Search Results

Search found 5665 results on 227 pages for '2d games'.

Page 183/227 | < Previous Page | 179 180 181 182 183 184 185 186 187 188 189 190  | Next Page >

  • Puppet's automatically generated certificates failing

    - by gparent
    I am running a default configuration of Puppet on Debian Squeeze 6.0.4. The server's FQDN is master.example.com. The client's FQDN is client.example.com. I am able to contact the puppet master and send a CSR. I sign it using puppetca -sa but the client will still not connect. Date of both machines is within 2 seconds of Tue Apr 3 20:59:00 UTC 2012 as I wrote this sentence. This is what appears in /var/log/syslog: Apr 3 17:03:52 localhost puppet-agent[18653]: Reopening log files Apr 3 17:03:52 localhost puppet-agent[18653]: Starting Puppet client version 2.6.2 Apr 3 17:03:53 localhost puppet-agent[18653]: Could not retrieve catalog from remote server: SSL_connect returned=1 errno=0 state=SSLv3 read server certificate B: certificate verify failed Apr 3 17:03:53 localhost puppet-agent[18653]: Using cached catalog Apr 3 17:03:53 localhost puppet-agent[18653]: Could not retrieve catalog; skipping run Here is some interesting output: OpenSSL client test: client:~# openssl s_client -host master.example.com -port 8140 -cert /var/lib/puppet/ssl/certs/client.example.com.pem -key /var/lib/puppet/ssl/private_keys/client.example.com.pem -CAfile /var/lib/puppet/ssl/certs/ca.pem CONNECTED(00000003) depth=1 /CN=Puppet CA: master.example.com verify return:1 depth=0 /CN=master.example.com verify error:num=7:certificate signature failure verify return:1 depth=0 /CN=master.example.com verify return:1 18509:error:1409441B:SSL routines:SSL3_READ_BYTES:tlsv1 alert decrypt error:s3_pkt.c:1102:SSL alert number 51 18509:error:140790E5:SSL routines:SSL23_WRITE:ssl handshake failure:s23_lib.c:188: client:~# master's certificate: root@master:/etc/puppet# openssl x509 -text -noout -in /etc/puppet/ssl/certs/master.example.com.pem Certificate: Data: Version: 3 (0x2) Serial Number: 2 (0x2) Signature Algorithm: sha1WithRSAEncryption Issuer: CN=Puppet CA: master.example.com Validity Not Before: Apr 2 20:01:28 2012 GMT Not After : Apr 2 20:01:28 2017 GMT Subject: CN=master.example.com Subject Public Key Info: Public Key Algorithm: rsaEncryption RSA Public Key: (1024 bit) Modulus (1024 bit): 00:a9:c1:f9:4c:cd:0f:68:84:7b:f4:93:16:20:44: 7a:2b:05:8e:57:31:05:8e:9c:c8:08:68:73:71:39: c1:86:6a:59:93:6e:53:aa:43:11:83:5b:2d:8c:7d: 54:05:65:c1:e1:0e:94:4a:f0:86:58:c3:3d:4f:f3: 7d:bd:8e:29:58:a6:36:f4:3e:b2:61:ec:53:b5:38: 8e:84:ac:5f:a3:e3:8c:39:bd:cf:4f:3c:ff:a9:65: 09:66:3c:ba:10:14:69:d5:07:57:06:28:02:37:be: 03:82:fb:90:8b:7d:b3:a5:33:7b:9b:3a:42:51:12: b3:ac:dd:d5:58:69:a9:8a:ed Exponent: 65537 (0x10001) X509v3 extensions: X509v3 Basic Constraints: critical CA:FALSE Netscape Comment: Puppet Ruby/OpenSSL Internal Certificate X509v3 Key Usage: critical Digital Signature, Key Encipherment X509v3 Subject Key Identifier: 8C:2F:14:84:B6:A1:B5:0C:11:52:36:AB:E5:3F:F2:B9:B3:25:F3:1C X509v3 Extended Key Usage: critical TLS Web Server Authentication, TLS Web Client Authentication Signature Algorithm: sha1WithRSAEncryption 7b:2c:4f:c2:76:38:ab:03:7f:c6:54:d9:78:1d:ab:6c:45:ab: 47:02:c7:fd:45:4e:ab:b5:b6:d9:a7:df:44:72:55:0c:a5:d0: 86:58:14:ae:5f:6f:ea:87:4d:78:e4:39:4d:20:7e:3d:6d:e9: e2:5e:d7:c9:3c:27:43:a4:29:44:85:a1:63:df:2f:55:a9:6a: 72:46:d8:fb:c7:cc:ca:43:e7:e1:2c:fe:55:2a:0d:17:76:d4: e5:49:8b:85:9f:fa:0e:f6:cc:e8:28:3e:8b:47:b0:e1:02:f0: 3d:73:3e:99:65:3b:91:32:c5:ce:e4:86:21:b2:e0:b4:15:b5: 22:63 root@master:/etc/puppet# CA's certificate: root@master:/etc/puppet# openssl x509 -text -noout -in /etc/puppet/ssl/certs/ca.pem Certificate: Data: Version: 3 (0x2) Serial Number: 1 (0x1) Signature Algorithm: sha1WithRSAEncryption Issuer: CN=Puppet CA: master.example.com Validity Not Before: Apr 2 20:01:05 2012 GMT Not After : Apr 2 20:01:05 2017 GMT Subject: CN=Puppet CA: master.example.com Subject Public Key Info: Public Key Algorithm: rsaEncryption RSA Public Key: (1024 bit) Modulus (1024 bit): 00:b5:2c:3e:26:a3:ae:43:b8:ed:1e:ef:4d:a1:1e: 82:77:78:c2:98:3f:e2:e0:05:57:f0:8d:80:09:36: 62:be:6c:1a:21:43:59:1d:e9:b9:4d:e0:9c:fa:09: aa:12:a1:82:58:fc:47:31:ed:ad:ad:73:01:26:97: ef:d2:d6:41:6b:85:3b:af:70:00:b9:63:e9:1b:c3: ce:57:6d:95:0e:a6:d2:64:bd:1f:2c:1f:5c:26:8e: 02:fd:d3:28:9e:e9:8f:bc:46:bb:dd:25:db:39:57: 81:ed:e5:c8:1f:3d:ca:39:cf:e7:f3:63:75:f6:15: 1f:d4:71:56:ed:84:50:fb:5d Exponent: 65537 (0x10001) X509v3 extensions: X509v3 Basic Constraints: critical CA:TRUE Netscape Comment: Puppet Ruby/OpenSSL Internal Certificate X509v3 Key Usage: critical Certificate Sign, CRL Sign X509v3 Subject Key Identifier: 8C:2F:14:84:B6:A1:B5:0C:11:52:36:AB:E5:3F:F2:B9:B3:25:F3:1C Signature Algorithm: sha1WithRSAEncryption 1d:cd:c6:65:32:42:a5:01:62:46:87:10:da:74:7e:8b:c8:c9: 86:32:9e:c2:2e:c1:fd:00:79:f0:ef:d8:73:dd:7e:1b:1a:3f: cc:64:da:a3:38:ad:49:4e:c8:4d:e3:09:ba:bc:66:f2:6f:63: 9a:48:19:2d:27:5b:1d:2a:69:bf:4f:f4:e0:67:5e:66:84:30: e5:85:f4:49:6e:d0:92:ae:66:77:50:cf:45:c0:29:b2:64:87: 12:09:d3:10:4d:91:b6:f3:63:c4:26:b3:fa:94:2b:96:18:1f: 9b:a9:53:74:de:9c:73:a4:3a:8d:bf:fa:9c:c0:42:9d:78:49: 4d:70 root@master:/etc/puppet# Client's certificate: client:~# openssl x509 -text -noout -in /var/lib/puppet/ssl/certs/client.example.com.pem Certificate: Data: Version: 3 (0x2) Serial Number: 3 (0x3) Signature Algorithm: sha1WithRSAEncryption Issuer: CN=Puppet CA: master.example.com Validity Not Before: Apr 2 20:01:36 2012 GMT Not After : Apr 2 20:01:36 2017 GMT Subject: CN=client.example.com Subject Public Key Info: Public Key Algorithm: rsaEncryption RSA Public Key: (1024 bit) Modulus (1024 bit): 00:ae:88:6d:9b:e3:b1:fc:47:07:d6:bf:ea:53:d1: 14:14:9b:35:e6:70:43:e0:58:35:76:ac:c5:9d:86: 02:fd:77:28:fc:93:34:65:9d:dd:0b:ea:21:14:4d: 8a:95:2e:28:c9:a5:8d:a2:2c:0e:1c:a0:4c:fa:03: e5:aa:d3:97:98:05:59:3c:82:a9:7c:0e:e9:df:fd: 48:81:dc:33:dc:88:e9:09:e4:19:d6:e4:7b:92:33: 31:73:e4:f2:9c:42:75:b2:e1:9f:d9:49:8c:a7:eb: fa:7d:cb:62:22:90:1c:37:3a:40:95:a7:a0:3b:ad: 8e:12:7c:6e:ad:04:94:ed:47 Exponent: 65537 (0x10001) X509v3 extensions: X509v3 Basic Constraints: critical CA:FALSE Netscape Comment: Puppet Ruby/OpenSSL Internal Certificate X509v3 Key Usage: critical Digital Signature, Key Encipherment X509v3 Subject Key Identifier: 8C:2F:14:84:B6:A1:B5:0C:11:52:36:AB:E5:3F:F2:B9:B3:25:F3:1C X509v3 Extended Key Usage: critical TLS Web Server Authentication, TLS Web Client Authentication Signature Algorithm: sha1WithRSAEncryption 33:1f:ec:3c:91:5a:eb:c6:03:5f:a1:58:60:c3:41:ed:1f:fe: cb:b2:40:11:63:4d:ba:18:8a:8b:62:ba:ab:61:f5:a0:6c:0e: 8a:20:56:7b:10:a1:f9:1d:51:49:af:70:3a:05:f9:27:4a:25: d4:e6:88:26:f7:26:e0:20:30:2a:20:1d:c4:d3:26:f1:99:cf: 47:2e:73:90:bd:9c:88:bf:67:9e:dd:7c:0e:3a:86:6b:0b:8d: 39:0f:db:66:c0:b6:20:c3:34:84:0e:d8:3b:fc:1c:a8:6c:6c: b1:19:76:65:e6:22:3c:bf:ff:1c:74:bb:62:a0:46:02:95:fa: 83:41 client:~#

    Read the article

  • Vsync in Flex/Flash/AS3?

    - by oshyshko
    I work on a 2D shooter game with lots of moving objects on the screen (bullets etc). I use BitmapData.copyPixels(...) to render entire screen to a buffer:BitmapData. Then I "copyPixels" from "buffer" to screen:BitmapData. The framerate is 60. private var bitmap:Bitmap = new Bitmap(); private var buffer:Bitmap = new Bitmap(); private function start():void { addChild(bitmap); } private function onEnterFrame():void { // render into "buffer" // copy "buffer" -> "bitmap" } The problem is that the sprites are tearing apart: some part of a sprite got shifted horizontally. It looks like a PC game with VSYNC turned off. Did anyone solve this problem? UPDATE: the question is not about performance, but about getting rid of screen tearing. [!] UPDATE: I've created another question and here you may try both implementations: using Flash way or BitmapData+copyPixels()

    Read the article

  • How can I prevent Rails from "pluralizing" a column name?

    - by Mike
    I'm using dwilkie's foreigner plugin for rails. I have a table creation statement that looks like: create_table "agents_games", :force => true, :id => false do |t| t.references :agents, :column => :agent_id, :foreign_key => true, :null => false t.references :games, :column => :game_id, :foreign_key => true, :null => false end However, this generates the following SQL: [4;35;1mSQL (2.7ms)[0m [0mCREATE TABLE "agents_games" ("agents_id" integer NOT NULL, "games_id" integer NOT NULL) [0m I want the columns to be called agent_id and game_id - not agents_id and agent_id. How can I prevent Rails from pluralizing the columns? I tried the following in my enviornment.rb file, which didn't help: ActiveSupport::Inflector.inflections do |inflect| inflect.uncountable "agent_id", "game_id" end

    Read the article

  • In what programing language are the things i actualy care about writin? [closed]

    - by David
    To be more specific and less subjective: In what language are video games like Halo 3/COD 4/ mario cart written? Microsoft word for windows? for mac? The animation software used by big movie studios to make movies like toystory and monsters inc? The software that helps pilots control the F22 raptor? The software that watches the stock market? The software in the computer in my car? The software that makes the internet work? (this one is a bit vague, if more specificness is needed then google specifically) robots?

    Read the article

  • Anti-aliased text on HTML5's canvas element

    - by Matt Mazur
    I'm a bit confused with the way the canvas element anti-aliases text and am hoping you all can help. In the following screenshot the top "Quick Brown Fox" is an H1 element and the bottom one is a canvas element with text rendered on it. On the bottom you can see both "F"s placed side by side and zoomed in. Notice how the H1 element blends better with the background: http://jmockups.s3.amazonaws.com/canvas_rendering_both.png Here's the code I'm using to render the canvas text: var canvas = document.getElementById('canvas'); if (canvas.getContext){ var ctx = canvas.getContext('2d'); ctx.fillStyle = 'black'; ctx.font = '26px Arial'; ctx.fillText('Quick Brown Fox', 0, 26); } Is it possible to render the text on the canvas in a way so that it looks identical to the H1 element? And why are they different?

    Read the article

  • What should a Java/SOA developer be able to do?

    - by Regular Joe
    Hello community. I got assigned the task to list the activities a Java Developer should be able to perform and create an estimate about the time it would take. I've came up with the following: S = Small complexity M = Medium complexity H = High complexity 1d = 1 day Create JDBC CRUD backend ( S=1d, M=5d, H=10d ) Create JSP/Servlet frontend for a CRUD app ( S=1d, M=10d, H=20d ) Create Swing desktop frontend ( S=1d, M=15d, H=30d) Create ORM based CRUD ... Create Webapp fronend with webframework ... This is thought for a Java "enterprise" developer. The other profile I have is SOA Developer, but I could not pass beyond: Create webservice ( S=.5d, M=2d, H=7d ) Q.- What other activities should a Java Developer be able to do? Q.- What activities should a SOA Developer be able to do? Please, help me with this, I know this is in the limit of the kind of questions that could be asked here, but I really need a little push on this, and I don't want to go to Yahoo Answers for this.

    Read the article

  • Printing entire array in C#

    - by DMan
    I have a simple 2D array: int[,] m = {{0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0} }; How can I print this out onto a text file or something? I want to print the entire array onto a file, not just the contents. For example, I don't want a bunch of zeroes all in a row: I want to see the {{0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0} }; in it.

    Read the article

  • Generating Random Paired Images in C#

    - by Lemon
    im trying create cards matching game. normally these type of games they match paired cards together (with the same file name "A.jpg with A.jpg") but in my case, im matching cards with different names "B.jpg with A.jpg" (correct), "C.jpg with D.jpg" (correct) but with "B.jpg with C.jpg" (incorrect answer). A.jpg-B.jpg <--correct C.jpg-D.jpg <--correct E.jpg-F.jpg <--correct i face a problem when i generate the cards in random. I manage to generate random cards but i dont manage to generate it with their paired onces. Below is an illustration of the problem A.jpg-B.jpg <--correct C.jpg-F.jpg <--incorrect so how should i code it so that it always generate with their paired onces, so that my game can proceed?

    Read the article

  • Metric 3d reconstruction

    - by srand
    I'm trying to reconstruct 3D points from 2D image correspondences. My camera is calibrated. The test images are of a checkered cube and correspondences are hand picked. Radial distortion is removed. After triangulation the construction seems to be wrong however. The X and Y values seem to be correct, but the Z values are about the same and do not differentiate along the cube. The 3D points look like as if the points were flattened along the Z-axis. What is going wrong in the Z values? Do the points need to be normalized or changed from image coordinates at any point, say before the fundamental matrix is computed? (If this is too vague I can explain my general process or elaborate on parts)

    Read the article

  • how to sort a multidemensional array by an inner key

    - by Derek Vance
    i have this enormous array that i am pulling from an API for BattleField Bad Company 2, and the soldier stats can be pulled as a multi dimensional array with an inner array for each soldier, however the API sormats it sorting the soldiers by name alphabetically, i want to sort them by rank (which is just another key within that soldiers array). ive been trying to figure this out for days, anyone have any ideas? (ie sort the array by $arr[players][][rank] here is a bit of the array Array ( [players] = Array ( [0] = Array ( [name] = bigjay517 [rank] = 29 [rank_name] = SECOND LIEUTENANT II [veteran] = 0 [score] = 979440 [level] = 169 [kills] = 4134 [deaths] = 3813 [time] = 292457.42 [elo] = 319.297 [form] = 1 [date_lastupdate] = 2010-03-30T14:06:20+02:00 [count_updates] = 13 [general] = Array ( [accuracy] = 0.332 [dogr] = 86 [dogt] = 166 [elo0] = 309.104 [elo1] = 230.849 [games] = 384 [goldedition] = 0 [losses] = 161 [sc_assault] = 146333 [sc_award] = 567190 [sc_bonus] = 35305 [sc_demo] = 96961 [sc_general] = 264700 [sc_objective] = 54740 [sc_recon] = 54202 [sc_squad] = 53210 [sc_support] = 70194 [sc_team] = 21215 [sc_vehicle] = 44560 [slevel] = 0 [spm] = 0 [spm0] = 0 [spm1] = 0 [srank] = 0 [sveteran] = 0 [teamkills] = 67 [udogt] = 0 [wins] = 223 )

    Read the article

  • batch file that detects keystrokes. how?

    - by daniel11
    im designing a collection of video games for the command line (such as deal or no deal, tic tac toe, racing, maze puzzle, connect four, wack a mole, etc.) however it would really make things easier for me if i could make it so that when the user makes a selection (such as what direction to move in the game) , that as soon as they press the arrow keys then it carries out the IF statements that follow. Instead of having to press enter after each selection. something like... :one1 set /p direction1= : IF %direction1%== {ARROW KEY LEFT} goto two2 IF %direction1%== {ARROW KEY RIGHT} goto three3 IF %direction1%== {ARROW KEY UP} goto four4 IF %direction1%== {ARROW KEY DOWN} goto five5 goto one1 Any Ideas?

    Read the article

  • how to get game sound or how to create good sound for iPhone

    - by iPhone Fun
    Hi all, I am having problem of getting sound. i.e. how to get good sounds for our iPhone games? or how to make some good quality sounds for iPhone game applications so that the applications will become some more attractive? There are many sites like www.freesound.org , but I am not able to get good sounds as per my choice. If any one know from where we can get good sounds or how to make such things please help me. As this will be help full to all for using sounds in the applications of iPhone or other. Thanks in advance and Sorry for my BAD English.

    Read the article

  • Paypal adaptive payment API call with C# .NET? Preferably with WebServices

    - by Phil
    Okay I might be entirely off track now but here goes: Our "webshop" offers two functions, buying a specific product and selling it back to us. Back-end handles if the user can sell or not. I've decided to use Paypal's adaptive payments for this one as it seems the way to go doing these kinds of transactions. I've never implemented any kind of shop so I'm totally green with this one. I only recently learned ASP.NET and have mainly developed games before moving to this kind of development. HTTP is still some level of magic to me hehe.. I might be confused but I think paypal offers a webservice with their adaptive payment API. My humble request: A nice soul who wants to share an example of implementing an adaptive payment API call with C# .NET. If they don't offer it as a webservice I'll probably find it as a custom .dll or something. Any tips and examples are highly appreciated! Thanks for reading

    Read the article

  • Simplex noise vs Perlin noise

    - by raRaRa
    I would like to know why Perlin noise is still so popular today after Simplex came out. Simplex noise was made by Ken Perlin himself and it was suppose to take over his old algorithm which was slow for higher dimensions and with better quality (no visible artifacts). Simplex noise came out in 2001 and over those 10 years I've only seen people talk of Perlin noise when it comes to generating heightmaps for terrains, creating procedural textures, et cetera. Could anyone help me out, is there some downside of Simplex noise? I heard rumors that Perlin noise is faster when it comes to 1D and 2D noise, but I don't know if it's true or not. Thanks!

    Read the article

  • Learning Visual C++ 2008 and C++ at the same time? Any resources to recommend?

    - by Javed Ahamed
    Hey guys, I am trying to learn Visual C++ 2008 and C++ at the same time to get involved with sourcemod, a server side modding tool for valve games. However I have never touched Visual C++ or C++ in general, and doing some preliminary research I am quite confused on these different versions of C++ (mfc, cli, win32), and why a lot of people seem to hate Visual C++ and use something like Borland instead. I really learn visually, and have used videos from places like Lynda.com with great success. I was wondering if anyone had any exceptional resources they had come across to teach Visual C++ 2k8, with its intricacies and setting up the IDE along with C++ at the same time. Books would be nice, but videos would be preferred, and I don't mind paying for resources. Thanks in advance!

    Read the article

  • 3D Character/Model Creator

    - by Click Ok
    I'm in a project to create a 3d game using XNA/C#, and the game will use a lot of 3d characters. Looking at the current 3d games, in some they create near to hundreds of characters, what lead me to think that there are some good 3d character/model creator. To narrow the sample, the game will have characters like the game "Grand Chase". There are some good (and easy) character model creator for to use in XNA development? Free is better, of course, but I will get payed versions too. EDIT: Another question is about the movements of the characters. The movements like walk, jump, sit, etc are "created" by the "character creator tool" or by the game?

    Read the article

  • Are primitive types garbage collected in Android?

    - by snctln
    I know this may be a dumb question, but my background is more in c++ and managing my own memory. I am currently cutting down every single allocation that I can from one of my games to try and reduce the frequency of garbage collection and perceived "lag", so for every variable that I create that is an Object (String and Rect for example) I am making sure that I create it before hand in my constructor and not create temporary variables in simple 10 line functions... (I hope that makes sense) Anyways I was working though it some more tonight and I realized that I may be completely wrong about my assumption on garbage collection and primitive types (int, boolean, float) are these primitive type variables that I create in a 10 line function that gets called 20 times a second adding to my problem of garbage collection? So a year ago every few seconds I would see a message in logcat like GC freed 4010 objects / 484064 bytes in 101ms Now I see that message every 15-90 seconds or so... So to rephrase my question: Are primitive types (int, float, boolean, etc) included when seeing this message?

    Read the article

  • |Ideas for applications using face detection and recognition

    - by Omry
    Full disclosure: I work at face.com. Face.com just launched a free (up to an hourly limit) face detection and recognition REST API. We got a very handy API sandbox that developers can use to play the API and to see what it can and can't do. Besides the obvious point of letting you guys know about the API, I wanted to hear from you what kind of applications you think can be developed with it. Some pretty obvious ideas: Face based login (not entirely secure but still fun). Automatic face crop for sites that let users upload photos (dating sites etc) Some kind of integration into augmented reality games There is no right or wrong answers here, use your imagination :).

    Read the article

  • Conway's Game of Life - C++ and Qt

    - by Jeff Bridge
    I've done all of the layouts and have most of the code written even. But, I'm stuck in two places. 1) I'm not quite sure how to set up the timer. Am I using it correctly in the gridwindow class? And, am I used the timer functions/signals/slots correctly with the other gridwindow functions. 2) In GridWindow's timerFired() function, I'm having trouble checking/creating the vector-vectors. I wrote out in the comments in that function exactly what I am trying to do. Any help would be much appreciated. main.cpp // Main file for running the grid window application. #include <QApplication> #include "gridwindow.h" //#include "timerwindow.h" #include <stdexcept> #include <string> #include <fstream> #include <sstream> #include <iostream> void Welcome(); // Welcome Function - Prints upon running program; outputs program name, student name/id, class section. void Rules(); // Rules Function: Prints the rules for Conway's Game of Life. using namespace std; // A simple main method to create the window class and then pop it up on the screen. int main(int argc, char *argv[]) { Welcome(); // Calls Welcome function to print student/assignment info. Rules(); // Prints Conway's Game Rules. QApplication app(argc, argv); // Creates the overall windowed application. int rows = 25, cols = 35; //The number of rows & columns in the game grid. GridWindow widget(NULL,rows,cols); // Creates the actual window (for the grid). widget.show(); // Shows the window on the screen. return app.exec(); // Goes into visual loop; starts executing GUI. } // Welcome Function: Prints my name/id, my class number, the assignment, and the program name. void Welcome() { cout << endl; cout << "-------------------------------------------------------------------------------------------------" << endl; cout << "Name/ID - Gabe Audick #7681539807" << endl; cout << "Class/Assignment - CSCI-102 Disccusion 29915: Homework Assignment #4" << endl; cout << "-------------------------------------------------------------------------------------------------" << endl << endl; } // Rules Function: Prints the rules for Conway's Game of Life. void Rules() { cout << "Welcome to Conway's Game of Life." << endl; cout << "Game Rules:" << endl; cout << "\t 1) Any living cell with fewer than two living neighbours dies, as if caused by underpopulation." << endl; cout << "\t 2) Any live cell with more than three live neighbours dies, as if by overcrowding." << endl; cout << "\t 3) Any live cell with two or three live neighbours lives on to the next generation." << endl; cout << "\t 4) Any dead cell with exactly three live neighbours becomes a live cell." << endl << endl; cout << "Enjoy." << endl << endl; } gridcell.h // A header file for a class representing a single cell in a grid of cells. #ifndef GRIDCELL_H_ #define GRIDCELL_H_ #include <QPalette> #include <QColor> #include <QPushButton> #include <Qt> #include <QWidget> #include <QFrame> #include <QHBoxLayout> #include <iostream> // An enum representing the two different states a cell can have. enum CellType { DEAD, // DEAD = Dead Cell. --> Color = White. LIVE // LIVE = Living Cell. ---> Color = White. }; /* Class: GridCell. A class representing a single cell in a grid. Each cell is implemented as a QT QFrame that contains a single QPushButton. The button is sized so that it takes up the entire frame. Each cell also keeps track of what type of cell it is based on the CellType enum. */ class GridCell : public QFrame { Q_OBJECT // Macro allowing us to have signals & slots on this object. private: QPushButton* button; // The button inside the cell that gives its clickability. CellType type; // The type of cell (DEAD or LIVE.) public slots: void handleClick(); // Callback for handling a click on the current cell. void setType(CellType type); // Cell type mutator. Calls the "redrawCell" function. signals: void typeChanged(CellType type); // Signal to notify listeners when the cell type has changed. public: GridCell(QWidget *parent = NULL); // Constructor for creating a cell. Takes parent widget or default parent to NULL. virtual ~GridCell(); // Destructor. void redrawCell(); // Redraws cell: Sets new type/color. CellType getType() const; //Simple getter for the cell type. private: Qt::GlobalColor getColorForCellType(); // Helper method. Returns color that cell should be based from its value. }; #endif gridcell.cpp #include <iostream> #include "gridcell.h" #include "utility.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } gridwindow.h // A header file for a QT window that holds a grid of cells. #ifndef GRIDWINDOW_H_ #define GRIDWINDOW_H_ #include <vector> #include <QWidget> #include <QTimer> #include <QGridLayout> #include <QLabel> #include <QApplication> #include "gridcell.h" /* class GridWindow: This is the class representing the whole window that comes up when this program runs. It contains a header section with a title, a middle section of MxN cells and a bottom section with buttons. */ class GridWindow : public QWidget { Q_OBJECT // Macro to allow this object to have signals & slots. private: std::vector<std::vector<GridCell*> > cells; // A 2D vector containing pointers to all the cells in the grid. QLabel *title; // A pointer to the Title text on the window. QTimer *timer; // Creates timer object. public slots: void handleClear(); // Handler function for clicking the Clear button. void handleStart(); // Handler function for clicking the Start button. void handlePause(); // Handler function for clicking the Pause button. void timerFired(); // Method called whenever timer fires. public: GridWindow(QWidget *parent = NULL,int rows=3,int cols=3); // Constructor. virtual ~GridWindow(); // Destructor. std::vector<std::vector<GridCell*> >& getCells(); // Accessor for the array of grid cells. private: QHBoxLayout* setupHeader(); // Helper function to construct the GUI header. QGridLayout* setupGrid(int rows,int cols); // Helper function to constructor the GUI's grid. QHBoxLayout* setupButtonRow(); // Helper function to setup the row of buttons at the bottom. }; #endif gridwindow.cpp #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); buttonRow->addWidget(clearButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { this->timer->stop(); // Stops the timer. delete this->timer; // Deletes timer. } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } void GridWindow::timerFired() { // I'm not sure how to write this code. // I want to take the original vector-vector, and also make a new, empty vector-vector of the same size. // I would then go through the code below with the original vector, and apply the rules to the new vector-vector. // Finally, I would make the new vector-vecotr the original vector-vector. (That would be one step in the simulation.) cout << cells[1][2]; /* for (unsigned int m = 0; m < original.size(); m++) { for (unsigned int n = 0; n < original.at(m).size(); n++) { unsigned int neighbors = 0; //Begin counting number of neighbors. if (original[m-1][n-1].getType() == LIVE) // If a cell next to [i][j] is LIVE, add one to the neighbor count. neighbors += 1; if (original[m-1][n].getType() == LIVE) neighbors += 1; if (original[m-1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n-1].getType() == LIVE) neighbors += 1; if (original[m][n+1].getType() == LIVE) neighbors += 1; if (original[m+1][n-1].getType() == LIVE) neighbors += 1; if (original[m+1][n].getType() == LIVE) neighbors += 1; if (original[m+1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n].getType() == LIVE && neighbors < 2) // Apply game rules to cells: Create new, updated grid with the roundtwo vector. roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == LIVE && neighbors > 3) roundtwo[m][n].setType(DEAD); else if (original[m][n].getType() == LIVE && (neighbors == 2 || neighbors == 3)) roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == DEAD && neighbors == 3) roundtwo[m][n].setType(LIVE); } }*/ }

    Read the article

  • How to make a secure game in javascript ?

    - by rnaud
    Hello, I'm working on games using javascript some html and css, and I was wondering if there was any way to secure the game so that the user can't just call game.php?result=victory to finish the game and earn some point. As of right now here are the solution I have. For a chance game, start the page with the result already in place, win or loose, then just do some animations to show it, but all the score and win/loose stuff is done server-side. For a battle game, just get the action from the javascript call, and do the damage calculation, reaction of the oponent on the server and just send back the data. but the last solution imply that I will have to send actions each time the user do anything. This might work for a turn by turn battle game, but I think it would be to slow for any other kind of game. So my question is, is there some kind of secure way I can prep my javascript to secure the infomation sent.

    Read the article

  • How to programmatically alpha fade a textured object in OpenGL ES 1.1 (iPhone)

    - by PewterSoft
    I've been using OpenGL ES 1.1 on the iPhone for 10 months, and in that time there is one seemingly simple task I have been unable to do: programmatically fade a textured object. To keep it simple: how can I alpha fade, under code control, a simple 2D triangle that has a texture (with alpha) applied to it. I would like to fade it in/out while it is over a scene, not a simple colored background. So far the only technique I have to do this is to create a texture with multiple pre-faded copies of the texture on it. (Yuck) As an example, I am unable to do this using Apple's GLSprite sample code as a starting point. It already textures a quad with a texture that has its own alpha. I would like to fade that object in and out.

    Read the article

  • How to launch the market intent in 'Give Feedback' mode on android.

    - by Paul Maidment
    Hi There, I have just written a game for the Android market and would like to remind my customers to leave feeback on the market for the application (especially the demo version.) Is there any way to launch the market intent in a mode that will take the user to the feedback / comments section of the page? I already use this approach for linking my demo to the paid app... Intent goToMarket = null; goToMarket = new Intent(Intent.ACTION_VIEW,Uri.parse("market://details?id=com.paulmaidment.games.flagsoftheworld")); startActivity(goToMarket); Is there a best practice that any Android devs out there might know of? Additionally, is there any way to track referalls from my demo app so that I can try to calculate some kind of a conversion rate? (i.e. how effective the demo app is at generating sales.) Thanks, Paul

    Read the article

  • How can I encode four unsigned bytes (0-255) to a float and back again using HLSL?

    - by Statement
    Hello! I am facing a task where one of my hlsl shaders require multiple texture lookups per pixel. My 2d textures are fixed to 256*256, so two bytes should be sufficient to address any given texel given this constraint. My idea is then to put two xy-coordinates in each float, giving me eight xy-coordinates in pixel space when packed in a Vector4 format image. These eight coordinates are then used to sample another texture(s). The reason for doing this is to save graphics memory and an attempt to optimize processing time, since then I don't require multiple texture lookups. By the way: Does anyone know if encoding/decoding 16 bytes from/to 4 floats using 1 sampling is slower than 4 samplings with unencoded data?

    Read the article

  • image archive VS image strip

    - by DevA
    Hi, i've noticed that plenty of games / applications (very common on mobile builds) pack numerous images into an image strip. I figured that the advantages in this are making the program more tidy (file system - wise) and reducing (un)installation time. During the runtime of the application, the entire image strip is allocated and copied from FS to RAM. On the contrary, images can be stored in an image archive and unpacked during runtime to a number of image structures in RAM. The way I see it, the image strip approach is less efficient because of worse caching performance and because that even if the optimal rectangle packing algorithm is used, there will be empty spaces between the stored images in the strip, causing a waste of RAM. What are the advantages in using an image strip over using an image archive file?

    Read the article

  • Game Maker Mac Release Date

    - by mtwisterr
    Does anyone know when game maker mac is coming out? Game maker got me interested in programing because I thought it was fun but I eventually wanted to make games and programs game maker could do so I want to see if it is any different when the new version comes out. I looked at www.yoyogames.com but found no new info and was wondering if I just not finding it. If you don't know what game maker is its fun to play around in but you probably won't be able to make something as good as you could program it because you are limited.

    Read the article

< Previous Page | 179 180 181 182 183 184 185 186 187 188 189 190  | Next Page >