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  • C# Event Handlers automatically created by WinForms Designer

    - by RHaguiuda
    Just moved from VB.NET to C#. In VB to connect and Event Handler to a Sub we use the Handles clause. From what it seems, this do not exist in C#. After creating a simple application with a button I realize that Window Forms Designer automatically created an EventHandler to my button1_Click function (after I double clicked it), in Form1.Designer.cs with this code: this.button1.Click += new System.EventHandler(this.button1_Click); But, in VB, the WinForms Designer create the Handles clause in my class, in the function header. So, C# create the default EventHandler in designer file, while VB creates in main class with control resides. Is this correct? Am I missing something here?

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  • Discrete event simulation framework for .NET

    - by Kuba
    Does anyone have an experience with some discrete event simulation library that could be used in .NET (C#)? Despite the basic functionality for queing events and dispatching them, it would be fine to have some non-deterministic behavior (e.g. failures simulation). I have some tips and I am even considering to write my own, but first, I would like to collect some recomendations. Thanks. Additional info: i'm not looking explicitly for free product, however, the prize matters :) Just to precise the field i need to map, here is the example of a product: http://www.holushko.com/index.html

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  • jQuery event binding does not work properly or i can't make it properly working

    - by Saiful
    HTML: <input id="email" name="email" type=text /> <input id="password name="password" type="password" /> JavaScript: var fields = ["email","password"]; for (var i in fields) { var field = $("#"+fields[i]); field.bind({ focus: function() { field.css("border-color","#f00"); }, blur: function() { field.css("border-color","#000"); } }); } My desire action will be as follows: When I place cursor on any of the above fields the input field's border will be red. When I take away the cursor from the field it's border will be black. But the event is occurs only for the password filed whether I place and take away cursor form any of the above fields.

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  • How to implement event notification mechanism in AIR

    - by nxhoaf
    Do you know how to implement event notification mechanism in AIR ? For simplicity, consider an example: I want to build two applications: "television" and "remote". Among them, television is implemented using AIR. For the "television" I want to use my remote to send message to the television. How must I do to implement "television" in such way that, it runs in waiting mode and whenever it receives a message from "remote", it will process the message and make a suitable action (i.e. change channel, increase volume...). Thank you in advance.

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  • jQuery resize event for div children

    - by Frank Michael Kraft
    $("div.content-left > *, div.content-main > *" ).live('resize',function(){alert("Size changed")}); does not work, because the resize event only applies to window resizes. But in my case the divs change size late, because the content is loaded late by an ajax request - or by clicking a panel menu. I definatley need to avoid to register on all individual events of the children (ajax, click), because that can be very many different events and then it is not maintainable.

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  • Ten - oh, wait, eleven - Eleven things you should know about the ASP.NET Fall 2012 Update

    - by Jon Galloway
    Today, just a little over two months after the big ASP.NET 4.5 / ASP.NET MVC 4 / ASP.NET Web API / Visual Studio 2012 / Web Matrix 2 release, the first preview of the ASP.NET Fall 2012 Update is out. Here's what you need to know: There are no new framework bits in this release - there's no change or update to ASP.NET Core, ASP.NET MVC or Web Forms features. This means that you can start using it without any updates to your server, upgrade concerns, etc. This update is really an update to the project templates and Visual Studio tooling, conceptually similar to the ASP.NET MVC 3 Tools Update. It's a relatively lightweight install. It's a 41MB download. I've installed it many times and usually takes 5-7 minutes; it's never required a reboot. It adds some new project templates to ASP.NET MVC: Facebook Application and Single Page Application templates. It adds a lot of cool enhancements to ASP.NET Web API. It adds some tooling that makes it easy to take advantage of features like SignalR, Friendly URLs, and Windows Azure Authentication. Most of the new features are installed via NuGet packages. Since ASP.NET is open source, nightly NuGet packages are available, and the roadmap is published, most of this has really been publicly available for a while. The official name of this drop is the ASP.NET Fall 2012 Update BUILD Prerelease. Please do not attempt to say that ten times fast. While the EULA doesn't prohibit it, it WILL legally change your first name to Scott. As with all new releases, you can find out everything you need to know about the Fall Update at http://asp.net/vnext (especially the release notes!) I'm going to be showing all of this off, assisted by special guest code monkey Scott Hanselman, this Friday at BUILD: Bleeding edge ASP.NET: See what is next for MVC, Web API, SignalR and more… (and I've heard it will be livestreamed). Let's look at some of those things in more detail. No new bits ASP.NET 4.5, MVC 4 and Web API have a lot of great core features. I see the goal of this update release as making it easier to put those features to use to solve some useful scenarios by taking advantage of NuGet packages and template code. If you create a new ASP.NET MVC application using one of the new templates, you'll see that it's using the ASP.NET MVC 4 RTM NuGet package (4.0.20710.0): This means you can install and use the Fall Update without any impact on your existing projects and no worries about upgrading or compatibility. New Facebook Application Template ASP.NET MVC 4 (and ASP.NET 4.5 Web Forms) included the ability to authenticate your users via OAuth and OpenID, so you could let users log in to your site using a Facebook account. One of the new changes in the Fall Update is a new template that makes it really easy to create full Facebook applications. You could create Facebook application in ASP.NET already, you'd just need to go through a few steps: Search around to find a good Facebook NuGet package, like the Facebook C# SDK (written by my friend Nathan Totten and some other Facebook SDK brainiacs). Read the Facebook developer documentation to figure out how to authenticate and integrate with them. Write some code, debug it and repeat until you got something working. Get started with the application you'd originally wanted to write. What this template does for you: eliminate steps 1-3. Erik Porter, Nathan and some other experts built out the Facebook Application template so it automatically pulls in and configures the Facebook NuGet package and makes it really easy to take advantage of it in an ASP.NET MVC application. One great example is the the way you access a Facebook user's information. Take a look at the following code in a File / New / MVC / Facebook Application site. First, the Home Controller Index action: [FacebookAuthorize(Permissions = "email")] public ActionResult Index(MyAppUser user, FacebookObjectList<MyAppUserFriend> userFriends) { ViewBag.Message = "Modify this template to jump-start your Facebook application using ASP.NET MVC."; ViewBag.User = user; ViewBag.Friends = userFriends.Take(5); return View(); } First, notice that there's a FacebookAuthorize attribute which requires the user is authenticated via Facebook and requires permissions to access their e-mail address. It binds to two things: a custom MyAppUser object and a list of friends. Let's look at the MyAppUser code: using Microsoft.AspNet.Mvc.Facebook.Attributes; using Microsoft.AspNet.Mvc.Facebook.Models; // Add any fields you want to be saved for each user and specify the field name in the JSON coming back from Facebook // https://developers.facebook.com/docs/reference/api/user/ namespace MvcApplication3.Models { public class MyAppUser : FacebookUser { public string Name { get; set; } [FacebookField(FieldName = "picture", JsonField = "picture.data.url")] public string PictureUrl { get; set; } public string Email { get; set; } } } You can add in other custom fields if you want, but you can also just bind to a FacebookUser and it will automatically pull in the available fields. You can even just bind directly to a FacebookUser and check for what's available in debug mode, which makes it really easy to explore. For more information and some walkthroughs on creating Facebook applications, see: Deploying your first Facebook App on Azure using ASP.NET MVC Facebook Template (Yao Huang Lin) Facebook Application Template Tutorial (Erik Porter) Single Page Application template Early releases of ASP.NET MVC 4 included a Single Page Application template, but it was removed for the official release. There was a lot of interest in it, but it was kind of complex, as it handled features for things like data management. The new Single Page Application template that ships with the Fall Update is more lightweight. It uses Knockout.js on the client and ASP.NET Web API on the server, and it includes a sample application that shows how they all work together. I think the real benefit of this application is that it shows a good pattern for using ASP.NET Web API and Knockout.js. For instance, it's easy to end up with a mess of JavaScript when you're building out a client-side application. This template uses three separate JavaScript files (delivered via a Bundle, of course): todoList.js - this is where the main client-side logic lives todoList.dataAccess.js - this defines how the client-side application interacts with the back-end services todoList.bindings.js - this is where you set up events and overrides for the Knockout bindings - for instance, hooking up jQuery validation and defining some client-side events This is a fun one to play with, because you can just create a new Single Page Application and hit F5. Quick, easy install (with one gotcha) One of the cool engineering changes for this release is a big update to the installer to make it more lightweight and efficient. I've been running nightly builds of this for a few weeks to prep for my BUILD demos, and the install has been really quick and easy to use. The install takes about 5 minutes, has never required a reboot for me, and the uninstall is just as simple. There's one gotcha, though. In this preview release, you may hit an issue that will require you to uninstall and re-install the NuGet VSIX package. The problem comes up when you create a new MVC application and see this dialog: The solution, as explained in the release notes, is to uninstall and re-install the NuGet VSIX package: Start Visual Studio 2012 as an Administrator Go to Tools->Extensions and Updates and uninstall NuGet. Close Visual Studio Navigate to the ASP.NET Fall 2012 Update installation folder: For Visual Studio 2012: Program Files\Microsoft ASP.NET\ASP.NET Web Stack\Visual Studio 2012 For Visual Studio 2012 Express for Web: Program Files\Microsoft ASP.NET\ASP.NET Web Stack\Visual Studio Express 2012 for Web Double click on the NuGet.Tools.vsix to reinstall NuGet This took me under a minute to do, and I was up and running. ASP.NET Web API Update Extravaganza! Uh, the Web API team is out of hand. They added a ton of new stuff: OData support, Tracing, and API Help Page generation. OData support Some people like OData. Some people start twitching when you mention it. If you're in the first group, this is for you. You can add a [Queryable] attribute to an API that returns an IQueryable<Whatever> and you get OData query support from your clients. Then, without any extra changes to your client or server code, your clients can send filters like this: /Suppliers?$filter=Name eq ‘Microsoft’ For more information about OData support in ASP.NET Web API, see Alex James' mega-post about it: OData support in ASP.NET Web API ASP.NET Web API Tracing Tracing makes it really easy to leverage the .NET Tracing system from within your ASP.NET Web API's. If you look at the \App_Start\WebApiConfig.cs file in new ASP.NET Web API project, you'll see a call to TraceConfig.Register(config). That calls into some code in the new \App_Start\TraceConfig.cs file: public static void Register(HttpConfiguration configuration) { if (configuration == null) { throw new ArgumentNullException("configuration"); } SystemDiagnosticsTraceWriter traceWriter = new SystemDiagnosticsTraceWriter() { MinimumLevel = TraceLevel.Info, IsVerbose = false }; configuration.Services.Replace(typeof(ITraceWriter), traceWriter); } As you can see, this is using the standard trace system, so you can extend it to any other trace listeners you'd like. To see how it works with the built in diagnostics trace writer, just run the application call some API's, and look at the Visual Studio Output window: iisexpress.exe Information: 0 : Request, Method=GET, Url=http://localhost:11147/api/Values, Message='http://localhost:11147/api/Values' iisexpress.exe Information: 0 : Message='Values', Operation=DefaultHttpControllerSelector.SelectController iisexpress.exe Information: 0 : Message='WebAPI.Controllers.ValuesController', Operation=DefaultHttpControllerActivator.Create iisexpress.exe Information: 0 : Message='WebAPI.Controllers.ValuesController', Operation=HttpControllerDescriptor.CreateController iisexpress.exe Information: 0 : Message='Selected action 'Get()'', Operation=ApiControllerActionSelector.SelectAction iisexpress.exe Information: 0 : Operation=HttpActionBinding.ExecuteBindingAsync iisexpress.exe Information: 0 : Operation=QueryableAttribute.ActionExecuting iisexpress.exe Information: 0 : Message='Action returned 'System.String[]'', Operation=ReflectedHttpActionDescriptor.ExecuteAsync iisexpress.exe Information: 0 : Message='Will use same 'JsonMediaTypeFormatter' formatter', Operation=JsonMediaTypeFormatter.GetPerRequestFormatterInstance iisexpress.exe Information: 0 : Message='Selected formatter='JsonMediaTypeFormatter', content-type='application/json; charset=utf-8'', Operation=DefaultContentNegotiator.Negotiate iisexpress.exe Information: 0 : Operation=ApiControllerActionInvoker.InvokeActionAsync, Status=200 (OK) iisexpress.exe Information: 0 : Operation=QueryableAttribute.ActionExecuted, Status=200 (OK) iisexpress.exe Information: 0 : Operation=ValuesController.ExecuteAsync, Status=200 (OK) iisexpress.exe Information: 0 : Response, Status=200 (OK), Method=GET, Url=http://localhost:11147/api/Values, Message='Content-type='application/json; charset=utf-8', content-length=unknown' iisexpress.exe Information: 0 : Operation=JsonMediaTypeFormatter.WriteToStreamAsync iisexpress.exe Information: 0 : Operation=ValuesController.Dispose API Help Page When you create a new ASP.NET Web API project, you'll see an API link in the header: Clicking the API link shows generated help documentation for your ASP.NET Web API controllers: And clicking on any of those APIs shows specific information: What's great is that this information is dynamically generated, so if you add your own new APIs it will automatically show useful and up to date help. This system is also completely extensible, so you can generate documentation in other formats or customize the HTML help as much as you'd like. The Help generation code is all included in an ASP.NET MVC Area: SignalR SignalR is a really slick open source project that was started by some ASP.NET team members in their spare time to add real-time communications capabilities to ASP.NET - and .NET applications in general. It allows you to handle long running communications channels between your server and multiple connected clients using the best communications channel they can both support - websockets if available, falling back all the way to old technologies like long polling if necessary for old browsers. SignalR remains an open source project, but now it's being included in ASP.NET (also open source, hooray!). That means there's real, official ASP.NET engineering work being put into SignalR, and it's even easier to use in an ASP.NET application. Now in any ASP.NET project type, you can right-click / Add / New Item... SignalR Hub or Persistent Connection. And much more... There's quite a bit more. You can find more info at http://asp.net/vnext, and we'll be adding more content as fast as we can. Watch my BUILD talk to see as I demonstrate these and other features in the ASP.NET Fall 2012 Update, as well as some other even futurey-er stuff!

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  • ctrl+click or shift+click not always firing the onclick event

    - by Erik
    Hi, I recently discovered that different browsers handle the onclick event differently when the control of shift key is pressed. Same thing for following links with the middle mouse button. <a href="http://www.example.com/" onclick="alert('onclick');">go to example.com</a> Onclick browser support table Mouse Keyboard Chrome Firefox Safari Opera IE5.5 IE6 IE7 IE8 IE9 Left None yes yes yes yes yes yes yes yes yes Left Ctrl yes yes yes yes ? yes no no ? Left Shift yes yes yes yes ? yes yes yes ? Middle None yes no yes no ? N/A no no ? Can someone please fill in the question marks for me? Also; I'm wondering if the behaviour differs for each version of Chrome, Firefox, Safari and Opera. Finding a logical pattern in this behaviour would be even nicer, but I don't think there is :). Thanks a lot.

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  • Web framework able to handle many concurrent users [closed]

    - by Jonas
    Social networking sites needs to handle many concurrent users e.g. for chat functionality. What web frameworks scales well and are able to handle more than 10.000 concurrent users connected with Comet or WebSockets. The server is a Linux VPS with limited memory, e.g. 1GB-8GB. I have been looking for some Java frameworks but they consume much memory per connection. So I'm looking for other alternatives too. Are there any good frameworks that are able to handle more than 10.000 concurrent users with limited memory resources?

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  • Event Handling for MFC Dialog

    - by Maksud
    This is my second question of the day, pardon me. I am writing a wrapper library to communicate with a scanner device. The source code was in C++ MFC. I am converting it to a plain Dll which will be invoked from C#. So, I am using DllImport in C# to call the wrapper library. Now I am provided with MFC code and the library is a ActiveX Object, at least I think so. class CDpocx : public CWnd { } So in my wrapper library I will have an instance of CDpocx and will call it via C# P/Invoke. But the problem is CDpocx also throws some events which I need to catch. In traditional app, I would just attach an function with it. But How would I attach the events on non MFC class. I have seen something like: BEGIN_EVENTSINK_MAP(CVC60Dlg, CDialog) //{{AFX_EVENTSINK_MAP(CVC60Dlg) ON_EVENT(CVC60Dlg, IDC_DPOCXCTRL1, 1 , OnReadyDpocxctrl1, VTS_NONE) //}}AFX_EVENTSINK_MAP END_EVENTSINK_MAP() OnReadyDpocxctrl1 is the function that handles 1 (Ready) event. How can I gain simmilar function in non MFC class. Regards, Maksud

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  • What is the harm in giving developers read access to application server application event logs?

    - by Jim Anderson
    I am a developer working on an ASP.NET application. The application writes logging messages to the Windows event log - a custom application log just for this application. However, I do not have any access to testing or staging web/application servers. I thought an admin could just give me read access to this event log to help in debugging problems (currently a service that is working in dev is not working in test environment and I have no idea why) but that is against my client's (I'm a consultant) policy. I feel silly to keep asking an admin to look at the event log for me. What is the harm in giving developers read access to application server application event logs? Is there a different method of application logging that sysadmins prefer programmers use? Surely, admins don't want to be fetching logging messages for developers all the time.

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  • How can i find the trigger of an acpi event ?

    - by n00ki3
    My Server shutsdown . Evertime at midnight. The acpi Event power_button is triggered. at /etc/acpi/events/power_button power_button: # care about the power button event=button/power.* action=/usr/lib/acpid/power_button How can i find out the "Caller" or the Trigger of this event ?

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  • C++ Storing variables and inheritance

    - by Kaa
    Hello Everyone, Here is my situation: I have an event driven system, where all my handlers are derived from IHandler class, and implement an onEvent(const Event &event) method. Now, Event is a base class for all events and contains only the enumerated event type. All actual events are derived from it, including the EventKey event, which has 2 fields: (uchar) keyCode and (bool)isDown. Here's the interesting part: I generate an EventKey event using the following syntax: Event evt = EventKey(15, true); and I ship it to the handlers: EventDispatch::sendEvent(evt); // void EventDispatch::sendEvent(const Event &event); (EventDispatch contains a linked list of IHandlers and calls their onEvent(const Event &event) method with the parameter containing the sent event. Now the actual question: Say I want my handlers to poll the events in a queue of type Event, how do I do that? x Dynamic pointers with reference counting sound like too big of a solution. x Making copies is more difficult than it sounds, since I'm only receiving a reference to a base type, therefore each time I would need to check the type of event, upcast to EventKey and then make a copy to store in a queue. Sounds like the only solution - but is unpleasant since I would need to know every single type of event and would have to check that for every event received - sounds like a bad plan. x I could allocate the events dynamically and then send around pointers to those events, enqueue them in the array if wanted - but other than having reference counting - how would I be able to keep track of that memory? Do you know any way to implement a very light reference counter that wouldn't interfere with the user? What do you think would be a good solution to this design? I thank everyone in advance for your time. Sincerely, Kaa

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  • threading.Event wait function not signaled when subclassing Process class

    - by user1313404
    For following code never gets past the wait function in run. I'm certain I'm doing something ridiculously stupid, but since I'm not smart enough to figure out what, I'm asking. Any help is appreciated. Here is the code: import threading import multiprocessing from multiprocessing import Process class SomeClass(Process): def __init__(self): Process.__init__(self) self.event = threading.Event() self.event.clear() def continueExec(self): print multiprocessing.current_process().name print self print "Set:" + str(self.event.is_set()) self.event.set() print "Set:" + str(self.event.is_set()) def run(self): print "I'm running with it" print multiprocessing.current_process().name self.event.wait() print "I'm further than I was" print multiprocessing.current_process().name self.event.clear() def main(): s_list = [] for t in range(3): s = SomeClass() print "s:" + str(s) s_list.append(s) s.start() raw_input("Press enter to send signal") for t in range(3): print "s_list["+str(t)+"]:" + str(s_list[t]) s_list[t].continueExec() raw_input("Press enter to send signal") for t in range(3): s_list[t].join() print "All Done" if __name__ == "__main__": main()

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  • How do you make the script wait for the status of an Ajax get request before continuing?

    - by codeninja
    Basically what I'm doing is checking for the existence of an object, if it's not found, the script will try to load the source file using getScript. I only want to check this once though then return true or false to the function that calls fetch() fetch:function(obj){ ... isReady = false; $.getScript(obj.srcFile,function(){ isReady=true; warn("was able to load object "+key); }); return isReady; } but return kicks in before the script loads =/ later the script is loaded but the function returned false. This is the beauty of asynchronous I suppose... What's the best way to handle this... Maybe I could check again at some other point if the object exists? Or maybe there's a better way to do this where I dont have to potentially lock the browser?

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  • Calendar gets saved successfully.but edit event force close error

    - by Jast Vacaty
    I am trying to add calendar events with my applicatiom. Event gets saved successfully. However when i try to edit that event in Calendar. I get Force Close error. String calId = ""; Cursor userCursor =getContentResolver().query(Uri.parse(content://com.android.calendar/calendars),null, null, null, null); if(userCursor.getCount() > 0){ userCursor.moveToFirst(); calId = userCursor.getString(userCursor.getColumnIndex("_id")); } ContentValues event = new ContentValues(); event.put("title", "title"); event.put("description", "description"); event.put("eventLocation", "Event Location"); event.put("allDay", 0); event.put("hasAlarm",0); event.put("calendar_id",calId); Calendar mCalendar = Calendar.getInstance(); mCalendar.set(2012, 2, 27,7,00,00); long start = mCalendar.getTimeInMillis(); mCalendar.set(2012, 2, 27,8,00,00); long end = mCalendar.getTimeInMillis(); event.put("dtstart", start); event.put("dtend", end); Uri newEvent = Uri.parse(content://com.android.calendar/events); getContentResolver().insert(newEvent, event); ContentValues values = new ContentValues(); userCursor.close(); But when I change event.put("allDay", 0); to event.put("allDay", 1); Event gets saved successfully and gets edited successfully. How do I fix it? Using 2.3.5 device. Appreciate any help. thanks.

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  • Passing additional parameters to JQuery bind event function

    - by kazim sardar mehdi
    To pass the additional parameter to the event function pass an array of key value, as the second parameter to the bind event bind('click', { message: time }, onClick); e.g { message: time } and access it in the function using event(function parameter).data.message(key)   <div id="div1" style="border: 1px solid black; width: 100px; height: 100px">click me</div> <script type="text/javascript"> function onClick(event) { alert(event.data.message); } var time = "loaded at:" + new Date().toString(); $("div.#div1").bind('click', { message: time }, onClick); </script>

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  • Ways of Gathering Event Information From the Internet

    - by Ciwan
    What are the best ways of gathering information on events (any type) from the internet ? Keeping in mind that different websites will present information in different ways. I was thinking 'smart' web crawlers, but that can turn out to be extremely challenging, simply because of the hugely varied ways that different sites present their information. Then I was thinking of sifting through the official twitter feeds of organisations, people with knowledge of events .. etc and look for the event hash tag, grab the tweet and dissect it to grab the relevant information about the event. Information I am interested in gathering is: Date and Time of Event, Address where Event is being held, and any Celebrities (or any famous people) attending the event (if any). The reason to ask here is my hope that experienced folk will open my eyes to things I've missed, which I am sure I have.

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  • One True Event Loop

    - by CyberShadow
    Simple programs that collect data from only one system need only one event loop. For example, Windows applications have the message loop, POSIX network programs usually have a select/epoll/etc. loop at their core, pure SDL games use SDL's event loop. But what if you need to collect events from several subsystems? Such as an SDL game which doesn't use SDL_net for networking. I can think of several solutions: Polling (ugh) Put each event loop in its own thread, and: Send messages to the main thread, which collects and processes the events, or Place the event-processing code of each thread in a critical section, so that the threads can wait for events asynchronously but process them synchronously Choose one subsystem for the main event loop, and pass events from other subsystems via that subsystem as custom messages (for example, the Windows message loop and custom messages, or a socket select() loop and passing events via a loopback connection). Option 2.1 is more interesting on platforms where message-passing is a well-developed threading primitive (e.g. in the D programming language), but 2.2 looks like the best option to me.

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  • C# XNA Handle mouse events?

    - by user406470
    I'm making a 2D game engine called Clixel over on GitHub. The problem I have relates to two classes, ClxMouse and ClxButton. In it I have a mouse class - the code for that can be viewed here. ClxMouse using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace org.clixel { public class ClxMouse : ClxSprite { private MouseState _curmouse, _lastmouse; public int Sensitivity = 3; public bool Lock = true; public Vector2 Change { get { return new Vector2(_curmouse.X - _lastmouse.X, _curmouse.Y - _lastmouse.Y); } } private int _scrollwheel; public int ScrollWheel { get { return _scrollwheel; } } public bool LeftDown { get { if (_curmouse.LeftButton == ButtonState.Pressed) return true; else return false; } } public bool RightDown { get { if (_curmouse.RightButton == ButtonState.Pressed) return true; else return false; } } public bool MiddleDown { get { if (_curmouse.MiddleButton == ButtonState.Pressed) return true; else return false; } } public bool LeftPressed { get { if (_curmouse.LeftButton == ButtonState.Pressed && _lastmouse.LeftButton == ButtonState.Released) return true; else return false; } } public bool RightPressed { get { if (_curmouse.RightButton == ButtonState.Pressed && _lastmouse.RightButton == ButtonState.Released) return true; else return false; } } public bool MiddlePressed { get { if (_curmouse.MiddleButton == ButtonState.Pressed && _lastmouse.MiddleButton == ButtonState.Released) return true; else return false; } } public bool LeftReleased { get { if (_curmouse.LeftButton == ButtonState.Released && _lastmouse.LeftButton == ButtonState.Pressed) return true; else return false; } } public bool RightReleased { get { if (_curmouse.RightButton == ButtonState.Released && _lastmouse.RightButton == ButtonState.Pressed) return true; else return false; } } public bool MiddleReleased { get { if (_curmouse.MiddleButton == ButtonState.Released && _lastmouse.MiddleButton == ButtonState.Pressed) return true; else return false; } } public MouseState CurMouse { get { return _curmouse; } } public MouseState LastMouse { get { return _lastmouse; } } public ClxMouse() : base(ClxG.Textures.Default.Cursor) { _curmouse = Mouse.GetState(); _lastmouse = _curmouse; CollisionBox = new Rectangle(ClxG.Screen.Center.X, ClxG.Screen.Center.Y, Texture.Width, Texture.Height); this.Solid = false; DefaultPosition = new Vector2(CollisionBox.X, CollisionBox.Y); Mouse.SetPosition(CollisionBox.X, CollisionBox.Y); } public ClxMouse(Texture2D _texture) : base(_texture) { _curmouse = Mouse.GetState(); _lastmouse = _curmouse; CollisionBox = new Rectangle(ClxG.Screen.Center.X, ClxG.Screen.Center.Y, Texture.Width, Texture.Height); DefaultPosition = new Vector2(CollisionBox.X, CollisionBox.Y); } public override void Update() { _lastmouse = _curmouse; _curmouse = Mouse.GetState(); if (_curmouse != _lastmouse) { if (ClxG.Game.IsActive) { _scrollwheel = _curmouse.ScrollWheelValue; Velocity = new Vector2(Change.X / Sensitivity, Change.Y / Sensitivity); if (Lock) Mouse.SetPosition(ClxG.Screen.Center.X, ClxG.Screen.Center.Y); _curmouse = Mouse.GetState(); } base.Update(); } } public override void Draw(SpriteBatch _sb) { base.Draw(_sb); } } } ClxButton using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace org.clixel { public class ClxButton : ClxSprite { /// <summary> /// The color when the mouse is over the button /// </summary> public Color HoverColor; /// <summary> /// The color when the color is being clicked /// </summary> public Color ClickColor; /// <summary> /// The color when the button is inactive /// </summary> public Color InactiveColor; /// <summary> /// The color when the button is active /// </summary> public Color ActiveColor; /// <summary> /// The color after the button has been clicked. /// </summary> public Color ClickedColor; /// <summary> /// The text to be displayed on the button, set to "" if no text is needed. /// </summary> public string Text; /// <summary> /// The ClxText object to be displayed. /// </summary> public ClxText TextRender; /// <summary> /// The ClxState that should be ResetAndShow() when the button is clicked. /// </summary> public ClxState ClickState; /// <summary> /// Collision check to make sure onCollide() only runs once per frame, /// since only the mouse needs to be collision checked. /// </summary> private bool _runonce = false; /// <summary> /// Gets a value indicating whether this instance is colliding. /// </summary> /// <value> /// <c>true</c> if this instance is colliding; otherwise, <c>false</c>. /// </value> public bool IsColliding { get { return _runonce; } } /// <summary> /// Initializes a new instance of the <see cref="ClxButton"/> class. /// </summary> public ClxButton() : base(ClxG.Textures.Default.Button) { HoverColor = Color.Red; ClickColor = Color.Blue; InactiveColor = Color.Gray; ActiveColor = Color.White; ClickedColor = Color.Yellow; Text = Name + ID + " Unset!"; TextRender = new ClxText(); TextRender.Text = Text; TextRender.TextPadding = new Vector2(5, 5); ClickState = null; CollideObjects(ClxG.Mouse); } /// <summary> /// Initializes a new instance of the <see cref="ClxButton"/> class. /// </summary> /// <param name="_texture">The button texture.</param> public ClxButton(Texture2D _texture) : base(_texture) { HoverColor = Color.Red; ClickColor = Color.Blue; InactiveColor = Color.Gray; ActiveColor = Color.White; ClickedColor = Color.Yellow; Texture = _texture; Text = Name + ID; TextRender = new ClxText(); TextRender.Name = this.Name + ".TextRender"; TextRender.Text = Text; TextRender.TextPadding = new Vector2(5, 5); TextRender.Reset(); ClickState = null; CollideObjects(ClxG.Mouse); } /// <summary> /// Draws the debug information, run from ClxG.DrawDebug unless manual control is assumed. /// </summary> /// <param name="_sb">SpriteBatch used for drawing.</param> public override void DrawDebug(SpriteBatch _sb) { _runonce = false; TextRender.DrawDebug(_sb); _sb.Draw(Texture, ActualRectangle, new Rectangle(0, 0, Texture.Width, Texture.Height), DebugColor, Rotation, Origin, Flip, Layer); _sb.Draw(ClxG.Textures.Default.DebugBG, new Rectangle(ActualRectangle.X - DebugLineWidth, ActualRectangle.Y - DebugLineWidth, ActualRectangle.Width + DebugLineWidth * 2, ActualRectangle.Height + DebugLineWidth * 2), new Rectangle(0, 0, ClxG.Textures.Default.DebugBG.Width, ClxG.Textures.Default.DebugBG.Height), DebugOutline, Rotation, Origin, Flip, Layer - 0.1f); _sb.Draw(ClxG.Textures.Default.DebugBG, ActualRectangle, new Rectangle(0, 0, ClxG.Textures.Default.DebugBG.Width, ClxG.Textures.Default.DebugBG.Height), DebugBGColor, Rotation, Origin, Flip, Layer - 0.01f); } /// <summary> /// Draws using the SpriteBatch, run from ClxG.Draw unless manual control is assumed. /// </summary> /// <param name="_sb">SpriteBatch used for drawing.</param> public override void Draw(SpriteBatch _sb) { _runonce = false; TextRender.Draw(_sb); if (Visible) if (Debug) { DrawDebug(_sb); } else _sb.Draw(Texture, ActualRectangle, new Rectangle(0, 0, Texture.Width, Texture.Height), Color, Rotation, Origin, Flip, Layer); } /// <summary> /// Updates this instance. /// </summary> public override void Update() { if (this.Color != ActiveColor) this.Color = ActiveColor; TextRender.Layer = this.Layer + 0.03f; TextRender.Text = Text; TextRender.Scale = .5f; TextRender.Name = this.Name + ".TextRender"; TextRender.Origin = new Vector2(TextRender.CollisionBox.Center.X, TextRender.CollisionBox.Center.Y); TextRender.Center(this); TextRender.Update(); this.CollisionBox.Width = (int)(TextRender.CollisionBox.Width * TextRender.Scale) + (int)(TextRender.TextPadding.X * 2); this.CollisionBox.Height = (int)(TextRender.CollisionBox.Height * TextRender.Scale) + (int)(TextRender.TextPadding.Y * 2); base.Update(); } /// <summary> /// Collide event, takes the colliding object to call it's proper collision code. /// You'd want to use something like if(typeof(collider) == typeof(ClxObject) /// </summary> /// <param name="collider">The colliding object.</param> public override void onCollide(ClxObject collider) { if (!_runonce) { _runonce = true; UpdateEvents(); base.onCollide(collider); } } /// <summary> /// Updates the mouse based events. /// </summary> public void UpdateEvents() { onHover(); if (ClxG.Mouse.LeftReleased) { onLeftReleased(); return; } if (ClxG.Mouse.RightReleased) { onRightReleased(); return; } if (ClxG.Mouse.MiddleReleased) { onMiddleReleased(); return; } if (ClxG.Mouse.LeftPressed) { onLeftClicked(); return; } if (ClxG.Mouse.RightPressed) { onRightClicked(); return; } if (ClxG.Mouse.MiddlePressed) { onMiddleClicked(); return; } if (ClxG.Mouse.LeftDown) { onLeftClick(); return; } if (ClxG.Mouse.RightDown) { onRightClick(); return; } if (ClxG.Mouse.MiddleDown) { onMiddleClick(); return; } } /// <summary> /// Shows the state of the click. /// </summary> public void ShowClickState() { if (ClickState != null) { ClickState.ResetAndShow(); } } /// <summary> /// Hover event /// </summary> virtual public void onHover() { this.Color = HoverColor; } /// <summary> /// Left click event /// </summary> virtual public void onLeftClick() { this.Color = ClickColor; } /// <summary> /// Right click event /// </summary> virtual public void onRightClick() { } /// <summary> /// Middle click event /// </summary> virtual public void onMiddleClick() { } /// <summary> /// Left click event, called once per click /// </summary> virtual public void onLeftClicked() { ShowClickState(); } /// <summary> /// Right click event, called once per click /// </summary> virtual public void onRightClicked() { this.Reset(); } /// <summary> /// Middle click event, called once per click /// </summary> virtual public void onMiddleClicked() { } /// <summary> /// Ons the left released. /// </summary> virtual public void onLeftReleased() { this.Color = ClickedColor; } virtual public void onRightReleased() { } virtual public void onMiddleReleased() { } } } The issue I have is that I have all these have event styled methods, especially in ClxButton with all the onLeftClick, onRightClick, etc, etc. Is there a better way for me to handle these events to be a lot more easier for a programmer to use? I was looking at normal events on some other sites, (I'd post them but I need more rep.) and didn't really see a good way to implement delegate events into my framework. I'm not really sure how these events work, could someone possibly lay out how these events are processed for me? TL:DR * Is there a better way to handle events like this? * Are events a viable solution to this problem? Thanks in advance for any help.

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • No Rush, Defragging that Drive can Wait [Humorous Image]

    - by Asian Angel
    That drive is only fragmented a little bit…nothing to worry about there. View a Larger Version of the Image You should defragment this volume. Ya think?! [via Fail Desk] What’s the Difference Between Sleep and Hibernate in Windows? Screenshot Tour: XBMC 11 Eden Rocks Improved iOS Support, AirPlay, and Even a Custom XBMC OS How To Be Your Own Personal Clone Army (With a Little Photoshop)

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  • Sorry about the wait.

    - by Ratman21
    In the last two days have been trying remove “Iolo System Mechanic Professional” (With anti-virus and FireWall) from 3 of the 5 pc’s we have (3 lap tops and two Desk tops) as it was going to expire on the 13th.   So I could replace them with a free anti-virus (AVG) and just use the windows fire wall. I have been using the same set up on one of my desk tops (XP Pro) for 8 months and one of the Lap tops (Vista) for 5 months.   The problem was that System Mechanic did not want to go. Even after using the uninstall option on the desk top (my main PC, well its that because has the larger of all the PC’s hard drives but, is the oldest and runs XP home) and using Ccleaner to try and remove it.  It was still showing up as there and after I went a head and tried installing AVG and ran it. I found that the TCP/IP module was missing.  So no internet, I had to restore the PC back to the 1st to get the module back and then install AVG (after making sure window firewall was back on. I didn’t check that on the first try). Got the PC back to normal, very late last night. Only one of the two lap tops was easy but, even at that there are still some parts of System Mechanic on it but, AVG and firewall are working.   I may try an hunt down parts of System Mechanic on it and delete them on this lap top. Which was what finally had to do on the one of the Lap tops (also XP Home) as it would not uninstall after I restored the PC back to the 4th. So delete, delete, delete and Ccleaner (one dl file would not delete though). And I just finish installing AVG and now running a scan on the lap top. So all of this took two days (well three counting today). I started late Friday night and just finishing up now.   I only started this switch over after I had finished my Job search for day on Friday.   As for blogging on Tuesday, Wednesday and Thursday, I was busy and by the end of the day was too tired to blog, that and was hung up still on that 2nd dare of The Love Dare. So I cleaned the house, while she was out of the house. I mean, I cleaned, not just vacuumed house I cleaned the kitchen counter tops and the sinks. Did the dishes and some of the laundry over two of the those days.   As to the third day of Love Dare which is “Love is not selfish” and the dare “Whatever you put your time, energy, and money into will become more important to you. It’s hard to care for something you are not investing in. Along with restraining from negative comments, buy your spouse something that says, I was thinking of you today.”   Being on a very limited income, a lot of normal guy buying for girls is out (for one thing, the comment why did you waste our money on flowers, etc, etc, would come up. Not from me though). So that one is on hold till money issues are not a problem (no that does not mean never). The 4th day “Love is thoughtful” and the dare “Contact your spouse sometime during the business of the day. Have no agenda other than asking how he or she is doing and if there is anything you could do for them”.   I did this dare while I was still working with census last week and trying to do the dares. Well I start my CCNA classes Monday the 15th and I move on to the next Love Dare day “Love is not rude”.

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  • Subscription service or software to handle a Magazine's PDF

    - by Paolo
    I'm looking for an installable or hosted software (service) to handle the process of public users subscribing to the Magazine and receiving the PDF automatically upon an admin upload the new one. The system will have to: handle the money part (PayPal&Co. are OK) let user buy old issues of the Magazine warn user on subscription expiring, etc. PDF stamping and WordPress integration (user credential sharing, page access of subriscrebed goods, etc) will be a big plus.

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