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  • Mysql query does not update row [closed]

    - by Gerculy Robert
    // Connect to server and select database. mysql_connect("$host", "$username", "$password")or die("cannot connect"); mysql_select_db("$db_name")or die("cannot select DB"); // get value of id that sent from address bar /*$id=$_GET['$usrid'];*/ // Retrieve data from database $sql="SELECT * FROM user WHERE id='$usrid'"; $result=mysql_query($sql); $rows=mysql_fetch_array($result); ?> <table width="400" border="0" cellspacing="1" cellpadding="0"> <tr> <form name="form1" method="post" action="update.php"> <td> <table width="100%" border="0" cellspacing="1" cellpadding="0"> <tr> <td>&nbsp;</td> <td colspan="3"><strong>Update site info</strong> </td> </tr> <tr> <td align="center">&nbsp;</td> <td align="center">&nbsp;</td> <td align="center">&nbsp;</td> <td align="center">&nbsp;</td> </tr> <tr> <td align="center">&nbsp;</td> <td align="center"><strong>User Name</strong></td> <td align="center"><strong>Site url</strong></td> <td align="center"><strong>Url banner</strong></td> </tr> <tr> <td>&nbsp;</td> <td align="center"> <input name="username" type="text" id="username" value="<? echo $rows['username']; ?>"> </td> <td align="center"> <input name="siteurl" type="text" id="siteurl" value="<? echo $rows['siteurl']; ?>" size="40"> </td> <td> <input name="urlbanner" type="text" id="urlbanner" value="<? echo $rows['urlbanner']; ?>" size="40"> </td> </tr> <tr> <td>&nbsp;</td> <td> <input name="id" type="hidden" id="id" value="<? echo $rows['id']; ?>"> </td> <td align="center"> <input type="submit" name="Submit" value="Submit"> </td> <td>&nbsp;</td> </tr> </table> </td> </form> </tr> </table> <?php // close connection mysql_close(); ?> // Connect to server and select database. mysql_connect("$host", "$username", "$password")or die("cannot connect"); mysql_select_db("$db_name")or die("cannot select DB"); // update data in mysql database $sql="update user SET siteurl='$siteurl', username='$username', urlbanner='$urlbanner' WHERE id=$usrid"; $result=mysql_query($sql); // if successfully updated. if($result){ echo "Successful"; echo "<BR>"; echo "<a href='edit.php'>View result</a>"; } else { echo "ERROR"; } Hello, I have this two pages wich should update 3 rows. The problem is it does not update all , only 2 . I tried over 1 hour to find the problem but nothing. The row , siteurl, is not being updated at all . The table is : varchar(255) Database and session is ok. Any idea ? It's just a simple update code , should work fine :(

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  • Restrict movement within a radius

    - by Phil
    I asked a similar question recently but now I think I know more about what I really want to know. I can answer my own question if I get to understand this bit. I have a situation where a sprite's center point needs to be constrained within a certain boundary in 2d space. The boundary is circular so the sprite is constrained within a radius. This radius is defined as a distance from the center of a certain point. I know the position of the center point and I can track the center position of the sprite. This is the code to detect the distance: float distance = Vector2.Distance(centerPosition, spritePosition)); if (distance > allowedDistance) { } The positions can be wherever on the grid, they are not described as in between -1 or 1. So basically the detecting code works, it only prints when the sprite is outside of it's boundary I just don't know what to do when it oversteps. Please explain any math used as I really want to understand what you're thinking to be able to elaborate on it myself.

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  • Need ideas on how to give my levels structure

    - by akuritsu
    I am making an iOS game for a project at school. It is going to be a tiny bit like Fruit Ninja, as in it will have different things on the screen, and when you hit them, they die, and you get points. The trouble is that unlike Fruit Ninja, my game will have different types of sprites, all doing different things (moving different places, doing different things, etc). The one thing that is bad about having all of these sprites that do different things is that it is hard for them to look neat on the screen all together. I was planning on having a couple of different gamemodes: Time Trial You have 120 seconds to kill as many sprites as possible. Survival You have three lives, every time you try to hit a sprite and miss, you lose a life. ???? Whatever I think of. I am a rookie to game design in general, and I don't know the best way to make my game look good, and play well. I could have all of these sprites on the screen at the same time, or I could have them come in waves, for example 10 of sprite_a come on, and once they are killed, 10 of sprite_b come on, etc... Please give me your opinion about which one I should code. If you have any other suggestions for either a third gamemode, or a completely different way to make the levels, feel free to tell me.

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  • CLR Profiler Allocated Bytes and XNA ContentManager

    - by Vackup
    I've been fighting with XNA ContentManager and memory allocations for some weeks because I'm trying to port my game from XNA (Windows) to ExEn / Monotouch (iphone). The problem is that after playing a few levels, my game exits unexpectedly on a real iPhone device (not simulator). Profiling memory usage on Windows with CLRProfile, I found some useful stuff but I also found something I dont understand. If I use 2 ContentManagers (1 for shared assets and 1 for level assets), when profiling, "Allocated Bytes" grows and grows after level through level but Memory consumption measured by Windows Task Manager stays constant (down when I unload the content manager and up again when I load content). Obviously, I contentManager.Unload() when level ends. After a few levels my game exits unexpectedly on an iPhone device. If I use 1 content manager, "CRLProfiler Allocated Bytes" stays constant on Windows and on the iPhone; I can play the game normally and it doesnt exit unexpectedly. I use the same assets level through level. It seems like in ios (iPhone) when loading and unloading the same assets, it allocates memory and consumes all device memory, so the ios kill it. Can anybody explain me how this really works? I've read quite a bit, but I still don't understand what's going on.

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  • What problem does double or triple buffering solve in modern games?

    - by krokvskrok
    I want to check if my understanding of the causes for using double (or triple) buffering is correct: A monitor with 60Hz refresh's the monitor-display 60 times per second. If the monitor refresh the monitor-display, he updates pixel for pixel and line for line. The monitor requests the color values for the pixels from the video memory. If I run now a game, then this game is constantly manipulating this video memory. If this game don't use a buffer strategy (double buffering etc.) then the following problem can happen: The monitor is now refreshing his monitor-display. At this moment the monitor had refreshed the first half monitor-display already. At the same time, the game had manipulated the video memory with new data. Now the monitor accesses for the second half monitor-display this new manipulated data from the video memory. The problems can be tearing or flickering. Is my understanding of cases of using buffer strategy correct? Are there other reasons?

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  • What online games would let me practice AI development?

    - by Myn
    I am working on a project experimenting with Artificial Intelligence design methodologies for online world avatars. Online world here is quite open to interpretation; Second Life is just as applicable as Counter Strike, for example. To carry out these experiments, I must first develop an intelligent agent for the world in question. However, I am honestly quite stuck as to which game I could use for this. My preference was to develop an intelligent "bot" to play an MMORPG, but the legal restrictions of such games prevent me. Likewise with most FPS games the use of an intelligent agent in place of a human player is considered cheating. The alternative, of course, is to create an NPC bot; an intelligent agent that populates the world alongside the player(s) rather than replacing a particular player. However, I'm struggling to find a game that would enable me to create an intelligent opponent either. I suppose the main requirements would be a game allows a third party program to use the function calls usually utilised by players and read feedback on the state of the world. Quake III and Unreal Tournament have been suggested before, but they have already been the subject of work on this research project. Short of writing my own online game from scratch, what games would allow me, through middleware, an API, or otherwise, to create either an artificially intelligent player or a bot?

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  • Sprite batching in OpenGL

    - by Roy T.
    I've got a JAVA based game with an OpenGL rendering front that is drawing a large amount of sprites every frame (during testing it peaked at 700). Now this game is completely unoptimized. There is no spatial partitioning (so a sprite is drawn even if it isn't on screen) and every sprite is drawn separately like this: graphics.glPushMatrix(); { graphics.glTranslated(x, y, 0.0); graphics.glRotated(degrees, 0, 0, 1); graphics.glBegin(GL2.GL_QUADS); graphics.glTexCoord2f (1.0f, 0.0f); graphics.glVertex2d(half_size , half_size); // upper right // same for upper left, lower left, lower right graphics.glEnd(); } graphics.glPopMatrix(); Currently the game is running at +-25FPS and is CPU bound. I would like to improve performance by adding spatial partitioning (which I know how to do) and sprite batching. Not drawing sprites that aren't on screen will help a lot, however since players can zoom out it won't help enough, hence the need for batching. However sprite batching in OpenGL is a bit of mystery to me. I usually work with XNA where a few classes to do this are built in. But in OpenGL I don't know what to do. As for further optimization, the game I'm working on as a few interesting characteristics. A lot of sprites have the same texture and all the sprites are square. Maybe these characteristics will help determine an efficient batching technique?

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  • CCMoveBy values on update()

    - by Jose M Pan
    Hope you can help me. This is my problem: I have a scheduled update, here I track the movements of my objects (sprites), I move them with CCMoveBy, and I need to constantly update the zOrder. For setting the zOrder I've made a setZOrder(), which it takes the actual position of the sprite. And here is the problem, I get all the X and Y values AFTER the object is in the target. I know I get the values after the object is in the new position because I've made a CCLog. I can read all the values from the sprite, only when it's in the new position, so everything is well sorted only when the objects are not moving. How can I get the CCMoveBy values on every tick update? (or how can I get the CCMoveBy values in "real-time"?) Thanks a lot in advance, Here is an idea of my code. this->schedule(schedule_selector(Game::update)); void Game::update(float dt) { setZOrder(); moveObjects(); } void Game::setZOrder() { //This function takes the X and Y position and the row and column where the sprite is. Is working good. But I'm getting the "move" action values, after the object is in place. } void Game::moveObjects() { for (i=0; i < numChildren; i++) { CCActionInterval* move = CCMoveBy::create(targetPoint, time); object[i]->runAction(move); } }

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  • Sell good Dumps, track 1&2, CVV, Paypal, WU TRANSFER Service

    - by gOOD dUMPS cvv
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Fresh + good valid + Strong,private + high balance with best price Our products are checked by a partner who works in a bank. Our products are better than 5-7 days after they are dead. They are raised mainly for money atm. Can be used in most countries. ** If you are a serious buyer, let contact via : Yahoo ID: goodcvv_dumps Mail: [email protected] ICQ: 667686221 * Sell CVV; Dumps,track1&2; Bank logins; Paypal Accounts;Ebay Accounts Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Cards, ATM Card; MSR, ATM SKIMMERS. Do WU Transfer and Bank Transfers. CVV for shipping;booking airline ticket;shopping online;ordering Laptop,Iphone;... I promise CC of mine are good,high balance and fresh all with good price. PRESTIGE is my first motto. 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Do WU Transfer and Bank Transfers] [Sell CVV; Dumps, track1&2; Bank logins; Paypal Accounts;Ebay Accounts Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Cards, ATM Card; MSR, ATM SKIMMERS. Do WU Transfers and Bank Transfers] ------------------------------ CONTACT via Y!H: goodcvv_dumps or ICQ: 667686221 or Mail: [email protected] ------------------------------------ * WARNING!!! BEFORE MAKE BUSINESS or add my ID, let read carefull my rule because i really hate Spammers,Rippers and Scammers - Dont trust, dont talk more - Don't Spamm And Don't Scam! I very hate do spam or rip and I don't want who spam me. - All my CVV are tested before sell, that's sure - I accept LR; WU or MoneyGram. - I only work with reliable buyers. 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If u are interested in this, contact me to know more info about balance, price list,...! ================= Top-up Prepaid Cards, Debit Cards ========================= - If you hold any prepaid cards, debit cards, any country or any company. - I can top you funds into your prepaid cards, debit cards or any virtual cards. - top up your debit cards with hacked credit cards - top up your prepaid card with bank account login - top up you card with paypal account or any other - Have all tools to top your cards account - Top up does not take more then 10 minutes - Payoneer Cards top up available at cheap ================= Service: Provide Ebay - Apple - Amazon - Itunes GIFT CARD & Game Card with best price ===================== Contact me to negotiate about the price if buying bulk - PlayStation® Network Card - Xbox LIVE 12 Month Gold Membership = 30$ Xbox LIVE 4000 Microsoft Points = 30$ Zynga $50 Game Card (World Wide) = 30$ Ultimate game card 50$ = 30$ Ultimate game card 20$ = 10$ Key Diablo 3 = 25$ ITUNES GIFT CARD AMAZON GIFT CARD Ebay gift card Visa gift card ---------------- Our products are checked by a partner who works in a bank -------------------- Our products are better than 5-7 days after they are dead. They are raised mainly for money atm. Can be used in most countries. ---------------- Contact Via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected] ------------------------ Need good & serious buyer to business for a long time [Sell CVV, Dumps,track1&2; Bank logins; Paypal Accounts;Ebay Accounts; Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Card, ATM Card, MSR, ATM SKIMMERS. Do WU Transfer and Bank Transfers....Contact via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected]] [Sell CVV, Dumps,track1&2; Bank logins; Paypal Accounts;Ebay Accounts; Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Card, ATM Card, MSR, ATM SKIMMERS. Do WU Transfer and Bank Transfers....Contact via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected]] [Sell CVV, Dumps,track1&2; Bank logins; Paypal Accounts;Ebay Accounts; Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Card, ATM Card, MSR, ATM SKIMMERS. Do WU Transfer and Bank Transfers....Contact via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected]] [Sell CVV, Dumps,track1&2; Bank logins; Paypal Accounts;Ebay Accounts; Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Card, ATM Card, MSR, ATM SKIMMERS. Do WU Transfer and Bank Transfers....Contact via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected]] [Sell CVV, Dumps,track1&2; Bank logins; Paypal Accounts;Ebay Accounts; Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Card, ATM Card, MSR, ATM SKIMMERS. Do WU Transfer and Bank Transfers....Contact via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected]]

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  • Segfault when iterating over a map<string, string> and drawing its contents using SDL_TTF

    - by Michael Stahre
    I'm not entirely sure this question belongs on gamedev.stackexchange, but I'm technically working on a game and working with SDL, so it might not be entirely offtopic. I've written a class called DebugText. The point of the class is to have a nice way of printing values of variables to the game screen. The idea is to call SetDebugText() with the variables in question every time they change or, as is currently the case, every time the game's Update() is called. The issue is that when iterating over the map that contains my variables and their latest updated values, I get segfaults. See the comments in DrawDebugText() below, it specifies where the error happens. I've tried splitting the calls to it-first and it-second into separate lines and found that the problem doesn't always happen when calling it-first. It alters between it-first and it-second. I can't find a pattern. It doesn't fail on every call to DrawDebugText() either. It might fail on the third time DrawDebugText() is called, or it might fail on the fourth. Class header: #ifndef CLIENT_DEBUGTEXT_H #define CLIENT_DEBUGTEXT_H #include <Map> #include <Math.h> #include <sstream> #include <SDL.h> #include <SDL_ttf.h> #include "vector2.h" using std::string; using std::stringstream; using std::map; using std::pair; using game::Vector2; namespace game { class DebugText { private: TTF_Font* debug_text_font; map<string, string>* debug_text_list; public: void SetDebugText(string var, bool value); void SetDebugText(string var, float value); void SetDebugText(string var, int value); void SetDebugText(string var, Vector2 value); void SetDebugText(string var, string value); int DrawDebugText(SDL_Surface*, SDL_Rect*); void InitDebugText(); void Clear(); }; } #endif Class source file: #include "debugtext.h" namespace game { // Copypasta function for handling the toString conversion template <class T> inline string to_string (const T& t) { stringstream ss (stringstream::in | stringstream::out); ss << t; return ss.str(); } // Initializes SDL_TTF and sets its font void DebugText::InitDebugText() { if(TTF_WasInit()) TTF_Quit(); TTF_Init(); debug_text_font = TTF_OpenFont("LiberationSans-Regular.ttf", 16); TTF_SetFontStyle(debug_text_font, TTF_STYLE_NORMAL); } // Iterates over the current debug_text_list and draws every element on the screen. // After drawing with SDL you need to get a rect specifying the area on the screen that was changed and tell SDL that this part of the screen needs to be updated. this is done in the game's Draw() function // This function sets rects_to_update to the new list of rects provided by all of the surfaces and returns the number of rects in the list. These two parameters are used in Draw() when calling on SDL_UpdateRects(), which takes an SDL_Rect* and a list length int DebugText::DrawDebugText(SDL_Surface* screen, SDL_Rect* rects_to_update) { if(debug_text_list == NULL) return 0; if(!TTF_WasInit()) InitDebugText(); rects_to_update = NULL; // Specifying the font color SDL_Color font_color = {0xff, 0x00, 0x00, 0x00}; // r, g, b, unused int row_count = 0; string line; // The iterator variable map<string, string>::iterator it; // Gets the iterator and iterates over it for(it = debug_text_list->begin(); it != debug_text_list->end(); it++) { // Takes the first value (the name of the variable) and the second value (the value of the parameter in string form) //---------THIS LINE GIVES ME SEGFAULTS----- line = it->first + ": " + it->second; //------------------------------------------ // Creates a surface with the text on it that in turn can be rendered to the screen itself later SDL_Surface* debug_surface = TTF_RenderText_Solid(debug_text_font, line.c_str(), font_color); if(debug_surface == NULL) { // A standard check for errors fprintf(stderr, "Error: %s", TTF_GetError()); return NULL; } else { // If SDL_TTF did its job right, then we now set a destination rect row_count++; SDL_Rect dstrect = {5, 5, 0, 0}; // x, y, w, h dstrect.x = 20; dstrect.y = 20*row_count; // Draws the surface with the text on it to the screen int res = SDL_BlitSurface(debug_surface,NULL,screen,&dstrect); if(res != 0) { //Just an error check fprintf(stderr, "Error: %s", SDL_GetError()); return NULL; } // Creates a new rect to specify the area that needs to be updated with SDL_Rect* new_rect_to_update = (SDL_Rect*) malloc(sizeof(SDL_Rect)); new_rect_to_update->h = debug_surface->h; new_rect_to_update->w = debug_surface->w; new_rect_to_update->x = dstrect.x; new_rect_to_update->y = dstrect.y; // Just freeing the surface since it isn't necessary anymore SDL_FreeSurface(debug_surface); // Creates a new list of rects with room for the new rect SDL_Rect* newtemp = (SDL_Rect*) malloc(row_count*sizeof(SDL_Rect)); // Copies the data from the old list of rects to the new one memcpy(newtemp, rects_to_update, (row_count-1)*sizeof(SDL_Rect)); // Adds the new rect to the new list newtemp[row_count-1] = *new_rect_to_update; // Frees the memory used by the old list free(rects_to_update); // And finally redirects the pointer to the old list to the new list rects_to_update = newtemp; newtemp = NULL; } } // When the entire map has been iterated over, return the number of lines that were drawn, ie. the number of rects in the returned rect list return row_count; } // The SetDebugText used by all the SetDebugText overloads // Takes two strings, inserts them into the map as a pair void DebugText::SetDebugText(string var, string value) { if (debug_text_list == NULL) { debug_text_list = new map<string, string>(); } debug_text_list->erase(var); debug_text_list->insert(pair<string, string>(var, value)); } // Writes the bool to a string and calls SetDebugText(string, string) void DebugText::SetDebugText(string var, bool value) { string result; if (value) result = "True"; else result = "False"; SetDebugText(var, result); } // Does the same thing, but uses to_string() to convert the float void DebugText::SetDebugText(string var, float value) { SetDebugText(var, to_string(value)); } // Same as above, but int void DebugText::SetDebugText(string var, int value) { SetDebugText(var, to_string(value)); } // Vector2 is a struct of my own making. It contains the two float vars x and y void DebugText::SetDebugText(string var, Vector2 value) { SetDebugText(var + ".x", to_string(value.x)); SetDebugText(var + ".y", to_string(value.y)); } // Empties the list. I don't actually use this in my code. Shame on me for writing something I don't use. void DebugText::Clear() { if(debug_text_list != NULL) debug_text_list->clear(); } }

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  • Sell good CVV, Dumps track 1&2, Paypal, WU TRANSFER

    - by Good Dumps CVV for sale
    My products for sale: Sell CVV; Dumps, track1&2; Bank logins; Paypal Accounts;Ebay Accounts Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Cards, ATM Card; MSR, ATM SKIMMERS. Do WU Transfers and Bank Transfers I am here to sell, supply good and quality CVV for shipping;booking airline ticket;shopping online;ordering Laptop,Iphone;... In last 5 years my Job Is This. PRESTIGE is my first motto. Not easy to build the good PRESTIGE. My motto is Always make customers satisfied & happy ! I have unlocked many softwares make good money, example: -Software to make the bug and crack MTCN of the Western Union. Version : 2.0.1.1 ( new update ) -Software to open balance in PayPal and Bank Login -Software hacking credit card, debit card Version 1.0 **I only sell it for my good customers, and my familiarity ***I update more than 200 CC + CVV everyday. Fresh + good valid + Strong,private + high balance with best price Our products are checked by a partner who works in a bank. Our products are better than 5-7 days after they are dead. They are raised mainly for money atm. Can be used in most countries. ** If you are a serious buyer, let contact via : Yahoo ID: goodcvv_dumps Mail: [email protected] ICQ: 667686221 * Sell CVV; Dumps,track1&2; Bank logins; Paypal Accounts;Ebay Accounts Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Cards, ATM Card; MSR, ATM SKIMMERS. Do WU Transfer and Bank Transfers. CVV for shipping;booking airline ticket;shopping online;ordering Laptop,Iphone;... I promise CC of mine are good,high balance and fresh all with good price. PRESTIGE is my first motto. I sure u will be happy All I need is good & serious buyer to business for a long time * SELL GOOD CVV for shipping;booking airline ticket;shopping online;ordering Laptop,Iphone;...!IF NOT GOOD, WILL CHANGE IMMEDIATELY * Contact me to negotiate about the price if buying bulk. I really need more serious buyers to do long business. You will be given many endow when we have long time business,you do good for me, I do good for u too. Long & good business.This is all I need :) - US (vis,mas)= $3/CC; US (amex,dis)= $5/CC; US BIN; US fullz; USA Visa VBV info for sale. - UK (vis,mas)= $8/CC; UK (amex,dis)= $20/CC; UK BIN; UK DOB; UK with Postcode; UK fullz; UK pass VBV - EU (vis,mas)= $20/CC; EU Amex = $30/CC; EU DOB; EU fullz; EU pass VBV. Include: Italy CVV; Spain CVV; France CVV; Sweden CVV; Denmark CVV; Slovakia CVV; Portugal CVV; Norway CVV; Belgium CVV Greece CVV; Germany CVV; Ireland CVV; Newzealand CVV; Switzerland CVV; Finland CVV; Turkey CVV; Netherland CVV - CA (vis,mas)= $8/CC; CA BIN; CA GOLD; CA Amex; CA Fullz; CA pass VBV - AU (vis,mas)= $10/CC; AU BIN; AU Amex; AU DOB; AU fullz; AU pass VBV - Brazil random = $15/CC; Brazil BIN - Middle East: UAE = $15/CC; Qatar= $10/CC; Saudi Arabia;... - ASIA ( Malay; Indo; Japan;China; Hongkong; Singapore...) = $10/CC - South Africa = $10/CC - And All CC; CC pass VBV; CVV pass VBV; CCN SSN- INTER ( BIN,DOB,SSN,FULLZ) of another Countries. Good CC, CVV for shipping;booking airline ticket;shopping online;ordering Laptop,Iphone;... [Sell CVV; Dumps, track1&2; Bank logins; Paypal Accounts;Ebay Accounts Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Cards, ATM Card; MSR, ATM SKIMMERS. Do WU Transfer and Bank Transfers] [Sell CVV; Dumps, track1&2; Bank logins; Paypal Accounts;Ebay Accounts Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Cards, ATM Card; MSR, ATM SKIMMERS. Do WU Transfers and Bank Transfers] ------------------------------ CONTACT via Y!H: goodcvv_dumps or ICQ: 667686221 or Mail: [email protected] ------------------------------------ * WARNING!!! BEFORE MAKE BUSINESS or add my ID, let read carefull my rule because i really hate Spammers,Rippers and Scammers - Dont trust, dont talk more - Don't Spamm And Don't Scam! I very hate do spam or rip and I don't want who spam me. - All my CVV are tested before sell, that's sure - I accept LR; WU or MoneyGram. - I only work with reliable buyers. Need good & serious buyer to business for a long time - I work with only one slogan: prestige and quality to satisfy my clients !!! - I was so happy to see you actually make more big money from the business with me Once you trust me, work with me. And if not trust,dont contact me, dont waste time! --------------------------THANKS, LOOK FORWARD TO WORKING WITH ALL of YOU !!!---------------------------- * Sell CVV; Dumps, track1&2; Bank logins; Paypal Accounts,Ebay Accounts; Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Cards, ATM Card; MSR, ATM SKIMMERS. Do WU Transfers and Bank Transfers. CVV for shipping;booking airline ticket;shopping online;ordering Laptop,Iphone;... [Sell CVV; Dumps, track1&2; Bank logins; Paypal Accounts,Ebay Accounts; Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Cards, ATM Card; MSR, ATM SKIMMERS. Do WU Transfers and Bank Transfers] * Contact via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected] ===================== WESTERN UNION TRANSFER SERVICE ======================= We are Very PROFESSIONAL in WESTION UNION. Our Special Job Is this We Have big Western Union Service for everywhere and every when for you. We transfer money to all country in world. We can transfer big amount. And you can receive this money from your country. Our service accept payment 15% of transfer amount for small transfer . And 10% of big transfer. For large transfer . We make is very safe. And this service is very fast. We start to run software to make transfer to your WU info very fast,without delay and immediately. We give you MTCN and sender info and all cashout info, 15 mins after your payment complete. CONTACT US via Y!H: goodcvv_dumps or ICQ: 667686221 or Mail: [email protected] to know more info, price list of WU TRANSFER SERVICE ====================== Verified Paypal Accounts for sale ======================== If u are interested in it, contact me to know the price list & have the Tips for using above accounts safely,not be suspended when using accounts. I will not responsible if you get suspended. ===================== Dumps, Track1&2 with PIN & without PIN for ATM Cashout ======================= - Tracks 1&2 US;Tracks 1&2 UK;Tracks 1&2 CA,AU; Tracks 1&2 EU, with PIN and without PIN. - Dumps US; Dumps CA; Dumps EU; Dumps ASIA; Dumps AU, Brazil with good quality & price. Update Types of Dumps having now: Mix; Debit Classic; MC Standard;MC World; Gold; Platinum; Business/Corporate; Purchasing/Signature; Infinite - Contact me via Y!H: goodcvv_dumps (ICQ: 667686221) to know more info & price list of dumps, tracks ! ======================== Bank Logins Account (US UK CA AU EU) ======================== Sell Bank acc: Bank BOA, Bank HSBC USA, HSBC UK, Chase,Washovia, Halifax, Barclays, Abbey,... I make sure that my BANK LOGIN are security & easily to use. If u are interested in this, contact me to know more info about balance, price list,...! ================= Top-up Prepaid Cards, Debit Cards ========================= - If you hold any prepaid cards, debit cards, any country or any company. - I can top you funds into your prepaid cards, debit cards or any virtual cards. - top up your debit cards with hacked credit cards - top up your prepaid card with bank account login - top up you card with paypal account or any other - Have all tools to top your cards account - Top up does not take more then 10 minutes - Payoneer Cards top up available at cheap ================= Service: Provide Ebay - Apple - Amazon - Itunes GIFT CARD & Game Card with best price ===================== Contact me to negotiate about the price if buying bulk - PlayStation® Network Card - Xbox LIVE 12 Month Gold Membership = 30$ Xbox LIVE 4000 Microsoft Points = 30$ Zynga $50 Game Card (World Wide) = 30$ Ultimate game card 50$ = 30$ Ultimate game card 20$ = 10$ Key Diablo 3 = 25$ ITUNES GIFT CARD AMAZON GIFT CARD Ebay gift card Visa gift card ---------------- Our products are checked by a partner who works in a bank -------------------- Our products are better than 5-7 days after they are dead. They are raised mainly for money atm. Can be used in most countries. ---------------- Contact Via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected] ------------------------ Need good & serious buyer to business for a long time [Sell CVV, Dumps,track1&2; Bank logins; Paypal Accounts;Ebay Accounts; Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Card, ATM Card, MSR, ATM SKIMMERS. Do WU Transfer and Bank Transfers....Contact via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected]] [Sell CVV, Dumps,track1&2; Bank logins; Paypal Accounts;Ebay Accounts; Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Card, ATM Card, MSR, ATM SKIMMERS. Do WU Transfer and Bank Transfers....Contact via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected]] [Sell CVV, Dumps,track1&2; Bank logins; Paypal Accounts;Ebay Accounts; Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Card, ATM Card, MSR, ATM SKIMMERS. Do WU Transfer and Bank Transfers....Contact via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected]] [Sell CVV, Dumps,track1&2; Bank logins; Paypal Accounts;Ebay Accounts; Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Card, ATM Card, MSR, ATM SKIMMERS. Do WU Transfer and Bank Transfers....Contact via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected]] [Sell CVV, Dumps,track1&2; Bank logins; Paypal Accounts;Ebay Accounts; Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Card, ATM Card, MSR, ATM SKIMMERS. Do WU Transfer and Bank Transfers....Contact via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected]]

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

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  • How to disable Center Key (CK) and let only Left Soft Key (LSK) be used in j2me

    - by awaghad-ashish
    Hello everyone, I created a custom item in which I need to use the Center Key for the purpose of selecting and I am successfully able to use it with the keyPressed event using the keyCode as -5. The problem is, as soon as I press the CK, it also clicks on the command above the LSK and that causes the menu to pop up. Is there any way that I can disable the CK for a particular command or something like that (because I dont need CK, since I can click on the command through LSK as well, I want to use the CK specifically for the custom item)? Any kind of help will be appreciated, Thanks and regards, Ashish.

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  • How to center Label vertical and horizontal in draw2d Figure ?

    - by aphex
    I have the following situation: Label label = new Label(); label.setText("bla"); RoundedRectangle fig = new RoundedRectangle(); fig.add(label); FlowLayout layout = new FlowLayout(); layout.setStretchMinorAxis(true); fig.setLayoutManager(layout); fig.setOpaque(true); That works only to center the label vertical or horizontal by using layout.setHorizontal(true/false); , but not together. Any idea how to make it work ?

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  • Gallery items become off-center when switching into landscape orientation.

    - by Sandile
    Hey Guys, Thanks for your time. I'm writing an application for android 2.2 and I'm using a gallery to circulate through a list of images that the user can then click to navigate other portions of the application. In portrait orientation, everything is kosher: the images are displaying correctly (completely in the center of the screen as I intended); however, in landscape orientation, all the images in the gallery are strangely displaced a fixed distance to the left of the center of the screen. I've been researching this issue for hours now and haven't found a solution. I'm hoping that some android guru can aid me in the resolution of this bizarre rendering issue. MainMenuActivity.java relevant code snippet (the activity in which the gallery resides) Gallery optionList = (Gallery)findViewById(R.id.mainMenuOptionList); GalleryItem[] optionListItemIdArray = new GalleryItem[] { new GalleryItem(R.drawable.icon_main_menu_option_list_blackboard, "Start Next Lesson", "Start the next planned vocab lesson."), new GalleryItem(R.drawable.icon_main_menu_option_list_index_cards, "Review Words", "Manually look over old words."), new GalleryItem(R.drawable.icon_main_menu_option_list_dice, "Play Vocab Games", "Play games to reinforce knowledge."), new GalleryItem(R.drawable.icon_main_menu_option_list_calendar, "View Lesson Plan", "View the schedule for coming lessons."), new GalleryItem(R.drawable.icon_main_menu_option_list_pie_chart, "View Performance Report", "Evaluate your overall performance statistics."), new GalleryItem(R.drawable.icon_main_menu_option_list_settings, "Manage Settings", "Change and modify application settings.") }; optionList.setAdapter(new GalleryImageAdapter(this, optionListItemIdArray)); NOTE: A GalleryItem is a POJO with an image resource id, title and description. GalleryImageAdapter.java: public class GalleryImageAdapter extends BaseAdapter { private Context context; private GalleryItem[] galleryItemArray; public GalleryImageAdapter(Context context, GalleryItem[] galleryItemArray) { this.context = context; this.galleryItemArray = galleryItemArray; } @Override public int getCount() { return galleryItemArray.length; } @Override public Object getItem(int position) { return position; } @Override public long getItemId(int position) { return position; } @Override public View getView(int position, View convertView, ViewGroup parent) { ImageView imageView = new ImageView(context); imageView.setImageResource(galleryItemArray[position].getImageId()); imageView.setScaleType(ImageView.ScaleType.FIT_START); imageView.setLayoutParams(new Gallery.LayoutParams(Gallery.LayoutParams.WRAP_CONTENT, Gallery.LayoutParams.WRAP_CONTENT)); return imageView; } } Portrait version of main_menu.xml <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/mainMenuLinearLayout" android:background="#3067a8" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" > <TextView android:id="@+id/mainMenuHeadingTextView" android:layout_width="wrap_content" android:layout_height="wrap_content" android:paddingLeft="10dip" android:textColor="#ffffff" android:textSize="50sp" android:text="@string/main_menu_heading" android:shadowColor="#555555" android:shadowDx="0" android:shadowDy="0" android:shadowRadius="2" /> <TextView android:id="@+id/mainMenuSubHeadingTextView" android:layout_width="wrap_content" android:layout_height="wrap_content" android:paddingLeft="15dip" android:textColor="#ffffff" android:textSize="15sp" android:text="@string/main_menu_sub_heading" android:shadowColor="#555555" android:shadowDx="0" android:shadowDy="0" android:shadowRadius="2" /> <Gallery xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/mainMenuOptionList" android:layout_width="fill_parent" android:layout_height="wrap_content" android:paddingTop="20dip" android:paddingBottom="10dip" android:spacing="40dip" /> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/mainMenuOptionListDetailLinearLayout" android:gravity="center_vertical|center_horizontal" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" > <TextView android:id="@+id/mainMenuOptionListLabelTextView" android:layout_width="wrap_content" android:layout_height="wrap_content" android:textColor="#ffffff" android:textSize="25sp" android:shadowColor="#555555" android:shadowDx="0" android:shadowDy="0" android:shadowRadius="2" /> <TextView android:id="@+id/mainMenuOptionListDescriptionTextView" android:layout_width="wrap_content" android:layout_height="wrap_content" android:textColor="#ffffff" android:textSize="15sp" android:shadowColor="#555555" android:shadowDx="0" android:shadowDy="0" android:shadowRadius="2" /> </LinearLayout> </LinearLayout> Landscape version of main_menu.xml <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/mainMenuLinearLayout" android:background="#3067a8" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" > <TextView android:id="@+id/mainMenuHeadingTextView" android:layout_width="wrap_content" android:layout_height="wrap_content" android:paddingLeft="10dip" android:textColor="#ffffff" android:textSize="50sp" android:text="@string/main_menu_heading" android:shadowColor="#555555" android:shadowDx="0" android:shadowDy="0" android:shadowRadius="2" /> <TextView android:id="@+id/mainMenuSubHeadingTextView" android:layout_width="wrap_content" android:layout_height="wrap_content" android:paddingLeft="15dip" android:textColor="#ffffff" android:textSize="15sp" android:text="@string/main_menu_sub_heading" android:shadowColor="#555555" android:shadowDx="0" android:shadowDy="0" android:shadowRadius="2" /> <Gallery xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/mainMenuOptionList" android:layout_width="fill_parent" android:layout_height="128dip" android:paddingLeft="0dip" android:paddingTop="5dip" android:spacing="10dip" /> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/mainMenuOptionListDetailLinearLayout" android:gravity="center_vertical|center_horizontal" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" > <TextView android:id="@+id/mainMenuOptionListLabelTextView" android:layout_width="wrap_content" android:layout_height="wrap_content" android:textColor="#ffffff" android:textSize="25sp" android:shadowColor="#555555" android:shadowDx="0" android:shadowDy="0" android:shadowRadius="2" /> <TextView android:id="@+id/mainMenuOptionListDescriptionTextView" android:layout_width="wrap_content" android:layout_height="wrap_content" android:textColor="#ffffff" android:textSize="15sp" android:shadowColor="#555555" android:shadowDx="0" android:shadowDy="0" android:shadowRadius="2" /> </LinearLayout> </LinearLayout> Thank you for your time!

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  • How to center horizontally the contents of the open file in vim?

    - by Andrea Spadaccini
    how do I make vim horizontally center the text of the open file? I don't want to modify the file, just to change the way vim displays it. To be more clear, when I open a file I currently have this situation: |<------ textwidth=80 ------->|<-------------- padding -------------->| |lorem ipsum dolor sit amet.. |dsdsda da dsa dsa What I'd like to have is the following: |<--- padding/2 --->|<------ textwidth=80 ------->|<--- padding/2 --->| | lorem ipsum dolor sit amet.. | dsdsda da dsa dsa Of course, for every value of textwidth and padding.

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  • What's a good place to unregister an observer from the notification center?

    - by mystify
    When I add an observer to the default notification center, where would I unregister that? Example: I have a UIView subclass which lives inside a view controller. That subclass is an observer for the FooBarNotification. If this notification is posted, that view will get it. But now, the view controller decides to throw away the view. Is the best place the -dealloc method of the view itself? Are there any rules like memory management rules? For example: Must I unregister an observer where I registered it? i.e. the view registers itself in it's init method, so it should unregister itself in it's -dealloc method? (not talking about push notifications, but NSNotificationCenter)

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  • How to rotate MXML component round its center like a wheel respectfully to mouse?

    - by Ole Jak
    So I have that panel or any other mxml component. I want somehow to rotate it around like a wheel of a car with which you drive it... loke a Racing wheel... sow like when mousebutton is down it captures pont of component... when you move mouse component rotates (not moves) according to new mouse position... How to rotate MXML component round its center like a wheel respectfully to mouse? welll feel free to edit this question because I know Ive formulated it in a bad way...

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  • CSS: Is it possible to have a 3-column layout with BOTH the left column and center column flexibly filling the space?

    - by Steven Lu
    It is possible to use position:absolute and left and right on the middle column to set where it ends in relation to the parent div. However I'd like to be able to have the left side of the center div to start right where the left column ends, and for the left column to be adjustable (based on its content). This seems like a really basic thing but from what I understand there is no way to do this without flexboxes. Is this true? Is there nothing I could do with clever nesting of semantically superfluous elements and certain styles set to auto?

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  • Using XNA ContentPipeline to export a file in a machine without full XNA GS

    - by krolth
    My game uses the Content Pipeline to load the spriteSheet at runtime. The artist for the game sends me the modified spritesheet and I do a build in my machine and send him an updated project. So I'm looking for a way to generate the xnb files in his machine (this is the output of the content pipeline) without him having to install the full XNA Game studio. 1) I don't want my artist to install VS + Xna (I know there is a free version of VS but this won't scale once we add more people to the team). 2) I'm not interested in running this editor/tool in Xbox so a Windows only solution works. 3) I'm aware of MSBuild options but they require full XNA I researched Shawn's blog and found the option of using Msbuild Sample or a new option in XNA 4.0 that looked promising here but seems like it has the same restriction: Need to install full XNA GS because the ContentPipeline is not part of the XNA redist. So has anyone found a workaround for this?

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  • Setting Higher Z-Index for Sprite

    - by Siddharth
    For my game, I have to set highest z index for my sprite. At present, I wrote following code but didn't work for me. Sprite houseSprite = new Sprite(pX, pY, textureManager.houseBgRegion.deepCopy(), mVertexBufferObjectManager); attachChild(houseSprite); houseSprite.setZIndex(500); sortChildren(); My requirement did not satisfied with setting sprite in the HUD. So any how I have to apply highest z index. Also in my game sprites are dynamically generated as per game play. So members please share your thoughts.

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  • Friday Fun: Play Tetris in Google Chrome

    - by Asian Angel
    Do you prefer playing classic games rather than the newer ones? Then get ready for some classic goodness with the JC-Tetris extension for Google Chrome. JC-Tetris in Action When you click on your new “JC-Tetris Toolbar Button” a new mini-Chrome window will open with the game displayed inside. This could be very convenient for those who would like or need to pause the game, minimize the window, and finish the game later. All that is needed to play are the four “Arrow Keys & the Space Bar”. Note: The text was small when the window first opened during our test so we used the “Ctrl +” keyboard shortcut twice to enlarge it. You may or may not experience similar text size results. Like any Tetris game things start out “quietly enough” but this one speeds up quickly, so be prepared! Notice that you do get a warning of what is waiting to drop onto the game board on the left side. Whenever you complete a game you will see this small window asking if you would like to enter a name for the score…you can easily ignore/bypass the window by clicking “Cancel”. Another game and a much better result. Do not be surprised if you feel that little burst of “rushed panic” at the end! Conclusion JC-Tetris is an enjoyable way to relax when you need a break. The ability to pause the game and minimize it for later makes it even better. Have fun! Links Download the JC-Tetris extension (Google Chrome Extensions) Similar Articles Productive Geek Tips Friday Fun: Get Your Mario OnFriday Fun: First Person TetrisFriday Fun: Play MineSweeper in Google ChromeFriday Fun: Play 3D Rally Racing in Google ChromeHow to Make Google Chrome Your Default Browser TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Dark Side of the Moon (8-bit) Norwegian Life If Web Browsers Were Modes of Transportation Google Translate (for animals) Out of 100 Tweeters Roadkill’s Scan Port scans for open ports

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  • Cocos2d+pybox2d vs Cocos2d-Iphone

    - by DraskyVanderhoff
    I'm now working with two guys for making our first pc indie game and we decide to use cocos2d+pybox2d ( yeah , 2d python game :) ). We decide this based on what i seen in cocos2d iphone games , but i don't get very clear if cocos2d-iphone is just a porting with just a little more features or is far more better than cocos2d for pc. If you can get me out of this dilemma it would be great. I just want to be sure that i'm on the right track ( and also i want to porting this game for android and iphone if it got success in pc , but first my lovely pc :P ) PD: For the maps we will use Tiled , so is totally compatible with cocos2d ( any of both cases i think... )

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  • Dell Management Packs in System Center Operations Manager 2007 R2?

    - by bwerks
    Hey all, I recently set up SCOM in a small business network environment. The root management server is a Dell Poweredge 2950, and I'd like to use SCOM to monitor it using Dell's management packs. I've imported the management packs into the SCOM deployment and followed Dell's installation instructions, but it doesn't seem to be fully working yet. Currently, the Diagram views in the Dell tree (Monitoring tab) seem to show me the server's place in the network topology, so it seems that at least part of it is working. However, none of the reports under "Performance and Power Monitoring Views" provide any information. When clicking on one of them (Power Consumption (Watts), for instance), the display area is blank and there is a tooltip visible that reads "No performance counter is selected. To select a counter, place a check mark in the Show column in legend below." However, in the legend, there's nothing there for me to check. I've installed OpenManage 6.2 on the server as per the Dell documentation, but I don't know what else I could have done that I missed. Does this sound like a familiar problem to anyone?

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  • Le PDG de Netgear s'en prend à Apple et à « l'égo » de Steve Job et trouve que Windows Phone 7 est « Game Over »

    Le PDG de Netgear s'en prend à Apple et à « l'égo » de Steve Job Et trouve que Windows Phone 7 n'a aucune chance Apple, dont l'écosystème fermé suscite les critiques de cetains, s'est vu très vertement critiqué par Patrick Lo, le PDG de Netgear, qui s'en est également pris à la personnalité de Steve Jobs et à Microsoft. Interrogé par le Sidney Morning Herald, Lo a ainsi critiqué la décision de Steve Jobs dans l'affaire Flash - iOS « Quelle raison a-t-il de s'en prendre à Flash ? ». Un point de vue qui est partagé par d'autres. Mais Lo a sa propre explication : « Il n'y a aucune autre raison que son égo ». Lo trouve aussi critiquable la décision d'Apple de cent...

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