile list now outLayer.Tiles = new DemoMapTileContent[tlc.Data.Length]; for (int i = 0; i < tlc.Data.Length; i++) { // get the ID of the tile uint tileID = tlc.Data[i]; // use that to get the actual index as well as the SpriteEffects int tileIndex; SpriteEffects spriteEffects; TiledHelpers.DecodeTileID(tileID, out tileIndex, out spriteEffects); // figure out which tile set has this tile index in it and grab // the texture reference and source rectangle. ExternalReference<Texture2DContent> textureContent = null; Rectangle sourceRect = new Rectangle(); // iterate all the tile sets foreach (var tileSet in input.TileSets) { // if our tile index is in this set if (tileIndex - tileSet.FirstId < tileSet.Tiles.Count) { // store the texture content and source rectangle textureContent = tileSet.Texture; sourceRect = tileSet.Tiles[(int)(tileIndex - tileSet.FirstId)].Source; // and break out of the foreach loop break; } } // now insert the tile into our output outLayer.Tiles[i] = new DemoMapTileContent { Texture = textureContent, SourceRectangle = sourceRect, SpriteEffects = spriteEffects }; } // add the layer to our output output.Layers.Add(outLayer); } } // return the output object. because we have ContentSerializerRuntimeType attributes on our // objects, we don't need a ContentTypeWriter and can just use the automatic serialization. return output; } } } TiledLib contains a large amount of files including MapContent.cs using System; using System.Collections.Generic; using System.Globalization; using System.Xml; using Microsoft.Xna.Framework.Content.Pipeline; namespace TiledLib { public enum Orientation : byte { Orthogonal, Isometric, } public class MapContent { public string Filename; public string Directory; public string Version = string.Empty; public Orientation Orientation; public int Width; public int Height; public int TileWidth; public int TileHeight; public PropertyCollection Properties = new PropertyCollection(); public List<TileSetContent> TileSets = new List<TileSetContent>(); public List<LayerContent> Layers = new List<LayerContent>(); public MapContent(XmlDocument document, ContentImporterContext context) { XmlNode mapNode = document["map"]; Version = mapNode.Attributes["version"].Value; Orientation = (Orientation)Enum.Parse(typeof(Orientation), mapNode.Attributes["orientation"].Value, true); Width = int.Parse(mapNode.Attributes["width"].Value, CultureInfo.InvariantCulture); Height = int.Parse(mapNode.Attributes["height"].Value, CultureInfo.InvariantCulture); TileWidth = int.Parse(mapNode.Attributes["tilewidth"].Value, CultureInfo.InvariantCulture); TileHeight = int.Parse(mapNode.Attributes["tileheight"].Value, CultureInfo.InvariantCulture); XmlNode propertiesNode = document.SelectSingleNode("map/properties"); if (propertiesNode != null) { Properties = new PropertyCollection(propertiesNode, context); } foreach (XmlNode tileSet in document.SelectNodes("map/tileset")) { if (tileSet.Attributes["source"] != null) { TileSets.Add(new ExternalTileSetContent(tileSet, context)); } else { TileSets.Add(new TileSetContent(tileSet, context)); } } foreach (XmlNode layerNode in document.SelectNodes("map/layer|map/objectgroup")) { LayerContent layerContent; if (layerNode.Name == "layer") { layerContent = new TileLayerContent(layerNode, context); } else if (layerNode.Name == "objectgroup") { layerContent = new MapObjectLayerContent(layerNode, context); } else { throw new Exception("Unknown layer name: " + layerNode.Name); } // Layer names need to be unique for our lookup system, but Tiled // doesn't require unique names. string layerName = layerContent.Name; int duplicateCount = 2; // if a layer already has the same name... if (Layers.Find(l => l.Name == layerName) != null) { // figure out a layer name that does work do { layerName = string.Format("{0}{1}", layerContent.Name, duplicateCount); duplicateCount++; } while (Layers.Find(l => l.Name == layerName) != null); // log a warning for the user to see context.Logger.LogWarning(string.Empty, new ContentIdentity(), "Renaming layer \"{1}\" to \"{2}\" to make a unique name.", layerContent.Type, layerContent.Name, layerName); // save that name layerContent.Name = layerName; } Layers.Add(layerContent); } } } } I'm lost as to why this is failing. Thoughts? -- EDIT -- After playing with it a bit, I would think it has something to do with referencing the projects. I'm already referencing the TiledLib within my main windows project (TiledTest). However, this doesn't seem to make a difference. I can place the dll generated from the TiledLib project into the debug folder of TiledTest, and this causes it to generate a different error: Error loading "desert". Cannot find ContentTypeReader for Microsoft.Xna.Framework.Content.Pipeline.ExternalReference`1[Microsoft.Xna.Framework.Content.Pipeline.Graphics.Texture2DContent]. at Microsoft.Xna.Framework.Content.ContentTypeReaderManager.GetTypeReader(Type targetType, ContentReader contentReader) at Microsoft.Xna.Framework.Content.ContentTypeReaderManager.GetTypeReader(Type targetType) at Microsoft.Xna.Framework.Content.ReflectiveReaderMemberHelper..ctor(ContentTypeReaderManager manager, FieldInfo fieldInfo, PropertyInfo propertyInfo, Type memberType, Boolean canWrite) at Microsoft.Xna.Framework.Content.ReflectiveReaderMemberHelper.TryCreate(ContentTypeReaderManager manager, Type declaringType, FieldInfo fieldInfo) at Microsoft.Xna.Framework.Content.ReflectiveReader1.Initialize(ContentTypeReaderManager manager) at Microsoft.Xna.Framework.Content.ContentTypeReaderManager.ReadTypeManifest(Int32 typeCount, ContentReader contentReader) at Microsoft.Xna.Framework.Content.ContentReader.ReadHeader() at Microsoft.Xna.Framework.Content.ContentReader.ReadAsset[T]() at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action1 recordDisposableObject) at Microsoft.Xna.Framework.Content.ContentManager.Load[T](String assetName) at TiledTest.Game1.LoadContent() in C:\My Documents\Dropbox\Visual Studio Projects\TiledTest\TiledTest\TiledTest\Game1.cs:line 51 at Microsoft.Xna.Framework.Game.Initialize() at TiledTest.Game1.Initialize() in C:\My Documents\Dropbox\Visual Studio Projects\TiledTest\TiledTest\TiledTest\Game1.cs:line 39 at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun) at Microsoft.Xna.Framework.Game.Run() at TiledTest.Program.Main(String[] args) in C:\My Documents\Dropbox\Visual Studio Projects\TiledTest\TiledTest\TiledTest\Program.cs:line 15 This is all incredibly frustrating as the demo doesn't appear to have any special linking properties. The TiledLib I am utilizing is from Nick Gravelyn, and can be found here: https://bitbucket.org/nickgravelyn/tiledlib. The demo it comes with works fine, and yet in recreating I always run into this error.

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  • Suggestions for implementing a dynamic 2D level

    - by Wouter
    I am working on a game that needs a level that is completely generated. Currently my approach is to draw textures for the levels pixel by pixel during the game (in XNA with SpriteBatch). This is too intensive unfortunately. The game has frame drops even when I only draw 1 level texture each draw cycle. Here is an example of the current prototype. It is a simple sidescroller with the avatar swimming through a cave. The shape of this cave will alter throughout the level (textures and physics collision shapes). You can clearly see the boundaries of the level tiles in the screenshot below. These are generated just before they move into camera view. For inspiration I looked at PixelJunk Shooter 2. These levels are obviously not generated, but some of the levels have movement. How do you guys think they implemented it? My guess is that the level and other objects in the game are actually flat 3d models, but I am not sure..

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  • Admob banner not getting remove from superview

    - by Anil gupta
    I am developing one 2d game using cocos2d framework, in this game i am using admob for advertising, in some classes not in all classes but admob banner is visible in every class and after some time game getting crash also. I am not getting how admob banner is comes in every class in fact i have not declare in Rootviewcontroller class. can any one suggest me how to integrate Admob in cocos2d game, i want Admob banner in particular classes not in every class, I am using latest google admob sdk, my code is below: Thanks in advance ` -(void)AdMob{ NSLog(@"ADMOB"); CGSize winSize = [[CCDirector sharedDirector]winSize]; // Create a view of the standard size at the bottom of the screen. if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad){ bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-364, size.height - GAD_SIZE_728x90.height, GAD_SIZE_728x90.width, GAD_SIZE_728x90.height)]; } else { // It's an iPhone bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-160, size.height - GAD_SIZE_320x50.height, GAD_SIZE_320x50.width, GAD_SIZE_320x50.height)]; } if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { bannerView_.adUnitID =@"a15062384653c9e"; } else { bannerView_.adUnitID =@"a15062392a0aa0a"; } bannerView_.rootViewController = self; [[[CCDirector sharedDirector]openGLView]addSubview:bannerView_]; [bannerView_ loadRequest:[GADRequest request]]; GADRequest *request = [[GADRequest alloc] init]; request.testing = [NSArray arrayWithObjects: GAD_SIMULATOR_ID, nil]; // Simulator [bannerView_ loadRequest:request]; } //best practice for removing the barnnerView_ -(void)removeSubviews{ NSArray* subviews = [[CCDirector sharedDirector]openGLView].subviews; for (id SUB in subviews){ [(UIView*)SUB removeFromSuperview]; [SUB release]; } NSLog(@"remove from view"); } //this makes the refreshTimer count -(void)targetMethod:(NSTimer *)theTimer{ //INCREASE OF THE TIMER AND SECONDS elapsedTime++; seconds++; //INCREASE OF THE MINUTOS EACH 60 SECONDS if (seconds>=60) { seconds=0; minutes++; [self removeSubviews]; [self AdMob]; } NSLog(@"TIME: %02d:%02d", minutes, seconds); } `

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  • Where do I place XNA content pipeline references?

    - by Zabby Wabby
    I am relatively new to XNA, and have started to delve into the use of the content pipeline. I have already figured out that tricky issue of adding a game library containing classes for any type of .xml file I want to read. Here's the issue. I am trying to handle the reading of all XML content through use of an XMLHandler object that uses the intermediate deserializer. Any time reading of such data is required, the appropriate method within this object would be called. So, as a simple example, something like this would occur when a character levels: public Spell LevelUp(int levelAchived) { XMLHandler.FindSkillsForLevel(levelAchived); } This method would then read the proper .xml file, sending back the spell for the character to learn. However, the XMLHandler is having issues even being created. I cannot get it to use the using namespace of Microsoft.Xna.Framework.Content.Pipeline. I get an error on my using statement in the XMLHandler class: using Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate; The error is a typical reference error: Type or namespace name "'Pipeline' does not exist in the namespace 'Microsoft.Xna.Framework.Content' (are you missing an assembly reference?)" I THINK this is because this namespace is already referenced in my game's content. I would really have no issue placing this object within my game's content (since that is ALL it deals with anyways), but the Content project does not seem capable of holding anything but content files. In summary, I need to use the Intermediate Deserializer in my main project's logic, but, as far as I can make out, I can't safely reference the associated namespace for it outside of the game's content. I'm not a terribly well-versed programmer, so I may be just missing some big detail I've never learned here. How can I make this object accessible for all projects within the solution? I will gladly post more information if needed!

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  • javascript fixed timestep gameloop with requestanimation frame

    - by coffeecup
    hello i just started to read through several articles, including http://gafferongames.com/game-physics/fix-your-timestep/ ...://gamedev.stackexchange.com/questions/1589/fixed-time-step-vs-variable-time-step/ ...//dewitters.koonsolo.com/gameloop.html ...://nokarma.org/2011/02/02/javascript-game-development-the-game-loop/index.html my understanding of this is that i need the currentTime and the timeStep size and integrate all states to the next state the time which is left is then passed into the render function to do interpolation i tried to implement glenn fiedlers "the final touch", whats troubling me is that each FrameTime is about 15 (ms) and the update loop runs at about 1500 fps which seems a little bit off? heres my code this.t = 0 this.dt = 0.01 this.currTime = new Date().getTime() this.accumulator = 0.0 this.animate() animate: function(){ var newTime = new Date().getTime() , frameTime = newTime - this.currTime , alpha if ( frameTime > 0.25 ) frameTime = 0.25 this.currTime = newTime this.accumulator += frameTime while (this.accumulator >= this.dt ) { this.prev_state = this.curr_state this.update(this.t,this.dt) this.t += this.dt this.accumulator -= this.dt } alpha = this.accumulator / this.dt this.render( this.t, this.dt, alpha) requestAnimationFrame( this.animate ) } also i would like to know, are there differences between glenn fiedlers implementation and the last solution presented here ? gameloop1 gameloop2 [ sorry couldnt post more than 2 links.. ] edit : i looked into it again and adjusted the values this.currTime = new Date().getTime() this.accumulator = 0 this.p_t = 0 this.p_step = 1000/100 this.animate() animate: function(){ var newTime = new Date().getTime() , frameTime = newTime - this.currTime , alpha if(frameTime > 25) frameTime = 25 this.currTime = newTime this.accumulator += frameTime while(this.accumulator >= this.p_step){ // prevstate = currState this.update() this.p_t+=this.p_step this.accumulator -= this.p_step } alpha = this.accumulator / this.p_step this.render(alpha) requestAnimationFrame( this.animate ) now i can set the physics update rate, render runs at 60 fps and physics update at 100 fps, maybe someone could confirm this because its the first time i'm playing around with game development :-)

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  • Scaling background without scaling foreground in platformer?

    - by David Xu
    I'm currently developing a platform game and I've run into a problem with scaling resolutions. I want a different resolution of the game to still display the foreground unscaled (characters, tiles, etc) but I want the background to be scaled to fit into the window. To explain this better, my viewport has 4 variables: (x, y, width, height) where x and y are the top left corner and width and height are the dimensions. These can be either 800x600, 1024x768 or 1280x960. When I design my levels, I design everything for the highest resolution (1280x960) and expect the game engine to scale it down if a user is running in a lower resolution. I have tried the following to make it work but nothing I've come up with solves it so far: scale = view->width/1280; drawX = x * scale; drawY = y * scale; (this makes the translation too small for low resolution) and scale = view->width/1280; bgWidth = background->width*scale; bgHeight = background->height*scale; drawX = x + background->width/2 - bgWidth/2; drawY = y + background->height/2 - bgHeight/2; (this makes the translation completely wrong at the edges of the map) The thing is, no matter what resolution the game is run at, the map remains the same size, and the foreground is unscaled. (With a lower resolution you just see less of the foreground in the viewport) I was wondering if anyone had any idea how to solve this problem? Thank you in advance!

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  • How are events in games handled?

    - by Alex
    In may games that I have played, I have seen events being triggered, such as when you walk into a certain land area while holding a specific object, it will trigger a special creature to spawn. I was wondering, how do games deal with events such as this? Not in a specific game, but in general among games. The first thought I had was that each place has a hard-coded set of events that it will call when something happens there. However, that would be too inefficient to maintain, as when something new is added, that would require modification of every part of the game that would potentially cause the event to be called. Next up, I had the idea of maybe how GUI programming works. In all of the GUI programming I've done, you create a component and a callback function, or a listener. Then, when the user interacts when the button, the callback function is called, allowing you to do something with it. So, I was thinking that in terms of a game, when a land area gets loaded the game loops over a list of all events, creating instances of them and calling public methods to bind them to the current scene. The events themselves then handle what scene it is, and if it is a scene that pertains to the event, will call the public method of the scene to bind the event to an action. Then, when the action takes place, the scene would call all events that are bound to that action. However, I'm sure that's not how games would operate either, as that would require a lot of creating of events all the time. So how to video games handle events, are either of those methods correct, or is it something completely different?

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  • How can I better implement A star algorithm with a very large set of nodes?

    - by Stephen
    I'm making a game with nodejs in which many enemies must converge on the player as the player moves around a relatively open space (right now it is an open field with few obstacles, but eventually there may be some small buildings in the field with 1 or 2 rooms). It's a multiplayer game using websockets, so the server needs to keep track of enemies and players. I found this javascript A* library which I've modified to be used on the server as a nodejs module. The library utilizes a Binary Heap to track the nodes for the algorithm, so it should be pretty fast (and indeed, with a small grid, say 100x100 it is lightning fast). The problem is that my game is not really tile-based. As the player moves around the map, he is moving on a more or less 1-to-1 per-pixel coordinate system (the player can move in 8 directions, 1 or 2 pixels at a time). In preliminary tests, on an 800x600 field, the path-finding can take anywhere from 400 to 1000 ms. Multiply that by 10 enemies and the game starts to get pretty choppy. I have already set it up so that each enemy will only do a path-finding call once per second or even as slow as once every 2 seconds (they have to keep updating their path because the players can move freely). But even with this long interval, there are noticeable lag spikes or chops every couple of seconds as the enemies update their paths. I'm willing to approach the problem of path-finding differently, if there's another option. I'm assuming that the real problem is the enormous grid (800x600). It also occurs to me that maybe the large arrays are to blame, as I've read that V8 has trouble with large arrays.

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