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  • About Googe map

    - by vishal
    Hello everyone I am PHP Developer and developing website .in that i used Google map with the facility of select state and city. for select state and city i put two drop down.so now my problem is when i select state then i can not get value of city and both time whenever use select state and city i refresh the page and so after refreshing the page the value i got is incorrect and does not match the state with city... i clarify again Step 1:- select state (here page will refresh and then i will get value) Step 2:- select city (here also will refresh and then i will get value)) problem :- on the base getting state id and city id i fire the query but result will unknown b'cz city id that does not in selected state actually that city is there

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  • How do I get rid of sockets in FIN_WAIT1 state?

    - by Gert M
    I have a port that is blocked by a process I needed to kill. (a little telnet daemon that crashed) The process was killed successfully but the port is still in a 'FIN_WAIT1' state. It doesn't come out of it, the timeout for that seems to be set to 'a decade'. The only way I've found to free the port is to reboot the entire machine, which is ofcourse something I do not want to do. $ netstat -tulnap | grep FIN_WAIT1 tcp 0 13937 10.0.0.153:4000 10.0.2.46:2572 FIN_WAIT1 - Does anyone know how I can get this port unblocked without rebooting?

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  • Truth tables in code? How to structure state machine?

    - by HanClinto
    I have a (somewhat) large truth table / state machine that I need to implement in my code (embedded C). I anticipate the behavior specification of this state machine to change in the future, and so I'd like to keep this easily modifiable in the future. My truth table has 4 inputs and 4 outputs. I have it all in an Excel spreadsheet, and if I could just paste that into my code with a little formatting, that would be ideal. I was thinking I would like to access my truth table like so: u8 newState[] = decisionTable[input1][input2][input3][input4]; And then I could access the output values with: setOutputPin( LINE_0, newState[0] ); setOutputPin( LINE_1, newState[1] ); setOutputPin( LINE_2, newState[2] ); setOutputPin( LINE_3, newState[3] ); But in order to get that, it looks like I would have to do a fairly confusing table like so: static u8 decisionTable[][][][][] = {{{{ 0, 0, 0, 0 }, { 0, 0, 0, 0 }}, {{ 0, 0, 0, 0 }, { 0, 0, 0, 0 }}}, {{{ 0, 0, 1, 1 }, { 0, 1, 1, 1 }}, {{ 0, 1, 0, 1 }, { 1, 1, 1, 1 }}}}, {{{{ 0, 1, 0, 1 }, { 1, 1, 1, 1 }}, {{ 0, 1, 0, 1 }, { 1, 1, 1, 1 }}}, {{{ 0, 1, 1, 1 }, { 0, 1, 1, 1 }}, {{ 0, 1, 0, 1 }, { 1, 1, 1, 1 }}}}; Those nested brackets can be somewhat confusing -- does anyone have a better idea for how I can keep a pretty looking table in my code? Thanks! Edit based on HUAGHAGUAH's answer: Using an amalgamation of everyone's input (thanks -- I wish I could "accept" 3 or 4 of these answers), I think I'm going to try it as a two dimensional array. I'll index into my array using a small bit-shifting macro: #define SM_INPUTS( in0, in1, in2, in3 ) ((in0 << 0) | (in1 << 1) | (in2 << 2) | (in3 << 3)) And that will let my truth table array look like this: static u8 decisionTable[][] = { { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 1, 1 }, { 0, 1, 1, 1 }, { 0, 1, 0, 1 }, { 1, 1, 1, 1 }, { 0, 1, 0, 1 }, { 1, 1, 1, 1 }, { 0, 1, 0, 1 }, { 1, 1, 1, 1 }, { 0, 1, 1, 1 }, { 0, 1, 1, 1 }, { 0, 1, 0, 1 }, { 1, 1, 1, 1 }}; And I can then access my truth table like so: decisionTable[ SM_INPUTS( line1, line2, line3, line4 ) ] I'll give that a shot and see how it works out. I'll also be replacing the 0's and 1's with more helpful #defines that express what each state means, along with /**/ comments that explain the inputs for each line of outputs. Thanks for the help, everyone!

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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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  • How do I reset the state of a view inside a tabbar?

    - by ABeanSits
    Hello CocoaTouch-Experts! This is a fairly straightforward question though my Googling session gave me nothing. How do I reset the state of a view hierarchy located in a tabbar programmatically? The behavior I want to replicate is when the user tapps on a tab twice. This causes the view located under that tab to return to it's initial state. The tab is "owned" by a UINavigationController and when the user reaches a certain point in the view hierarchy there is a button which I want to connect this behavior to. All my attempts have failed except calling on a method in AppDelegate which kills the view and adds it back to the UITabBarController again. But this does not feel like the right way to go. Thanks in advance. Best regards //Abeansits

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  • Problem accessing MICROSOFT##SSEE database (Error: 18456, Severity: 14, State: 16.)

    - by Philipp Schmid
    After an unexpected server shutdown due to a power failure, I can no longer connect to the internal windows database MICROSOFT##SSEE which is hosting Central Admin for my SBS 2008 server. The log shows: Error: 18456, Severity: 14, State: 16. Login failed for user 'NT AUTHORITY\NETWORK SERVICE'. [CLIENT: <named pipe>] I've tried to connect using the SQL Management studio (connecting to .pipemssql$microsoft##sseesqlquery) but no luck. The SQL Server Configuration Manager doesn't show a entry for 'Protocols for MICROSOFT##SSEE' (but shows it for 2 other database hosted on the same SQL server 2005 Express edition. I have tried to restore the master.ldf and mastlog.log files from a backup, but the issue persists.

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  • How to: StructureMap and configuration based on runtime parameters?

    - by user981375
    In a nutshell - I want to be able to instantiate object based on runtime parameters. In this particular case there are only two parameters but the problem is that I'm facing different permutations of these parameters and it gets messy. Here is the situation: I want to get an instance of an object specific to, say, given country and then, say, specific state/province. So, considering the US, there are 50 possible combinations. In reality it's less than that but that's the max. Think of it this way, I want to find out what's the penalty for smoking pot in a given country/state, I pass this information in and I get instantiated object telling me what it is. To the code (for reference only): interface IState { string Penalty { get; } } interface ICountry { IState State { get; set; } string Name { get; } } class BasePenalty : IState { virtual public string Penalty { get { return "Slap on a wrist"; } } } class USA : ICountry { public USA(IState state) { State = state; } public IState State { get; set; } public string Name { get { return "USA"; } } } class Florida: BasePenalty { public override string Penalty { get { return "Public beheading"; } } } // and so on ... I defined other states // which have penalties other than the "Slap on a wrist" How do I configure my container that when given country and state combination it will return the penalty? I tried combinations of profile and contextual binding but that configuration was directly proportional to the number of classes I've created. I have already gone thru trouble of defining different combinations. I'd like to avoid having to do the same during container configuration. I want to inject State into the Country. Also, I'd like to return UsaBasePenalty value in case state is not specified. Is that possible? Perhaps these is something wrong with the design.

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  • Using Boost statechart, how can I transition to a state unconditionally?

    - by nickb
    I have a state A that I would like to transition to its next state B unconditionally, once the constructor of A has completed. Is this possible? I tried posting an event from the constructor, which does not work, even though it compiles. Thanks. Edit: Here is what I've tried so far: struct A : sc::simple_state< A, Active > { public: typedef sc::custom_reaction< EventDoneA > reactions; A() { std::cout << "Inside of A()" << std::endl; post_event( EventDoneA() ); } sc::result react( const EventDoneA & ) { return transit< B >(); } }; This yields the following runtime assertion failure: Assertion failed: get_pointer( pContext_ ) != 0, file /includ e/boost/statechart/simple_state.hpp, line 459

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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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  • Shoud a method that waits for a change of state be const?

    - by Space_C0wb0y
    In a multithreaded scenario, I have a method like this: bool WaitForChange( time_duration WaitTime ) const; This method waits either until the state of the object has changed and returns true, or until the timeout times out (how do you say that?) and returns false. My intuition is, that const is to protect against unwanted side-effects of the method itself, so this is fine. But then again, some user might think that the state of the could not have changed, since the method is declared const. Is that user stupid, or should I make the method non-const in order to avoid confusion?

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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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  • How I understood monads, part 1/2: sleepless and self-loathing in Seattle

    - by Bertrand Le Roy
    For some time now, I had been noticing some interest for monads, mostly in the form of unintelligible (to me) blog posts and comments saying “oh, yeah, that’s a monad” about random stuff as if it were absolutely obvious and if I didn’t know what they were talking about, I was probably an uneducated idiot, ignorant about the simplest and most fundamental concepts of functional programming. Fair enough, I am pretty much exactly that. Being the kind of guy who can spend eight years in college just to understand a few interesting concepts about the universe, I had to check it out and try to understand monads so that I too can say “oh, yeah, that’s a monad”. Man, was I hit hard in the face with the limitations of my own abstract thinking abilities. All the articles I could find about the subject seemed to be vaguely understandable at first but very quickly overloaded the very few concept slots I have available in my brain. They also seemed to be consistently using arcane notation that I was entirely unfamiliar with. It finally all clicked together one Friday afternoon during the team’s beer symposium when Louis was patient enough to break it down for me in a language I could understand (C#). I don’t know if being intoxicated helped. Feel free to read this with or without a drink in hand. So here it is in a nutshell: a monad allows you to manipulate stuff in interesting ways. Oh, OK, you might say. Yeah. Exactly. Let’s start with a trivial case: public static class Trivial { public static TResult Execute<T, TResult>( this T argument, Func<T, TResult> operation) { return operation(argument); } } This is not a monad. I removed most concepts here to start with something very simple. There is only one concept here: the idea of executing an operation on an object. This is of course trivial and it would actually be simpler to just apply that operation directly on the object. But please bear with me, this is our first baby step. Here’s how you use that thing: "some string" .Execute(s => s + " processed by trivial proto-monad.") .Execute(s => s + " And it's chainable!"); What we’re doing here is analogous to having an assembly chain in a factory: you can feed it raw material (the string here) and a number of machines that each implement a step in the manufacturing process and you can start building stuff. The Trivial class here represents the empty assembly chain, the conveyor belt if you will, but it doesn’t care what kind of raw material gets in, what gets out or what each machine is doing. It is pure process. A real monad will need a couple of additional concepts. Let’s say the conveyor belt needs the material to be processed to be contained in standardized boxes, just so that it can safely and efficiently be transported from machine to machine or so that tracking information can be attached to it. Each machine knows how to treat raw material or partly processed material, but it doesn’t know how to treat the boxes so the conveyor belt will have to extract the material from the box before feeding it into each machine, and it will have to box it back afterwards. This conveyor belt with boxes is essentially what a monad is. It has one method to box stuff, one to extract stuff from its box and one to feed stuff into a machine. So let’s reformulate the previous example but this time with the boxes, which will do nothing for the moment except containing stuff. public class Identity<T> { public Identity(T value) { Value = value; } public T Value { get; private set;} public static Identity<T> Unit(T value) { return new Identity<T>(value); } public static Identity<U> Bind<U>( Identity<T> argument, Func<T, Identity<U>> operation) { return operation(argument.Value); } } Now this is a true to the definition Monad, including the weird naming of the methods. It is the simplest monad, called the identity monad and of course it does nothing useful. Here’s how you use it: Identity<string>.Bind( Identity<string>.Unit("some string"), s => Identity<string>.Unit( s + " was processed by identity monad.")).Value That of course is seriously ugly. Note that the operation is responsible for re-boxing its result. That is a part of strict monads that I don’t quite get and I’ll take the liberty to lift that strange constraint in the next examples. To make this more readable and easier to use, let’s build a few extension methods: public static class IdentityExtensions { public static Identity<T> ToIdentity<T>(this T value) { return new Identity<T>(value); } public static Identity<U> Bind<T, U>( this Identity<T> argument, Func<T, U> operation) { return operation(argument.Value).ToIdentity(); } } With those, we can rewrite our code as follows: "some string".ToIdentity() .Bind(s => s + " was processed by monad extensions.") .Bind(s => s + " And it's chainable...") .Value; This is considerably simpler but still retains the qualities of a monad. But it is still pointless. Let’s look at a more useful example, the state monad, which is basically a monad where the boxes have a label. It’s useful to perform operations on arbitrary objects that have been enriched with an attached state object. public class Stateful<TValue, TState> { public Stateful(TValue value, TState state) { Value = value; State = state; } public TValue Value { get; private set; } public TState State { get; set; } } public static class StateExtensions { public static Stateful<TValue, TState> ToStateful<TValue, TState>( this TValue value, TState state) { return new Stateful<TValue, TState>(value, state); } public static Stateful<TResult, TState> Execute<TValue, TState, TResult>( this Stateful<TValue, TState> argument, Func<TValue, TResult> operation) { return operation(argument.Value) .ToStateful(argument.State); } } You can get a stateful version of any object by calling the ToStateful extension method, passing the state object in. You can then execute ordinary operations on the values while retaining the state: var statefulInt = 3.ToStateful("This is the state"); var processedStatefulInt = statefulInt .Execute(i => ++i) .Execute(i => i * 10) .Execute(i => i + 2); Console.WriteLine("Value: {0}; state: {1}", processedStatefulInt.Value, processedStatefulInt.State); This monad differs from the identity by enriching the boxes. There is another way to give value to the monad, which is to enrich the processing. An example of that is the writer monad, which can be typically used to log the operations that are being performed by the monad. Of course, the richest monads enrich both the boxes and the processing. That’s all for today. I hope with this you won’t have to go through the same process that I did to understand monads and that you haven’t gone into concept overload like I did. Next time, we’ll examine some examples that you already know but we will shine the monadic light, hopefully illuminating them in a whole new way. Realizing that this pattern is actually in many places but mostly unnoticed is what will enable the truly casual “oh, yes, that’s a monad” comments. Here’s the code for this article: http://weblogs.asp.net/blogs/bleroy/Samples/Monads.zip The Wikipedia article on monads: http://en.wikipedia.org/wiki/Monads_in_functional_programming This article was invaluable for me in understanding how to express the canonical monads in C# (interesting Linq stuff in there): http://blogs.msdn.com/b/wesdyer/archive/2008/01/11/the-marvels-of-monads.aspx

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  • Laptop drains of quickly with battery

    - by Shyam
    I am a user since years in ubuntu and I have not come across this problem with ubuntu till date. My battery drains off immediately after I unplug my AC power. The options I tried: 1) checked the battery state with : cat /proc/acpi/battery/BAT0/state present: yes capacity state: ok charging state: charged present rate: 0 mA remaining capacity: 392 mAh present voltage: 12476 mV Initially it was showing charging state: charging after 5mins it started displaying as charged. ! Based on that if I remove my AC Power it shows low battery notification. 2) When I run acpi : acpi -b Battery 0: Unknown, 9% The battery state shows as unknown. But initially when we plug-in to AC adapter acpi -b Battery 0: Charging, 9%, 13:04:00 until charged 3) When the check the same with : upower -i /org/freedesktop/UPower/devices/battery_BAT0 native-path: /sys/devices/LNXSYSTM:00/device:00/PNP0A08:00/device:02/PNP0C09:00/PNP0C0A:00/power_supply/BAT0 vendor: HP power supply: yes updated: Thu Nov 1 16:06:40 2012 (20 seconds ago) has history: yes has statistics: yes battery present: yes rechargeable: yes state: charging energy: 4.2336 Wh energy-empty: 0 Wh energy-full: 33.1128 Wh energy-full-design: 33.1128 Wh energy-rate: 5.6052 W voltage: 12.474 V time to full: 5.2 hours percentage: 12.7854% capacity: 100% technology: lithium-ion Is the power stats output, It says 5hrs to charge completely, If I charge it even more than 5hrs and unplug the AC power, It again cribs stating LOW BATTERY !! The same thing does not happen with Windows7. Any suggestions/ help will be greatly appreciated.

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  • how to override ckeditor events [migrated]

    - by joe
    I am new to ckeditor, I have hard time figuring this issue out. due to my html design; if I try to use the link editor dialog while my ckeditor is maximized, it just doesn't show up, I understand that ckeditor is the top most object in my html page and the link dialog comes underneath it. if now I bring ckeditor to its normal state I will be able to see and use the link dialog. my idea is to slightly override the link button click event as follows: if the editor is in full screen mode, bring it back to the normal state. and keep a flag somewhere so that when I close the link dialog, I can decide whether to bring back the ckeditor to a maximized mode again. now this is easy logic except that I do not know how to override the click event of the link button and keep it work as expected. here's what I have: $().ready(function () { var editor = $('#txa').ckeditor(); CKEDITOR.plugins.registered['link']= { init : function( editor ) { var command = editor.addCommand( 'link', { modes : { wysiwyg:1, source:1 }, exec : function( editor ) { if(editor.commands.maximize.state == 1 ){ alert("maximized"); //....here bring back the editor to UN-maximized state and let the link button event click do the default behavior } else { alert("normal state"); } //2 is normal state //1 is maximized } } ); editor.ui.addButton( 'link',{label : 'YOUR LABEL',command : 'link'}); } } }); html part to make the exemple work: <div> <textarea id="txa"> </textarea> </div> TO BE SHORT: http://jsfiddle.net/Q43QP/ if the editor is maximized, bring it to normal state then show the link dialog.

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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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  • 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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