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  • jQuery inserting comment help

    - by StealthRT
    Hey all, i am trying to learn how to insert a comment within some html code without having to refresh the page. I know jQuery is capable of inserting a comment into a div area but i am having problems finding an example like that with fading in. Here is my comment code: <div id="CommentBox122" style="width:80%; padding:2px; margin-left:25px;"> <table width="650px" border="0" cellpadding="0" cellspacing="5" style="margin-left:20px; background-color: #F8F8F8; border-bottom:#CCC solid 1px;"><tr> <td width="10%" rowspan="2" align="center" class="Commentimage"><img src="img/avatar/gkrgimmkdhmggfh.jpg" height="60" /></td> <td width="90%" class="Commentposted">Posted by me on Saturday, May 01, 2010 @ 4:37: PM</td></tr> <tr><td class="Commentsaying">this is a test comment</td></tr> </table> <div id="stylized" class="myform" align="center"> <form id="CommentForm122" name="CommentForm122"> <div align="center" style="text-align:center; color:#F00; font-family:Arial, Helvetica, sans-serif; font-weight:bold;">Would you like to leave a comment, Robert?</div> <textarea name="txtComment" class="box" id="txtComment"></textarea> <input name="txtpostid" type="text" id="txtpostid" style="visibility:hidden; display:none; height:0px; width:0px;" value="Demo43639" /> <div class="buttons" align="center"> <button type="button" id="Button122" name="Button122" class="positive" onclick="doStuff();"><img name="Submit" src="img\buttonimgComment.png" alt="" />Post Comment</button> </div> </form> </div> </div> The code i need to insert again would be: <table width="650px" border="0" cellpadding="0" cellspacing="5" style="margin-left:20px; background-color: #F8F8F8; border-bottom:#CCC solid 1px;"><tr> <td width="10%" rowspan="2" align="center" class="Commentimage"><img src="img/avatar/gkrgimmkdhmggfh.jpg" height="60" /></td> <td width="90%" class="Commentposted">Posted by me on Saturday, May 01, 2010 @ 4:37: PM</td></tr> <tr><td class="Commentsaying">this is a test comment</td></tr> </table> But again, i am unable to find an example using jQuery to automatically insert that part of the code under the other "table /table" box.. So after its inserted by jQuery, the code should look like this: <div id="CommentBox122" style="width:80%; padding:2px; margin-left:25px;"> <table width="650px" border="0" cellpadding="0" cellspacing="5" style="margin-left:20px; background-color: #F8F8F8; border-bottom:#CCC solid 1px;"><tr> <td width="10%" rowspan="2" align="center" class="Commentimage"><img src="img/avatar/gkrgimmkdhmggfh.jpg" height="60" /></td> <td width="90%" class="Commentposted">Posted by me on Saturday, May 01, 2010 @ 4:37: PM</td></tr> <tr><td class="Commentsaying">this is a test comment</td></tr> </table> <table width="650px" border="0" cellpadding="0" cellspacing="5" style="margin-left:20px; background-color: #F8F8F8; border-bottom:#CCC solid 1px;"><tr> <td width="10%" rowspan="2" align="center" class="Commentimage"><img src="img/avatar/gkrgimmkdhmggfh.jpg" height="60" /></td> <td width="90%" class="Commentposted">Posted by me on Saturday, May 01, 2010 @ 4:37: PM</td></tr> <tr><td class="Commentsaying">this is a test comment</td></tr> </table> <div id="stylized" class="myform" align="center"> <form id="CommentForm122" name="CommentForm122"> <div align="center" style="text-align:center; color:#F00; font-family:Arial, Helvetica, sans-serif; font-weight:bold;">Would you like to leave a comment, Robert?</div> <textarea name="txtComment" class="box" id="txtComment"></textarea> <input name="txtpostid" type="text" id="txtpostid" style="visibility:hidden; display:none; height:0px; width:0px;" value="Demo43639" /> <div class="buttons" align="center"> <button type="button" id="Button122" name="Button122" class="positive" onclick="doStuff();"><img name="Submit" src="img\buttonimgComment.png" alt="" />Post Comment</button> </div> </form> </div> </div> As always, any help would be great! :o) David

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  • PHP Xml add edit delete

    - by user560411
    Hi there. I am kind of new and I have the following XML structure an I would like to have codes that INSERTS DELETES Delete an entire element based on it's TITLE value. EDIT Replace Publisher's value with another value <Game type="XXX"> <TITLE>XXX</TITLE> <PUBLISHER>XXX</PUBLISHER> </Game> This is my XML structure <Game type="adventure"> <TITLE>Assassin's Creed: Brotherhood</TITLE> <PUBLISHER>Ubisoft</PUBLISHER> </Game> <Game type="adventure"> <TITLE>Batman: Arkham Asylum</TITLE> <PUBLISHER>Eidos</PUBLISHER> </Game> </GameStore> Any help would be great and thank you in avdance!

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  • VB.NET: Force user to use the topmost form

    - by SiliconCelery
    I'm programming a Minesweeper clone in Visual Studio 2010, with VB.NET, as a Windows Form Application, and I'm having trouble with the Game Won and Game Lost forms. When I show those forms, I want the game form to still be visible, so that the player can see where the mines were, but I don't want the game form to be enabled until the Game Won or Game Lost form is closed. Exactly like Windows Minesweeper does when you win or lose. There aren't any obvious properties for this, as far as I can see, and I've had no luck Googling, I don't know what terms to search. Any help is appreciated, thanks.

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  • Rectangle Rotation in Python/Pygame

    - by mramazingguy
    Hey I'm trying to rotate a rectangle around its center and when I try to rotate the rectangle, it moves up and to the left at the same time. Does anyone have any ideas on how to fix this? def rotatePoint(self, angle, point, origin): sinT = sin(radians(angle)) cosT = cos(radians(angle)) return (origin[0] + (cosT * (point[0] - origin[0]) - sinT * (point[1] - origin[1])), origin[1] + (sinT * (point[0] - origin[0]) + cosT * (point[1] - origin[1]))) def rotateRect(self, degrees): center = (self.collideRect.centerx, self.collideRect.centery) self.collideRect.topleft = self.rotatePoint(degrees, self.collideRect.topleft, center) self.collideRect.topright = self.rotatePoint(degrees, self.collideRect.topright, center) self.collideRect.bottomleft = self.rotatePoint(degrees, self.collideRect.bottomleft, center) self.collideRect.bottomright = self.rotatePoint(degrees, self.collideRect.bottomright, center)

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  • Java Flow Control Problem

    - by Kyle_Solo
    I am programming a simple 2d game engine. I've decided how I'd like the engine to function: it will be composed of objects containing "events" that my main game loop will trigger when appropriate. A little more about the structure: Every GameObject has an updateEvent method. objectList is a list of all the objects that will receive update events. Only objects on this list have their updateEvent method called by the game loop. I’m trying to implement this method in the GameObject class (This specification is what I’d like the method to achieve): /** * This method removes a GameObject from objectList. The GameObject * should immediately stop executing code, that is, absolutely no more * code inside update events will be executed for the removed game object. * If necessary, control should transfer to the game loop. * @param go The GameObject to be removed */ public void remove(GameObject go) So if an object tries to remove itself inside of an update event, control should transfer back to the game engine: public void updateEvent() { //object's update event remove(this); System.out.println("Should never reach here!"); } Here’s what I have so far. It works, but the more I read about using exceptions for flow control the less I like it, so I want to see if there are alternatives. Remove Method public void remove(GameObject go) { //add to removedList //flag as removed //throw an exception if removing self from inside an updateEvent } Game Loop for(GameObject go : objectList) { try { if (!go.removed) { go.updateEvent(); } else { //object is scheduled to be removed, do nothing } } catch(ObjectRemovedException e) { //control has been transferred back to the game loop //no need to do anything here } } // now remove the objects that are in removedList from objectList 2 questions: Am I correct in assuming that the only way to implement the stop-right-away part of the remove method as described above is by throwing a custom exception and catching it in the game loop? (I know, using exceptions for flow control is like goto, which is bad. I just can’t think of another way to do what I want!) For the removal from the list itself, it is possible for one object to remove one that is farther down on the list. Currently I’m checking a removed flag before executing any code, and at the end of each pass removing the objects to avoid concurrent modification. Is there a better, preferably instant/non-polling way to do this?

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  • Can I expand macro JUST ONE TIME in specific target?

    - by naive231
    A = "demo" %.o:%.cpp $(CC) -c $^ $(A) -o $@ default:$(all_objs) game:A = $(shell read -p 'Enter game version: ' gv && echo $$gv) game:$(all_objs) Just a snippet makefile above. If I make game, main problem is each compilation of sources will expand $(A) and it will request user to input game version over and over. $(A) has default content "demo" only if user doesn't make game target. So, is there any way to set $(A) to be expanded && ?

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  • XNA 2D Collision with specific tiles

    - by zenzero
    I am new to game programming and to these sites for help. I am making a 2D game but I can't seem to get the collision between my character and certain tiles. I have a map filled with grass tiles and water tiles and I want to keep my character from walking on the water tiles. I have a Tiles class that I use so that the tiles are objects and also has the collision method in it, a TileEngine class used create the map and it also holds a list of Tiles, and the class James which is for my character. I also have a Camera class that centers the camera on my character if that has anything to do with the problem. The character's movement is intended to be restricted to 4 directions(up, down, left, right). As an extra note, the bottom right water tile does have collision, but the collision does not occur for any of the other water tiles. Here is my TileEngine class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class TileEngine : Microsoft.Xna.Framework.Game { //makes a list of Tiles objects public List<Tiles> tilesList = new List<Tiles>(); public TileEngine() {} public static int tileWidth = 64; public static int tileHeight = 64; public int[,] map = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, }; public void drawMap(SpriteBatch spriteBatch) { for (int y = 0; y < map.GetLength(0); y++) { for (int x = 0; x < map.GetLength(1); x++) { //make a Rectangle tilesList[map[y, x]].rectangle = new Rectangle(x * tileWidth, y * tileHeight, tileWidth, tileHeight); //draw the Tiles objects spriteBatch.Draw(tilesList[map[y, x]].texture, tilesList[map[y, x]].rectangle, Color.White); } } } } } Here is my Tiles class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class Tiles { public Texture2D texture; public Rectangle rectangle; public Tiles(Texture2D texture) { this.texture = texture; } //check to see if james collides with the tile from the right side public void rightCollision(James james) { if (james.GetBounds().Intersects(rectangle)) { james.position.X = rectangle.Left - james.front.Width; } } } } I have a method for rightCollision because I could only figure out how to get the collisions from specifying directions. and here is the James class for my character using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class James { public Texture2D front; public Texture2D back; public Texture2D left; public Texture2D right; public Vector2 center; public Vector2 position; public James(Texture2D front) { position = new Vector2(0, 0); this.front = front; center = new Vector2(front.Width / 2, front.Height / 2); } public James(Texture2D front, Vector2 newPosition) { this.front = front; position = newPosition; center = new Vector2(front.Width / 2, front.Height / 2); } public void move(GameTime gameTime) { KeyboardState keyboard = Keyboard.GetState(); float SCALE = 20.0f; float speed = gameTime.ElapsedGameTime.Milliseconds / 100.0f; if (keyboard.IsKeyDown(Keys.Up)) { position.Y -=speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Down)) { position.Y += speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Left)) { position.X -= speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Right)) { position.X += speed * SCALE; } } public void draw(SpriteBatch spriteBatch) { spriteBatch.Draw(front, position, null, Color.White, 0, center, 1.0f, SpriteEffects.None, 0.0f); } //get the boundingbox for James public Rectangle GetBounds() { return new Rectangle( (int)position.X, (int)position.Y, front.Width, front.Height); } } }

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  • Slick2d/Nifty-gui input

    - by eerongal
    I'm trying to get input from slick2d into nifty gui. Ive searched online, and I've seen a few examples, but I can't seem to get it working right. i've tried the example on here but I can't seem to get everything working. I'm not entirely sure what I'm doing wrong. I've also looked at examples using the JMonkeyEngine to help point me in the right direction, but still having issues with input. I can get everything else working like i need. Here's the code for my element controller: package gui; import java.util.Properties; import de.lessvoid.nifty.Nifty; import de.lessvoid.nifty.controls.Controller; import de.lessvoid.nifty.elements.Element; import de.lessvoid.nifty.input.NiftyInputEvent; import de.lessvoid.nifty.screen.Screen; import de.lessvoid.xml.xpp3.Attributes; public class BaseElementController implements Controller { private Element element; public void bind(Nifty arg0, Screen arg1, Element arg2, Properties arg3, Attributes arg4) { this.element = element; } public void init(Properties arg0, Attributes arg1) { // TODO Auto-generated method stub } public boolean inputEvent(NiftyInputEvent arg0) { // TODO Auto-generated method stub return false; } public void onFocus(boolean arg0) { // TODO Auto-generated method stub } public void onStartScreen() { // TODO Auto-generated method stub } public void test() { System.out.println("test"); } public void bam() { System.out.println("bam"); } } Here's my XML file: <?xml version="1.0" encoding="UTF-8" standalone="no"?> <nifty> <useStyles filename="nifty-default-styles.xml"/> <useControls filename="nifty-default-controls.xml"/> <screen id="screen2" controller="gui.BaseScreenController"> <layer backgroundColor="#fff0" childLayout="absolute" id="layer4" controller="gui.BaseElementController"> <panel childLayout="center" height="30%" id="panel1" style="nifty-panel-simple" width="50%" x="282" y="334" controller="gui.BaseElementController"> <control id="checkbox1" name="checkbox"/> <control childLayout="center" id="button2" label="button2" name="button" x="381" y="224" visibleToMouse="true" controller="gui.BaseElementController"> <interact onClick="bam()"/> </control> </panel> <text text="${CALL.getPlayerName()}" style="nifty-label" width="100%" height="100%" x="0" y="10" /> </layer> </screen> </nifty> Here's how I'm trying to bind the controller: public void init(GameContainer gc) throws SlickException { Input input = gc.getInput(); inputSystem = new PlainSlickInputSystem(); inputSystem.setInput(input); gui = new Gui(); gui.init(gc, inputSystem, "gui/tset.xml", "screen2"); input.removeListener(this); input.removeListener(inputSystem); input.addListener(inputSystem); } Essentially, all that happens right now is the screen loads up and displays, and it grabs the variable correctly in the label, but none of the input seems to be getting forwarded to Nifty from slick. I assume there's something I'm missing, but I can't seem to figure out what that is. In so far as what I have tried, I attempted to define a custom input listener to pick up events and assign that to my game in order to pick up input, which did not work, so i dropped that implementation, at current i'm trying to take the default inputs and bind then with a PlainSlickInputSystem and assigning that to the input (as shown in the first example link). On code execution, all the code is hit, and i've put several system.out.println's to get ouput of what is happening (the code above has been cleaned for presentation), and i even see the elements getting bound to the controller, yet it doesn't pick up controller events. As far as EXACTLY what's wrong, that I don't know, because I've followed all implementations i can find of this, and none of them seem to do anything it's like the input is just getting thrown out. None of the objects from niftyGui appear to be recognizing any input. Here is the binding from my objects at run time: ******INITIALIZED SCREEN: de.lessvoid.nifty.screen.Screen@4a1ab1c1 ******INITIALIZED ELEMENT: button2 (de.lessvoid.nifty.elements.Element@1e8c1be9) ******INITIALIZED ELEMENT: focusable => true, width => 100px {nifty-button#panel}, backgroundImage => button/button.png {nifty-button#panel}, label => button2, paddingLeft => 7px {nifty-button#panel}, imageMode => sprite-resize:100,23,0,2,96,2,2,2,96,2,19,2,96,2,2 {nifty-button#panel}, paddingRight => 7px {nifty-button#panel}, id => button2, visibleToMouse => true, height => 23px {nifty-button#panel}, style => nifty-button, name => button, inputMapping => de.lessvoid.nifty.input.mapping.MenuInputMapping, childLayout => center, controller => gui.BaseElementController, y => 224, x => 381 ******INITIALIZED SCREEN: de.lessvoid.nifty.screen.Screen@4a1ab1c1 ******INITIALIZED ELEMENT: panel1 (de.lessvoid.nifty.elements.Element@373ec894) ******INITIALIZED ELEMENT: id => panel1, height => 30%, style => nifty-panel-simple, width => 50%, backgroundImage => panel/nifty-panel-simple.png {nifty-panel-simple}, controller => gui.BaseElementController, childLayout => center, padding => 5px {nifty-panel-simple}, imageMode => resize:9,2,9,9,9,2,9,2,9,2,9,9 {nifty-panel-simple}, y => 334, x => 282 ******INITIALIZED SCREEN: de.lessvoid.nifty.screen.Screen@4a1ab1c1 ******INITIALIZED ELEMENT: layer4 (de.lessvoid.nifty.elements.Element@6427d489) ******INITIALIZED ELEMENT: id => layer4, backgroundColor => #fff0, controller => gui.BaseElementController, childLayout => absolute the button2 object is getting bound to my BaseElementController, but i can't seem to get it into the defined "onClick" call.

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  • Routes on a sphere surface - Find geodesic?

    - by CaNNaDaRk
    I'm working with some friends on a browser based game where people can move on a 2D map. It's been almost 7 years and still people play this game so we are thinking of a way to give them something new. Since then the game map was a limited plane and people could move from (0, 0) to (MAX_X, MAX_Y) in quantized X and Y increments (just imagine it as a big chessboard). We believe it's time to give it another dimension so, just a couple of weeks ago, we began to wonder how the game could look with other mappings: Unlimited plane with continous movement: this could be a step forward but still i'm not convinced. Toroidal World (continous or quantized movement): sincerely I worked with torus before but this time I want something more... Spherical world with continous movement: this would be great! What we want Users browsers are given a list of coordinates like (latitude, longitude) for each object on the spherical surface map; browsers must then show this in user's screen rendering them inside a web element (canvas maybe? this is not a problem). When people click on the plane we convert the (mouseX, mouseY) to (lat, lng) and send it to the server which has to compute a route between current user's position to the clicked point. What we have We began writing a Java library with many useful maths to work with Rotation Matrices, Quaternions, Euler Angles, Translations, etc. We put it all together and created a program that generates sphere points, renders them and show them to the user inside a JPanel. We managed to catch clicks and translate them to spherical coords and to provide some other useful features like view rotation, scale, translation etc. What we have now is like a little (very little indeed) engine that simulates client and server interaction. Client side shows points on the screen and catches other interactions, server side renders the view and does other calculus like interpolating the route between current position and clicked point. Where is the problem? Obviously we want to have the shortest path to interpolate between the two route points. We use quaternions to interpolate between two points on the surface of the sphere and this seemed to work fine until i noticed that we weren't getting the shortest path on the sphere surface: We though the problem was that the route is calculated as the sum of two rotations about X and Y axis. So we changed the way we calculate the destination quaternion: We get the third angle (the first is latitude, the second is longitude, the third is the rotation about the vector which points toward our current position) which we called orientation. Now that we have the "orientation" angle we rotate Z axis and then use the result vector as the rotation axis for the destination quaternion (you can see the rotation axis in grey): What we got is the correct route (you can see it lays on a great circle), but we get to this ONLY if the starting route point is at latitude, longitude (0, 0) which means the starting vector is (sphereRadius, 0, 0). With the previous version (image 1) we don't get a good result even when startin point is 0, 0, so i think we're moving towards a solution, but the procedure we follow to get this route is a little "strange" maybe? In the following image you get a view of the problem we get when starting point is not (0, 0), as you can see starting point is not the (sphereRadius, 0, 0) vector, and as you can see the destination point (which is correctly drawn!) is not on the route. The magenta point (the one which lays on the route) is the route's ending point rotated about the center of the sphere of (-startLatitude, 0, -startLongitude). This means that if i calculate a rotation matrix and apply it to every point on the route maybe i'll get the real route, but I start to think that there's a better way to do this. Maybe I should try to get the plane through the center of the sphere and the route points, intersect it with the sphere and get the geodesic? But how? Sorry for being way too verbose and maybe for incorrect English but this thing is blowing my mind! EDIT: This code version is related to the first image: public void setRouteStart(double lat, double lng) { EulerAngles tmp = new EulerAngles ( Math.toRadians(lat), 0, -Math.toRadians(lng)); //set route start Quaternion qtStart.setInertialToObject(tmp); //do other stuff like drawing start point... } public void impostaDestinazione(double lat, double lng) { EulerAngles tmp = new AngoliEulero( Math.toRadians(lat), 0, -Math.toRadians(lng)); qtEnd.setInertialToObject(tmp); //do other stuff like drawing dest point... } public V3D interpolate(double totalTime, double t) { double _t = t/totalTime; Quaternion q = Quaternion.Slerp(qtStart, qtEnd, _t); RotationMatrix.inertialQuatToIObject(q); V3D p = matInt.inertialToObject(V3D.Xaxis.scale(sphereRadius)); //other stuff, like drawing point ... return p; } //mostly taken from a book! public static Quaternion Slerp(Quaternion q0, Quaternion q1, double t) { double cosO = q0.dot(q1); double q1w = q1.w; double q1x = q1.x; double q1y = q1.y; double q1z = q1.z; if (cosO < 0.0f) { q1w = -q1w; q1x = -q1x; q1y = -q1y; q1z = -q1z; cosO = -cosO; } double sinO = Math.sqrt(1.0f - cosO*cosO); double O = Math.atan2(sinO, cosO); double oneOverSinO = 1.0f / senoOmega; k0 = Math.sin((1.0f - t) * O) * oneOverSinO; k1 = Math.sin(t * O) * oneOverSinO; // Interpolate return new Quaternion( k0*q0.w + k1*q1w, k0*q0.x + k1*q1x, k0*q0.y + k1*q1y, k0*q0.z + k1*q1z ); } A little dump of what i get (again check image 1): Route info: Sphere radius and center: 200,000, (0.0, 0.0, 0.0) Route start: lat 0,000 °, lng 0,000 ° @v: (200,000, 0,000, 0,000), |v| = 200,000 Route end: lat 30,000 °, lng 30,000 ° @v: (150,000, 86,603, 100,000), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (1,000, 0,000, -0,000, 0,000); 0,000 °; (1,000, 0,000, 0,000) Qt end: (0,933, 0,067, -0,250, 0,250); 42,181 °; (0,186, -0,695, 0,695) Route start: lat 30,000 °, lng 10,000 ° @v: (170,574, 30,077, 100,000), |v| = 200,000 Route end: lat 80,000 °, lng -50,000 ° @v: (22,324, -26,604, 196,962), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (0,962, 0,023, -0,258, 0,084); 31,586 °; (0,083, -0,947, 0,309) Qt end: (0,694, -0,272, -0,583, -0,324); 92,062 °; (-0,377, -0,809, -0,450)

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  • Bouncing off a circular Boundary with multiple balls?

    - by Anarkie
    I am making a game like this : Yellow Smiley has to escape from red smileys, when yellow smiley hits the boundary game is over, when red smileys hit the boundary they should bounce back with the same angle they came, like shown below: Every 10 seconds a new red smiley comes in the big circle, when red smiley hits yellow, game is over, speed and starting angle of red smileys should be random. I control the yellow smiley with arrow keys. The biggest problem I have reflecting the red smileys from the boundary with the angle they came. I don't know how I can give a starting angle to a red smiley and bouncing it with the angle it came. I would be glad for any tips! My js source code : var canvas = document.getElementById("mycanvas"); var ctx = canvas.getContext("2d"); // Object containing some global Smiley properties. var SmileyApp = { radius: 15, xspeed: 0, yspeed: 0, xpos:200, // x-position of smiley ypos: 200 // y-position of smiley }; var SmileyRed = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 65 // y-position of smiley }; var SmileyReds = new Array(); for (var i=0; i<5; i++){ SmileyReds[i] = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 67 // y-position of smiley }; SmileyReds[i].xspeed = Math.floor((Math.random()*50)+1); SmileyReds[i].yspeed = Math.floor((Math.random()*50)+1); } function drawBigCircle() { var centerX = canvas.width / 2; var centerY = canvas.height / 2; var radiusBig = 300; ctx.beginPath(); ctx.arc(centerX, centerY, radiusBig, 0, 2 * Math.PI, false); // context.fillStyle = 'green'; // context.fill(); ctx.lineWidth = 5; // context.strokeStyle = '#003300'; // green ctx.stroke(); } function lineDistance( positionx, positiony ) { var xs = 0; var ys = 0; xs = positionx - 350; xs = xs * xs; ys = positiony - 350; ys = ys * ys; return Math.sqrt( xs + ys ); } function drawSmiley(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.7*r, y); ctx.arc(x,y,0.7*r, 0, Math.PI, false); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } function drawSmileyRed(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; //yellow ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.4*r, y+10); ctx.arc(x,y+10,0.4*r, 0, Math.PI, true); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } // --- Animation of smiley moving with constant speed and bounce back at edges of canvas --- var tprev = 0; // this is used to calculate the time step between two successive calls of run function run(t) { requestAnimationFrame(run); if (t === undefined) { t=0; } var h = t - tprev; // time step tprev = t; SmileyApp.xpos += SmileyApp.xspeed * h/1000; // update position according to constant speed SmileyApp.ypos += SmileyApp.yspeed * h/1000; // update position according to constant speed for (var i=0; i<SmileyReds.length; i++){ SmileyReds[i].xpos += SmileyReds[i].xspeed * h/1000; // update position according to constant speed SmileyReds[i].ypos += SmileyReds[i].yspeed * h/1000; // update position according to constant speed } // change speed direction if smiley hits canvas edges if (lineDistance(SmileyApp.xpos, SmileyApp.ypos) + SmileyApp.radius > 300) { alert("Game Over"); } // redraw smiley at new position ctx.clearRect(0,0,canvas.height, canvas.width); drawBigCircle(); drawSmiley(SmileyApp.xpos, SmileyApp.ypos, SmileyApp.radius); for (var i=0; i<SmileyReds.length; i++){ drawSmileyRed(SmileyReds[i].xpos, SmileyReds[i].ypos, SmileyReds[i].radius); } } // uncomment these two lines to get every going // SmileyApp.speed = 100; run(); // --- Control smiley motion with left/right arrow keys function arrowkeyCB(event) { event.preventDefault(); if (event.keyCode === 37) { // left arrow SmileyApp.xspeed = -100; SmileyApp.yspeed = 0; } else if (event.keyCode === 39) { // right arrow SmileyApp.xspeed = 100; SmileyApp.yspeed = 0; } else if (event.keyCode === 38) { // up arrow SmileyApp.yspeed = -100; SmileyApp.xspeed = 0; } else if (event.keyCode === 40) { // right arrow SmileyApp.yspeed = 100; SmileyApp.xspeed = 0; } } document.addEventListener('keydown', arrowkeyCB, true); JSFiddle : http://jsfiddle.net/gj4Q7/

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  • LibGDX Box2D Body and Sprite AND DebugRenderer out of sync

    - by Free Lancer
    I am having a couple issues with Box2D bodies. I have a GameObject holding a Sprite and Body. I use a ShapeRenderer to draw an outline of the Body's and Sprite's bounding boxes. I also added a Box2DDebugRenderer to make sure everything's lining up properly. My problem is the Sprite and Body at first overlap perfectly, but as I turn the Body moves a bit off the sprite then comes back when the Car is facing either North or South. Here's an image of what I mean: (Not sure what that line is, first time to show up) BLUE is the Body, RED is the Sprite, PURPLE is the Box2DDebugRenderer. Also, you probably noticed a purple square in the top right corner. Well that's the Car drawn by the Box2D Debug Renderer. I thought it might be the camera but I've been playing with the Cameras for hours and nothing seems to work. All give me weird results. Here's my code: Screen: public void show() { // --------------------- SETUP ALL THE CAMERA STUFF ------------------------------ // battleStage = new Stage( 720, 480, false ); // Setup the camera. In Box2D we operate on a meter scale, pixels won't do it. So we use // an Orthographic camera with a Viewport of 24 meters in width and 16 meters in height. battleStage.setCamera( new OrthographicCamera( CAM_METER_WIDTH, CAM_METER_HEIGHT ) ); battleStage.getCamera().position.set( CAM_METER_WIDTH / 2, CAM_METER_HEIGHT / 2, 0 ); // The Box2D Debug Renderer will handle rendering all physics objects for debugging debugger = new Box2DDebugRenderer( true, true, true, true ); //debugCam = new OrthographicCamera( CAM_METER_WIDTH, CAM_METER_HEIGHT ); } public void render(float delta) { // Update the Physics World, use 1/45 for something around 45 Frames/Second for mobile devices physicsWorld.step( 1/45.0f, 8, 3 ); // 1/45 for devices // Set the Camera matrices and clear the screen Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); battleStage.getCamera().update(); // Draw game objects here battleStage.act(delta); battleStage.draw(); // Again update the Camera matrices and call the debug renderer debugCam.update(); debugger.render( physicsWorld, debugCam.combined); // Vehicle handles its own interaction with the HUD // update all Actors movements in the game Stage hudStage.act( delta ); // Draw each Actor onto the Scene at their new positions hudStage.draw(); } Car: (extends Actor) public Car( Texture texture, float posX, float posY, World world ) { super( "Car" ); mSprite = new Sprite( texture ); mSprite.setSize( WIDTH * Consts.PIXEL_METER_RATIO, HEIGHT * Consts.PIXEL_METER_RATIO ); mSprite.setOrigin( mSprite.getWidth()/2, mSprite.getHeight()/2); // set the origin to be at the center of the body mSprite.setPosition( posX * Consts.PIXEL_METER_RATIO, posY * Consts.PIXEL_METER_RATIO ); // place the car in the center of the game map FixtureDef carFixtureDef = new FixtureDef(); mBody = Physics.createBoxBody( BodyType.DynamicBody, carFixtureDef, mSprite ); } public void draw() { mSprite.setPosition( mBody.getPosition().x * Consts.PIXEL_METER_RATIO, mBody.getPosition().y * Consts.PIXEL_METER_RATIO ); mSprite.setRotation( MathUtils.radiansToDegrees * mBody.getAngle() ); // draw the sprite mSprite.draw( batch ); } Physics: (Create the Body) public static Body createBoxBody( final BodyType pBodyType, final FixtureDef pFixtureDef, Sprite pSprite ) { float pRotation = 0; float pWidth = pSprite.getWidth(); float pHeight = pSprite.getHeight(); final BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = pBodyType; boxBodyDef.position.x = pSprite.getX() / Consts.PIXEL_METER_RATIO; boxBodyDef.position.y = pSprite.getY() / Consts.PIXEL_METER_RATIO; // Temporary Box shape of the Body final PolygonShape boxPoly = new PolygonShape(); final float halfWidth = pWidth * 0.5f / Consts.PIXEL_METER_RATIO; final float halfHeight = pHeight * 0.5f / Consts.PIXEL_METER_RATIO; boxPoly.setAsBox( halfWidth, halfHeight ); // set the anchor point to be the center of the sprite pFixtureDef.shape = boxPoly; final Body boxBody = BattleScreen.getPhysicsWorld().createBody(boxBodyDef); boxBody.createFixture(pFixtureDef); } Sorry for all the code and long description but it's hard to pin down what exactly might be causing the problem.

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  • Fastest pathfinding for static node matrix

    - by Sean Martin
    I'm programming a route finding routine in VB.NET for an online game I play, and I'm searching for the fastest route finding algorithm for my map type. The game takes place in space, with thousands of solar systems connected by jump gates. The game devs have provided a DB dump containing a list of every system and the systems it can jump to. The map isn't quite a node tree, since some branches can jump to other branches - more of a matrix. What I need is a fast pathfinding algorithm. I have already implemented an A* routine and a Dijkstra's, both find the best path but are too slow for my purposes - a search that considers about 5000 nodes takes over 20 seconds to compute. A similar program on a website can do the same search in less than a second. This website claims to use D*, which I have looked into. That algorithm seems more appropriate for dynamic maps rather than one that does not change - unless I misunderstand it's premise. So is there something faster I can use for a map that is not your typical tile/polygon base? GBFS? Perhaps a DFS? Or have I likely got some problem with my A* - maybe poorly chosen heuristics or movement cost? Currently my movement cost is the length of the jump (the DB dump has solar system coordinates as well), and the heuristic is a quick euclidean calculation from the node to the goal. In case anyone has some optimizations for my A*, here is the routine that consumes about 60% of my processing time, according to my profiler. The coordinateData table contains a list of every system's coordinates, and neighborNode.distance is the distance of the jump. Private Function findDistance(ByVal startSystem As Integer, ByVal endSystem As Integer) As Integer 'hCount += 1 'If hCount Mod 0 = 0 Then 'Return hCache 'End If 'Initialize variables to be filled Dim x1, x2, y1, y2, z1, z2 As Integer 'LINQ queries for solar system data Dim systemFromData = From result In jumpDataDB.coordinateDatas Where result.systemId = startSystem Select result.x, result.y, result.z Dim systemToData = From result In jumpDataDB.coordinateDatas Where result.systemId = endSystem Select result.x, result.y, result.z 'LINQ execute 'Fill variables with solar system data for from and to system For Each solarSystem In systemFromData x1 = (solarSystem.x) y1 = (solarSystem.y) z1 = (solarSystem.z) Next For Each solarSystem In systemToData x2 = (solarSystem.x) y2 = (solarSystem.y) z2 = (solarSystem.z) Next Dim x3 = Math.Abs(x1 - x2) Dim y3 = Math.Abs(y1 - y2) Dim z3 = Math.Abs(z1 - z2) 'Calculate distance and round 'Dim distance = Math.Round(Math.Sqrt(Math.Abs((x1 - x2) ^ 2) + Math.Abs((y1 - y2) ^ 2) + Math.Abs((z1 - z2) ^ 2))) Dim distance = firstConstant * Math.Min(secondConstant * (x3 + y3 + z3), Math.Max(x3, Math.Max(y3, z3))) 'Dim distance = Math.Abs(x1 - x2) + Math.Abs(z1 - z2) + Math.Abs(y1 - y2) 'hCache = distance Return distance End Function And the main loop, the other 30% 'Begin search While openList.Count() != 0 'Set current system and move node to closed currentNode = lowestF() move(currentNode.id) For Each neighborNode In neighborNodes If Not onList(neighborNode.toSystem, 0) Then If Not onList(neighborNode.toSystem, 1) Then Dim newNode As New nodeData() newNode.id = neighborNode.toSystem newNode.parent = currentNode.id newNode.g = currentNode.g + neighborNode.distance newNode.h = findDistance(newNode.id, endSystem) newNode.f = newNode.g + newNode.h newNode.security = neighborNode.security openList.Add(newNode) shortOpenList(OLindex) = newNode.id OLindex += 1 Else Dim proposedG As Integer = currentNode.g + neighborNode.distance If proposedG < gValue(neighborNode.toSystem) Then changeParent(neighborNode.toSystem, currentNode.id, proposedG) End If End If End If Next 'Check to see if done If currentNode.id = endSystem Then Exit While End If End While If clarification is needed on my spaghetti code, I'll try to explain.

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  • Slick2D, Nifty GUI listeners problem

    - by Patokun
    I'm trying to get Nifty GUI to work with Slick2D. So far everything is going great, except that I can't seem to figure out how to properly interact with the GUI. I'm trying the example in the nifty manual http://sourceforge.n....0.pdf/download but it doesn't seem to entirely work. The Element controller is being called for bind(...), init(...) and onStartScreen() as it should, as I can see their println output, but the next() method isn't being called when I click on the GUI element that I assigned the controller to, nor the screen controller as no output from println is shown. What's weird is, that the player is moving, so the mouse input is working. It's supposed to be called when I click the mouse button on it from the in the XML. Here is my code: My Element controller: public class ElementController implements Controller { private Element element; @Override public void bind(Nifty nifty, Screen screen, Element element, Properties parameter, Attributes controlDefinitionAttributes) { this.element = element; System.out.println("bind() called for element: " + element); } @Override public void init(Properties parameter, Attributes controlDefinitionAttributes) { System.out.println("init() called for element: " + element); } @Override public void onStartScreen() { System.out.println("onStartScreen() alled for element: " + element); } @Override public void onFocus(boolean getFocus) { System.out.println("onFocus() called for element: " + element + ", with: " + getFocus); } @Override public boolean inputEvent(NiftyInputEvent inputEvent) { return false; } public void next() { System.out.println("next() clicked for element: " + element); } } MyScreenController: class MyScreenController implements ScreenController { public void bind(Nifty nifty, Screen screen) {} public void onEndScreen() {} public void onStartScreen() {} public void next() { System.out.println("next() called from MyScreenController"); } } And my XML file: <?xml version="1.0" encoding="UTF-8"?> <nifty xmlns="http://nifty-gui.sourceforge.net/nifty-1.3.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"xsi:schemaLocation="http://niftygui.sourceforge.net/nifty-1.3.xsd http://nifty-gui.sourceforge.net/nifty-1.3.xsd"> <screen id="start" controller="predaN00b.theThing.V0004.MyScreenController"> <layer childLayout="center" controller="predaN00b.theThing.V0004.ElementController"> <panel width="100px" height="100px" childLayout="vertical" backgroundColor="#ff0f"> <text font="aurulent-sans-16.fnt" color="#ffff" text="Hello World!"> <interact onClick="next()" /> </text> </panel> </layer> </screen> </nifty> My main class, in case it's needed: public class MainGameState extends BasicGame { public Nifty nifty; public MainGame() { super("Test"); } public void init(GameContainer container, StateBasedGame game) throws SlickException { nifty = new Nifty(new SlickRenderDevice(container), new NullSoundDevice(), new PlainSlickInputSystem(), new AccurateTimeProvider()); nifty.addXml("/xml/MainState.xml"); nifty.gotoScreen("start"); } public void update(GameContainer container, StateBasedGame game, int delta) throws SlickException { nifty.update(); } public void render(GameContainer container, StateBasedGame game, Graphics graphics) throws SlickException { nifty.render(false); } public static void main(String[] args) throws SlickException { AppGameContainer app = new AppGameContainer(new MainGame()); app.setAlwaysRender(true); app.setDisplayMode( 1260 , 720, false); //window size app.start(); } }

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  • Abstracting entity caching in XNA

    - by Grofit
    I am in a situation where I am writing a framework in XNA and there will be quite a lot of static (ish) content which wont render that often. Now I am trying to take the same sort of approach I would use when doing non game development, where I don't even think about caching until I have finished my application and realise there is a performance problem and then implement a layer of caching over whatever needs it, but wrap it up so nothing is aware its happening. However in XNA the way we would usually cache would be drawing our objects to a texture and invalidating after a change occurs. So if you assume an interface like so: public interface IGameComponent { void Update(TimeSpan elapsedTime); void Render(GraphicsDevice graphicsDevice); } public class ContainerComponent : IGameComponent { public IList<IGameComponent> ChildComponents { get; private set; } // Assume constructor public void Update(TimeSpan elapsedTime) { // Update anything that needs it } public void Render(GraphicsDevice graphicsDevice) { foreach(var component in ChildComponents) { // draw every component } } } Then I was under the assumption that we just draw everything directly to the screen, then when performance becomes an issue we just add a new implementation of the above like so: public class CacheableContainerComponent : IGameComponent { private Texture2D cachedOutput; private bool hasChanged; public IList<IGameComponent> ChildComponents { get; private set; } // Assume constructor public void Update(TimeSpan elapsedTime) { // Update anything that needs it // set hasChanged to true if required } public void Render(GraphicsDevice graphicsDevice) { if(hasChanged) { CacheComponents(graphicsDevice); } // Draw cached output } private void CacheComponents(GraphicsDevice graphicsDevice) { // Clean up existing cache if needed var cachedOutput = new RenderTarget2D(...); graphicsDevice.SetRenderTarget(renderTarget); foreach(var component in ChildComponents) { // draw every component } graphicsDevice.SetRenderTarget(null); } } Now in this example you could inherit, but your Update may become a bit tricky then without changing your base class to alert you if you had changed, but it is up to each scenario to choose if its inheritance/implementation or composition. Also the above implementation will re-cache within the rendering cycle, which may cause performance stutters but its just an example of the scenario... Ignoring those facts as you can see that in this example you could use a cache-able component or a non cache-able one, the rest of the framework needs not know. The problem here is that if lets say this component is drawn mid way through the game rendering, other items will already be within the default drawing buffer, so me doing this would discard them, unless I set it to be persisted, which I hear is a big no no on the Xbox. So is there a way to have my cake and eat it here? One simple solution to this is make an ICacheable interface which exposes a cache method, but then to make any use of this interface you would need the rest of the framework to be cache aware, and check if it can cache, and to then do so. Which then means you are polluting and changing your main implementations to account for and deal with this cache... I am also employing Dependency Injection for alot of high level components so these new cache-able objects would be spat out from that, meaning no where in the actual game would they know they are caching... if that makes sense. Just incase anyone asked how I expected to keep it cache aware when I would need to new up a cachable entity.

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  • Cocos2d Box2d how to shoot an object inside the screen

    - by Ahoura Ghotbi
    I have the code below : - (id) initWithGame:(mainGame*)game { if ((self = [super init])) { isTouchEnabled_ = YES; self.game = game; CGSize size = [[CCDirector sharedDirector] winSize]; screenH = size.height; screenW = size.width; character = [CCSprite spriteWithFile:@"o.png"]; character.position = ccp( size.width /2 , size.height/2 ); character.contentSize = CGSizeMake(72, 79); [self addChild:character z:10 tag:1]; _body = NULL; _radius = 14.0f; // Create ball body and shape b2BodyDef ballBodyDef; ballBodyDef.type = b2_dynamicBody; ballBodyDef.position.Set(100/PTM_RATIO, 100/PTM_RATIO); ballBodyDef.userData = character; _body = _game.world->CreateBody(&ballBodyDef); b2CircleShape circle; circle.m_radius = 26.0/PTM_RATIO; b2FixtureDef ballShapeDef; ballShapeDef.shape = &circle; ballShapeDef.density = 1.0f; ballShapeDef.friction = 0.2f; ballShapeDef.restitution = 0.8f; _body->CreateFixture(&ballShapeDef); [self schedule:@selector(gameChecker:)]; [self schedule:@selector(tick:)]; } return self; } - (void)gameChecker:(ccTime) dt{ if(character.position.y > 200){ [self unschedule:@selector(tick:)]; [self schedule:@selector(dropObject:)]; } } - (void)tick:(ccTime) dt { b2Vec2 force; force.Set(_body->GetLinearVelocity().x, _body->GetLinearVelocity().y+1.0f); for (b2Body* b = _game.world->GetBodyList(); b; b = b->GetNext()) { if (b->GetUserData() == character) { b->SetLinearVelocity(force); } } _game.world->Step(dt, 10, 10); for(b2Body *b = _game.world->GetBodyList(); b; b=b->GetNext()) { if (b->GetUserData() != NULL) { CCSprite *ballData = (CCSprite *)b->GetUserData(); ballData.position = ccp(b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO); ballData.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()); } } } -(void)dropObject:(ccTime) dt{ b2Vec2 force; force.Set(_body->GetLinearVelocity().x, _body->GetLinearVelocity().y-1.0f); for (b2Body* b = _game.world->GetBodyList(); b; b = b->GetNext()) { if (b->GetUserData() == character) { b->SetLinearVelocity(force); } } _game.world->Step(dt, 10, 10); for(b2Body *b = _game.world->GetBodyList(); b; b=b->GetNext()) { if (b->GetUserData() != NULL) { CCSprite *ballData = (CCSprite *)b->GetUserData(); ballData.position = ccp(b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO); ballData.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()); } } } I have been trying to get the effect that fruit ninja has when shooting the fruits. but it seems like its hard to get such animation so I was wondering if anyone can point me to the right direction and/or give me a sample code for a single object that gets thrown into the screen with a direction.

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  • LibGdx drawing weird behaviour

    - by Ryckes
    I am finding strange behaviour while rendering TextureRegions in my game, only when pausing it. I am making a game for Android, in Java with LibGdx. When I comment out the line "drawLevelPaused()" everything seems to work fine, both running and paused. When it's not commented, everything works fine until I pause the screen, then it draws those two rectangles, but maybe ships are not shown, and if I comment out drawShips() and drawTarget() (just trying) maybe one of the planets disappears, or if I change the order, other things disappear and those that disappeared before now are rendered again. I can't find the way to fix this behaviour I beg your help, and I hope it's my mistake and not a LibGdx issue. I use OpenGL ES 2.0, stated in AndroidManifest.xml, if it is of any help. Thank you in advance. My Screen render method(game loop) is as follows: @Override public void render(float delta) { Gdx.gl.glClearColor(0.1f, 0.1f, 0.1f, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); controller.update(delta); renderer.render(); } When world state is PAUSED controller.update does nothing at all, there is a switch in it. And renderer.render() is as follows: public void render() { int worldState=this.world.getWorldState(); updateCamera(); spriteBatch.begin(); drawPlanets(); drawTarget(); drawShips(); if(worldState==World.PAUSED) { drawLevelPaused(); } else if(worldState==World.LEVEL_WON) { drawLevelWin(); } spriteBatch.end(); } And those methods are: private void updateCamera() { this.offset=world.getCameraOffset(); } private void drawPlanets() { for(Planet planet : this.world.getPlanets()) { this.spriteBatch.draw(this.textures.getTexture(planet.getTexture()), (planet.getPosition().x - this.offset[0]) * ppuX, (planet.getPosition().y - this.offset[1]) * ppuY); } } private void drawTarget() { Target target=this.world.getTarget(); this.spriteBatch.draw(this.textures.getTexture(target.getTexture()), (target.getPosition().x - this.offset[0]) * ppuX, (target.getPosition().y - this.offset[1]) * ppuY); } private void drawShips() { for(Ship ship : this.world.getShips()) { this.spriteBatch.draw(this.textures.getTexture(ship.getTexture()), (ship.getPosition().x - this.offset[0]) * ppuX, (ship.getPosition().y - this.offset[1]) * ppuY, ship.getBounds().width*ppuX/2, ship.getBounds().height*ppuY/2, ship.getBounds().width*ppuX, ship.getBounds().height*ppuY, 1.0f, 1.0f, ship.getAngle()-90.0f); } if(this.world.getStillShipVisibility()) { Ship ship=this.world.getStillShip(); Arrow arrow=this.world.getArrow(); this.spriteBatch.draw(this.textures.getTexture(ship.getTexture()), (ship.getPosition().x - this.offset[0]) * ppuX, (ship.getPosition().y - this.offset[1]) * ppuY, ship.getBounds().width*ppuX/2, ship.getBounds().height*ppuY/2, ship.getBounds().width*ppuX, ship.getBounds().height*ppuY, 1f, 1f, ship.getAngle() - 90f); this.spriteBatch.draw(this.textures.getTexture(arrow.getTexture()), (ship.getCenter().x - this.offset[0] - arrow.getBounds().width/2) * ppuX, (ship.getCenter().y - this.offset[1]) * ppuY, arrow.getBounds().width*ppuX/2, 0, arrow.getBounds().width*ppuX, arrow.getBounds().height*ppuY, 1f, arrow.getRate(), ship.getAngle() - 90f); } } private void drawLevelPaused() { this.shapeRenderer.begin(ShapeType.FilledRectangle); this.shapeRenderer.setColor(0f, 0f, 0f, 0.8f); this.shapeRenderer.filledRect(0, 0, this.width/this.ppuX, PAUSE_MARGIN_HEIGHT/this.ppuY); this.shapeRenderer.filledRect(0, (this.height-PAUSE_MARGIN_HEIGHT)/this.ppuY, this.width/this.ppuX, PAUSE_MARGIN_HEIGHT/this.ppuY); this.shapeRenderer.end(); for(Button button : this.world.getPauseButtons()) { this.spriteBatch.draw(this.textures.getTexture(button.getTexture()), (button.getPosition().x - this.offset[0]) * this.ppuX, (button.getPosition().y - this.offset[1]) * this.ppuY); } }

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  • How do I use setFilmSize in panda3d to achieve the correct view?

    - by lhk
    I'm working with Panda3d and recently switched my game to isometric rendering. I moved the virtual camera accordingly and set an orthographic lens. Then I implemented the classes "Map" and "Canvas". A canvas is a dynamically generated mesh: a flat quad. I'm using it to render the ingame graphics. Since the game itself is still set in a 3d coordinate system I'm planning to rely on these canvases to draw sprites. I could have named this class "Tile" but as I'd like to use it for non-tile sketches (enemies, environment) as well I thought canvas would describe it's function better. Map does exactly what it's name suggests. Its constructor receives the number of rows and columns and then creates a standard isometric map. It uses the canvas class for tiles. I'm planning to write a map importer that reads a file to create maps on the fly. Here's the canvas implementation: class Canvas: def __init__(self, texture, vertical=False, width=1,height=1): # create the mesh format=GeomVertexFormat.getV3t2() format = GeomVertexFormat.registerFormat(format) vdata=GeomVertexData("node-vertices", format, Geom.UHStatic) vertex = GeomVertexWriter(vdata, 'vertex') texcoord = GeomVertexWriter(vdata, 'texcoord') # add the vertices for a flat quad vertex.addData3f(1, 0, 0) texcoord.addData2f(1, 0) vertex.addData3f(1, 1, 0) texcoord.addData2f(1, 1) vertex.addData3f(0, 1, 0) texcoord.addData2f(0, 1) vertex.addData3f(0, 0, 0) texcoord.addData2f(0, 0) prim = GeomTriangles(Geom.UHStatic) prim.addVertices(0, 1, 2) prim.addVertices(2, 3, 0) self.geom = Geom(vdata) self.geom.addPrimitive(prim) self.node = GeomNode('node') self.node.addGeom(self.geom) # this is the handle for the canvas self.nodePath=NodePath(self.node) self.nodePath.setSx(width) self.nodePath.setSy(height) if vertical: self.nodePath.setP(90) # the most important part: "Drawing" the image self.texture=loader.loadTexture(""+texture+".png") self.nodePath.setTexture(self.texture) Now the code for the Map class class Map: def __init__(self,rows,columns,size): self.grid=[] for i in range(rows): self.grid.append([]) for j in range(columns): # create a canvas for the tile. For testing the texture is preset tile=Canvas(texture="../assets/textures/flat_concrete",width=size,height=size) x=(i-1)*size y=(j-1)*size # set the tile up for rendering tile.nodePath.reparentTo(render) tile.nodePath.setX(x) tile.nodePath.setY(y) # and store it for later access self.grid[i].append(tile) And finally the usage def loadMap(self): self.map=Map(10, 10, 1) this function is called within the constructor of the World class. The instantiation of world is the entry point to the execution. The code is pretty straightforward and runs good. Sadly the output is not as expected: Please note: The problem is not the white rectangle, it's my player object. The problem is that although the map should have equal width and height it's stretched weirdly. With orthographic rendering I expected the map to be a perfect square. What did I do wrong ? UPDATE: I've changed the viewport. This is how I set up the orthographic camera: lens = OrthographicLens() lens.setFilmSize(40, 20) base.cam.node().setLens(lens) You can change the "aspect" by modifying the parameters of setFilmSize. I don't know exactly how they are related to window size and screen resolution but after testing a little the values above seem to work for me. Now everything is rendered correctly as long as I don't resize the window. Every change of the window's size as well as switching to fullscreen destroys the correct rendering. I know that implementing a listener for resize events is not in the scope of this question. However I wonder why I need to make the Film's height two times bigger than its width. My window is quadratic ! Can you tell me how to find out correct setting for the FilmSize ? UPDATE 2: I can imagine that it's hard to envision the behaviour of the game. At first glance the obvious solution is to pass the window's width and height in pixels to setFilmSize. There are two problems with that approach. The parameters for setFilmSize are ingame units. You'll get a way to big view if you pass the pixel size For some strange reason the image is distorted if you pass equal values for width and height. Here's the output for setFilmSize(800,800) You'll have to stress your eyes but you'll see what I mean

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  • Determining explosion radius damage - Circle to Rectangle 2D

    - by Paul Renton
    One of the Cocos2D games I am working on has circular explosion effects. These explosion effects need to deal a percentage of their set maximum damage to all game characters (represented by rectangular bounding boxes as the objects in question are tanks) within the explosion radius. So this boils down to circle to rectangle collision and how far away the circle's radius is from the closest rectangle edge. I took a stab at figuring this out last night, but I believe there may be a better way. In particular, I don't know the best way to determine what percentage of damage to apply based on the distance calculated. Note : All tank objects have an anchor point of (0,0) so position is according to bottom left corner of bounding box. Explosion point is the center point of the circular explosion. TankObject * tank = (TankObject*) gameSprite; float distanceFromExplosionCenter; // IMPORTANT :: All GameCharacter have an assumed (0,0) anchor if (explosionPoint.x < tank.position.x) { // Explosion to WEST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, tank.position); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = tank.position.x - explosionPoint.x; } // end if } else if (explosionPoint.x > (tank.position.x + tank.contentSize.width)) { // Explosion to EAST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y)); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = explosionPoint.x - (tank.position.x + tank.contentSize.width); } // end if } else { // Tank is either north or south and is inbetween left and right corner of rect if (explosionPoint.y < tank.position.y) { // Explosion is South distanceFromExplosionCenter = tank.position.y - explosionPoint.y; } else { // Explosion is North distanceFromExplosionCenter = explosionPoint.y - (tank.position.y + tank.contentSize.height); } // end if } // end outer if if (distanceFromExplosionCenter < explosionRadius) { /* Collision :: Smaller distance larger the damage */ int damageToApply; if (self.directHit) { damageToApply = self.explosionMaxDamage + self.directHitBonusDamage; [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explsoion-> DIRECT HIT with total damage %d", damageToApply); } else { // TODO adjust this... turning out negative for some reason... damageToApply = (1 - (distanceFromExplosionCenter/explosionRadius) * explosionMaxDamage); [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explosion-> Non direct hit collision with tank"); CCLOG(@"Damage to apply is %d", damageToApply); } // end if } else { CCLOG(@"Explosion-> Explosion distance is larger than explosion radius"); } // end if } // end if Questions: 1) Can this circle to rect collision algorithm be done better? Do I have too many checks? 2) How to calculate the percentage based damage? My current method generates negative numbers occasionally and I don't understand why (Maybe I need more sleep!). But, in my if statement, I ask if distance < explosion radius. When control goes through, distance/radius must be < 1 right? So 1 - that intermediate calculation should not be negative. Appreciate any help/advice!

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  • Slick2D Rendering Lots of Polygons

    - by Hazzard
    I'm writing an little isometric game using Slick. The world terrain is made up of lots of quadrilaterals. In a small world that is 128 by 128 squares, over 16,000 quadrilaterals need to be rendered. This puts my pretty powerful computer down to 30 fps. I've though about caching "chunks" of the world so only single chunks would ever need updating at a time, but I don't know how to do this, and I am sure there are other ways to optimize it besides that. Maybe I'm doing the whole thing wrong, surely fancy 3D games that run fine on my machine are more intensive than this. My question is how can I improve the FPS and am I doing something wrong? Or does it actually take that much power to render those polygons? -- Here is the source code for the render method in my game state. It iterates through a 2d array or heights and draws polygons based on the height. public void render(GameContainer container, StateBasedGame game, Graphics gfx) throws SlickException { gfx.translate(offsetX * d + container.getWidth() / 2, offsetY * d + container.getHeight() / 2); gfx.scale(d, d); for (int y = 0; y < placeholder.length; y++) {// x & y are isometric // diag for (int x = 0; x < placeholder[0].length; x++) { Polygon poly; int hor = TestState.TILE_WIDTH * (x - y);// hor and ver are orthagonal int W = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y + 1][x];//points to go off of int S = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y + 1][x + 1]; int E = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y][x + 1]; int N = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y][x]; if (placeholder[y][x] == null) { poly = new Polygon();//Create actual surface polygon poly.addPoint(-TestState.TILE_WIDTH + hor, W); poly.addPoint(hor, S + TestState.TILE_HEIGHT); poly.addPoint(TestState.TILE_WIDTH + hor, E); poly.addPoint(hor, N - TestState.TILE_HEIGHT); float z = ((float) heights[y][x + 1] - heights[y + 1][x]) / 32 + 0.5f; placeholder[y][x] = new Tile(poly, new Color(z, z, z)); //ShapeRenderer.fill(placeholder[y][x]); } if (true) {//ONLY draw tile if it's on screen gfx.setColor(placeholder[y][x].getColor()); ShapeRenderer.fill(placeholder[y][x]); //gfx.fill(placeholder[y][x]); //placeholder[y][x]. //DRAW EDGES if (y + 1 == placeholder.length) {//draw South foundation edges gfx.setColor(Color.gray); Polygon found = new Polygon(); found.addPoint(-TestState.TILE_WIDTH + hor, W); found.addPoint(hor, S + TestState.TILE_HEIGHT); found.addPoint(hor, TestState.TILE_HEIGHT * (x + y + 1)); found.addPoint(-TestState.TILE_WIDTH + hor, TestState.TILE_HEIGHT * (x + y)); gfx.fill(found); } if (x + 1 == placeholder[0].length) {//north gfx.setColor(Color.darkGray); Polygon found = new Polygon(); found.addPoint(TestState.TILE_WIDTH + hor, E); found.addPoint(hor, S + TestState.TILE_HEIGHT); found.addPoint(hor, TestState.TILE_HEIGHT * (x + y + 1)); found.addPoint(TestState.TILE_WIDTH + hor, TestState.TILE_HEIGHT * (x + y)); gfx.fill(found); }//*/ } } } }

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  • My 2D collision code does not work as expected. How do I fix it?

    - by farmdve
    I have a simple 2D game with a tile-based map. I am new to game development, I followed the LazyFoo tutorials on SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). The game is simple, but the code is a lot so I can only post snippets. // Player moved out of the map if((player.box.x < 0)) player.box.x += GetVelocity(player, 0); if((player.box.y < 0)) player.box.y += GetVelocity(player, 1); if((player.box.x > (LEVEL_WIDTH - DOT_WIDTH))) player.box.x -= GetVelocity(player, 0); if((player.box.y > (LEVEL_HEIGHT - DOT_HEIGHT))) player.box.y -= GetVelocity(player, 1); // Now that we are here, we check for collisions if(touches_wall(player.box)) { if(player.box.x < player.prev_x) { player.box.x += GetVelocity(player, 0); } if(player.box.x > player.prev_x) { player.box.x -= GetVelocity(player, 0); } if(player.box.y < player.prev_y) { player.box.y += GetVelocity(player, 1); } if(player.box.y > player.prev_y) { player.box.y -= GetVelocity(player, 1); } } player.prev_x = player.box.x; player.prev_y = player.box.y; Let me explain, player is a structure with the following contents typedef struct { Rectangle box; //Player position on a map(tile or whatever). int prev_x, prev_y; // Previous positions int key_press[3]; // Stores which key was pressed/released. Limited to three keys. E.g Left,right and perhaps jump if possible in 2D int velX, velY; // Velocity for X and Y coordinate. //Health int health; bool main_character; uint32_t jump_ticks; } Player; And Rectangle is just a typedef of SDL_Rect. GetVelocity is a function that according to the second argument, returns the velocity for the X or Y axis. This code I have basically works, however inside the if(touches_wall(player.box)) if statement, I have 4 more. These 4 if statements are responsible for detecting collision on all 4 sides(up,down,left,right). However, they also act as a block for any other movement. Example: I move down the object and collide with the wall, as I continue to move down and still collide with the wall, I wish to move left or right, which is indeed possible(not to mention in 3D games), but remember the 4 if statements? They are preventing me from moving anywhere. The original code on the LazyFoo Productions website has no problems, but it was written in C++, so I had to rewrite most of it to work, which is probably where the problem comes from. I also use a different method of moving, than the one in the examples. Of course, that was just an example. I wish to be able to move no matter at which wall I collide. Before this bit of code, I had another one that had more logic in there, but it was flawed.

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  • Resolving bounding box collision detection

    - by ndg
    I'm working on a simple collision detection and resolution method for a 2d tile-based bounding box system. Collision appears to work correctly, but I'm having issues with resolving a collision after it has happened. Essentially what I'm attempting to do is very similar to this approach. The problem I'm experiencing is that because objects can be traveling with both horizontal and vertical velocity, my resolution code causes the object to jump incorrectly. I've drawn the following annotation to explain my issue. In this example, because my object has both horizontal and vertical velocity, my object (which is heading upwards and collides with the bottom of a tile) has it's position altered twice: To correctly adjust it's vertical position to be beneath the tile. To incorrectly adjust it's horizontal position to be to the left of the tile. Below is my collision/resolution code in full: function intersects(x1, y1, w1, h1, x2, y2, w2, h2) { w2 += x2; w1 += x1; if (x2 > w1 || x1 > w2) return false; h2 += y2; h1 += y1; if (y2 > h1 || y1 > h2) return false; return true; } for(var y = 0; y < this.game.level.tiles.length; y++) { for(var x = 0; x < this.game.level.tiles[y].length; x++) { var tile = this.game.level.getTile(x, y); if(tile) { if( this.velocity.x > 0 && intersects(this.position.x+dx+this.size.w, this.position.y+dy, 1, this.size.h, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.x = ((x*tileSize)-this.size.w); hitSomething = true; break; } else if( this.velocity.x < 0 && intersects(this.position.x+dx, this.position.y+dy, 1, this.size.h, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.x = ((x*tileSize)+tileSize); hitSomething = true; break; } if( this.velocity.y > 0 && intersects(this.position.x+dx, this.position.y+dy+this.size.h, this.size.w, 1, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.y = ((y*tileSize)-this.size.h); hitSomething = true; break; } else if( this.velocity.y < 0 && intersects(this.position.x+dx, this.position.y+dy, this.size.w, 1, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.y = ((y*tileSize)+tileSize); hitSomething = true; break; } } } } if(hitSomething) { this.velocity.x = this.velocity.y = 0; dx = dy = 0; this.setJumping(false); }

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  • How to remove MySQL completely with config and library files on ubuntu 12.04 gnome 3.0

    - by codeartist
    I tried everything till now: sudo apt-get remove mysql-server mysql-client mysql-common sudo apt-get purge mysql-server mysql-client mysql-common sudo apt-get autoremove and even more commands... But whenever I am trying to locate mysql. I get a no. of files related to mysql command: shell>> locate mysql Output: /etc/mysql /etc/apparmor.d/usr.sbin.mysqld /etc/apparmor.d/abstractions/mysql /etc/apparmor.d/cache/usr.sbin.mysqld /etc/apparmor.d/cache/usr.sbin.mysqld-akonadi /etc/apparmor.d/local/usr.sbin.mysqld /etc/bash_completion.d/mysqladmin /etc/init/mysql.conf /etc/logcheck/ignore.d.paranoid/mysql-server-5_5 /etc/logcheck/ignore.d.server/mysql-server-5_5 /etc/logcheck/ignore.d.workstation/mysql-server-5_5 /etc/logrotate.d/mysql-server /etc/mysql/conf.d /etc/mysql/debian-start /etc/mysql/debian.cnf /etc/mysql/conf.d/mysqld_safe_syslog.cnf /home/pkr/.mysql_history /home/pkr/.cache/software-center/piston-helper/rec.ubuntu.com,api,1.0,recommend_app,libqt4-sql-mysql,,349051c3a57da571aa832adb39177aff /home/pkr/.cache/software-center/piston-helper/rec.ubuntu.com,api,1.0,recommend_app,mysql-client,,cbf77a486cdc80547317981a33144427 /home/pkr/.cache/software-center/piston-helper/rec.ubuntu.com,api,1.0,recommend_app,mysql-client,,de8220dee4d957a9502caa79e8d2fdda /home/pkr/.cache/software-center/rnrclient/reviews.ubuntu.com,reviews,api,1.0,reviews,filter,en,any,any,any,libqt4-sql-mysql,page,1,helpful,,17fb2e657321dc51526ee8fe9928da30 /home/pkr/.cache/software-center/rnrclient/reviews.ubuntu.com,reviews,api,1.0,reviews,filter,en,any,any,any,mysql-client,page,1,helpful,,a4c1b6e8200f36ab5745c6f81f14da0a /home/pkr/.cache/software-center/rnrclient/reviews.ubuntu.com,reviews,api,1.0,reviews,filter,en,ubuntu,oneiric,any,libqt4-sql-mysql,page,1,helpful,,c54295fb82b8183350cd34f22c3547ef /home/pkr/.cache/software-center/rnrclient/reviews.ubuntu.com,reviews,api,1.0,reviews,filter,en,ubuntu,oneiric,any,mysql-client,page,1,helpful,,fcf201c1abff3f774af89173a84de2cc /home/pkr/.cache/software-center/rnrclient/reviews.ubuntu.com,reviews,api,1.0,reviews,filter,en,ubuntu,precise,any,libqt4-sql-mysql,page,1,helpful,,0cd86648584efeccfb16119012f89540 /home/pkr/.cache/software-center/rnrclient/reviews.ubuntu.com,reviews,api,1.0,reviews,filter,en,ubuntu,precise,any,mysql-client,page,1,helpful,,eb84724e9da7851ff8862a227d8bac59 /home/pkr/.local/share/akonadi/mysql.conf /home/pkr/.local/share/akonadi/db_data/mysql /home/pkr/.local/share/akonadi/db_data/mysql.err /home/pkr/.local/share/akonadi/db_data/mysql.err.old /home/pkr/.local/share/akonadi/db_data/mysql/columns_priv.MYD /home/pkr/.local/share/akonadi/db_data/mysql/columns_priv.MYI /home/pkr/.local/share/akonadi/db_data/mysql/columns_priv.frm /home/pkr/.local/share/akonadi/db_data/mysql/db.MYD /home/pkr/.local/share/akonadi/db_data/mysql/db.MYI /home/pkr/.local/share/akonadi/db_data/mysql/db.frm /home/pkr/.local/share/akonadi/db_data/mysql/event.MYD /home/pkr/.local/share/akonadi/db_data/mysql/event.MYI /home/pkr/.local/share/akonadi/db_data/mysql/event.frm /home/pkr/.local/share/akonadi/db_data/mysql/func.MYD /home/pkr/.local/share/akonadi/db_data/mysql/func.MYI /home/pkr/.local/share/akonadi/db_data/mysql/func.frm /home/pkr/.local/share/akonadi/db_data/mysql/general_log.CSM /home/pkr/.local/share/akonadi/db_data/mysql/general_log.CSV /home/pkr/.local/share/akonadi/db_data/mysql/general_log.frm /home/pkr/.local/share/akonadi/db_data/mysql/help_category.MYD /home/pkr/.local/share/akonadi/db_data/mysql/help_category.MYI /home/pkr/.local/share/akonadi/db_data/mysql/help_category.frm /home/pkr/.local/share/akonadi/db_data/mysql/help_keyword.MYD /home/pkr/.local/share/akonadi/db_data/mysql/help_keyword.MYI /home/pkr/.local/share/akonadi/db_data/mysql/help_keyword.frm /home/pkr/.local/share/akonadi/db_data/mysql/help_relation.MYD /home/pkr/.local/share/akonadi/db_data/mysql/help_relation.MYI /home/pkr/.local/share/akonadi/db_data/mysql/help_relation.frm /home/pkr/.local/share/akonadi/db_data/mysql/help_topic.MYD /home/pkr/.local/share/akonadi/db_data/mysql/help_topic.MYI /home/pkr/.local/share/akonadi/db_data/mysql/help_topic.frm /home/pkr/.local/share/akonadi/db_data/mysql/host.MYD /home/pkr/.local/share/akonadi/db_data/mysql/host.MYI /home/pkr/.local/share/akonadi/db_data/mysql/host.frm /home/pkr/.local/share/akonadi/db_data/mysql/ndb_binlog_index.MYD /home/pkr/.local/share/akonadi/db_data/mysql/ndb_binlog_index.MYI /home/pkr/.local/share/akonadi/db_data/mysql/ndb_binlog_index.frm /home/pkr/.local/share/akonadi/db_data/mysql/plugin.MYD /home/pkr/.local/share/akonadi/db_data/mysql/plugin.MYI /home/pkr/.local/share/akonadi/db_data/mysql/plugin.frm /home/pkr/.local/share/akonadi/db_data/mysql/proc.MYD /home/pkr/.local/share/akonadi/db_data/mysql/proc.MYI /home/pkr/.local/share/akonadi/db_data/mysql/proc.frm /home/pkr/.local/share/akonadi/db_data/mysql/procs_priv.MYD /home/pkr/.local/share/akonadi/db_data/mysql/procs_priv.MYI /home/pkr/.local/share/akonadi/db_data/mysql/procs_priv.frm /home/pkr/.local/share/akonadi/db_data/mysql/proxies_priv.MYD /home/pkr/.local/share/akonadi/db_data/mysql/proxies_priv.MYI /home/pkr/.local/share/akonadi/db_data/mysql/proxies_priv.frm /home/pkr/.local/share/akonadi/db_data/mysql/servers.MYD /home/pkr/.local/share/akonadi/db_data/mysql/servers.MYI /home/pkr/.local/share/akonadi/db_data/mysql/servers.frm /home/pkr/.local/share/akonadi/db_data/mysql/slow_log.CSM /home/pkr/.local/share/akonadi/db_data/mysql/slow_log.CSV /home/pkr/.local/share/akonadi/db_data/mysql/slow_log.frm /home/pkr/.local/share/akonadi/db_data/mysql/tables_priv.MYD /home/pkr/.local/share/akonadi/db_data/mysql/tables_priv.MYI /home/pkr/.local/share/akonadi/db_data/mysql/tables_priv.frm /home/pkr/.local/share/akonadi/db_data/mysql/time_zone.MYD /home/pkr/.local/share/akonadi/db_data/mysql/time_zone.MYI /home/pkr/.local/share/akonadi/db_data/mysql/time_zone.frm /home/pkr/.local/share/akonadi/db_data/mysql/time_zone_leap_second.MYD /home/pkr/.local/share/akonadi/db_data/mysql/time_zone_leap_second.MYI /home/pkr/.local/share/akonadi/db_data/mysql/time_zone_leap_second.frm /home/pkr/.local/share/akonadi/db_data/mysql/time_zone_name.MYD /home/pkr/.local/share/akonadi/db_data/mysql/time_zone_name.MYI /home/pkr/.local/share/akonadi/db_data/mysql/time_zone_name.frm /home/pkr/.local/share/akonadi/db_data/mysql/time_zone_transition.MYD /home/pkr/.local/share/akonadi/db_data/mysql/time_zone_transition.MYI /home/pkr/.local/share/akonadi/db_data/mysql/time_zone_transition.frm /home/pkr/.local/share/akonadi/db_data/mysql/time_zone_transition_type.MYD /home/pkr/.local/share/akonadi/db_data/mysql/time_zone_transition_type.MYI /home/pkr/.local/share/akonadi/db_data/mysql/time_zone_transition_type.frm /home/pkr/.local/share/akonadi/db_data/mysql/user.MYD /home/pkr/.local/share/akonadi/db_data/mysql/user.MYI /home/pkr/.local/share/akonadi/db_data/mysql/user.frm /usr/bin/mysql /usr/bin/mysql_install_db /usr/bin/mysql_upgrade /usr/bin/mysqlcheck /usr/sbin/mysqld /usr/share/mysql /usr/share/app-install/desktop/gmysqlcc:gmysqlcc.desktop /usr/share/app-install/desktop/mysql-client.desktop /usr/share/app-install/desktop/mysql-navigator:mysql-navigator.desktop /usr/share/app-install/desktop/mysql-server.desktop /usr/share/app-install/icons/gmysqlcc-32.png /usr/share/app-install/icons/mysql-navigator.png /usr/share/doc/mysql-client-core-5.5 /usr/share/doc/mysql-server-core-5.5 /usr/share/kde4/apps/katepart/syntax/sql-mysql.xml /usr/share/man/man1/mysql.1.gz /usr/share/man/man1/mysql_install_db.1.gz /usr/share/man/man1/mysql_upgrade.1.gz /usr/share/man/man1/mysqlcheck.1.gz /usr/share/man/man8/mysqld.8.gz /var/cache/apt/archives/akonadi-backend-mysql_1.7.2-0ubuntu1_all.deb /var/cache/apt/archives/libmysqlclient-dev_5.5.22-0ubuntu1_i386.deb /var/cache/apt/archives/libmysqlclient18_5.5.22-0ubuntu1_i386.deb /var/cache/apt/archives/libqt4-sql-mysql_4%3a4.8.1-0ubuntu4.1_i386.deb /var/cache/apt/archives/mysql-client-5.5_5.5.22-0ubuntu1_i386.deb /var/cache/apt/archives/mysql-client-core-5.5_5.5.22-0ubuntu1_i386.deb /var/cache/apt/archives/mysql-client_5.5.22-0ubuntu1_all.deb /var/cache/apt/archives/mysql-common_5.5.22-0ubuntu1_all.deb /var/cache/apt/archives/mysql-server-5.5_5.5.22-0ubuntu1_i386.deb /var/cache/apt/archives/mysql-server-core-5.5_5.5.22-0ubuntu1_i386.deb /var/cache/apt/archives/mysql-server_5.5.22-0ubuntu1_all.deb /var/lib/dpkg/info/mysql-client-core-5.5.list /var/lib/dpkg/info/mysql-client-core-5.5.md5sums /var/lib/dpkg/info/mysql-server-5.5.list /var/lib/dpkg/info/mysql-server-5.5.postrm /var/lib/dpkg/info/mysql-server-core-5.5.list /var/lib/dpkg/info/mysql-server-core-5.5.md5sums /var/log/mysql /var/log/mysql.err /var/log/mysql.log /var/log/mysql.log.1.gz /var/log/mysql.log.2.gz /var/log/mysql.log.3.gz /var/log/mysql.log.4.gz /var/log/mysql.log.5.gz /var/log/mysql.log.6.gz /var/log/mysql.log.7.gz /var/log/upstart/mysql.log.1.gz /var/log/upstart/mysql.log.2.gz /var/log/upstart/mysql.log.3.gz /var/log/upstart/mysql.log.4.gz /var/log/upstart/mysql.log.5.gz /var/log/upstart/mysql.log.6.gz /var/log/upstart/mysql.log.7.gz What should I do now? Please help me out in this :( I was trying to find out if there is any way I can remove mysql related every file and then reinstall mysql. I need it for Qt connectivity. I don't understand what to do! Please help :(

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  • How to remove MySQL completely with config and library files?

    - by codeartist
    I tried everything till now: sudo apt-get remove mysql-server mysql-client mysql-common sudo apt-get purge mysql-server mysql-client mysql-common sudo apt-get autoremove and even more commands... But whenever I am trying to locate mysql. I get a no. of files related to mysql command: shell>> locate mysql Output: /etc/mysql /etc/apparmor.d/usr.sbin.mysqld /etc/apparmor.d/abstractions/mysql /etc/apparmor.d/cache/usr.sbin.mysqld /etc/apparmor.d/cache/usr.sbin.mysqld-akonadi /etc/apparmor.d/local/usr.sbin.mysqld /etc/bash_completion.d/mysqladmin /etc/init/mysql.conf /etc/logcheck/ignore.d.paranoid/mysql-server-5_5 /etc/logcheck/ignore.d.server/mysql-server-5_5 /etc/logcheck/ignore.d.workstation/mysql-server-5_5 /etc/logrotate.d/mysql-server /etc/mysql/conf.d /etc/mysql/debian-start /etc/mysql/debian.cnf /etc/mysql/conf.d/mysqld_safe_syslog.cnf /home/pkr/.mysql_history /home/pkr/.cache/software-center/piston-helper/rec.ubuntu.com,api,1.0,recommend_app,libqt4-sql-mysql,,349051c3a57da571aa832adb39177aff /home/pkr/.cache/software-center/piston-helper/rec.ubuntu.com,api,1.0,recommend_app,mysql-client,,cbf77a486cdc80547317981a33144427 /home/pkr/.cache/software-center/piston-helper/rec.ubuntu.com,api,1.0,recommend_app,mysql-client,,de8220dee4d957a9502caa79e8d2fdda /home/pkr/.cache/software-center/rnrclient/reviews.ubuntu.com,reviews,api,1.0,reviews,filter,en,any,any,any,libqt4-sql-mysql,page,1,helpful,,17fb2e657321dc51526ee8fe9928da30 /home/pkr/.cache/software-center/rnrclient/reviews.ubuntu.com,reviews,api,1.0,reviews,filter,en,any,any,any,mysql-client,page,1,helpful,,a4c1b6e8200f36ab5745c6f81f14da0a /home/pkr/.cache/software-center/rnrclient/reviews.ubuntu.com,reviews,api,1.0,reviews,filter,en,ubuntu,oneiric,any,libqt4-sql-mysql,page,1,helpful,,c54295fb82b8183350cd34f22c3547ef /home/pkr/.cache/software-center/rnrclient/reviews.ubuntu.com,reviews,api,1.0,reviews,filter,en,ubuntu,oneiric,any,mysql-client,page,1,helpful,,fcf201c1abff3f774af89173a84de2cc /home/pkr/.cache/software-center/rnrclient/reviews.ubuntu.com,reviews,api,1.0,reviews,filter,en,ubuntu,precise,any,libqt4-sql-mysql,page,1,helpful,,0cd86648584efeccfb16119012f89540 /home/pkr/.cache/software-center/rnrclient/reviews.ubuntu.com,reviews,api,1.0,reviews,filter,en,ubuntu,precise,any,mysql-client,page,1,helpful,,eb84724e9da7851ff8862a227d8bac59 /home/pkr/.local/share/akonadi/mysql.conf /home/pkr/.local/share/akonadi/db_data/mysql /home/pkr/.local/share/akonadi/db_data/mysql.err /home/pkr/.local/share/akonadi/db_data/mysql.err.old /home/pkr/.local/share/akonadi/db_data/mysql/columns_priv.MYD /home/pkr/.local/share/akonadi/db_data/mysql/columns_priv.MYI /home/pkr/.local/share/akonadi/db_data/mysql/columns_priv.frm /home/pkr/.local/share/akonadi/db_data/mysql/db.MYD /home/pkr/.local/share/akonadi/db_data/mysql/db.MYI /home/pkr/.local/share/akonadi/db_data/mysql/db.frm /home/pkr/.local/share/akonadi/db_data/mysql/event.MYD /home/pkr/.local/share/akonadi/db_data/mysql/event.MYI /home/pkr/.local/share/akonadi/db_data/mysql/event.frm /home/pkr/.local/share/akonadi/db_data/mysql/func.MYD /home/pkr/.local/share/akonadi/db_data/mysql/func.MYI /home/pkr/.local/share/akonadi/db_data/mysql/func.frm /home/pkr/.local/share/akonadi/db_data/mysql/general_log.CSM /home/pkr/.local/share/akonadi/db_data/mysql/general_log.CSV /home/pkr/.local/share/akonadi/db_data/mysql/general_log.frm /home/pkr/.local/share/akonadi/db_data/mysql/help_category.MYD /home/pkr/.local/share/akonadi/db_data/mysql/help_category.MYI /home/pkr/.local/share/akonadi/db_data/mysql/help_category.frm /home/pkr/.local/share/akonadi/db_data/mysql/help_keyword.MYD /home/pkr/.local/share/akonadi/db_data/mysql/help_keyword.MYI /home/pkr/.local/share/akonadi/db_data/mysql/help_keyword.frm /home/pkr/.local/share/akonadi/db_data/mysql/help_relation.MYD /home/pkr/.local/share/akonadi/db_data/mysql/help_relation.MYI /home/pkr/.local/share/akonadi/db_data/mysql/help_relation.frm /home/pkr/.local/share/akonadi/db_data/mysql/help_topic.MYD /home/pkr/.local/share/akonadi/db_data/mysql/help_topic.MYI /home/pkr/.local/share/akonadi/db_data/mysql/help_topic.frm /home/pkr/.local/share/akonadi/db_data/mysql/host.MYD /home/pkr/.local/share/akonadi/db_data/mysql/host.MYI /home/pkr/.local/share/akonadi/db_data/mysql/host.frm /home/pkr/.local/share/akonadi/db_data/mysql/ndb_binlog_index.MYD /home/pkr/.local/share/akonadi/db_data/mysql/ndb_binlog_index.MYI /home/pkr/.local/share/akonadi/db_data/mysql/ndb_binlog_index.frm /home/pkr/.local/share/akonadi/db_data/mysql/plugin.MYD /home/pkr/.local/share/akonadi/db_data/mysql/plugin.MYI /home/pkr/.local/share/akonadi/db_data/mysql/plugin.frm /home/pkr/.local/share/akonadi/db_data/mysql/proc.MYD /home/pkr/.local/share/akonadi/db_data/mysql/proc.MYI /home/pkr/.local/share/akonadi/db_data/mysql/proc.frm /home/pkr/.local/share/akonadi/db_data/mysql/procs_priv.MYD /home/pkr/.local/share/akonadi/db_data/mysql/procs_priv.MYI /home/pkr/.local/share/akonadi/db_data/mysql/procs_priv.frm /home/pkr/.local/share/akonadi/db_data/mysql/proxies_priv.MYD /home/pkr/.local/share/akonadi/db_data/mysql/proxies_priv.MYI /home/pkr/.local/share/akonadi/db_data/mysql/proxies_priv.frm /home/pkr/.local/share/akonadi/db_data/mysql/servers.MYD /home/pkr/.local/share/akonadi/db_data/mysql/servers.MYI /home/pkr/.local/share/akonadi/db_data/mysql/servers.frm /home/pkr/.local/share/akonadi/db_data/mysql/slow_log.CSM /home/pkr/.local/share/akonadi/db_data/mysql/slow_log.CSV /home/pkr/.local/share/akonadi/db_data/mysql/slow_log.frm /home/pkr/.local/share/akonadi/db_data/mysql/tables_priv.MYD /home/pkr/.local/share/akonadi/db_data/mysql/tables_priv.MYI /home/pkr/.local/share/akonadi/db_data/mysql/tables_priv.frm /home/pkr/.local/share/akonadi/db_data/mysql/time_zone.MYD /home/pkr/.local/share/akonadi/db_data/mysql/time_zone.MYI /home/pkr/.local/share/akonadi/db_data/mysql/time_zone.frm /home/pkr/.local/share/akonadi/db_data/mysql/time_zone_leap_second.MYD /home/pkr/.local/share/akonadi/db_data/mysql/time_zone_leap_second.MYI /home/pkr/.local/share/akonadi/db_data/mysql/time_zone_leap_second.frm /home/pkr/.local/share/akonadi/db_data/mysql/time_zone_name.MYD /home/pkr/.local/share/akonadi/db_data/mysql/time_zone_name.MYI /home/pkr/.local/share/akonadi/db_data/mysql/time_zone_name.frm /home/pkr/.local/share/akonadi/db_data/mysql/time_zone_transition.MYD /home/pkr/.local/share/akonadi/db_data/mysql/time_zone_transition.MYI /home/pkr/.local/share/akonadi/db_data/mysql/time_zone_transition.frm /home/pkr/.local/share/akonadi/db_data/mysql/time_zone_transition_type.MYD /home/pkr/.local/share/akonadi/db_data/mysql/time_zone_transition_type.MYI /home/pkr/.local/share/akonadi/db_data/mysql/time_zone_transition_type.frm /home/pkr/.local/share/akonadi/db_data/mysql/user.MYD /home/pkr/.local/share/akonadi/db_data/mysql/user.MYI /home/pkr/.local/share/akonadi/db_data/mysql/user.frm /usr/bin/mysql /usr/bin/mysql_install_db /usr/bin/mysql_upgrade /usr/bin/mysqlcheck /usr/sbin/mysqld /usr/share/mysql /usr/share/app-install/desktop/gmysqlcc:gmysqlcc.desktop /usr/share/app-install/desktop/mysql-client.desktop /usr/share/app-install/desktop/mysql-navigator:mysql-navigator.desktop /usr/share/app-install/desktop/mysql-server.desktop /usr/share/app-install/icons/gmysqlcc-32.png /usr/share/app-install/icons/mysql-navigator.png /usr/share/doc/mysql-client-core-5.5 /usr/share/doc/mysql-server-core-5.5 /usr/share/kde4/apps/katepart/syntax/sql-mysql.xml /usr/share/man/man1/mysql.1.gz /usr/share/man/man1/mysql_install_db.1.gz /usr/share/man/man1/mysql_upgrade.1.gz /usr/share/man/man1/mysqlcheck.1.gz /usr/share/man/man8/mysqld.8.gz /var/cache/apt/archives/akonadi-backend-mysql_1.7.2-0ubuntu1_all.deb /var/cache/apt/archives/libmysqlclient-dev_5.5.22-0ubuntu1_i386.deb /var/cache/apt/archives/libmysqlclient18_5.5.22-0ubuntu1_i386.deb /var/cache/apt/archives/libqt4-sql-mysql_4%3a4.8.1-0ubuntu4.1_i386.deb /var/cache/apt/archives/mysql-client-5.5_5.5.22-0ubuntu1_i386.deb /var/cache/apt/archives/mysql-client-core-5.5_5.5.22-0ubuntu1_i386.deb /var/cache/apt/archives/mysql-client_5.5.22-0ubuntu1_all.deb /var/cache/apt/archives/mysql-common_5.5.22-0ubuntu1_all.deb /var/cache/apt/archives/mysql-server-5.5_5.5.22-0ubuntu1_i386.deb /var/cache/apt/archives/mysql-server-core-5.5_5.5.22-0ubuntu1_i386.deb /var/cache/apt/archives/mysql-server_5.5.22-0ubuntu1_all.deb /var/lib/dpkg/info/mysql-client-core-5.5.list /var/lib/dpkg/info/mysql-client-core-5.5.md5sums /var/lib/dpkg/info/mysql-server-5.5.list /var/lib/dpkg/info/mysql-server-5.5.postrm /var/lib/dpkg/info/mysql-server-core-5.5.list /var/lib/dpkg/info/mysql-server-core-5.5.md5sums /var/log/mysql /var/log/mysql.err /var/log/mysql.log /var/log/mysql.log.1.gz /var/log/mysql.log.2.gz /var/log/mysql.log.3.gz /var/log/mysql.log.4.gz /var/log/mysql.log.5.gz /var/log/mysql.log.6.gz /var/log/mysql.log.7.gz /var/log/upstart/mysql.log.1.gz /var/log/upstart/mysql.log.2.gz /var/log/upstart/mysql.log.3.gz /var/log/upstart/mysql.log.4.gz /var/log/upstart/mysql.log.5.gz /var/log/upstart/mysql.log.6.gz /var/log/upstart/mysql.log.7.gz What should I do now? Please help me out in this :( I was trying to find out if there is any way I can remove mysql related every file and then reinstall mysql. I need it for Qt connectivity. I don't understand what to do! Please help :(

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  • Letter to Ballmer: Making Better Consumer Devices

    - by andrewbrust
    Last year, I wrote Steve Ballmer an email, and he was kind enough to write me back.  The email contained a scan of a column I wrote praising Microsoft’s BI strategy.  His reply contained three simple words: “Super nice  thanks.” Well, now I’d like to write to Steve again, in an open letter format, and this time the love may be a bit tougher.  But I’m still super earnest. The past two days have been eventful ones for Microsoft: The company announced the departure of company veterans Robbie Bach and J Allard and the market announced Apple is now besting Microsoft in market capitalization. Plus, announcements were made that make it plain that Ballmer will, in effect, be running Microsoft’s Entertainment & Devices division himself. With that in mind, I’d like to offer my list of a dozen things I think Microsoft’s CEO should do to improve that division’s offerings and, hopefully, its bottom line. So here goes:   1. On Windows Phone 7, Stay the Course The press is teeming with headlines and reader comments proclaiming the death-before-arrival of Windows Phone 7.  That’s plain silly.  You’ve got the makings of a great and unique SmartPhone platform, and you’re the only company (even considering RIM) that can offer full fidelity Exchange integration, not to mention implementing Office on the device.  Let the existing team finish this puppy and ship it. And then have them pump out a few updates, over-the-air, quickly.  Show them that Google Android’s not the only product that can do good, rapid dot releases. And another thing: make sure your OEMs’ devices have flawless touch screens.  If they don’t, then you shouldn’t certify them for delivery to customers.  Period. Oh, and kill the Kin, quietly.  It was DOA, and you know it.   2. Move Media Center to the Xbox Platform Media Center is, at its core, a good product.  But delivering a media distribution and DVR platform on a sophisticated PC operating system like Windows 7 just creates too many moving parts.  Xbox already functions as the best Media Center extender device – it should actually be the hub as well. Media Center is mostly based on .NET code – and XNA is a .NET environment for Xbox – find a way to bridge that small gap and make Media Center a joy to work with instead of a frustration.  Beating Apple TV out of this sub-market is the lowest hanging fruit on the tree (goofy pun, but it’s true).   3. Integrate Media Center with Mediaroom, or Kill the Latter You have two media products with almost identical names.  One is for standalone DVRs and the other is for IPTV cable set tops with DVR capabilities.  Can we merge these please?  My previous request of putting Media Center on Xbox would seem to tie into this nicely, since you’ve announced plans to do that with Mediaroom already.   4. Fix the Red Ring of Death People love the Xbox, but they really don’t love sending their consoles back every 18-24 months, when they get a bunch of red lights flashing on power up.  You’ve handled this defect about as gracefully as possible, but it’s been around for a long time now and it doesn’t seem to be fixed yet.  You can do better.  In fact, you must do better, or you insult your customers.   5. Add Blu Ray to Xbox I know, streaming movies are the future; physical media is legacy technology.  So if that’s true, why did you back HD DVD so hard?  You know why: for now, the film studios won’t allow a large selection of new release, HD, surround sound content be distributed on any medium other than Blu Ray or cable pay per view/on-demand.  Don’t you want home theater buffs to see the Xbox as a fantastic device for their rigs?  Don’t you want to put PlayStation 3 out of its misery?  And if you follow my suggestions above (move Media Center to the Xbox and fix the Red Ring problem), you’d have it all sewn up.  Do I think Blu Ray functionality will move a lot of units?  No.  Do I think that it would move more units with desperately needed influential home theater consumers?  You bet.  And you might sell more ZunePass subscriptions in the process. But while you’re at it, make the fan quieter, please.   6. Make More of Windows Home Server Home Server is a fantastic product.  And for reasons unknown to me, it seems like you’re letting it languish.  Development of the add-in ecosystem seems underfunded.  WHS’ unparalleled ease of use and reliability for home PC backup (and emergency restores) goes unsung.  Product cycles are slow.  Support for your OEMs, who are doing great work, especially in the green space with Atom CPUs, seems lacking.  You’ve married a trophy girl and you keep her cloistered at home!  That’s cruel, unusual and, um, incredibly ill-advised.  Make use of this ace card, and while you’re at it, give it real integration with Media Center.  The integration thus far proof-of-concept quality.  You should go way past that – both products will benefit immeasurably.   7. Set Up a Partner Platform for Custom Installers There’s a whole sub-industry of companies that install, integrate and configure home theater, security and connected home products.  They have an industry group. They are influential in the high-end of the consumer electronics industry, and so are their customers.  They love Media Center and they love Windows Home Server.  But I have talked to several of them at the Consumer Electronics Show and they tell me you don’t love them.  They find it very difficult to do business with Microsoft, even though they want nothing more than to sell and evangelize your platform.  This is a travesty.  Please fix it.  Get Allison Watson and the Microsoft Partner Network on board and have her hire someone who knows how to run a channel program for consumer electronics companies.  Problem solved.  Markets expanded.   8. Make Your Own Hardware In other areas, I know you love your partners.  I help run one, so I appreciate that.  But when it came to Xbox and Zune you built them it yourself (albeit on a contract basis, which is fine).  Windows Phone 7 has a chance to work as an OEM play, but it would work better if you produced the devices.  At least consider building a reference device that sells alongside your OEMs’ offerings.  That’s what Google did with the Nexxus One.  And while that phone was not itself a big seller, it catalyzed two wonderful things : (1) a quality bar was set and (2) partners exceeded it.  Before the Nexxus One, the best Android handset out there was the Motorola Droid. The Nexxus One was better, and the HTC Droid Incredible and Evo 4G are now even better than Google’s phone, which is why Verizon and Sprint decided not to carry it.  Imagine if all Windows Phone 6.x devices were on par with the HTC HD2.  I tend to believe you’d have a lot bigger market share than you do now.   9. Continue with Your Retail Initiative From what I hear, it sounds like it’s going well.  And this goes right along with making your own hardware.  When you build it, they will come.  And then it makes the likes of Best Buy and Staples do better.   10. Make an Acquisition (or Two) TiVo and/or Moxi look ripe for the picking.  With their ability to build stuff people love and your ability to run a business, you might just have something.  But do a better job than you did when you bought Danger.  Buy the ideas, not just the customers, eh?   11. Make Beautiful Stuff You’ve heard this one before, I know.  But I have some head-shrinking advice on this one.  You know that Apple obsesses over its industrial design.  You know that appeals to consumers.  But it seems you think doing so is Apple’s game exclusively and so you shouldn’t even try.  Bull dinky.  Come to New York and visit the Museum of Modern Art’s Architecture and Design gallery.  You’ll see that lots of companies and product categories have had very high design value well before Apple existed.  You can do this, and the Zune HD was a great start.  Now run with that.  Find those negative voices in your head that are telling you that you can’t and shut them up.  For good.   12. Burst the Bubble Some of the products you’ve built seem like they were conceived in a bizarro world.  That would appear to be the result of groupthink.  You must do better.  And there’s lots of people willing to advise you.  This includes just about everyone in the Regional Director program, and probably a bunch of MVPs.  Heck, I bet the guys at Engadget could help out too.  Imagine if you let them see the Kin before it shipped.  Talk to high-end gear consumers.  Talk to Best Buy and CostCo customers too.   Signing Off I hope this was of value to you.  As I wrote this I kept telling myself how obvious, even trite, some of these pieces of advice were and then, because of that, doubting they’d really help.  But I decided that they must not be obvious to Microsoft.  Sometimes when you get wrapped up in stuff, it’s hard to clear your head.  I think my head’s pretty clear here though (I’m wrapped up in other stuff), so maybe my perspective can help.  If not, well, then, I guess they all can’t be super nice.

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  • Silverlight Cream for March 28, 2010 -- #823

    - by Dave Campbell
    In this Issue: Michael Washington, Andy Beaulieu, Bill Reiss, jocelyn, Shawn Wildermuth, Cameron Albert, Shawn Oster, Alex Yakhnin, ondrejsv, Giorgetti Alessandro, Jeff Handley, SilverLaw, deepm, and Kyle McClellan. Shoutouts: If I've listed this before, it's worth another... Introduction to Prototyping with SketchFlow (twelve video series) and on the same page is Creating a Beehive Game with Behaviors in Blend 3 (ten video series) Shawn Oster announced his Slides + Code + Video from ‘An Introduction to Developing Applications for Microsoft Silverlight’ from MIX10 Tim Heuer announced earlier this week: Silverlight Client for Facebook updated for Silverlight 4 RC Nikhil Kothari announced the availability of his MIX10 Talk - Slides and Code András Velvárt backed up his great MIX09 effort with MIX10.Zoomery.com... everything in one DZ effort... thanks András! Andy Beaulieu posted his material for his Code Camp 13 in Waltham: Windows Phone: Silverlight for Casual Games From SilverlightCream.com: Silverlight MVVM - The Revolution Has Begun Michael Washington did an awesome tutorial on MVVM and Silverlight creating a simple Silverlight File Manager. The post has a link to the tutorial at CodeProject... great tutorial. Windows Phone 7 + Silverlight Performance Andy Beaulieu has a post up we should all bookmark... getting a handle on the graphics performance of our app on WP7. Great examples, and external links. Space Rocks game step 6: Keyboard handling Bill Reiss has a post up about keyboard input for the WP7 game he's building ... this is Episode 6 ... you're working along with him, right? Panoramic Navigation on Windows Phone 7 with No Code! jocelyn at InnovativeSingapore (I found this by way of Shawn's post), has a Panoramic Navigation template out there for WP7 for all of us to grab... great post about it too. My First WP7 Application Shawn Wildermuth has been playing with WP7 development and has his XBOX Game library app up on the emulator... all with source of course Silverlight and Windows Phone 7 Game Cameron Albert built a web-based game called 'Shape Attack' and also did it for WP7 to compare the performance... check it out for yourself, but hey, it's game source for the phone... cool :) Changing the Onscreen Keyboard layout in Silverlight for Windows Phone using InputScope Shawn Oster has a cool post on changing the keyboard on WP7 to go along with what you're expecting the user to type... how cool is that?? Deep Zoom on WP7 Check out the quick work Alex Yakhnin made of putting DeepZoom on WP7... all source included. How to: Create a sketchy Siverlight GroupBox in Blend/SketchFlow ondrejsv has the xaml up to take Tim Greenfield's GroupBox control and insert it into SketchFlow. Silverlight / Castle Windsor – implementing a simple logging framework Giorgetti Alessandro posted about CastleWindsor for Silverlight, and a logging system inherited from LevelFilteredLogger in the absence of Log4Net. DomainDataSource in a ViewModel Jeff Handley responds to a common forum post about using DomainDataSource in a ViewModel. Read his comments on AutoLoad and ElementName Bindins. Digital Jugendstil TextEffect (Art Nouveau) - Silverlight 3 SilverLaw has a cool TagCloud demo and a UserControl he calls Art Nouveau up at the Expression Gallery... not for a business app, I don't think :) Configuring your DomainService for a Windows Phone 7 application deepm discusses RIA Services for WP7 and how to enable a WP7 app to communicate with a DomainService. Writing a Custom Filter or Parameter for DomainDataSource Kyle McClellan by way of Jeff Handley's blog, is discussing how to leverage the custom parameter types you defined in the previous version of RIA Services. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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