Search Results

Search found 9288 results on 372 pages for 'farseer physics engine'.

Page 180/372 | < Previous Page | 176 177 178 179 180 181 182 183 184 185 186 187  | Next Page >

  • Unity3D Android - Move your character to a specific x position

    - by user3666251
    Im making a new game for android and I wanted to move my character (which is a cube for now) to a specific x location (on top of a flying floor/ground thingy) but I've been having some troubles with it.I've been using this script : var jumpSpeed: float = 3.5; var distToGround: float; function Start(){ // get the distance to ground distToGround = collider.bounds.extents.y; } function IsGrounded(): boolean { return Physics.Raycast(transform.position, -Vector3.up, distToGround + 0.1); } function Update () { // Move the object to the right relative to the camera 1 unit/second. transform.Translate(Vector3.forward * Time.deltaTime); if (Input.anyKeyDown && IsGrounded()){ rigidbody.velocity.x = jumpSpeed; } } And this is the result (which is not what I want) : https://www.youtube.com/watch?v=Fj8B6eI4dbE&feature=youtu.be Anyone has any idea how to do this ? Im new in unity and scripting.Im using java btw. Ty.

    Read the article

  • Are there any alternative JS ports of Box2D?

    - by Petteri Hietavirta
    I have been thinking about creating a top down 2D car game for HTML5. For my first game I wrote the physics and collisions my self but for this one I would like to use some ready made library. I found out Box2D and its JS port. http://box2d-js.sourceforge.net It seems to be quite old port, made in 2008. Is it lacking many features of current Box2D or does it have major issues with it? And are there any alternatives for it?

    Read the article

  • Is it possible to learn maths via programming, or you should learn maths for programming?

    - by SAFAD
    I am not the best in maths, not very horrid either, but lower than the average, I've always been thinking to improve my maths, but schools and books didn't do the job because I get bored too fast. The only thing I don't get bored with is coding and gaming, so I thought what if coding a program that solves mathematical problems will help me understand maths better, most of these problems are limits (calculus), functions, Differential calculus, and some other subjects (I already said am not that good) similar to the previous noted. My question is: Am I able to achieve a better knowledge in maths if I do some specific program coding, and if possible, is physics possible that way too? Or am I wrong and Maths should be learned before programming to help improve my coding? P.S : C++ is the preferred language.

    Read the article

  • Help comparing Cocos2d and Unity3d for this project [closed]

    - by Omega
    I will not go into details, but I would like to hear your opinions about this: Essentially, my project will be a 2d game, with lots of complex levels, where some might be simple and others might be a bit more deep, with physics, etc. We want to implement our very own online structure: logging in, leaderboards, achievements, friends etc with our own servers. This means no OpenFeint nor GameCenter at all. We expect this game to be very large in both graphics and audio. We wish to use in-app purchases. Now, we considered two options. Cocos2d and Unity3d. We need help deciding using the factors I mentioned before (networking, good performance even for a large game in terms of graphics and audio like this, in-app purchases, etc) which option would fit better this? Technically, both options can create 2d games. I'd like to hear your opinion.

    Read the article

  • What is the point in using real time?

    - by bobobobo
    I understand that using real time frame elapses (which should vary between 16-17ms on average) are provided by a lot of frameworks. GetTimeElapsedSinceLastFrame, and it gives you the wall clock time. But should we use this information in basic physics simulation? It looks to me to be a bad idea. Say there is a slight lag on the machine, for whatever reason (say a virus scanner starts up). The calculations all jump, and there is no need for this. Why not use a virtual second and ignore wall clock time? For gameplay on the level of Commander Keen, shouldn't you always use the virtual second and not real-time? (Besides stopwatch timing for race games) I don't see a need to use real time and not a fixed 16ms time step.

    Read the article

  • Check if the vector is behind another or maybe opposite directions?

    - by Gilson
    I'm doing a network game and on the client side, i interpolate the client position with the server sent extrapolated position. The client has its own physics simulation wich is corrected by the server in steps. The problem is when it laggs and i 'kick' the ball, the server gets a delayed message and sends me the position backwards of the client position wich makes the ball goes back and forth. I want to ignore those and maybe compensate that on the server, not sure though. The problem is the clock difference on those case are 0.07ms or 0.10 ms wich isn't that high to ignore the message i guess. When i get the server position, i extrapolate with the clock interval * serverBallVelocity Can i check if my new ball server position is behind my actual ball vector position? I tried to use the dot product after normalized the two vectors to check if they are opposite but it ain't working properly. Any suggestions on checking that?

    Read the article

  • Communication between Box2D and libGDX Stage (Scene2D) running in separate threads

    - by atok
    I'm making a physics based 2D game using libGDX and Box2D. I want to move the execution of the simulation out of render thread. I use immutable messages and the BlockingQueue to pass the information about player actions. The Box2D applies forces and runs a frame of simulation. In the next step I would like to sync back the changes and update Scene2D Actors accordingly. Making an immutable copy of the state of the game world and sending it back using Gdx.app.postRunnable() is one option but it seems inefficient. Is there any other option?

    Read the article

  • Is it correct to refer to a performing programming assignments as a "computer labs"?

    - by Nick Rosencrantz
    Can we say that developing an algorithm is a "laboration"? Are these "labs"? At engineering performing an exercise or an assignement is refered to as "labs" but are those "labs" when in fact it is mainly software problem solving pretty much like numeric methods in math which are not "labs". When studying engineering such as electrical engineering or physics you might do a "laser lab" or a "chemical laboration" if you study chemical engineering for instance. How do you define "lab"? Just performing something experimental? This is sort of double meaning also the physical environment at universities which we call "computer labs" that in fact are just rooms with computers.

    Read the article

  • Game Development Resources? [closed]

    - by stas
    I want to make an iPhone game and I was wondering if somebody could point me to some resources. Before you rage and close this, I am not looking for just a tutorial on programming, I could just google that. I need to find a tutorial on how to actually make a game, as in how to organize your code, what type of methods to run in separate threads, how to manage these threads in a game, etc. I already know everything I need; I can write a physics engine from scratch, I can write a 3D graphics pipeline from scratch, and so on. What I cannot figure out is how to combine all of this knowledge into correctly and efficiently making a game. Obviously for this one would probably go to college, but seeing as I am still in high school, that is not an option. If anyone would know some tutorials or resources, any pointers would be appreciated.

    Read the article

  • Is an extra collision-mesh for level-data worth the hassle?

    - by Serthy
    What is the optimal approach for collision-detection with the environment in an 3D engine (with triangle mesh based geometry, no bsp)? A) Use the render mesh [+] no need for additional work for artists to fiddle with collision detection [-] high detail is harder for physics calculation [+/-] maybe use collidable flags for materials [+/-] compute the collision-mesh from the render-mesh B) Use an additional collision mesh [+] faster/more optimal collision-detection [-] additional work (either by the artist or by the programmer who has to develop an algorithm to compute it from the render-mesh) [-] more memory useage How do AAA title handle this? And what are the indie dev's approaches?

    Read the article

  • Why does my FPS drop gradually over time?

    - by mmankt
    I'm working on this game: yt alpha preview I came into a huge game-breaking problem - after 10-15 min of gameplay the FPS drops from 60 to 30 and is very unstable. I'm using tons of physics and particles, I'm deleting and nulling everything I can after it's supposed to be removed, I remove objects from vectors etc. The memory usage is stable at around 150mb so a leak is unlikely (or invisible?)- after a round ends and I delete everything, play a new round and performance is still terrible. I spent two days trying to figure this out and I just can't fix it. Maybe I'm missing something? I know it's hard to help with no code but I would just have to post my whole source.

    Read the article

  • Continuing to code on large projects

    - by user3487347
    I am a hobbyist programmer, and I've started many medium - sized projects to work on just by myself. These include games, a raytracer, physics simulations etc. By the time these projects get to a certain size (around 5000 lines), I begin to slow down in adding features to the program. This is not because of a lack of ideas of what to implement in a program, but rather a struggle in how to go about it. In particular, I'm afraid of breaking what I already have working in order to implement a new feature. I've tried using version control like Git and Subversion, but these seem unnecessary when you are a one man team. I simply have a folder of "versions" of my program, one for each major change I make. How do I keep coding past this 5000 line mark? What about the 50000 line mark?

    Read the article

  • How do I duplicate a Box2d simulation, mid-simulation?

    - by Whyte
    I want to serialize the state mid-game, send it over the network to an identical computer (same CPU, same OS, same binary), load it there, and have the two games run in tandem doing the exact same simulation, without one of them drifting off and going haywire. In short: I want pop-in, pop-out networking support on my HIGHLY physics-intensive game, where sending object coordinates every few seconds is impossible, due to having thousands of objects, and many clients. I tried this with Box2D, and saving an object's location/velocity/etc wasn't enough... there's internal state that's not accessible through any public methods. My current workaround is to force EVERY client to save its entire worldstate and reload it from scratch, whenever a new player connects... but this is obviously bad practice, because it hangs the game for everyone whenever someone new connects. However, it works, with zero desynchronization. So, anyone know of any other techniques that can help me? Or should I just kiss my project goodbye?

    Read the article

  • Usefull skills from a computer science degree

    - by Tom Squires
    I did my degree in physics and moved later into programming. I have two and a half years experience under my belt and like to think I write good code. I am, however, concerned that not doing a compsci degree has left holes in my knowledge. I would like to fill those up now since I know I want to be doing programming for the rest of my career. What skills/techniques did you learn in your compsci degree that one wouldn't pick up from on-the-job programming?

    Read the article

  • I've got two technical degrees but little in the way of experience. How do I get into programming? [closed]

    - by Neonfirelights
    I'm looking for a job, I want to break into programming. I'm looking for the right sort of role and the right place to look for it; I would really appreciate input from someone with industry experience. I've got an excellent academic record: BSc Physics (2:1), MSc Computer Graphics, Vision and Imaging (expecting Merit) from two world ranking universities. I have advanced technical knowledge of C/C++ and Matlab and experience working with C# and VB.NET. Unfortunately I don't have much in the way of commercial experience; unlike a lot of people I know my under-graduate didn't come with a sandwich placement. Where can I go to break into the software industry?

    Read the article

  • Code for Controlling the Bike in a bike game

    - by user1489257
    I'm new(ish) to Actionscript 3 and I was wondering what the code what would be like for controlling the bike in a game. I have a two main questions: Is Box2D the best physics engine to go with for this type of game? How would the animation of the bike work. Would I have to create a bike animation of the wheels moving and make it start and stop when the key to go forward is pressed. How would I go about it slowly stopping when the key to go forward is released? Thanks.

    Read the article

  • What is a good format for a 3d topview map?

    - by Tinco
    I am building a 3d topview game like GTA2. In this game the ground is mostly one level (except for tunnels and highways). Most of the ground is also city so the ground is usually covered by either roads or buildings. The buildings are simple 3d models which the player can walk around on. Most of the gameplay is 2d. How should I model the map? I have considered the following options: Bitmaps, I think this gives problems when I want to add data smaller than a tile. Also the problem of bridges and tunnels seems hard to solve with this. Polygons, define all roads, terrain types, buildings with polygons and save that along with physics and texture information. What approach would you take or have you ever implemented this or know of an implementation?

    Read the article

  • Unable to install SQL 2008 on Windows 7

    - by Axel
    SQL 2008 install hangs on Windows 7 The story: Trying to install SQL2008 on Windows 7 hangs on SqlEngineDBStartconfigAction_install_configrc_Cpu32. What I Tried: Uninstall hangs on validation Manual uninstall using msiinv.exe and msiexec /x works Added SQL service accounts to local admins no help Turn of UAC no help Last lines in setup log: 2010-04-01 16:18:05 SQLEngine: : Checking Engine checkpoint 'GetSqlServerProcessHandle' 2010-04-01 16:18:05 SQLEngine: --SqlServerServiceSCM: Waiting for nt event 'Global\sqlserverRecComplete' to be created 2010-04-01 16:18:07 SQLEngine: --SqlServerServiceSCM: Waiting for nt event 'Global\sqlserverRecComplete' or sql process handle to be signaled 2010-04-01 16:18:07 SQLEngine: : Checking Engine checkpoint 'WaitSqlServerStartEvents' 2010-04-01 16:18:53 Slp: Sco: Attempting to initialize script 2010-04-01 16:18:53 Slp: Sco: Attempting to initialize default connection string 2010-04-01 16:18:53 Slp: Sco: Attempting to set script connection protocol to NotSpecified 2010-04-01 16:18:53 Slp: Sco: Attempting to set script connection protocol to NamedPipes 2010-04-01 16:18:53 SQLEngine: --SqlDatabaseServiceConfig: Connection String: Data Source=\.\pipe\SQLLocal\MSSQLSERVER;Initial Catalog=master;Integrated Security=True;Pooling=False;Network Library=dbnmpntw;Application Name=SqlSetup 2010-04-01 16:18:53 SQLEngine: : Checking Engine checkpoint 'ServiceConfigConnect' 2010-04-01 16:18:53 SQLEngine: --SqlDatabaseServiceConfig: Connecting to SQL.... 2010-04-01 16:18:53 Slp: Sco: Attempting to connect script 2010-04-01 16:18:53 Slp: Connection string: Data Source=\.\pipe\SQLLocal\MSSQLSERVER;Initial Catalog=master;Integrated Security=True;Pooling=False;Network Library=dbnmpntw;Application Name=SqlSetup And now comes the fun part: When I open conf mgr I can see the service running, I enabled named pipes and TCP/IP, restarted the service I'm able to connect to the server using an OLE DB connection but not with the Native Client. And what I find suspicious is the following error in my app log: .NET Runtime Optimization Service (clr_optimization_v2.0.50727_32) - Failed to compile: C:\Program Files\Microsoft SQL Server\100\Tools\Binn\VSShell\Common7\Tools\VDT\DataProjects.dll . Error code = 0x8007000b In MS connect this is reported as a bug but MS is unable to reproduce the problem altough when you search the fora I'm not the only one with this problem. So any help is appreciated.

    Read the article

  • How to test Rails 3 Engines with Cucumber & Rspec?

    - by cowboycoded
    I apologize if this question is slightly subjective... I am trying to figure out the best way to test Rails 3 Engines with Cucumber & Rspec. In order to test the engine a rails 3 app is necessary. Here is what I am currently doing: Add a rails test app to the root of the gem (myengine) by running: rails new /myengine/rails_app Add Cucumber to /myengine/rails_app/features as you would in a normal Rails app Require the Rails Engine Gem (using :path=>"/myengine") in /myengine/rails_app/Gemfile Add spec to the root directory of the gem: /myengine/spec Include the fixtures in /myengine/spec/fixtures and I add the following to my cuc env.rb: env.rb: Fixtures.reset_cache fixtures_folder = File.join(Rails.root, 'spec', 'fixtures') fixtures = Dir[File.join(fixtures_folder, '*.yml')].map {|f| File.basename(f, '.yml') } Fixtures.create_fixtures(fixtures_folder, fixtures) Do you see any problems with setting it up like this? The tests run fine, but I am a bit hesitant to put the features inside the test rails app. I originally tried putting the features in the root of the gem and I created the test rails app inside features/support, but for some reason my engine would not initialize when I ran the tests, even though I could see the app loading everything else when cuc ran. If anyone is working with Rails Engines and is using cuc and rspec for testing, I would be interested to hear your setup.

    Read the article

  • uploadify scriptData problem

    - by elpaso66
    Hi, I'm having problems with scriptData on uploadify, I'm pretty sure the config syntax is fine but whatever I do, scriptData is not passed to the upload script. I tested in both FF and Chrome with flash v. Shockwave Flash 9.0 r31 This is the config: $(document).ready(function() { $('#id_file').uploadify({ 'uploader' : '/media/filebrowser/uploadify/uploadify.swf', 'script' : '/admin/filebrowser/upload_file/', 'scriptData' : {'session_key': 'e1b552afde044bdd188ad51af40cfa8e'}, 'checkScript' : '/admin/filebrowser/check_file/', 'cancelImg' : '/media/filebrowser/uploadify/cancel.png', 'auto' : false, 'folder' : '', 'multi' : true, 'fileDesc' : '*.html;*.py;*.js;*.css;*.jpg;*.jpeg;*.gif;*.png;*.tif;*.tiff;*.mp3;*.mp4;*.wav;*.aiff;*.midi;*.m4p;*.mov;*.wmv;*.mpeg;*.mpg;*.avi;*.rm;*.pdf;*.doc;*.rtf;*.txt;*.xls;*.csv;', 'fileExt' : '*.html;*.py;*.js;*.css;*.jpg;*.jpeg;*.gif;*.png;*.tif;*.tiff;*.mp3;*.mp4;*.wav;*.aiff;*.midi;*.m4p;*.mov;*.wmv;*.mpeg;*.mpg;*.avi;*.rm;*.pdf;*.doc;*.rtf;*.txt;*.xls;*.csv;', 'sizeLimit' : 10485760, 'scriptAccess' : 'sameDomain', 'queueSizeLimit' : 50, 'simUploadLimit' : 1, 'width' : 300, 'height' : 30, 'hideButton' : false, 'wmode' : 'transparent', translations : { browseButton: 'BROWSE', error: 'An Error occured', completed: 'Completed', replaceFile: 'Do you want to replace the file', unitKb: 'KB', unitMb: 'MB' } }); $('input:submit').click(function(){ $('#id_file').uploadifyUpload(); return false; }); }); I checked that other values (file name) are passed correctly but session_key is not. This is the decorator code from django-filebrowser, you can see it checks for request.POST.get('session_key'), the problem is that request.POST is empty. def flash_login_required(function): """ Decorator to recognize a user by its session. Used for Flash-Uploading. """ def decorator(request, *args, **kwargs): try: engine = __import__(settings.SESSION_ENGINE, {}, {}, ['']) except: import django.contrib.sessions.backends.db engine = django.contrib.sessions.backends.db print request.POST session_data = engine.SessionStore(request.POST.get('session_key')) user_id = session_data['_auth_user_id'] # will return 404 if the session ID does not resolve to a valid user request.user = get_object_or_404(User, pk=user_id) return function(request, *args, **kwargs) return decorator

    Read the article

  • java client program to send digest authentication request using HttpClient API

    - by Rajesh
    I have restlet sample client program which sends the digest request. Similar to this I need java client program which sends a digest request using HttpClient api. Can anybody send me sample code. Thanks in advance. Reference reference = new Reference("http://localhost:8092/authenticate"); Client client = new Client(Protocol.HTTP); Request request = new Request(Method.GET, reference); Response response = client.handle(request); System.out.println("response: "+response.getStatus()); Form form = new Form(); form.add("username", "rajesh"); form.add("uri", reference.getPath()); // Loop over the challengeRequest objects sent by the server. for (ChallengeRequest challengeRequest : response .getChallengeRequests()) { // Get the data from the server's response. if (ChallengeScheme.HTTP_DIGEST .equals(challengeRequest.getScheme())) { Series<Parameter> params = challengeRequest.getParameters(); form.add(params.getFirst("nonce")); form.add(params.getFirst("realm")); form.add(params.getFirst("domain")); form.add(params.getFirst("algorithm")); form.add(params.getFirst("qop")); } } // Compute the required data String a1 = Engine.getInstance().toMd5( "rajesh" + ":" + form.getFirstValue("realm") + ":" + "rajesh"); String a2 = Engine.getInstance().toMd5( request.getMethod() + ":" + form.getFirstValue("uri")); form.add("response", Engine.getInstance().toMd5( a1 + ":" + form.getFirstValue("nonce") + ":" + a2)); ChallengeResponse challengeResponse = new ChallengeResponse( ChallengeScheme.HTTP_DIGEST, "", ""); challengeResponse.setCredentialComponents(form); // Send the completed request request.setChallengeResponse(challengeResponse); response = client.handle(request); // Should be 200. System.out.println(response.getStatus());

    Read the article

  • MySQL Error 1452 - Cannot add or update a child row: a foreign key constraint fails

    - by dscher
    I've looked at other people's questions on this topic but can't seem to find where my error is coming from. Any help would be greatly appreciated. I'm including as much as I can think of that might help find the problem: CREATE TABLE stocks ( id INT AUTO_INCREMENT NOT NULL, user_id INT(11) UNSIGNED NOT NULL, ticker VARCHAR(20) NOT NULL, name VARCHAR(20), rating INT(11), position ENUM("strong buy", "buy", "sell", "strong sell", "neutral"), next_look DATE, privacy ENUM("public", "private"), PRIMARY KEY(id), FOREIGN KEY (user_id) REFERENCES users(id) ON DELETE CASCADE ) ENGINE=InnoDB DEFAULT CHARSET=utf8; CREATE TABLE IF NOT EXISTS `stocks_tags` ( `stock_id` INT NOT NULL, `tag_id` INT NOT NULL, PRIMARY KEY (`stock_id`,`tag_id`), KEY `fk_stock_tag` (`tag_id`), KEY `fk_tag_stock` (`stock_id`) ) ENGINE=InnoDB DEFAULT CHARSET=utf8; ALTER TABLE `stocks_tags` ADD CONSTRAINT `fk_stock_tag` FOREIGN KEY (`tag_id`) REFERENCES `tags` (`id`) ON DELETE CASCADE ON UPDATE CASCADE, ADD CONSTRAINT `fk_tag_stock` FOREIGN KEY (`stock_id`) REFERENCES `stocks` (`id`) ON DELETE CASCADE ON UPDATE CASCADE; CREATE TABLE tags( id INT AUTO_INCREMENT NOT NULL PRIMARY KEY, tags VARCHAR(30), UNIQUE(tags) ) ENGINE=INNODB DEFAULT CHARSET=utf8; And the error I'm getting: Database_Exception [ 1452 ]: Cannot add or update a child row: a foreign key constraint fails (`ddmachine`.`stocks_tags`, CONSTRAINT `fk_stock_tag` FOREIGN KEY (`tag_id`) REFERENCES `tags` (`id`) ON DELETE CASCADE ON UPDATE CASCADE) [ INSERT INTO `stocks_tags` (`stock_id`, `tag_id`) VALUES (19, 'cash') ] I did see that someone else had a similar problem based on their enum columns but don't think that's it.

    Read the article

  • How do you keep all your languages straight?

    - by Chris Blackwell
    I think I'm going a little crazy. Right now, I'm working with the following languages (I was just doing a mental inventory): C++ - our game engine Assembler - low level debugging and a few co-processor specific routines Lua - our game engine scripting language HLSL - for shaders Python - our build system and utility tools Objective C/C++ - game engine platform code for Mac and iPhone C# - A few tools developed in our overseas office ExtendScript - Photoshop exporting tools ActionScript - UI scripting VBScript - some spreadsheet related stuff PHP - some web related stuff SQL - some web and tool related stuff On top of this are the plethora of API's that often have many different ways of doing the same thing: std library, boost, .NET, wxWidgets, Cocoa, Carbon, native script libraries for Python, Lua, etc, OpenGL, Direct3d, GDI, Aqua, augh! I find myself inadvertently conflating languages and api's, not realizing what I'm doing until I get syntax errors. I feel like I can't possibly keep up with it, and I can't possibly be proficient in all of these areas. Especially outside the realm of C++ and Python, I find myself programming more by looking at manuals that from memory. Do you have a similar problem? Ideas for compartmentalizing so you're more efficient? Deciding where you want to stay proficient? Organizational tips? Good ways to remember when you switch from Lua to C++ you need to start using semi-colons again? Rants on how complicated we programmers have made things for ourselves? Any ideas welcome!

    Read the article

  • Complex Query on cassandra

    - by Sadiqur Rahman
    I have heard on cassandra database engine few days ago and searching for a good documentation on it. after studying on cassandra I got cassandra is more scalable than other data engine. I also read on Amazon SimpleDB but as SimpleDB has a limitation 10GB/table and Google Datastore is slower than Amazon SimpleDB, I prefer not to use them (Google Datastore, Amazon SimpleDB). So for making our site scaled specially high write rates with massive data, I like to use Cassandra as our Data Engine. But before starting using cassandra I am confused on "How to handle complex data using casssandra". I am giving you the MySQL database structure below, Please read this and give me a good suggestion. Users Table hasColum ID Primary hasColum email Unique hasColum FirstName hasColum LastName Category Table hasColum ID Primary hasColum Parent hasColum Category Posts Table hasColum ID Primary hasColum UID Index foreign key linked to users-ID hasColum CID Index foreign key linked to Category-ID hasColum Title hasColum Post Index hasColum PunDate Comments hasColum ID primary hasColum UID Index foreign key linked to users-ID hasColum PID Index foreign key linked to Posts-ID hasColum Comment User Group hasColum ID primary hasColum Name UserToGroup Table (for many to many relation only) hasColum UID foreign key linked to Users-ID hasColum GID foreign key linked to Group-ID Finally for your information, I like to use SimpleCassie PHP Class http://code.google.com/p/simpletools-php/ So, it will be very helpful if you can give me example using SimpleCassie

    Read the article

  • InvalidCastException for two Objects of the same type

    - by LLEA
    hi, I have this weird problem that I cannot handle myself. A class in the model of my mvp-project designed as singleton causes an InvalidCastException. The source of error is found in this code line where the deserialised object is assigned to the instance variable of the class: engineObject = (ENGINE)xSerializer.Deserialize(str); It occurs whenever I try to add one of my UserControls to a Form or to a different UC. All of my UCs have a special presenter that access the above mentioned instance variable of the singleton class. This is what I get when trying to add a UC somewhere: 'System.TypeInitializationException: The type initializer for 'MVP.Model.EngineData' threw an exception. ---- System.InvalidCastException: [A]Engine cannot be cast to [B]Engine. Type A originates from 'MVP.Model, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' in the context 'LoadNeither' at location '[...]\AppData\Roaming\Microsoft\VisualStudio\9.0\ProjectAssemblies\uankw1hh01\MVP.Model.dll'. Type B originates from 'MVP.Model, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' in the context 'LoadNeither' at location '[...]\AppData\Roaming\Microsoft\VisualStudio\9.0\ProjectAssemblies\u_hge2de01\MVP.Model.dll'... So I somehow have two assemblies and they are not accessed from my project folder, but from a VS temp folder? I googled a lot and only found this: IronPython Exception: [A]Person cannot be cast to [B]Person. There is a solution offered, but first it concerns IronPhyton and second I don't know where to use it within my project? It would be just great, if u could help me out here :-) thx

    Read the article

< Previous Page | 176 177 178 179 180 181 182 183 184 185 186 187  | Next Page >