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  • Where do I start in regards to making a Gnome/Unity Form Application

    - by JMK
    Ok so I am familiar with developing Form and Console applications on Windows using Visual Studio .Net with C#, but where do I start when it comes to Linux distro's like Ubuntu, is there an equivalent? How would one go about matching what they can do in a Windows environment with .Net and C# in a Linux environment without .Net coding in something like Java or C/C++? I am aware of Eclipse, does eclipse have a form designer or do you have to code the design of any Gnome/Unity forms manually? Can I use eclipse to write the Linux equivalent of a console application, that you just double click on to run? I also know about Mono, but the idea is that I want to learn how to develop software without using anything in the Microsoft stack and am not sure where to start. What is the standard language/framework used to develop these types of applications on Linux? As I become more proficient with Visual Studio, C# and .Net, it has struck me that without these Microsoft tools, I am nothing. I am only capable of developing for the Microsoft OS and this scares me. This isn't some anti Microsoft thing, Microsoft makes some incredible Software/Hardware/Operating Systems/IDE's, but it is generally a bad idea to put all of your eggs in one basket so if I want to learn how to develop Terminal and Gnome/Unity form applications where in the world do I start? I have used Linux on and off for years, but Windows has been my primary OS. However I have watched Linux get better and better and as much as I love Windows 7, I am dubious about Windows 8 (I for one will sorely miss my start menu)! Obviously MS aren't going anywhere anytime soon and I could spend the the next couple of decades developing for .Net without any issues but just because you can get away with something doesn't always mean it's a good idea. Thanks

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  • What tools should I consider if my strategy is to make a game available to as many platforms as possible?

    - by Kenji Kina
    We're planning on developing a 2D, grid-based puzzle game, and although it's still very early in the planning stages, we'd like to make our decisions well from the beginning. Our strategy will be to make the game available to as many platforms as possible, for example PCs (Windows, Mac and/or Linux), mobile phones (iPhone and/or Android based phones), game consoles (XBLA and/or PSN) PC will have an emphasis, but I believe that's the most flexible platform so that shouldn't be a problem. So, what programming language, game engine, frameworks and all around tools would be best suited for our goal? P.S.: I'm betting a set of tools won't cover ALL of them, and that there will still be some kind of "translating" effort for some platforms, but we'd like to know what the most far reaching are.

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  • Develop 3d game for iphone & android in single code

    - by lajpat
    I have to make a 3d game on the lines of this app 3D Chess I want to make this app for both android & iphone by writing a single code. Of course little native code will be required to be done. I want to ensure that entire logic & animation code is written only once. What software does one suggest to achieve this since I am not a tight schedule. I came across Corona but I am not sure if such game can be made using it. Others I found Unity & Shiva. I am not experience in 3D game so please if someone can help Thanks Lajpat

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  • Browser testing - Ideas on how to tackle it efficiently

    - by Rob
    Browser testing, the bane of any web designers life! Are there any tools and/or ways in which I can efficiently test different browsers on both Mac and PC? I not only want to test different browsers but also different versions of each browser. My current setup is on a Mac running VirtualBox with Windows Vista installed. This allows me to test both Mac and PC but the complications arise when trying to test different versions of browsers. Any one have any ideas?

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  • Choosing a crossplatform for mobile development

    - by Mech0z
    I am creating a enterprise project and will develop the app for WP, Android and IPhone (Maybe also tablets) I have then done some research of what solutions are out there and have narrowed my choice down to 3 platforms (Due to my requirement to work with Bluetooth) The biggest requirement other than Bluetooth is the need to create good interfaces and module programming so its easy to maintain the whole solution, other than that I would like to use C# but its not a real requirement, but if the difference between 2 platforms is very small then it might tip the scale. Mono (MonoTouch, Mono for android) PhoneGap RhoMobile From my understanding then PhoneGap is not suited for business apps and I am not entirely sure why, but it seems like a platform made for speed rather than long term developement, not sure how true this is. RhoMobile is made for enterprice and might suit my needs, but not sure if its a good platform Anyone with insight that care to share their opinion Mono is C#, seems to be very mature and I found MvvmCross which should help organize the project

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  • How would you design an application with many target platforms and devices?

    - by Pierre 303
    I'm in a very beginning of the design phase of an application that will have to run in the following platforms/devices: Desktop: Windows, Linux & Mac Mobile: Android, iPhone/iPad & Windows Phone 7 Web: Silverlight I will use C# on Mono and I want to maximize code re-usability. Except for the desktop (I'll use WinForms/GTK#), my concern is related to many different GUI that I will face. What would be your approach? Obviously, the views will be different, but what about the controllers, data access, utility classes, etc. Is it really acceptable to share everything but the views?

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  • Is there a list of shortcuts which are not reserved in any major browser?

    - by MainMa
    In the past, when I implemented shortcuts for web applications, I used different ones for different browsers: for example Ctrl+Shift+A was used in Chrome, but would be something else, like Ctrl+Shift+C in Firefox, since Firefox reserves the Ctrl+Shift+A shortcut for add-ons. Actually, I have a project where it would be nice to have the same shortcuts for every browser. Is there a list of shortcuts which are not reserved in any major browser (Chrome, Firefox, Safari, IE and Opera) or do I have to do my own by listing? Google wasn't helpful, since it rather shows the list of shortcuts which are common to all major browsers.

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  • Seeking advice on tools and technology for my new game [closed]

    - by k.k. slider
    I'm a C# developer who has been programming a game in my spare time using XNA and Visual Studio. The game's logic is mostly done and I've completed a prototype that has most of the functionality of (what I envision to be) the final game. However, having heard about the uncertain future and (possibly) limited audience for XNA games, I'm looking to switch platforms... but I don't know what technology would best suit my needs. Below are some specifics about my game and what exactly I'm looking for, if you're interested: The game is a 2D turn-based tactical RPG (strategy game) for two players. It is a basic sprite and tile based game with animations and sound. 3D capabilities are not necessary. I'd like to allow players to compete with others online, and have a basic ranking/matchmaking system. I will probably need something that can interact with a server and a database (the game is turn-based and has no RNG, so cheating would be easy to detect even if most computation is done client-side and minimal data is sent to the server). Ideally, I would be able to release an early version of the game and have people give feedback as I develop additional features (similar to Minecraft). I'd prefer to have a way to release periodic updates to the game instead of releasing an absolute final product. To reach the widest possible audience, I'd prefer technology that allows me to release on PC, Android, iOS, and (maybe) Mac. This is a game with simple mouse inputs which can fit on a mobile touch screen. The game should be monetizable. If I find success with this game, then I may consider becoming a full-time indie game developer. I have several other game ideas and have learned quite a bit from my first attempt at game development. My first thought was an F2P/microtransaction model, but I'm open to other suggestions. Language isn't a primary concern of mine, since I have a decent amount of experience using several languages to program large projects. I'm willing to spend money (e.g. on a developer's license), but the more expensive it gets, the more hesitant I am to use it. I've looked into the following solutions... there are a LOT of tools out there... if anyone has experience with any of these and would like to recommend/reject any of them, it would be helpful. C#/.NET (XNA/MonoGame/SDL/SlimDX/Xamarin/ExEn/ANX?) HTML5/JS (AppMobi/PhoneGap/Marmalade/FlashCanvas/Cordova/libRocket?) Python (Pyglet/Pygame/Kivy?) Java (JavaFX/libGDX?) Unity/Construct 2/Cocos2D/NME/Corona/other game creation software? I'd like something that can do 2D and isn't limited by being too high-level. Other languages (Lua/LOVE? Moai?) Thanks for answering this rather long and tedious question...

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  • How are crossplatform/multiple-OS C++ projects planned in terms of code and tools?

    - by Nav
    I want to create a project in C++ that can work in Windows, Linux and Embedded Linux. How are projects created when they have to work across many OS'es? Is it first created on one OS and then the code slowly modified to be ported to another OS? Eg: to me, the Linux version of Firefox appears to be created as a Windows project and a separate Linux project with a different code base, since Firefox behaves a bit different in Windows and Linux. Although the source code download is surprisingly a single link. If QT is used for UI, Boost threads for threading, Build Bot for CI and NetBeans/Eclipse/QT Creator for an IDE, would a person be able to minimise the amount of code re-write required to get the project onto another OS? Is this the right way to do it, or are such projects meant to be created as two entirely separate projects for two separate OS'es?

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  • What tools should I consider if my aim is to make a game available to as many platforms as possible?

    - by Kensai
    We're planning on developing a 2D, grid-based puzzle game, and although it's still very early in the planning stages, we'd like to make our decisions well from the beginning. Our strategy will be to make the game available to as many platforms as possible, for example PCs (Windows, Mac and/or Linux), mobile phones (iPhone and/or Android based phones), game consoles (XBLA and/or PSN) PC will have an emphasis, but I believe that's the most flexible platform so that shouldn't be a problem. So, what programming language, game engine, frameworks and all around tools would be best suited for our goal? P.S.: I'm betting a set of tools won't cover ALL of them, and that there will still be some kind of "translating" effort for some platforms, but we'd like to know what the most far reaching are.

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  • How bad would be to focus on iOS/Android development for an indie developer?

    - by kender
    After some time developing games for others I'm thinking of moving towards my own productions. My background is 10+ years of software development, with last 2 years spent on the iOS development (Objective-C and CoronaSDK). With my current experience in Corona I can quickly develop for iOS and Android systems. And this is something that I'm probably gonna do with several of the game ideas I have, at least for the prototype part. But - I'm wondering if it's not a bad idea to focus on those 2 systems only. After all there are other mobile platforms, there are PCs, Macs and Linux boxes... All of them having gamers using them. I was wondering if it wasn't a good idea to try some other SDK, giving me more flexibility when it comes to platform-independance. There's Unity3D (I think I can develop a 2D game in it though), there's MoAI from what I checked. I see a few options, not sure which one is best as I have little experience in this field (publishing own games): Stick with CoronaSDK for the whole time, release for iOS and Android platforms, screw other mobile devices and PCs, Use Corona for prototyping, then when the idea goes more into the "production" phase rewrite it in MoAI or Unity3D for more platforms support, Start with one of those 2 SDKs right now (which means the prototype phase will be delayed a bit, but after that I can jump right into real coding). Any clues here, what to do?

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  • What design pattern do you use to support graceful fallback on old platforms?

    - by JoJo
    Let's say I need to add a drop shadow behind a box. Some old platforms do not support drop shadows, so I have to fake it by putting an image behind the box. Here's the pseudo code of how I'm currently handling this fallback: if (dropShadowsAreSupported) { box.addDropShadow("black"); } else { box.putImageBehindIt("gaussianBlur.png"); } Is this the right way to handle it? It seems too amateur to me. Is there a better design pattern?

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  • Is it wrong to tell mobile users to view a site on their computer?

    - by betamax
    I am creating a web application that doesn't work correctly on mobile. I don't want to make it work on mobile because I would rather mobile users have a fully integrated experience and not have to use the web version. This mobile version will be released at a later date based on reaction to the initial web-based version. So, my question is: Is it wrong to not allow mobile users to use the site and instead show them some sort of splash screen telling them to come back to the site on a computer?

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  • Which java game engine is better? [closed]

    - by user1276078
    I'm new to mobile game development and I have a number of questions to ask. So if you could please answer them, it would be highly appreciated The game I'm trying to release is a 2D arcade game. My intention is to release it on both the iOS platform and the Android platform. My best language is Java, so I would like to use a game engine where I can code with that. Which game engine is the best to accomplish all of this? I know that to make an iOS game with Xcode you need to use a Mac. My question is, do you still need a Mac if you're making a game for iOS without Xcode (like with OpenGL or something Thank you in advance

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  • jQuery/AJAX on old Computers/Browsers

    - by Andresch Serj
    I am working on a plattform that will have a lot of users in the so called "developing countries". So many of them will be using old computers and old browsers in tiny internet cafes. We want to make sure to give them a good user Experience and make sure the website loads as fast as possible. Problem is, that while you can save a lot of requeasts and time, using jQuery/AJAX, it also brings along a lot of Problems: - Will the Computers be powerfull enough to deal with the client side scripts? - Will the old Browsers handle jQuery? Does anyone have any experience with these sort of problems or might know of some sort of article on the topic?

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  • revived closed tab in chrome doesn't work properly, but works correctly in IE and Firefox

    - by Kravlin
    I'm working on a website where information is loaded from a calendar. If a user clicks on a link on the calendar, it displays information about that link. If I close that page, and then re-open it, it works properly on both IE and Firefox, but if I open it in chrome, and click on another item on the calendar it instead errors out. Is there a large difference in how chrome brings back tabs from how IE or Firefox do that would cause this?

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  • Best platform for android and ios game?

    - by LoveMeSomeCode
    Ok, this has been asked before, but not recently, and most of the answers were just 'buy a mac'. So we're a couple guys who've been making small flash games, and now we want to go mobile, and there seem to be lots of options. Does anyone here have experience with one or more of these platforms to tell us the pros and cons of each? Corona AIR 3 Rhodes Could someone with experience compare and contrast these to each other and native development? We want to cast the widest net with the least re-work so we'd like to target just Android and iPhone, and we'd like it to be an actual app in the market instead of just a mobile website. We have experience in Actionscript, Javascript, and C#.

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  • Why don't we use browser detection and platform-specific CSS?

    - by Pankaj Upadhyay
    Nowadays, the common phenomena is to develop a website for a browser and then corresponding apps for Android phones, iPhone, tablets and so on. Since all the platforms come with a browser, why aren't companies using CSS to accommodate them? Surely we can detect from the request which browser was used and from which platform the request came. Reading those values, why don't we just implement the corresponding CSS for different platforms. Like we do for IE, Chrome and Safari. This way we can use the platforms' browser capabilities and don't need to develop subsequent apps for a platform.

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  • Compared to Firefox 4 and Google Chrome 10, what can't IE9 do?

    - by ClosureCowboy
    If a website works in Firefox 4 and in Google Chrome 10, what could potentially cause that website not to work (broken layout or broken JavaScript) in IE9? What limitations and differences does IE9 have, aside from vendor-specific stylesheet rules? Yes, that is a painfully vague question — that's because I am not asking this question from the perspective of someone with a specific problem! I'm asking this question from the perspective of someone with a working website who does not have access to IE9.

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  • Game Design - When to separate out pieces into static libraries?

    - by Jason
    I am developing a game that has a lot of platform generic pieces. I am wanting to separate out various pieces into static libraries and I would like to know what other devs do. I am considering targeting other platforms and I want to maintain an much platform neutrality as I can. I have a lot of generic level data in C++ classes. THinking all of the level data could go into a single static library. I have a lot of generic OpenGL code that I think could also go into a single static library. I am already using CMAKE for some and XCode 4.5 for the Apple specific pieces. What do other devs do to stay platform neutral? Does anyone use Eclipse instead of XCode and Visual Studio on Windows?

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  • Will not supporting IE or older browsers drive away potential visitors/users of my site? [closed]

    - by XToro
    Normally a SO browser but this question doesn't fit there, hopefully it fits here. I just want to ask from web designers' point of view if it's wrong to not care about supporting Internet Explorer or older browsers. The site I'm designing looks great in all browsers except IE9-. There are certain things that IE doesn't support or behave like other browsers; webkit stuff, some CSS styles, drop-and-drop files from OS etc etc, but it all works great in Safari, FireFox, Chrome etc. Should I be that concerned? I know there are several people that use IE, but it's limitations have just been causing me more work by having to come up with workarounds. From what I've read, many of the issues I've been having should be solved with IE10, but not everybody keeps up to date. I know of several people who are still using IE6! Again, I'm hoping this is the right place to ask a question like this, and if not, please point me to the right stack exchange site instead of just downvoting me. Thanks! EDIT: Upon further research.... So far this year, IE(all versions) and Chrome have been neck and neck as the top, with IE only squeaking by Chrome, and FireFox a close 3rd. But looking at the top 10 browsers, IE6 doesn't even show up on this list in which the lowest percentage is 1.92%. Source : http://www.w3counter.com/globalstats.php?year=2012&month=7 Having a look at this other site, IE6 shows up in 11th place out of 12, just before "Other" http://www.sitepoint.com/browser-trends-february-2012/ This makes me a little more wary of not spending more time on IE compatibility. However, my site will not be going to a live beta until October or November, and I'm hoping that IE10 will have more features coded into it. Currently, I've written my upload page which is a "drag-and-drop files from the OS" type to simply display "IE is not supported", leaving no other option for IE users to upload pictures because I've spent so much time writing the uploader which does many things other than just upload the files. I will be changing this kinda cold "Access Denied" to a suggestion to upgrade, or install other browsers, with download links for each. Big thanks for the posts here and the interesting links!

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  • Options for 2D Web/iPhone/Android, with Test Framework

    - by ashes999
    I would like to make a 2D game with one codebase that runs on iPhone, Android, and web (any flavour of web -- HTML5, Flash, Silverlight, etc.) What are my options? I should be able to write my code once, and run it anywhere. I also absolutely need the ability to write unit tests (or write a unit-testing framework) -- I cannot make sizable games without testing. Unity is good, but unity is 3d; even with hacks, the graphical assets will still be 3d. I'm after 2d, not 3d. (If you need a Mac or separate licensing for the Mac part, that's okay.)

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  • When should I decide what language and platforms I will use for a project?

    - by Mikalichov
    During your development process, when is the recommended phase to decide what platform to aim for, and what language to use? I figured that it would be better to choose at the beginning what would be your target platform, as it would affect your design decisions, and limit the language you are supposed to use. However, I have heard several stories of people developing their game with whatever language they were the most confident with, and then porting it to the various platforms. So, what is the best moment to choose? Before, during, after? If there is not one best choice, what factors should affect the decision?

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  • Crossbrowser issue - navigation-menu [closed]

    - by aztekk
    I'm having issues with crossbrowser compatibility on my navigationmenu for my site. The issue is that it's not working as expected in MSIE. It bugs out on mouseover. The site is run with wordpress and the theme is called GreenChilli. It's a free theme from MyThemeShop and they don't seam to be very active in resolving free theme issues on their forum. Can someone have a look and see if this is an easy fix, or if I maybe have to abaondon this theme for something else? Site is: http://lamslagen.com

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  • Is it wrong to not support IE or older browsers? [closed]

    - by XToro
    Possible Duplicate: So now Google has said no to old browsers when can the rest of us follow suit? Normally a SO browser but this question doesn't fit there, hopefully it fits here. I just want to ask from web designers' point of view if it's wrong to not care about supporting Internet Explorer or older browsers. The site I'm designing looks great in all browsers except IE9-. There are certain things that IE doesn't support or behave like other browsers; AJAX, JQuery, webkit stuff, some CSS styles, drop-and-drop files from OS etc etc, but it all works great in Safari, FireFox, Chrome etc. Should I be that concerned? I know there are several people that use IE, but it's limitations have just been causing me more work by having to come up with workarounds. From what I've read, many of the issues I've been having should be solved with IE10, but not everybody keeps up to date. I know of several people who are still using IE6! Again, I'm hoping this is the right place to ask a question like this, and if not, please point me to the right stack exchange site instead of just downvoting me. Thanks!

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