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  • Best practices on separating Update and Draw on game loop

    - by Galvanize
    I've been working on my first HTML5 prototype and I found a good model that uses the regular Update and Draw loop we see in game dev. My question is, where does one end and the other begins? The question popped when I wanted to rotate and draw an Image, and I kept wondering if the work of changing the tranformation matrix (that I presume would be a bit expensive since it works on the whole pixel array of an image) and calculating the right position do draw it would characterize drawing work, or maybe not, since after that I may need to check for collision or something similar. Thinkig of it, seems like a silly question, but I would like some advice from more experienced developers. Where does does update ends and draw starts? Thanks in advance.

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  • Do I need "cube subclasses" to represent the blocks in a Minecraft-like world?

    - by stighy
    I would like to try to develop a very simple game like Minecraft for my own education. My main problem at the moment is figuring out how to model classes that represent the world, which will be made of blocks of various types (such as dirt, stone and sand). I am thinking of creating the following class structure: Cube (with proprerties like color, strength, flammable, gravity) with subclasses: Dirt Stone Sand et cetera My question is, do I need the Cube subclasses or a single class Cube sufficient?

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  • Android opengles 2.0 :different resolutions rendering and input

    - by kkan
    I'm currently developing a sprite based 2D game for android using opengles 2.0. I've got some basic rendering done that mimics the spritebatch functionality of xna (draw sprite, rotation, color). But all of this works for a fixed projection matrix, but android has a lot of screen sizes. Q1)Would this be an okay method to scale up/down the drawing? 1)Draw the whole screen to a texture. 2)Draw the above texture as a quad to the device. I found the above through some searching, not sure if it's the best one, are there any alternatives? Q2)How do you handle inputs for different resolutions? I currently get the position of a touch and use it raw. Would it be okay to get the position, and then scale the position to size of the texture used for rendering, and the perform calculations on it? Thanks.

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  • Creating a DrawableGameComponent

    - by Christian Frantz
    If I'm going to draw cubes effectively, I need to get rid of the numerous amounts of draw calls I have and what has been suggested is that I create a "mesh" of my cubes. I already have them being stored in a single vertex buffer, but the issue lies in my draw method where I am still looping through every cube in order to draw them. I thought this was necessary as each cube will have a set position, but it lowers the frame rate incredibly. What's the easiest way to go about this? I have a class CubeChunk that inherits Microsoft.Stuff.DrawableGameComponent, but I don't know what comes next. I suppose I could just use the chunk of cubes created in my cube class, but that would just keep me going in circles and drawing each cube individually. The goal here is to create a draw method that draws my chunk as a whole, and to not draw individual cubes as I've been doing.

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  • Who could ask for more with LESS CSS? (Part 2 of 3&ndash;Setup)

    - by ToStringTheory
    Welcome to part two in my series covering the LESS CSS language.  In the first post, I covered the two major CSS precompiled languages - LESS and SASS to a small extent, iterating over some of the features that you could expect to find in them.  In this post, I will go a little further in depth into the setup and execution of using the LESS framework. Introduction It really doesn’t take too much to get LESS working in your project.  The basic workflow will be including the necessary translator in your project, defining bundles for the LESS files, add the necessary code to your layouts.cshtml file, and finally add in all your necessary styles to the LESS files!  Lets get started… New Project Just like all great experiments in Visual Studio, start up a File > New Project, and create a new MVC 4 Web Application.  The Base Package After you have the new project spun up, use the Nuget Package Manager to install the Bundle Transformer: LESS package. This will take care of installing the main translator that we will be using for LESS code (dotless which is another Nuget package), as well as the core framework for the Bundle Transformer library.  The installation will come up with some instructions in a readme file on how to modify your web.config to handle all your *.less requests through the Bundle Transformer, which passes the translating onto dotless. Where To Put These LESS Files?! This step isn’t really a requirement, however I find that I don’t like how ASP.Net MVC just has a content directory where they store CSS, content images, css images….  In my project, I went ahead and created a new directory just for styles – LESS files, CSS files, and images that are only referenced in LESS or CSS.  Ignore the MVC directory as this was my testbed for another project I was working on at the same time.  As you can see here, I have: A top level directory for images which contains only images used in a page A top level directory for scripts A top level directory for Styles A few directories for plugins I am using (Colrizr, JQueryUI, Farbtastic) Multiple *.less files for different functions (I’ll go over these in a minute) I find that this layout offers the best separation of content types.  Bring Out Your Bundles! The next thing that we need to do is add in the necessary code for the bundling of these LESS files.  Go ahead and open your BundleConfig.cs file, usually located in the /App_Start/ folder of the project.  As you will see in a minute, instead of using the method Microsoft does in the base MVC 4 project, I change things up a bit.  Define Constants The first thing I do is define constants for each of the virtual paths that will be used in the bundler: The main reason is that I hate magic strings in my program, so the fact that you first defined a virtual path in the BundleConfig file, and then used that path in the _Layout.cshtml file really irked me. Add Bundles to the BundleCollection Next, I am going to define the bundles for my styles in my AddStyleBundles method: That is all it takes to get all of my styles in play with LESS.  The CssTransformer and NullOrderer types come from the Bundle Transformer we grabbed earlier.  If we didn’t use that package, we would have to write our own function (not too hard, but why do it if it’s been done). I use the site.less file as my main hub for LESS - I will cover that more in the next section. Add Bundles To Layout.cshtml File With the constants in the BundleConfig file, instead of having to use the same magic string I defined for the bundle virtual path, I am able to do this: Notice here that besides the RenderSection magic strings (something I am working on in another side project), all of the bundles are now based on const strings.  If I need to change the virtual path, I only have to do it in one place.  Nifty! Get Started! We are now ready to roll!  As I said in the previous section, I use the site.less file as a central hub for my styles: As seen here, I have a reset.css file which is a simple CSS reset.  Next, I have created a file for managing all my color variables – colors.less: Here, you can see some of the standards I started to use, in this case for color variables.  I define all color variables with the @col prefix.  Currently, I am going for verbose variable names. The next file imported is my font.less file that defines the typeface information for the site: Simple enough.  A couple of imports for fonts from Google, and then declaring variables for use throughout LESS.  I also set up the heading sizes, margins, etc..  You can also see my current standardization for font declaration strings – @font. Next, I pull in a mixins.less file that I grabbed from the Twitter Bootstrap library that gives some useful parameterized mixins for use such as border-radius, gradient, box-shadow, etc… The common.less file is a file that just contains items that I will be defining that can be used across all my LESS files.  Kind of like my own mixins or font-helpers: Finally I have my layout.less file that contains all of my definitions for general site layout – width, main/sidebar widths, footer layout, etc: That’s it!  For the rest of my one off definitions/corrections, I am currently putting them into the site.less file beneath my original imports Note Probably my favorite side effect of using the LESS handler/translator while bundling is that it also does a CSS checkup when rendering…  See, when your web.config is set to debug, bundling will output the url to the direct less file, not the bundle, and the http handler intercepts the call, compiles the less, and returns the result.  If there is an error in your LESS code, the CSS file can be returned empty, or may have the error output as a comment on the first couple lines. If you have the web.config set to not debug, then if there is an error in your code, you will end up with the usual ASP.Net exception page (unless you catch the exception of course), with information regarding the failure of the conversion, such as brace mismatch, undefined variable, etc…  I find it nifty. Conclusion This is really just the beginning.  LESS is very powerful and exciting!  My next post will show an actual working example of why LESS is so powerful with its functions and variables…  At least I hope it will!  As for now, if you have any questions, comments, or suggestions on my current practice, I would love to hear them!  Feel free to drop a comment or shoot me an email using the contact page.  In the mean time, I plan on posting the final post in this series tomorrow or the day after, with my side project, as well as a whole base ASP.Net MVC4 templated project with LESS added in it so that you can check out the layout I have in this post.  Until next time…

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  • Which ebook format is better to read programming books on ipad [closed]

    - by user1713836
    I tried reading the pdf books on ipad but i don't feel cpmfortable after reading 40 odd pages. don't know why. I just want to know is there any other format which can sooth the eys and behave exactly like hard books. Any other ebooks reader which is better than ipad. But iwant the color display of code syntax as well I am fed up of printing the pdfs as every few months we have new documentation of new version of softwares

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  • What to use to make voice chat (and some more) on a web?

    - by Tunococ
    I am trying to make available on my website a voice chat for a small group of people that allows some other means to interact such as text messaging, photo sharing, file sharing, simple drawing and silly games. In other words, something similar to older MSN Messenger, but on the web. Any ideas on what to use? To clarify, I am looking for suggestions on languages and libraries to use. I want to be able to fully customize it as much as possible because I might want to add other (somewhat interesting) functions later. Low-level programming is fine if required, but platform dependency isn't that much preferred.

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  • Follow the action: OTN's YouTube Channel

    - by Bob Rhubart
    If you're not one of the 50,000 people participating in Oracle OpenWorld in San Francisco next week you can still be a part of the action. Members of the OTN crew will be interviewing various community luminaries and subject matter experts and capturing some of the color and exitement on video. These videos will be posted on the Oracle Technology Network YouTube Channel daily.  Of course, you can also keep tabs on what's happening through social media via OTN's Facebook and Twitter (@oracletechnet) channels. Stay tuned...

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  • Achieve Top Rank by Combining CSS with SEO

    CSS stands for ?Cascading style sheets? which is a computer style sheet language. It gives web designers the liberty of affixing different styles like color, spacing, font and so on to the HTML docum... [Author: Alan Smith - Web Design and Development - May 15, 2010]

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  • Printer Review: Oki C610dtn

    Considering a color laser printer? Don't buy before you check out Oki's LED-based alternative, which offers plenty of paper-handling flexibility and produces genuinely great-looking business documents.

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  • Printer Review: Oki C610dtn

    Considering a color laser printer? Don't buy before you check out Oki's LED-based alternative, which offers plenty of paper-handling flexibility and produces genuinely great-looking business documents.

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  • Procedural Planets, Heightmaps and Textures

    - by henryprescott
    I am currently working on an OpenGL procedural planet generator. I hope to use it for a space RPG, that will not allow players to go down to the surface of a planet so I have ignored anything ROAM related. At the momement I am drawing a cube with VBOs and mapping onto a sphere. I am familiar with most fractal heightmap generating techniques and have already implemented my own version of midpoint displacement(not that useful in this case I know). My question is, what is the best way to procedurally generate the heightmap. I have looked at libnoise which allows me to make tilable heightmaps/textures, but as far as I can see I would need to generate a net like this. Leaving the tiling obvious. Could anyone advise me on the best route to take? Any input would be much appreciated. Thanks, Henry.

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  • How do I remove nitrogen back to Ubuntu's default wallpaper manager?

    - by jonalmeida
    I was using nitrogen when I using openbox, but now I'm trying to stop it from setting the wallpaper so I can use the Ubuntu default (i.e via the System Settings panel). What I've done so far: sudo apt-get remove nitrogen Removed nitrogen configs at ~/.config/nitrogen/ Checked to make sure that draw_background in /desktop/gnome/background was checked So far it still doesn't work. I can't right-click on the desktop, so I'm guessing that I've missed something to get Nautilus back to drawing icons on the screen. Any help is much appreciated. Thanks!

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  • How do I use unpackHalf2x16?

    - by user1032861
    I'm trying to use (un)packHalf2x16, without success so far. I'm drawing with: glVertexAttribIPointer(0, 2, GL_UNSIGNED_INT, 0, 0); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vbo); glDrawArrays(GL_POINTS, 0, n_points); glDisableVertexAttribArray(0); and on the shader #version 330 core #extension GL_ARB_shading_language_packing : require in uvec2 A0; // (...) vec4 t = vec4(unpackHalf2x16(A0.x), unpackHalf2x16(A0.y)); But nothing gets drawn. I'm pretty sure buffer's content is right, and if I use vec4 t = vec4(0); I can see it's working properly. How is this packing / unpacking thing supposed to work? I can't find any example.

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  • Which creative framework can create these games? [closed]

    - by Rahil627
    I've used a few game frameworks in the past and have run into limitations. This lead me to "creative frameworks". I've looked into many, but I cannot determine the limitations of some of them. Selected frameworks ordered from highest to lowest level: Flash, Unity, MonoGame, OpenFrameworks (and Cinder), SFML. I want to be able to: create a game that handles drawing on an iPad create a game that uses computer vision from a webcam create a multi-device iOS game create a game that uses input from Kinect Can all of the frameworks handle this? What is the highest level framework that can handle all of them?

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  • C# 2D Camera Max Zoom

    - by Craig
    I have a simple ship sprite moving around the screen along with a 2D Camera. I have zooming in and out working, however when I zoom out it goes past the world bounds and has the cornflower blue background showing. How do I sort it that I can only zoom out as far as showing the entire world (which is a picture of OZ) and thats it? I dont want any of the cornflower blue showing. Cheers! namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } }

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  • Blending effect on textures

    - by joecks
    Hi i am trying to build screen animation like flickering, interlace, color separation similar to old style malfunctioning Amiga screens. The intended effects are shown in this video. I am using libgdx and I already discovered the universal tween engine, which helps a lot to build transitional animations, but how should I approach those blending effects, any suggestions? I will specify my question once I learned more about libgdx, but maybe you could give me some hints already. Thanks!

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  • OpenGL VBOs are slower then glDrawArrays.

    - by Arelius
    So, this seems odd to me. I upload a large buffer of vertices, then every frame I call glBindbuffer and then the appropriate gl*Pointer functions with offsets into the buffer, then I use glDrawArrays to draw all of my triangles. I'm only drawing about 100K triangles, however I'm getting about 15FPS. This is where it gets weird, if I change it to not call glBindBuffer, then change the gl*Pointer calls to be actual pointers into the array I have in system memory, and then call glDrawArrays the same, my framerate jumps up to about 50FPS. Any idea what I weird thing I could be doing that would cause this? Did I maybe forget to call glEnable(GL_ALLOW_VBOS_TO_RUN_FAST) or something?

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  • Find Waldo with Mathematica

    - by Jason Fitzpatrick
    If you’re looking for a geeky (and speedy) way to find Waldo, of the Where’s Waldo? fame, this series of Mathematica scripts makes it a snap. Over at Stack Overflow, programmer Arnoud Buzing shares a clever bit of Mathematica-based coding that analyzes a Where’s Waldo? drawing and finds the elusive Waldo. Hit up the link below to see the distinct steps of analysis with accompanying photos. How Do I Find Waldo with Mathematica? [via Make] How To Properly Scan a Photograph (And Get An Even Better Image) The HTG Guide to Hiding Your Data in a TrueCrypt Hidden Volume Make Your Own Windows 8 Start Button with Zero Memory Usage

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  • What is a right datatype in C++ for OpenGL scene representation with use of GLSL

    - by Rarach
    I am programming in C++ OpenGl with GLSL. Until now I have been using a data structure that is composed of std::vector filled with structures of vertexes and with their parameters (position , normal, color ...) as a global variable for all the code. My question is, as I am using VBOs for drawing - is this a good approach to this problem? I am asking because I happen to have a lot of memory related trouble with this structure. I am trying to generate a terrain with a lot of vertices - more than 1 million. This seems to work, but as I refill the buffer I get memory related issues (crushes that occur, more or less randomly). So again the question is, is this a good data structure to use / and look for the faults in my code, or should I change to something else? Or what data structure would be advisable?

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  • Most efficient way to generate 2D portraits

    - by user1221
    Hey, I am not sure if this is a fitting question for gamedev, or if it is too art related. I am currently trying, to create 2D character protraits for my game. At first I tried to draw them and even though it helped polishing my drawing skills the end result either required way too much time or it simply looked like it was created by a grade school kid. So I am currently looking into some tools which from which people like me who are not out of the art-world might benefit. Especially tools which can create a 3D head+hair, so that I can render them. I have tried several 3D generation tools such as makehead and makehuman to create the basic head-shape. But I have to admit I am not well versed in what other options are available/what has the best quality/etc.

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  • Rules of Holes #6: Don't Draw Others Into the Hole with You

    - by ArnieRowland
    In the Fifth Rules of Holes, you were encouraged to seek help from others in order to extricate youself from the Hole. And it should have been clear in that Rule that you want to seek out those that can actually help you. Not everyone, or just anyone, will be able to help you get out of a Hole. Hopefully, you have a mentor, or will take the opportunity to enlist a mentor. Just be selective. Being selective will help you with Rules of Holes #5: Drawing more people into the Hole with you is not likely...(read more)

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  • Detecting pixels in a rotated Texture2D in XNA?

    - by PugWrath
    I know things similar to this have been posted, but I'm still trying to find a good solution... I'm drawing Texture2D objects on the ground in my game, and for Mouse-Over or targeting methods, I'm detecting whether or not the pixel in that Texture at the mouse position is Color.Transparent. This works perfectly when I do not rotate the texture, but I'd like to be able to rotate textures to add realism/variety. However, I either need to create a new Texture2D that is rotated at the correct angle so that I can detect its pixels, or I need to find some other method of detection... Any thoughts?

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  • Avoiding background and main menu reloads (white flash) when users navigate my site?

    - by gus
    Not a major problem, but I would like to understand more about how some websites can serve different pages to a navigating user, such that the browser doesn't visibly pass through a blank white page. Whereas some sites cause the browser to display the white page for up to a few seconds. I can imagine this is partly due to network latency, but are there any other factors? Can I cause the background image / color not to flash white?

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  • Accessing Controls Within A Gridview

    - by Bunch
    Sometimes you need to access a control within a GridView, but it isn’t quite as straight forward as just using FindControl to grab the control like you can in a FormView. Since the GridView builds multiple rows the key is to specify the row. In this example there is a GridView with a control for a player’s errors. If the errors is greater than 9 the GridView should display the control (lblErrors) in red so it stands out. Here is the GridView: <asp:GridView ID="gvFielding" runat="server" DataSourceID="sqlFielding" DataKeyNames="PlayerID" AutoGenerateColumns="false" >     <Columns>         <asp:BoundField DataField="PlayerName" HeaderText="Player Name" />         <asp:BoundField DataField="PlayerNumber" HeaderText="Player Number" />         <asp:TemplateField HeaderText="Errors">             <ItemTemplate>                 <asp:Label ID="lblErrors" runat="server" Text='<%# EVAL("Errors") %>'  />             </ItemTemplate>         </asp:TemplateField>     </Columns> </asp:GridView> In the code behind you can add the code to change the label’s ForeColor property to red based on the amount of errors. In this case 10 or more errors triggers the color change. Protected Sub gvFielding_DataBound(ByVal sender As Object, ByVal e As System.EventArgs) Handles gvFielding.DataBound     Dim errorLabel As Label     Dim errors As Integer     Dim i As Integer = 0     For Each row As GridViewRow In gvFielding.Rows         errorLabel = gvFielding.Rows(i).FindControl("lblErrors")         If Not errorLabel.Text = Nothing Then             Integer.TryParse(errorLabel.Text, errors)             If errors > 9 Then                 errorLabel.ForeColor = Drawing.Color.Red             End If         End If         i += 1     Next End Sub The main points in the DataBound sub is use a For Each statement to loop through the rows and to increment the variable i so you loop through every row. That way you check each one and if the value is greater than 9 the label changes to red. The If Not errorLabel.Text = Nothing line is there as a check in case no data comes back at all for Errors. Technorati Tags: GridView,ASP.Net,VB.Net

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