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  • When my object is no longer referenced why do its events continue to run?

    - by Ryan Peschel
    Say I am making a game and have a base Buff class. I may also have a subclass named ThornsBuff which subscribes to the Player class's Damaged event. The Player may have a list of Buffs and one of them may be the ThornsBuff. For example: Test Class Player player = new Player(); player.ActiveBuffs.Add(new ThornsBuff(player)); ThornsBuff Class public ThornsBuff(Player player) { player.DamageTaken += player_DamageTaken; } private void player_DamageTaken(MessagePlayerDamaged m) { m.Assailant.Stats.Health -= (int)(m.DamageAmount * .25); } This is all to illustrate an example. If I were to remove the buff from the list, the event is not detached. Even though the player no longer has the buff, the event is still executed as if he did. Now, I could have a Dispel method to unregister the event, but that forces the developer to call Dispel in addition to removing the Buff from the list. What if they forget, increased coupling, etc. What I don't understand is why the event doesn't detatch itself automatically when the Buff is removed from the list. The Buff only existed in the list and that is its one reference. After it is removed shouldn't the event be detached? I tried adding the detaching code to the finalizer of the Buff but that didn't fix it either. The event is still running even after it has 0 references. I suppose it is because the garbage collector had not run yet? Is there any way to make it automatic and instant so that when the object has no references all its events are unregisted? Thanks.

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  • YouTube player api - addEventListener() does not work for me?

    - by user246114
    Hi, I'm using the youtube player api. I'm following the doc here: http://code.google.com/apis/youtube/js_api_reference.html having a problem adding an event listener on the player, it seems to just get stuck there. I put an alert statement directly after, which never gets called: ytplayer.addEventListener("onStateChange", "onytplayerStateChange"); alert("I never get called..."); any idea why this would happen? Running it through FF chrome safari, same thing happens on all. Other player features all work fine. I'm using the swfobject version. I'm running this live from a server too. I don't get it. Thanks

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  • Flowplayer: Clicking on the player forces is to reload.

    - by PaulDavis
    Hey everyone, I've got this damn annoying bug (or wrong setting) that makes the player reload whenever it's clicked. It's set to play when you click, so when you click it, it reloads. The circle begins.... The reloading only happens in Firefox. In Safari (and I assume Chrome), the video opens in its own window. Not ideal, but it still plays. Here's the code for the player: (I can't share the link unfortunately, NDAs etc etc.) flashembed("player", "/flowplayer.commercial-3.0.7.swf", { config: { key: '#@xxxxxx', clip: { autoPlay: false, autoBuffering: true, url: "http://myvid.com/url.mp4", wmode: 'opaque' } } }); This site is full of complete geniuses, I hope one of you can help me out!

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  • How To use Simple Html Video Player Also Have Rewind Forward Capability For The Next Video ?? PHP HTML

    - by Syed Raza
    i am trying to use this code for video in html but fistle it is for flash videos and second thing is that it do not have rewind forward capability for the next video clip my code is, <object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" width="250" height="250" align="middle"> <param name="allowScriptAccess" value="sameDomain"/> <param name="movie" value="Pro Tools Tutorials.swf"/> <param name="quality" value="high"/> <param name="bgcolor" value="#000000"/> <param name="allowFullScreen" value="true"/> <embed src="/unknittingmouse1.swf" quality="high" align="middle" bgcolor="#ffffff" width="250" height="230" allowFullScreen="true" allowScriptAccess="sameDomain" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer"> </embed> </object> we have to also be carefull that that video code will run on internet explorer Hopes to listen from you soon, thanks in advance

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  • How to get flash player to display under content on a PC?

    - by bschaeffer
    Long story short, I'm developing a theme template for a blog that enables you to view the posts in blocks. The main part of the post is displayed at first, then the secondary content is displayed over that when you hover over the post block. Everything works fine on a Mac Versions of all major browsers, but start browsing on a PC, and all hell breaks loose when you start trying to display content over Flash Video embeds. The flash element remains visible over the content. It's completely unusable. From a PC, you can view an example of the problem here: http://photorific.tumblr.com I'm almost certain this is a bug in the Flash Plugin for Windows, but I was wondering if anyone else had come across this problem before, and if there were any solutions. This problem has presented itself for a while now and any help would be really, really, really appreciated!

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  • Can I flash a PCI-E device's Firmware in a VM if the VM has exclusive IOMMU access?

    - by RibaldEddie
    I have a PCI-E Dell Perc 6/i RAID card that I'd like to flash with the latest firmware. Apparently I need either a Redhat / Centos OS or Windows in order to flash the firmware, but I have a VMWare 5.0.1 ESX hypervisor installed on the box and a CentOS guest OS. My motherboard support IOMMU and I have successfully used VMWare's PCI Passthrough feature to give VMs exclusive access to a PCI-E device. Is it safe to flash the firmware of a PCI-E device if that device is passed through to a single VM using the passthrough feature of VMware? Or should I boot one of the supported OSes directly on the bare metal?

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  • How do I import a Flash Catalyst design into Dreamweaver?

    - by garrett
    So I made a banner in Flash Catalyst and published it to swf/air file. Now I can't find a way to get it into Dreamweaver. When I hit "Import SWF" and go to browse for it, it doesn't show up. When I publish it to swf, the file is a Jscript script file. I've been looking for tutorials, but I haven't found one for my issue. Currently I am downloading Flash Pro and hoping I can import the Catalyst design into that, then import the Flash Pro design of it into Dreamweaver. I am not very advanced in Catalyst or Dreamweaver, but I do know my way around a bit, and this is causing me one hell of a headache.

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  • How can I turn off flash fill automatically in Excel 2013?

    - by user3480643
    Flash fill breaks a lot of things in older excel documents. It causes maddeningly slow transfers from cell to cell after updating. I am trying to find a way to turn off "flash fill" in Excel 2013 automatically before rolling the product out to the rest of the staff in my company. Is there (preferably) a registry key that I can apply or a switch that I can include during the install that will turn this option off? Here is an image of the setting that I am looking to turn off: I haven't been able to find any documentation online about turning this off, other than this one page from MS: http://office.microsoft.com/en-ie/excel-help/turn-flash-fill-on-HA104043292.aspx

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  • How can I disable write protection in my USB flash drive?

    - by 97847658
    My USB flash drive is currently unusable because it somehow (quite suddenly!) became write protected. I have googled around and tried many solutions to this problem, but none of them have worked so far. Here are some of the solutions I've tried: The drive has no tangible switch or button. Formatting the drive won't work, even in command line, even "low level formatting", because the drive is (after all) write protected. Changing certain registry keys to 0 doesn't seem to work. Repair_Neo2.9.exe says "USB Flash Disk not found!" One factor that may make it more difficult to find a solution: I have no idea what the make or model is, because I received the USB flash drive from my university as a gift. So if anyone knows how to find the make and model, that alone might be helpful. Any ideas? Thanks.

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  • My first c# app and first null object exception

    - by Fresheyeball
    Total noob here. This is my first c# attempt, its a console application that simulates a drinking game called 'Left Right Center'. In the console I receive the following: CONSOLE Unhandled Exception: System.NullReferenceException: Object reference not set to an instance of an object at LeftRightCenter.MainClass.Main (System.String[] args) [0x00038] in /Users/apple/Projects/LearningC/LearningC/Main.cs:80 [ERROR] FATAL UNHANDLED EXCEPTION: System.NullReferenceException: Object reference not set to an instance of an object at LeftRightCenter.MainClass.Main (System.String[] args) [0x00038] in /Users/apple/Projects/LearningC/LearningC/Main.cs:80 C# using System; namespace LeftRightCenter { class Player { //fields private int _quarters = 4; public int Quarters { get{ return _quarters; } set{ _quarters += value; } } public Player (string name) { } } class Dice { Random random = new Random(); public int Roll () { random = new Random (); int diceSide; diceSide = random.Next (0, 6); diceSide = (diceSide > 2) ? 3 : diceSide; return diceSide; } } class MainClass { static int activePlayer = 0; static int theCup = 0; static Player[] thePlayers = { new Player ("Jessica"), new Player ("Isaac"), new Player ("Ed"), new Player ("Bella"), new Player ("Elisa"), new Player ("Fake RedHead"), new Player ("Linda"), new Player ("MJ"), new Player ("Irene"), new Player("Devin") }; static Dice[] theDice = new Dice[2]; private static void MoveQuarter (int direction) { int numberOfPlayers = thePlayers.Length - 1; switch (direction) { case 0: thePlayers [activePlayer].Quarters = -1; theCup++; break; case 1: thePlayers [activePlayer].Quarters = -1; int leftPlayer = (activePlayer == 0) ? numberOfPlayers : activePlayer - 1; thePlayers [leftPlayer].Quarters = +1; break; case 2: thePlayers [activePlayer].Quarters = -1; int rightPlayer = (activePlayer == numberOfPlayers) ? 0 : activePlayer + 1; thePlayers [rightPlayer].Quarters = +1; break; } } public static void Main (string[] args) { int cupEndPoint = thePlayers.Length * 4 - 1; while (theCup < cupEndPoint) { foreach (Dice rattle in theDice) { if (thePlayers [activePlayer].Quarters > 0) { MoveQuarter (rattle.Roll ()); // this line seems to be the problem } } Console.WriteLine ("{0} Quarters In the Cup", theCup); } } } } I have no idea what the problem is or why, and my googling have proven more use confusing than helpful.

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  • Loading of external SWF results in a "Could not find resource bundle messaging" error

    - by Leeron
    I'm using flash.display.Loader to load this example SWF as a use-case for loading SWFs that uses flex charting components in an application I'm working on. This is the code I'm using to load the swf: Main.mxml: <?xml version="1.0" encoding="utf-8"?> <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" creationComplete="onCreationComplete(event);"> <mx:Script> <![CDATA[ import mx.events.FlexEvent; import myLoaderClass; private function onCreationComplete( e:FlexEvent ):void { trace("Init!"); var l:myLoaderClass = new myLoaderClass(); this.addChild(l); } ]]> </mx:Script> </mx:Application> myLoaderClass: package { import mx.core.UIComponent; import flash.display.DisplayObject; import flash.display.DisplayObjectContainer; import flash.display.Loader; import flash.display.Sprite; import flash.display.StageAlign; import flash.display.StageScaleMode; import flash.events.Event; import flash.events.ProgressEvent; import flash.net.URLRequest; import flash.text.TextField; import flash.text.TextFieldType; import flash.utils.Dictionary; public class JittRunner extends UIComponent { private var displayedObjects:Dictionary; public function JittRunner():void { displayedObjects = new Dictionary(); if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); var mLoader:Loader = new Loader(); var mRequest:URLRequest = new URLRequest('ChartSampler.swf'); mLoader.load(mRequest); } } } The thing is, the minute the swf is loaded I'm getting the following runtime error: Error: Could not find resource bundle messaging at mx.resources::ResourceBundle$/getResourceBundle()[C:\autobuild\3.5.0\frameworks\projects\framework\src\mx\resources\ResourceBundle.as:143] at mx.utils::Translator$cinit() at global$init() at mx.messaging.config::ServerConfig$cinit() at global$init() at _app_FlexInit$/init() at mx.managers::SystemManager/http://www.adobe.com/2006/flex/mx/internal::docFrameHandler()[C:\autobuild\3.5.0\frameworks\projects\framework\src\mx\managers\SystemManager.as:3217] at mx.managers::SystemManager/docFrameListener()[C:\autobuild\3.5.0\frameworks\projects\framework\src\mx\managers\SystemManager.as:3069] What am I doing wrong here?

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  • Day 2 - Game Design Documentation

    - by dapostolov
    So yesterday I didn't cut any code for my game but I was able to do a tiny bit of research on the XNA Game Development Technology and the communities out there and do you know what? I feel I'm a bit closer to my goal. The bad news is today I didn't cut code either. However, not all is lost because I wanted to get my ideas on paper and today I just did that.  Today, I began to jot down notes about the game and how I felt the visual elements would interact with each other. Unlike my workplace, my personal level of documentation is nothing more than a task list or a mind map of my ideas; it helps me streamline my solutions quiet effectively and circumvent the long process of articulating each thought to the n-th degree. I truly dislike documentation (because I have an extremely hard time articulating my thought and solutions); however, because I tend to do a really good job with documentation I tend to get stuck writing the buggers. But as a generalist remark: 'No Developer likes documentation.' For now let's stick with my basic notes and call this post a living document. Here are my notes, fresh, from after watching the new first episode of Merlin second season! Actually, a quick recommendation to anyone who is reading this (if anyone is): I truly recommend you envelope yourself in the medium or task you're trying to tackle. Be one with moment and feel it! For instance: Are you writing a fantasy script / game? What would the music of the genre sound like? For me the Conan the Barbarian soundtrack by Basil Poledouris is frackin awesome. There are many other good CD's out there, which I listen to (some who even use medival instruments, but Conan I keep returning to. It's a creative trigger for me. Ask yourself what would the imagery look like? Time to surf google for artist renditions of fantasy! What would the game feel like? Start playing some of your favorite games that inspire you, be wary though, have some self control and don't let it absorb your time. Anyhow, onto the documentation... Screens, Scenes, and Sprites. Oh My! (groan...) The first thing that came to mind were the screens, I thought the following would suffice: Menu Screen Character Customisation Screen Loading Screen? Battle Ground The Menu Screen Ok. So, the thought here is when the game loads a huge title is displayed: Wizard Wars. The player is prompted with 3 menu items: 1 Player Game, 2 Player Game, and Exit. Since I'm targetting the PC platform, as a non-networked game to start, I picture myself running my mouse over each menu option and the visual element of the menu item changes, along with a sound to indicate that I am over a curent menu item. And as I move my mouse away, it changes back, and possibly an exit mouse sound. Maybe on the screen somewhere is a brazier alit with a magical tome open right beside it, OR, maybe the tome is the menu! I hear the menu music as mellow, not obtrusive or piercing. On a menu item select, a confirmation sound bellows to indicate the players selection. The Esc key will always return me to the previous screens or desktop. The menu screen must feel...dark, like a really important ritual is about to happen and thus the music should build up. 1 Player Game - > Customize Character(s) 2 Player Game - > Customize Character(s) Exit - > Back to Windows Notes: So the first thing I pick up here are a couple things: First and foremost, my artistic abilities suck crap, so I may have to hire an artist (now that i've said that, lets get techy) graphical objects will be positioned within a scene on each screen / window. Menu items will be represented grapically, possibly animated, and have sound / animation effects triggered by user input or a time line. I have an animated scene involving a brazier or fire on a stick IF I was to move this game to the xbox, I'd have to track which menu item is currently selected (unless I do a mouse pointer type thing.) WindowObject has a scene A Scene has many GameObjects GameObject has a position graphic or animation MenuObject is a GameObject which has a mouse in, mouse out, and click event which either does something graphically (animation), does something with sound, or moves to another screen.  Character Customisation Screen With either the 1 or 2 player option selected, both selections will come to this screen; a wizard requires a name, powers, and vestements of course! Player one will configure his character first and then player two. I considered a split screen for PC but to have two people fighting over a keyboard would probably suck. For XBox, a split screen could work; maybe when I get into the networking portion (phase 2 blog?) of this game I will remove the 2 player option for PC and provide only multiplayer and I will leave 2 player for xbox...hmm... Anyhow...I picture the creation process as follows: Name: (textbox / keyboard entry) - for xbox, this would have to be different. Robe Color: (color box, or something) Stats: Speed, Oomph, and Health. (as sliders) 1 as minimum and 10 as maximum. Ok, Back, and Cancel buttons / options. Each stat has a benefit which are listed below. The idea is the player decides if he wants his wizard to run fast, be a tank and ... hit with a purse.Regardless, the player will have a pool of 12 points to use. Ideally, A balanced wizard will have 5 in each attribute. Spells? The only spell of choice is a ball of fire which comes without question. The music and screen should still feel like a ritual. The Character Speed Basically, how fast your character moves and casts. Oomph (Best Monster Truck Voice): PURE POWAH!!! The damage output of your fireball. Health How much damage you can take. Notes: I realise the game dynamics may sound uninteresting at the moment; but I think after a couple releases, we could have some other grand ideas such as: saved profiles, gold to upgrade arsenal of spells, talents, etc...but for now...a vanilla fireball thrower mage will suffice for this experiment. OK. So... a MenuObject  may need to be loosely coupled to allow future items such as networking? may be a button? a CharacterObject has a name speed oomph health and a funky robe color. cap on the three stats (1-10) an arsenal of 1 spell (possibly could expand this) The Loading Screen As is. The Battleground Screen For now, I'm keeping the screen as max resolution for the PC. The screen isn't going to move or even be a split screen. I'm not aiming high here because I want to see what level of change is involved when new features / concepts are added to game content. I'm interested to find out if we could apply techniques such as MVC or MVVM to this type of development or is it too tightly coupled? This reminds me when when my best friend and I were brainstorming our game idea (this is going back a while...1994, 6?) and he cringed at the thought of bringing business technology into games, especially when I suggested a database to store character information and COM / DCOM as the medium, but it seems I wasn't far off (reflecting); just like his implementation of a xml "config file" for dynamic direct-x menus back before .net in 1999...anyhow...i digress... The Battle One screen, two characters lobing balls of fire at each other...It doesn't get better than that. Every so often a scroll appears...and the fireballs bounce off walls, or the wizard has rapid fire, or even scrolls of healing! The scroll options are endless. Two bars at the top, each the color of the wizard (with their name beside the bar) indicate how much health they have. Possibly the appearance of the scrolls means the battle is taking too long? I'm thinking 1 player controls: up, down, left, right and space to fire the button. Or even possibly, mouse click and shift - mouse button to fire a spell in the direction they are facing. Two player controls: a, s, d, f and space AND arrows (up, down, left, right) and Del key or Crtl. The game ends when a player has 0 health and a dialog box appears asking for a rematch / reconfigure / exit. Health goes down when a fireball (friendly or not), connects with a wizard. When a wizard connects with a scroll, a countdown clock / icon appears near the health bar and the wizard begins to glow. For the most part, a wizard can have only scroll 1 effect on him at a time. Notes: Ok, there's alot to cover here. a CharacterObject is a GameObject it travels at a set velocity it travels in a direction it has sounds (walking, running, casting, impact, dying, laughing, whistling, other?) it has animations (walking, running, casting, impact, dying, laughing, idle, other?) it has a lifespan (determined by health) it is alive or dead it has a position a ScrollObject is a GameObject it carries a transferance of points "damage" (or healing, bad scroll effect?) (determinde by caster) it carries a transferance of "other" it is stationary it has a sound on impact it has a stationary animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by game) it is alive or dead it has a position a WallObject is a GameObject it has a sound on fireball impact? it is a still image / stationary it has an impact animation / or transfers an impact animation it is dead it has a position A FireBall is a GameObject it carries a transferance of poinst "damage" (or healing, bad scroll effect?) (determinde by caster) it travels at a set velocity it travels in a direction it has a sound it has a travel animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by caster) it is alive or dead it has a position As I look at this, I can see some common attributes in each object that I can carry up to the GameObject. I think I'm going to end the documentation here, it's taken me a bit of time to type this all out, tomorrow. I'll load up my IDE and my paint studio to get some good old fashioned cowboy hacking going!   D.

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  • Can't open a separate usbdrive when booting from a liveusb install 12.10

    - by Hulgerorsh
    My problem is using a separate flash drive when running from my live usb of ubuntu 12.10. The problem is that when I choose to Try Ubuntu from this usb drive it no longer lets me access my other flash drive. It automatically sets it to part of the live usb but it's a completely separate flash drive.Ubuntu loads fine and everything but when I go to access my other flash drive nothing happens. When I try to open it from the home folder it gives me Unable to mount 3.5 volume Adding read ACL for uid 999 to media/ubuntu failed: Operation not supported message. My live usb is on a 8gb flash drive and my other flash drive is 4g.

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  • How to build a turn-based multiplayer "real time" server

    - by jmosesman
    I want to build a TCG for mobile devices that is multiplayer over the web (not local wifi or bluetooth). As a player plays cards I want the second player to see what is being played in "real time" (within a few seconds). Only one player can play at a time. Server requirements: 1) Continuously listens for input from Player 1 2) As it receives input from Player 1, sends the message to Player 2 I know some PHP, but it seems like unless I had a loop that continued until I broke it (seems like a bad idea) the script would just receive one input and quit. On the mobile side I know I can open sockets using various frameworks, but what language allows a "stream-like" behavior that continuously listens/sends messages on the server? Or if I'm missing something, what would be the best practice here?

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  • Best pathfinding for a 2D world made by CPU Perlin Noise, with random start- and destinationpoints?

    - by Mathias Lykkegaard Lorenzen
    I have a world made by Perlin Noise. It's created on the CPU for consistency between several devices (yes, I know it takes time - I have my techniques that make it fast enough). Now, in my game you play as a fighter-ship-thingy-blob or whatever it's going to be. What matters is that this "thing" that you play as, is placed in the middle of the screen, and moves along with the camera. The white stuff in my world are walls. The black stuff is freely movable. Now, as the player moves around he will constantly see "monsters" spawning around him in a circle (a circle that's larger than the screen though). These monsters move inwards and try to collide with the player. This is the part that's tricky. I want these monsters to constantly spawn, moving towards the player, but avoid walls entirely. I've added a screenshot below that kind of makes it easier to understand (excuse me for my bad drawing - I was using Paint for this). In the image above, the following rules apply. The red dot in the middle is the player itself. The light-green rectangle is the boundaries of the screen (in other words, what the player sees). These boundaries move with the player. The blue circle is the spawning circle. At the circumference of this circle, monsters will spawn constantly. This spawncircle moves with the player and the boundaries of the screen. Each monster spawned (shown as yellow triangles) wants to collide with the player. The pink lines shows the path that I want the monsters to move along (or something similar). What matters is that they reach the player without colliding with the walls. The map itself (the one that is Perlin Noise generated on the CPU) is saved in memory as two-dimensional bit-arrays. A 1 means a wall, and a 0 means an open walkable space. The current tile size is pretty small. I could easily make it a lot larger for increased performance. I've done some path algorithms before such as A*. I don't think that's entirely optimal here though.

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  • question about that concept of linux install in flash card.

    - by Johnny
    1.i can't understand why Linux on flash card need install, does it simply copy certain file to certain location in flash card? ---i mean ,plan it in a response file,then one program read the plan in response file and write certain format to flash card. 2.does the file system bind tiedly to the linux kernel? is it possible let each kernel,user,app have its own root? rather than mount everything under one single / "root"

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  • bash profile works for user but not sudo

    - by user564448
    I've modified my .profile to include a folder if a flash drive is plugged in. When running the command as the user it works fine but tells me the scrip must be run by sudo (this is what i want). However, when i try to run it with sudo i get "command not found" I have a symlink (flash) in my /var/www folder pointing to my /media/flash drive. (nevermind this setup since is just for dev) this is my user's .profile : # set PATH so it includes flash scripts if [ -d "/var/www/flash/scripts" ] ; then PATH="/var/www/flash/scripts:$PATH" fi when trying to run as sudo i get: sudo: script: command not found any ideas?

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  • How to customize flash message based on success or failure with Inherited Resources Rails plugin?

    - by wgpubs
    I'm using the inherited resources plugin in a 2.3.5 Rails application and was wondering how to change the flash[:notice] (or any other flash) based on the success OR failure in my create and update actions. So given the below, how do I add flash[:notice] = "All good" if success ... and flash[:notice] = "All bad" if failure? Thanks class ArticleController < InheritedResources::Base actions :show, :create, :update respond_to :html, :json before_filter :authorize_upsert, :only => [:create, :update] def create #init new game @article = Article.new set_article_attributes_from_app @article.is_published = params[:article_publish_to_web] || false @ article.game_source = @client_application create! do |success, failure| success.html {redirect_to(@article)} success.json {render :json => {:id=>@article.id, :created_at=>@article.created_at, :picture_urls=> @article.assets.map { |a| root_url.chop + a.photo.url}}} failure.html {render :action => "show"} failure.json {render :json=>@article.errors, :status => :unprocessable_entity} end end

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  • GUI device for throwing a ball

    - by Fredrik Johansson
    The hero has a ball, which shall be thrown with accuracy in a court on iPhone/iPad. The player is seen from above, in a 2D view. In game play, the player reach is between 1/15 and 1/6 of the height of the iPhone screen. The player will run, and try to outmaneuver his opponent, and then throw the ball at a specific location, which is guarded by the opponent (which is also shown on the screen). The player is controlled by a joystick, and that works ok, but how shall I control the stick? Maybe someone can propose a third control method? I've tried the following two approaches: Joystick: Hero has a reach of 1 meter, and this reach is marked with a semi-opaque circle around the player. The ball can be moved by a joystick. When the joystick is moved south, the ball is moved south within the reach circle. There is a direct coupling with the joystick and the position of the ball. I.e. when the joystick is moved max south, the ball is max south within the player reach. At each touch update the speed is calculated, and the Box2d ball position and ball speed are updated. NB, the ball will never be moved outside the reach as long as the player push the joystick. The ball is thrown by swiping the joystick to make the ball move, and then releasing the joystick. At release, the ball will get a smoothed speed of the joystick. Joystick Problem: The throwing accuracy gets bad, because the joystick can not be that big, and a small movement results in quite a large movement of the ball. If the user does not release before the end of the joystick maximum end point, the ball will stop, and when the user releases the joystick the speed of the ball will be zero. Bad... Touch pad A force is applied to the ball by a sweep on a touchpad. The ball is released when the sweep is ended, or when the ball is moved outside the player reach. As there is no one to one mapping between the swipe and the ball position, the precision can be improved. A large swipe can result in a small ball movement. Touch Pad Problem A touchpad is less intuitive. Users do not seem to know what to do with the touch pad. Some tap the touchpad, and then the ball just falls to the ground. As there is no one-to-one mapping, the ball can be moved outside the reach, and then it will just fall to the ground. It's a bit hard to control the ball, especially if the player also moves.

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  • How to Align Gun with Bullets

    - by Shane
    I have a top-down 2D shooter. I have an image of a player holding a gun, that rotates to face the mouse. Please note that the gun isn't a separate image tethered to the player, but rather part of the player. Right now, bullets are created at the player's x and y. This works when the player is facing the right way, but not when they rotate. The bullets move in the right direction, but don't come from the gun. How can I fix this? TL;DR: When the player rotates, bullets don't come from gun. public void fire() { angle = sprite.getRotation(); System.out.println(angle); x = sprite.getX(); y = sprite.getY(); Bullet b = new Bullet(x, y, angle); Utils.world.addBullet(b); }

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

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

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  • "Super meatboy"-ish replay

    - by Ron
    I'm making a platformer built from mini-levels - and I want to create a sort of a replay of all the player tries that the player did for the level. My question is - what is the best way to record the player's actions in-game, so that I could replay them later when he finishes the level. I thought about recording only the player's input and replay them later on, each on a clone of the player. The problem I have with this is with dynamic obstacles (that could be moved around) - if one clone moves them, it throws the simulation off for the rest of the clones. So then I thought about recording every frame the X/Y of the player, and then just replay it - but that seems it could cause a major memory leak and very ineffective. So - does anyone have any ideas? :)

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  • Collision Detection problems in Voxel Engine (XNA)

    - by Darestium
    I am creating a minecraft like terrain engine in XNA and have had some collision problems for quite some time. I have checked and changed my code based on other peoples collision code and I still have the same problem. It always seems to be off by about a block. for instance, if I walk across a bridge which is one block high I fall through it. Also, if you walk towards a "row" of blocks like this: You are able to stand "inside" the left most one, and you collide with nothing in the right most side (where there is no block and is not visible on this image). Here is all my collision code: private void Move(GameTime gameTime, Vector3 direction) { float speed = playermovespeed * (float)gameTime.ElapsedGameTime.TotalSeconds; Matrix rotationMatrix = Matrix.CreateRotationY(player.Camera.LeftRightRotation); Vector3 rotatedVector = Vector3.Transform(direction, rotationMatrix); rotatedVector.Normalize(); Vector3 testVector = rotatedVector; testVector.Normalize(); Vector3 movePosition = player.position + testVector * speed; Vector3 midBodyPoint = movePosition + new Vector3(0, -0.7f, 0); Vector3 headPosition = movePosition + new Vector3(0, 0.1f, 0); if (!world.GetBlock(movePosition).IsSolid && !world.GetBlock(midBodyPoint).IsSolid && !world.GetBlock(headPosition).IsSolid) { player.position += rotatedVector * speed; } //player.position += rotatedVector * speed; } ... public void UpdatePosition(GameTime gameTime) { player.velocity.Y += playergravity * (float)gameTime.ElapsedGameTime.TotalSeconds; Vector3 footPosition = player.Position + new Vector3(0f, -1.5f, 0f); Vector3 headPosition = player.Position + new Vector3(0f, 0.1f, 0f); // If the block below the player is solid the Y velocity should be zero if (world.GetBlock(footPosition).IsSolid || world.GetBlock(headPosition).IsSolid) { player.velocity.Y = 0; } UpdateJump(gameTime); UpdateCounter(gameTime); ProcessInput(gameTime); player.Position = player.Position + player.velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; velocity = Vector3.Zero; } and the one and only function in the camera class: protected void CalculateView() { Matrix rotationMatrix = Matrix.CreateRotationX(upDownRotation) * Matrix.CreateRotationY(leftRightRotation); lookVector = Vector3.Transform(Vector3.Forward, rotationMatrix); cameraFinalTarget = Position + lookVector; Vector3 cameraRotatedUpVector = Vector3.Transform(Vector3.Up, rotationMatrix); viewMatrix = Matrix.CreateLookAt(Position, cameraFinalTarget, cameraRotatedUpVector); } which is called when the rotation variables are changed: public float LeftRightRotation { get { return leftRightRotation; } set { leftRightRotation = value; CalculateView(); } } public float UpDownRotation { get { return upDownRotation; } set { upDownRotation = value; CalculateView(); } } World class: public Block GetBlock(int x, int y, int z) { if (InBounds(x, y, z)) { Vector3i regionalPosition = GetRegionalPosition(x, y, z); Vector3i region = GetRegionPosition(x, y, z); return regions[region.X, region.Y, region.Z].Blocks[regionalPosition.X, regionalPosition.Y, regionalPosition.Z]; } return new Block(BlockType.none); } public Vector3i GetRegionPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; return new Vector3i(regionx, regiony, regionz); } public Vector3i GetRegionalPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int X = x % Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int Y = y % Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; int Z = z % Variables.REGION_SIZE_Z; return new Vector3i(X, Y, Z); } Any ideas how to fix this problem? EDIT 1: Graphic of the problem: EDIT 2 GetBlock, Vector3 version: public Block GetBlock(Vector3 position) { int x = (int)Math.Floor(position.X); int y = (int)Math.Floor(position.Y); int z = (int)Math.Ceiling(position.Z); Block block = GetBlock(x, y, z); return block; } Now, the thing is I tested the theroy that the Z is always "off by one" and by ceiling the value it actually works as intended. Altough it still could be greatly more accurate (when you go down holes you can see through the sides, and I doubt it will work with negitive positions). I also does not feel clean Flooring the X and Y values and just Ceiling the Z. I am surely not doing something correctly still.

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  • Flex 3 - Send a HTTP Get request from Flash and want Firefox to show Open With Box.

    - by Kash
    Hi all, I am a newb developer as far as Flex and Flash is concerned. This is what I'm trying to do: 1) Send a HTTP request to our server (with a custom made URL). The URL basically tells the server to send data in a CSV format. 2) The server sends a 200 OK response, which has Content-Type: application/csv and the payload is pure CSV data. What I wish to do is, when firefox gets this 200 OK response, I want it to show the standard Open with box (the one that shows up when you download some file). I tried doing this with HTTPService. I have a "Export to CSV" button on the flash component. Upon clicking that, the flash component is able to succesfully send the HTTP request. I however don't want Flash component to handle the response, so I don't have the 's "result" tag defined. But nothing happens. Any suggestions on how to do this.

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