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  • game state singleton cocos2d, initWithEncoder always returns null

    - by taber
    Hi, I'm trying to write a basic test "game state" singleton in cocos2d, but for some reason upon loading the app, initWithCoder is never called. Any help would be much appreciated, thanks. Here's my singleton GameState.h: #import "cocos2d.h" @interface GameState : NSObject <NSCoding> { NSInteger level, score; Boolean seenInstructions; } @property (readwrite) NSInteger level; @property (readwrite) NSInteger score; @property (readwrite) Boolean seenInstructions; +(GameState *) sharedState; +(void) loadState; +(void) saveState; @end ... and GameState.m: #import "GameState.h" #import "Constants.h" @implementation GameState static GameState *sharedState = nil; @synthesize level, score, seenInstructions; -(void)dealloc { [super dealloc]; } -(id)init { if(!(self = [super init])) return nil; level = 1; score = 0; seenInstructions = NO; return self; } +(void)loadState { @synchronized([GameState class]) { NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSString *saveFile = [documentsDirectory stringByAppendingPathComponent:kSaveFileName]; Boolean saveFileExists = [[NSFileManager defaultManager] fileExistsAtPath:saveFile]; if(!sharedState) { sharedState = [GameState sharedState]; } if(saveFileExists == YES) { [sharedState release]; sharedState = [[NSKeyedUnarchiver unarchiveObjectWithFile:saveFile] retain]; } // at this point, sharedState is null, saveFileExists is 1 if(sharedState == nil) { // this always occurs CCLOG(@"Couldn't load game state, so initialized with defaults"); sharedState = [self sharedState]; } } } +(void)saveState { NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSString *saveFile = [documentsDirectory stringByAppendingPathComponent:kSaveFileName]; [NSKeyedArchiver archiveRootObject:[GameState sharedState] toFile:saveFile]; } +(GameState *)sharedState { @synchronized([GameState class]) { if(!sharedState) { [[GameState alloc] init]; } return sharedState; } return nil; } +(id)alloc { @synchronized([GameState class]) { NSAssert(sharedState == nil, @"Attempted to allocate a second instance of a singleton."); sharedState = [super alloc]; return sharedState; } return nil; } +(id)allocWithZone:(NSZone *)zone { @synchronized([GameState class]) { if(!sharedState) { sharedState = [super allocWithZone:zone]; return sharedState; } } return nil; } ... -(void)encodeWithCoder:(NSCoder *)coder { [coder encodeInt:level forKey:@"level"]; [coder encodeInt:score forKey:@"score"]; [coder encodeBool:seenInstructions forKey:@"seenInstructions"]; } -(id)initWithCoder:(NSCoder *)coder { CCLOG(@"initWithCoder called"); self = [super init]; if(self != nil) { CCLOG(@"initWithCoder self exists"); level = [coder decodeIntForKey:@"level"]; score = [coder decodeIntForKey:@"score"]; seenInstructions = [coder decodeBoolForKey:@"seenInstructions"]; } return self; } @end ... I'm saving the state on app exit, like this: - (void)applicationWillTerminate:(UIApplication *)application { [GameState saveState]; [[CCDirector sharedDirector] end]; } ... and loading the state when the app finishes loading, like this: - (BOOL) application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { ... [GameState loadState]; ... } I've tried moving around where I call loadState too, for example in my main CCScene, but that didn't seem to work either. Thanks again in advance.

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  • Keyboard for programming

    - by exhuma
    This may seem a bit a tangential topic. It's not directly related to actual code, but is important for our line of work nevertheless. Over the years, I've switched keyboards a few times. All of them had slightly different key layouts. And I'm not talking about the language/locale layout, but the physical layout! Why not the locale layout? Well, quite frankly, that's easy to change via software. I personally have a German keyboard but have it set to the UK layout. Why? It's quite hard to find different layouts in the shops where I live. Even ordering is not always easy in the shops. So that leaves me with Internet shops. But I prefer to "test" my keyboards before buying. The most notable changes are: Mangled "Home Key Block" I've seen this first on a Logitech keyboard, but it may have originated elsewhere. Shape of the "Enter" key I've seen three different cases so far: Two lines high, wider at the top Two lines high, wider at the bottom One line high Shape of the Backspace button I've seen two types so far: One "character" wide Two "characters" wide OS Keys For Macs, you have the Option and Command buttons, for Windows you have the Windows and Context Menu buttons. Cherry even produced a Linux keyboard once (unfortunately I cannot find many details except news results). I assume a dedicated Linux keyboard would sport a Compose key and had the SysRq always labelled as well (note that some standard layouts do this already). Obviously... .. all these differences entail that some keys have to be moved around the board a lot. Which means, if you are used to one and have to work on another one, you happen to hit the wrong keys quite often. As it happens, this is much more annoying for programmers as it is for people who write texts. Mainly because the keys which are moved around are special character keys, often used in programming. Often these hardware layouts depend also indirectly on where you buy the keyboards. Honestly, I haven't seen a keyboard with a one-line "Enter" key in Germany, nor Luxembourg. I may just have missed it but that's how it looks to me at least. A survey I've seen some attempts at surveys in the style "which keyboard is best for programming". But they all - in my opinion - are not using comparable sets. So I was wondering if it was possible to concoct a survey taking the above criteria into account. But ignoring key dimensions that one would be a bit overkill I guess ;) From what I can see there are the following types of physical layout: Backspace: 2-characters wide Enter: 2-Lines, wider top Backspace: 2-characters wide Enter: 1-Line Backspace: 1-character wide Enter: 2-Lines, wider bottom Then there are the other possible permutations (home-key block, os-keys), which in total makes for quite a large list of categories. Now, I wonder... Would anyone be interested in such a survey? I personally would. Because I am looking for the perfect fit for me. If yes, then I could really use the help of anyone here to propose some models to include in the survey. Once I have some models for each category (I'd say at least 3 per category) I could go ahead and write up a survey, put it on-line and let the it collect data for a while. What do you think?

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  • Need help with a memory management problem in my game model

    - by user309030
    Hi, I'm a beginner level programmer trying to make a game app for the iphone and I've encountered a possible issue with the memory management (exc_bad_access) of my program so far. I've searched and read dozens of articles regarding memory management (including apple's docs) but I still can't figure out what exactly is wrong with my codes. So I would really appreciate it if someone can help clear up the mess I made for myself. //in the .h file @property(nonatomic,retain) NSMutableArray *fencePoleArray; @property(nonatomic,retain) NSMutableArray *fencePoleImageArray; @property(nonatomic,retain) NSMutableArray *fenceImageArray; //in the .m file - (void)viewDidLoad { [super viewDidLoad]; self.gameState = gameStatePaused; fencePoleArray = [[NSMutableArray alloc] init]; fencePoleImageArray = [[NSMutableArray alloc] init]; fenceImageArray = [[NSMutableArray alloc] init]; mainField = CGRectMake(10, 35, 310, 340); .......... [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(gameLoop) userInfo:nil repeats:YES]; } So basically, the player touches the screen to set up the fences/poles -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { if(.......) { ....... } else { UITouch *touch = [[event allTouches] anyObject]; currentTapLoc = [touch locationInView:touch.view]; NSLog(@"%i, %i", (int)currentTapLoc.x, (int)currentTapLoc.y); if(CGRectContainsPoint(mainField, currentTapLoc)) { if([self checkFence]) { onFencePole++; //this 3 set functions adds their respective objects into the 3 NSMutableArrays using addObject: [self setFencePole]; [self setFenceImage]; [self setFencePoleImage]; ....... } } else { ....... } } } } The setFence function (setFenceImage and setFencePoleImage is similar to this) -(void)setFencePole { Fence *fencePole; if (!elecFence) { fencePole = [[Fence alloc] initFence:onFencePole fenceType:1 fencePos:currentTapLoc]; } else { fencePole = [[Fence alloc] initFence:onFencePole fenceType:2 fencePos:currentTapLoc]; } [fencePoleArray addObject:fencePole]; [fencePole release]; and whenever I press a button in the game, endOpenState is called to clear away all the extra images(fence/poles) on the screen and also to remove all existing objects in the 3 NSMutableArray. Point is to remove all the objects in the NSMutableArrays but keep the array itself so it can be reused later. -(void)endOpenState { ........ int xMax = [fencePoleArray count]; int yMax = [fenceImageArray count]; for (int x = 0; x < xMax; x++) { [[fencePoleImageArray objectAtIndex:x] removeFromSuperview]; } for (int y = 0; y < yMax; y++) { [[fenceImageArray objectAtIndex:y] removeFromSuperview]; } [fencePoleArray removeAllObjects]; [fencePoleImageArray removeAllObjects]; [fenceImageArray removeAllObjects]; ........ } The crash happens here at the checkFence function. -(BOOL)checkFence { if (onFencePole == 0) { return YES; } else if (onFencePole >= 1 && onFencePole < currentMaxFencePole - 1) { CGPoint tempPoint1 = currentTapLoc; CGPoint tempPoint2 = [[fencePoleArray objectAtIndex:onFencePole-1] returnPos]; // the crash happens at this line if ([self checkDistance:tempPoint1 point2:tempPoint2]) { return YES; } else { return NO; } } else if (onFencePole == currentMaxFencePole - 1) { ...... } else { return NO; } } So the problem here is, everything works fine until checkFence is called the 2nd time after endOpenState is called. So its like tap_screen - tap_screen - press_button_to_call_endOpenState - tap screen - tap_screen - crash What I'm thinking of is that fencePoleArray got messed up when I used [fencePoleArray removeAllObjects] because it doesn't crash when I comment it out. It would really be great if someone can explain to me what went wrong. And thanks in advance.

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  • Emulating old-school sprite flickering (theory and concept)

    - by Jeffrey Kern
    I'm trying to develop an oldschool NES-style video game, with sprite flickering and graphical slowdown. I've been thinking of what type of logic I should use to enable such effects. I have to consider the following restrictions if I want to go old-school NES style: No more than 64 sprites on the screen at a time No more than 8 sprites per scanline, or for each line on the Y axis If there is too much action going on the screen, the system freezes the image for a frame to let the processor catch up with the action From what I've read up, if there were more than 64 sprites on the screen, the developer would only draw high-priority sprites while ignoring low-priority ones. They could also alternate, drawing each even numbered sprite on opposite frames from odd numbered ones. The scanline issue is interesting. From my testing, it is impossible to get good speed on the XBOX 360 XNA framework by drawing sprites pixel-by-pixel, like the NES did. This is why in old-school games, if there were too many sprites on a single line, some would appear if they were cut in half. For all purposes for this project, I'm making scanlines be 8 pixels tall, and grouping the sprites together per scanline by their Y positioning. So, dumbed down I need to come up with a solution that.... 64 sprites on screen at once 8 sprites per 'scanline' Can draw sprites based on priority Can alternate between sprites per frame Emulate slowdown Here is my current theory First and foremost, a fundamental idea I came up with is addressing sprite priority. Assuming values between 0-255 (0 being low), I can assign sprites priority levels, for instance: 0 to 63 being low 63 to 127 being medium 128 to 191 being high 192 to 255 being maximum Within my data files, I can assign each sprite to be a certain priority. When the parent object is created, the sprite would randomly get assigned a number between its designated range. I would then draw sprites in order from high to low, with the end goal of drawing every sprite. Now, when a sprite gets drawn in a frame, I would then randomly generate it a new priority value within its initial priority level. However, if a sprite doesn't get drawn in a frame, I could add 32 to its current priority. For example, if the system can only draw sprites down to a priority level of 135, a sprite with an initial priority of 45 could then be drawn after 3 frames of not being drawn (45+32+32+32=141) This would, in theory, allow sprites to alternate frames, allow priority levels, and limit sprites to 64 per screen. Now, the interesting question is how do I limit sprites to only 8 per scanline? I'm thinking that if I'm sorting the sprites high-priority to low-priority, iterate through the loop until I've hit 64 sprites drawn. However, I shouldn't just take the first 64 sprites in the list. Before drawing each sprite, I could check to see how many sprites were drawn in it's respective scanline via counter variables . For example: Y-values between 0 to 7 belong to Scanline 0, scanlineCount[0] = 0 Y-values between 8 to 15 belong to Scanline 1, scanlineCount[1] = 0 etc. I could reset the values per scanline for every frame drawn. While going down the sprite list, add 1 to the scanline's respective counter if a sprite gets drawn in that scanline. If it equals 8, don't draw that sprite and go to the sprite with the next lowest priority. SLOWDOWN The last thing I need to do is emulate slowdown. My initial idea was that if I'm drawing 64 sprites per frame and there's still more sprites that need to be drawn, I could pause the rendering by 16ms or so. However, in the NES games I've played, sometimes there's slowdown if there's not any sprite flickering going on whereas the game moves beautifully even if there is some sprite flickering. Perhaps give a value to each object that uses sprites on the screen (like the priority values above), and if the combined values of all objects w/ sprites surpass a threshold, introduce the sprite flickering? IN CONCLUSION... Does everything I wrote actually sound legitimate and could work, or is it a pipe dream? What improvements can you all possibly think with this game programming theory of mine?

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  • A* (A-star) implementation in AS3

    - by Bryan Hare
    Hey, I am putting together a project for a class that requires me to put AI in a top down Tactical Strategy game in Flash AS3. I decided that I would use a node based path finding approach because the game is based on a circular movement scheme. When a player moves a unit he essentially draws a series of line segments that connect that a player unit will follow along. I am trying to put together a similar operation for the AI units in our game by creating a list of nodes to traverse to a target node. Hence my use of Astar (the resulting path can be used to create this line). Here is my Algorithm function findShortestPath (startN:node, goalN:node) { var openSet:Array = new Array(); var closedSet:Array = new Array(); var pathFound:Boolean = false; startN.g_score = 0; startN.h_score = distFunction(startN,goalN); startN.f_score = startN.h_score; startN.fromNode = null; openSet.push (startN); var i:int = 0 for(i= 0; i< nodeArray.length; i++) { for(var j:int =0; j<nodeArray[0].length; j++) { if(!nodeArray[i][j].isPathable) { closedSet.push(nodeArray[i][j]); } } } while (openSet.length != 0) { var cNode:node = openSet.shift(); if (cNode == goalN) { resolvePath (cNode); return true; } closedSet.push (cNode); for (i= 0; i < cNode.dirArray.length; i++) { var neighborNode:node = cNode.nodeArray[cNode.dirArray[i]]; if (!(closedSet.indexOf(neighborNode) == -1)) { continue; } neighborNode.fromNode = cNode; var tenativeg_score:Number = cNode.gscore + distFunction(neighborNode.fromNode,neighborNode); if (openSet.indexOf(neighborNode) == -1) { neighborNode.g_score = neighborNode.fromNode.g_score + distFunction(neighborNode,cNode); if (cNode.dirArray[i] >= 4) { neighborNode.g_score -= 4; } neighborNode.h_score=distFunction(neighborNode,goalN); neighborNode.f_score=neighborNode.g_score+neighborNode.h_score; insertIntoPQ (neighborNode, openSet); //trace(" F Score of neighbor: " + neighborNode.f_score + " H score of Neighbor: " + neighborNode.h_score + " G_score or neighbor: " +neighborNode.g_score); } else if (tenativeg_score <= neighborNode.g_score) { neighborNode.fromNode=cNode; neighborNode.g_score=cNode.g_score+distFunction(neighborNode,cNode); if (cNode.dirArray[i]>=4) { neighborNode.g_score-=4; } neighborNode.f_score=neighborNode.g_score+neighborNode.h_score; openSet.splice (openSet.indexOf(neighborNode),1); //trace(" F Score of neighbor: " + neighborNode.f_score + " H score of Neighbor: " + neighborNode.h_score + " G_score or neighbor: " +neighborNode.g_score); insertIntoPQ (neighborNode, openSet); } } } trace ("fail"); return false; } Right now this function creates paths that are often not optimal or wholly inaccurate given the target and this generally happens when I have nodes that are not path able, and I am not quite sure what I am doing wrong right now. If someone could help me correct this I would appreciate it greatly. Some Notes My OpenSet is essentially a Priority Queue, so thats how I sort my nodes by cost. Here is that function function insertIntoPQ (iNode:node, pq:Array) { var inserted:Boolean=true; var iterater:int=0; while (inserted) { if (iterater==pq.length) { pq.push (iNode); inserted=false; } else if (pq[iterater].f_score >= iNode.f_score) { pq.splice (iterater,0,iNode); inserted=false; } ++iterater; } } Thanks!

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  • Astar implementation in AS3

    - by Bryan Hare
    Hey, I am putting together a project for a class that requires me to put AI in a top down Tactical Strategy game in Flash AS3. I decided that I would use a node based path finding approach because the game is based on a circular movement scheme. When a player moves a unit he essentially draws a series of line segments that connect that a player unit will follow along. I am trying to put together a similar operation for the AI units in our game by creating a list of nodes to traverse to a target node. Hence my use of Astar (the resulting path can be used to create this line). Here is my Algorithm function findShortestPath (startN:node, goalN:node) { var openSet:Array = new Array(); var closedSet:Array = new Array(); var pathFound:Boolean = false; startN.g_score = 0; startN.h_score = distFunction(startN,goalN); startN.f_score = startN.h_score; startN.fromNode = null; openSet.push (startN); var i:int = 0 for(i= 0; i< nodeArray.length; i++) { for(var j:int =0; j<nodeArray[0].length; j++) { if(!nodeArray[i][j].isPathable) { closedSet.push(nodeArray[i][j]); } } } while (openSet.length != 0) { var cNode:node = openSet.shift(); if (cNode == goalN) { resolvePath (cNode); return true; } closedSet.push (cNode); for (i= 0; i < cNode.dirArray.length; i++) { var neighborNode:node = cNode.nodeArray[cNode.dirArray[i]]; if (!(closedSet.indexOf(neighborNode) == -1)) { continue; } neighborNode.fromNode = cNode; var tenativeg_score:Number = cNode.gscore + distFunction(neighborNode.fromNode,neighborNode); if (openSet.indexOf(neighborNode) == -1) { neighborNode.g_score = neighborNode.fromNode.g_score + distFunction(neighborNode,cNode); if (cNode.dirArray[i] >= 4) { neighborNode.g_score -= 4; } neighborNode.h_score=distFunction(neighborNode,goalN); neighborNode.f_score=neighborNode.g_score+neighborNode.h_score; insertIntoPQ (neighborNode, openSet); //trace(" F Score of neighbor: " + neighborNode.f_score + " H score of Neighbor: " + neighborNode.h_score + " G_score or neighbor: " +neighborNode.g_score); } else if (tenativeg_score <= neighborNode.g_score) { neighborNode.fromNode=cNode; neighborNode.g_score=cNode.g_score+distFunction(neighborNode,cNode); if (cNode.dirArray[i]>=4) { neighborNode.g_score-=4; } neighborNode.f_score=neighborNode.g_score+neighborNode.h_score; openSet.splice (openSet.indexOf(neighborNode),1); //trace(" F Score of neighbor: " + neighborNode.f_score + " H score of Neighbor: " + neighborNode.h_score + " G_score or neighbor: " +neighborNode.g_score); insertIntoPQ (neighborNode, openSet); } } } trace ("fail"); return false; } Right now this function creates paths that are often not optimal or wholly inaccurate given the target and this generally happens when I have nodes that are not path able, and I am not quite sure what I am doing wrong right now. If someone could help me correct this I would appreciate it greatly. Some Notes My OpenSet is essentially a Priority Queue, so thats how I sort my nodes by cost. Here is that function function insertIntoPQ (iNode:node, pq:Array) { var inserted:Boolean=true; var iterater:int=0; while (inserted) { if (iterater==pq.length) { pq.push (iNode); inserted=false; } else if (pq[iterater].f_score >= iNode.f_score) { pq.splice (iterater,0,iNode); inserted=false; } ++iterater; } } Thanks!

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  • C++ : C++ Primer (Stanley Lipmann) or The C++ programming language (special edition)

    - by Kim
    I have a Computer Science degree (long2 time ago) .. I do know Java OOP but i am now trying to pick up C++. I do have C and of course data structure using C or pascal. I have started reading Bjarne Stroustrup book (The C++ Programming Language - Special Edition) but find it extremely difficult esp. some section which i don't have exposure such as Recursive Descent Parser (chapter 6). In terms of the language i don't foresee i have problem but i have problem as mentioned cos' those topic are usually covered in a Master Degree program such as construction of compiler. I just bought a book called C++ primer (Stanley Lipmann) which i heard it is a very good book for C++. Only setback is it's of course no match with the amount of information from the original C++ creator. Please advice. Thanks.

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  • Simple OCR programming tutorials/articles

    - by daddz
    I'm interested in simple OCR methods and algorithms. And with simple I mean simple! Best would be a tutorial/article/documentation without dependencies on 3rd party librarys if that's even possible. I would really like to build up my knowledge from the ground up. The programming language doesn't matter. Thanks in advance! Edit: An interesting link I found in another question: OCR and Neural Nets in JavaScript I especially like the python implemenation.

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  • libevent, windows and .NET programming

    - by Chris
    I experiment with a lot of open source software and I've noticed a fair amount of server type applications in the open source world use libevent to facilitate event-based processing rather than spawn multiple threads to handle requests. I also do a lot of .NET programming (it's my core job function), and I'm interested in learning how libevent relates to the .NET event model. Are events in .NET the equivalent of libevent for C programs? Should I try to learn libevent and attempt to use it in custom .NET server applications or is using the standard .NET event model basically the same thing?

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  • Is Objective C fast enough for DSP/audio programming

    - by morgancodes
    I've been making some progress with audio programming for iPhone. Now I'm doing some performance tuning, trying to see if I can squeeze more out of this little machine. Running Shark, I see that a significant part of my cpu power (16%) is getting eaten up by objc_msgSend. I understand I can speed this up somewhat by storing pointers to functions (IMP) rather than calling them using [object message] notation. But if I'm going to go through all this trouble, I wonder if I might just be better off using C++. Any thoughts on this?

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  • flex 4: swfloader - how to mute game completly

    - by ufk
    Hiya. Ive read some answers here regarding muting swfloader volume but none of the examples would work in flex 4. I tried doinf the following: this._swfGame.source=url; this._swfGame.soundTransform = new SoundTransform(0.0); this would shut down the volume of the preloader, but when the game starts the volume is back to normal. i tried adding the following to the previous code: this._swfGame.addEventListener(Event.COMPLETE,this._configSwf); private function _configSwf(event:Event):void { this._swfGame.removeEventListener(Event.COMPLETE, _configSwf); var soundTransform:SoundTransform = new SoundTransform(0.0); // TODO: set proper volume this._swfGame.soundTransform = soundTransform; } but i got the same results. any ideas? thanks!

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  • [Homework] Online programming editor

    - by VDVLeon
    Hi, For a school project i need to write or use a online programming editor. It is a part of a bigger project. I thought of a java application, php/html/javascript or flash. I have a couple of things i could do: Find a good working application and edit it so it works with the rest of the project Find good parts for a editor and make it working my self (syntax highlighter, auto-indent, autocompletion, etc.) Combination of those two Does anybody know a good editor or have tips for this project or a editor? Thanks for reading, Leon

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  • Is learning the Caché database hard coming from relational databases and object oriented programming

    - by Edelcom
    I am currently running the local version of Caché on my system in order to determine if I can (and will) take on a new possible project. The current project uses Delphi 7 as a front end calling a Caché dll where the business logic is stored in the database. I have a background of Sqlserver and Firebird (and before Access and Paradox) as databases. I use Delphi 7 for 95% of my Windows development, so I know about object programming. I would like to recieve opinions from persons having used Caché and either SqlServer, Firebird or Oracle and having developed in Delphi (or C++ or C# - an object oriented language). I have read the pro's and con's from other questions, but I am not asking for this, I need input from Caché developers. Thanks in advance.

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  • Preview label written in Eltron Programming Language EPL?

    - by Mrgreen
    I have code produced by our proprietry system in the Eltron Programming Language: This is sent to Eltron/Zebra label printers to be printed. Is there some kind of software that would allow me to interpret this code to do some form of 'print preview'? I am considering developing a way to convert this into an image or even postscript pdf, but I am struggling with how to do the barcodes (the lines starting in B is for barcodes). N Q296,24 R132,0 S2 D9 ZB A3,2,0,3,1,1,N,"RB10SS5" B3,22,0,2C,2,4,35,N,"391369840" A3,60,0,3,1,1,N,"391369840" A3,80,0,3,1,1,N,"Testing" A3,100,0,4,1,1,N,"Serology" A3,130,0,1,1,1,N,"SSTORE" A185,16,0,1,1,1,N,"17 Mar" A185,35,0,1,1,1,N,"SEROL" A185,51,0,1,1,1,N,"0.50" B400,208,0,2C,2,4,40,N,"391369840" A400,254,0,2,1,1,N,"391369840" P1

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  • graphics programming

    - by PVB
    hi , i would like to program some graphic figures such as line, circle,etc. i have used turboc++ 3.0 for dos graphics. i would like to do the same with the compilers dev c++ or code blocks or vc++. i would like to implement dda and bresenhems line and circle drawing algorithm. how should i go about implementing these programs through these compilers (not the command line tools). i have a really vague picture of graphics programming.please help.. thanks in advance. please note : i have a nvidia graphics card 1gb.. so i cannot use dos graphics (i think the card is the reason).

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  • 24 hours per day and freelance programming jobs

    - by Luca
    I'm working on stimulanting projects at my job. I like it. I like programming! I have accumulated several years of experience now. Sometime happens I develop other projects (even more stimulant of my main job). Some more money cannot hurts! The problem is that my free time has decreased a lot, leading me to develop until late evening. I usually program each day (I like to develop my own projects, even if only a few lines at a time). But it is one thing to plan for my pleasure, it is one thing to plan for business. So, my question is how to balance free time with these additional jobs? What experiences do you have? How much you can develop for long time (in a medium interval, say, weeks)? Every thought is welcome!

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  • C Socket Programming, problems with select() and fd_set

    - by wretrOvian
    Hello I'm learning my way about socket programming in C (referring to Beej). Here is a simple multi-user chat server i'm trying to implement: http://pastebin.com/gDzd0WqP On runtime, it gives Bus Error. It's coming from the lines 68-78. Help me trace the source of the problem? in fact, WHY is my code even REACHING that particular region? I've just run the server. no clients have connected.. :@ ps - i know my code is highly unreliable (no error checks anywhere), but i WILL do that at a later stage, i just want to TEST the functionality of the code before implementing it in all it's glory ;)

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  • Benefits of programming (doing) versus reading blogs (thinking?)

    - by Xian
    I have come to a conclusion or realization that perhaps many developers I know including myself have a fanatical fascination with reading as many programming and technology blogs or listening to podcasts as humanly possible. I sometimes wonder if this time would be much better spent in actual coding and doing, rather than the incessant thinking and perhaps wondering what the "other guy" is doing? With a very large signal to noise ratio in most blogs and podcasts, is there real benefit in maintaining a huge and constant blog role.. or is this some primal fear or instinct to keep up the pace unless being left behind? Can they simply be relegated to Google search and just-in-time learning? Edit: (There are some amazing answers here and touch a philosophical nerve with me, if you are reading this for the first time, I recommend taking the time reading through the answers below)

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  • Programming pattern to flatten deeply nested ajax callbacks?

    - by chiborg
    I've inherited JavaScript code where the success callback of an Ajax handler initiates another Ajax call where the success callback may or may not initiate another Ajax call. This leads to deeply nested anonymous functions. Maybe there is a clever programming pattern that avoids the deep-nesting and is more DRY. jQuery.extend(Application.Model.prototype, { process: function() { jQuery.ajax({ url:myurl1, dataType:'json', success:function(data) { // process data, then send it back jQuery.ajax({ url:myurl2, dataType:'json', success:function(data) { if(!data.ok) { jQuery.ajax({ url:myurl2, dataType:'json', success:mycallback }); } else { mycallback(data); } } }); } }); } });

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  • [Programming General] Advantages of using software framework

    - by ignatius
    Hello, I was reading these days about large projects implementation in python and Flex, and very often people praise the use of framework (like Cairngorm, PureMVC or others) over traditional OOP coding. I think i dont really understand the advantage of using FW, which is the strong point over classic programming? how big should be the project in order to use FW? it is intended mainly for web-applications? or can be used for desktop apps as well? hope, all these doubts dont sound stupid to you, i am not Computer engineer, just electronic, so my knowledge of sw architecture is very limited. Br

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  • updating score in card game

    - by Confused
    I am a total beginner with python. I need help updating the score of a card game. The scoring works as follows: Player A or B has a pair: score += 1 Player A asks Player B (vice versa) for a card and that player has it: score += 1 Player B doesn't have it, Player A has to draw a card. If there is pair after draw: score += 2 I have the logic down but I don't really know how to connect it together. I tried manually adding the scores in my functions, but it get's messy and complicated :( I assume I would have to make a new function for the score and call them in my other functions? I would appreciate the guidance, Thank-you!

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  • Using socket API on IPhone

    - by dl3nar
    Hi, for a little project I have to do the following task on my IPhone: open a TCP socket send a command to the server shutdown the WRITE part of the connection read the response from the server close the connection I'm not experienced with socket programming - I've just started with network programming and I've already used the CFStream interface. But obviously streams are not adequate for this task. Who can point me in the right direction? I tried to find a tutorial on Apples website about sockets, but there is nothing. Regards, Thomas

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  • Good C# Networking Book

    - by Dan
    Hey guys I am looking for a good solid introduction book to the fundementals of network programming in C#. For example is have looked at this one http://www.amazon.com/C-Network-Programming-Richard-Blum/dp/0782141765/ref=pd_sim_b_5 but it is quite old now. Anyone used one recently, i would greatly appriciate it thanks dan

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  • What non-programming books should programmers read?

    - by Charles Roper
    This is a poll asking the Stackoverflow community what non-programming books they would recommend to fellow programmers. Please read the following before posting: Please post only ONE BOOK PER ANSWER. Please search for your recommendation on this page before posting (there are over NINE PAGES so it is advisable to check them all). Many books have already been suggested and we want to avoid duplicates. If you find your recommendation is already present, vote it up or add some commentary. Please elaborate on why you think a given book is worth reading from a programmer's perspective. This poll is now community editable, so you can edit this question or any of the answers. Note: this article is similar and contains other useful suggestions.

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  • Unix RPC programming

    - by Abhi
    Heyy all, I needed some help with ONC RPC programming. My task is to create two-tier client-server architecture wherein one main server (something like a directory) keeps a track of level-two servers and acts as a lookup; the level-two servers exposing some trivial functions, and finally, the clients for level-two servers. The clients ask the directory where a server is located, and then communicate with it. Using RPCGEN, we can create a pair of client-server code; however, the clients in this case need to have stubs for the directory as well as the level-two functions. Being a newbie to RPC, I'm having trouble conceptualizing the way I should code this. How can I call a function from a different server if a client is generated using a different IDL ? Any pointers would be appreciated :) Regards, Abhi

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