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  • Best way to track the stages of a form across different controllers - $_GET or routing

    - by chrisj
    Hi, I am in a bit of a dilemma about how best to handle the following situation. I have a long registration process on a site, where there are around 10 form sections to fill in. Some of these forms relate specifically to the user and their own personal data, while most of them relate to the user's pets - my current set up handles user specific forms in a User_Controller (e.g via methods like user/profile, user/household etc), and similarly the pet related forms are handled in a Pet_Controller (e.g pet/health). Whether or not all of these methods should be combined into a single Registration_Controller, I'm not sure - I'm open to any advice on that. Anyway, my main issue is that I want to generate a progress bar which shows how far along in the registration process each user is. As the urls in each form section can potentially be mapping to different controllers, I'm trying to find a clean way to extract which stage a person is at in the overall process. I could just use the query string to pass a stage parameter with each request, e.g user/profile?stage=1. Another way to do it potentially is to use routing - e.g the urls for each section of the form could be set up to be registration/stage/1, registration/stage/2 - then i could just map these urls to the appropriate controller/method behind the scenes. If this makes any sense at all, does anyone have any advice for me?

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  • Help dealing with data dependency between two registration forms

    - by franko75
    I have a tricky issue here with a registration of both a user and his/her pet. Both the user and the pet are treated as separate entities and both require separate registration forms. However, the user's pet has to be linked to the user via a foreign key in the database. The process is basically that when a new user joins the site, firstly they register their pet, then they register themselves. The reason for this order is to check their pet's eligibility for the site (there are some criteria to be met) first, instead of getting the user to sign up only to then find out their pet is ineligible. It is this ordering of the form submissions which is causing me a bit of a headache, as follows... The site is being developed with an MVC framework, and the User registration process is managed via a method in a User_form controller, while the pet registration process is managed via a method in the Pet_form controller. The pet registration form happens first, and the pet data can be saved without the owner_id at this stage, with the user id possibly being added (e.g by retrieving pet's id from session) following user registration. However, doing it this way could potentially result in redundant data, where pet records would be created in the database, but if the user doesn't actually register themselves too, then the pets will be ownerless records in the DB. Other option is to serialize the new pet's data at the pet registration stage, don't save it to the DB until the user fills out their registration form. Once the user is created, i can pass serialised data AND the owner_id to a method in the Pet Model which can update the DB. However, I also need to set the newly created $pet to $this-pet which I then access for a sequence of other related forms. Should I just set the session variable in the model method? Then in the Pet controller constructor, do a check for pet stored in session, if yes, assign to $this-pet... If this makes any sense to anybody and you have some advice, i'd be grateful to hear it!

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  • Segfaulting Java process

    - by zenmonkey
    I've a java process that is working on some large data set in memory. I've seen it crash with a SIGSEGV signal sometimes, so i was wondering some potential causes and fixes could do. Caues: - JVM bug - Native library bug (e.g pthreads etc) - JNI bug in user code Fixes: - Upgrade to new JVM In my particular case, this is the output form the log file (pruned) A fatal error has been detected by the Java Runtime Environment: # SIGSEGV (0xb) at pc=0x00002aaaaacd1b94, pid=32116, tid=1086544208 # JRE version: 6.0_14-b08 Java VM: Java HotSpot(TM) 64-Bit Server VM (14.0-b16 mixed mode linux-amd64 ) Problematic frame: C [libpthread.so.0+0xab94] pthread_cond_timedwait+0x154 # If you would like to submit a bug report, please visit: http://java.sun.com/webapps/bugreport/crash.jsp # --------------- T H R E A D --------------- Current thread (0x00002aacaad41000): WatcherThread [stack: 0x0000000040b35000,0x0000000040c36000] [id=32141] siginfo:si_signo=SIGSEGV: si_errno=0, si_code=1 (SEGV_MAPERR), si_addr=0x00002aabc40008c0 Registers: RAX=0x0000000000000000, RBX=0x0000000000000000, RCX=0x0000000000000000, RDX=0x0000000000000002 RSP=0x0000000040c34cc0, RBP=0x0000000040c34d80, RSI=0x0000000000000001, RDI=0x00002aabc40008c0 R8 =0x00002aacaad42528, R9 =0x0000000000000000, R10=0x0000000040c34cd8, R11=0x0000000000000202 R12=0x0000000000000001, R13=0x0000000040c34d40, R14=0xffffffffffffff92, R15=0x00002aacaad42550 RIP=0x00002aaaaacd1b94, EFL=0x0000000000010246, CSGSFS=0x000000000000e033, ERR=0x0000000000000006 TRAPNO=0x000000000000000e Top of Stack: (sp=0x0000000040c34cc0) 0x0000000040c34cc0: 0000000000000000 00002aabc40008c0 0x0000000040c34cd0: 00002aacaad42528 0000000000000000 0x0000000040c34ce0: 0000000002fae0e0 0000000000000000 0x0000000040c34cf0: 00002aaaaacd1750 0000000040c34cc0 0x0000000040c34d00: 00002aacaad42528 0000000000000000 0x0000000040c34d10: 00002aacaad42528 00002aacaad42500 0x0000000040c34d20: 0000000000000032 00002aaaabadf876 0x0000000040c34d30: fffffffdaad40e80 0000000040c34d40 0x0000000040c34d40: 000000004bbb7166 0000000015f07098 0x0000000040c34d50: 0000000040c34d80 00138cd32df59cce 0x0000000040c34d60: 431bde82d7b634db 00002aacaad429c0 0x0000000040c34d70: 0000000000000032 00002aacaad429c0 0x0000000040c34d80: 0000000040c34e00 00002aaaabadda6d 0x0000000040c34d90: 0000000040c34da0 00002aacaad42500 0x0000000040c34da0: 00002aacaad429c0 00002aaa00000002 0x0000000040c34db0: 0000000000000001 0000000000000002 0x0000000040c34dc0: 0000000040c34dd0 00002aaaabb6f613 0x0000000040c34dd0: 0000000040c34e00 00002aacaad41000 0x0000000040c34de0: 0000000000000032 00002aacaad429c0 0x0000000040c34df0: 00002aacaad41000 0000000000001000 0x0000000040c34e00: 0000000040c34e60 00002aaaabbc39fb 0x0000000040c34e10: 0000000040c34e40 00002aaaabab868f 0x0000000040c34e20: 00002aacaad41000 00002aacaad42aa0 0x0000000040c34e30: 00002aacaad42aa0 00002aaaabe10630 0x0000000040c34e40: 00002aaaabe10630 00002aacaad42aa0 0x0000000040c34e50: 00002aacaad429c0 00002aacaad41000 0x0000000040c34e60: 0000000040c35130 00002aaaabadff9f 0x0000000040c34e70: 0000000000000000 0000000000000000 0x0000000040c34e80: 0000000000000000 0000000000000000 0x0000000040c34e90: 0000000000000000 0000000000000000 0x0000000040c34ea0: 0000000000000000 0000000000000000 0x0000000040c34eb0: 0000000000000000 0000000000000000 Instructions: (pc=0x00002aaaaacd1b94) 0x00002aaaaacd1b84: 88 22 00 00 48 8b 7c 24 08 be 01 00 00 00 31 c0 0x00002aaaaacd1b94: f0 0f b1 37 0f 85 e8 00 00 00 8b 57 2c 48 8b 47 Stack: [0x0000000040b35000,0x0000000040c36000], sp=0x0000000040c34cc0, free space=1023k Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code) C [libpthread.so.0+0xab94] pthread_cond_timedwait+0x154 V [libjvm.so+0x594a6d] V [libjvm.so+0x67a9fb] V [libjvm.so+0x596f9f] --------------- P R O C E S S --------------- Java Threads: ( = current thread ) 0x00002aacaad3f000 JavaThread "Low Memory Detector" daemon [_thread_blocked, id=32140, stack(0x0000000040a34000,0x0000000040b35000)] 0x00002aacaad3c000 JavaThread "CompilerThread1" daemon [_thread_blocked, id=32139, stack(0x0000000040933000,0x0000000040a34000)] 0x00002aacaad37800 JavaThread "CompilerThread0" daemon [_thread_blocked, id=32138, stack(0x0000000040832000,0x0000000040933000)] 0x00002aacaad36800 JavaThread "Signal Dispatcher" daemon [_thread_blocked, id=32137, stack(0x0000000040731000,0x0000000040832000)] 0x00002aacaab7d800 JavaThread "Finalizer" daemon [_thread_blocked, id=32136, stack(0x0000000040630000,0x0000000040731000)] 0x00002aacaab7b800 JavaThread "Reference Handler" daemon [_thread_blocked, id=32135, stack(0x000000004052f000,0x0000000040630000)] 0x0000000040115800 JavaThread "main" [_thread_blocked, id=32117, stack(0x000000004012b000,0x000000004022c000)] Other Threads: 0x00002aacaab75000 VMThread [stack: 0x000000004042e000,0x000000004052f000] [id=32134] =0x00002aacaad41000 WatcherThread [stack: 0x0000000040b35000,0x0000000040c36000] [id=32141] VM state:at safepoint (normal execution) VM Mutex/Monitor currently owned by a thread: ([mutex/lock_event]) [0x0000000040112e80] Threads_lock - owner thread: 0x00002aacaab75000 [0x0000000040113380] Heap_lock - owner thread: 0x0000000040115800 Heap PSYoungGen total 1854528K, used 1029248K [0x00002aac025a0000, 0x00002aaca8340000, 0x00002aaca9040000) eden space 1029248K, 100% used [0x00002aac025a0000,0x00002aac412c0000,0x00002aac412c0000) from space 825280K, 0% used [0x00002aac412c0000,0x00002aac412c0000,0x00002aac738b0000) to space 812800K, 0% used [0x00002aac76980000,0x00002aac76980000,0x00002aaca8340000) PSOldGen total 4423680K, used 4423651K [0x00002aaab5040000, 0x00002aabc3040000, 0x00002aac025a0000) object space 4423680K, 99% used [0x00002aaab5040000,0x00002aabc3038fe8,0x00002aabc3040000) PSPermGen total 21248K, used 5848K [0x00002aaaafc40000, 0x00002aaab1100000, 0x00002aaab5040000) object space 21248K, 27% used [0x00002aaaafc40000,0x00002aaab01f61f0,0x00002aaab1100000) Dynamic libraries: 40000000-40009000 r-xp 00000000 08:01 313415 /usr/java/jdk1.6.0_14/bin/java 40108000-4010a000 rwxp 00008000 08:01 313415 /usr/java/jdk1.6.0_14/bin/java 4010a000-4012b000 rwxp 4010a000 00:00 0 [heap] 4012b000-4012e000 ---p 4012b000 00:00 0 4012e000-4022c000 rwxp 4012e000 00:00 0 4022c000-4022d000 ---p 4022c000 00:00 0 4022d000-4032d000 rwxp 4022d000 00:00 0 4032d000-4032e000 ---p 4032d000 00:00 0 4032e000-4042e000 rwxp 4032e000 00:00 0 4042e000-4042f000 ---p 4042e000 00:00 0 4042f000-4052f000 rwxp 4042f000 00:00 0 4052f000-40532000 ---p 4052f000 00:00 0 40532000-40630000 rwxp 40532000 00:00 0 40630000-40633000 ---p 40630000 00:00 0 40633000-40731000 rwxp 40633000 00:00 0 40731000-40734000 ---p 40731000 00:00 0 40734000-40832000 rwxp 40734000 00:00 0 40832000-40835000 ---p 40832000 00:00 0 40835000-40933000 rwxp 40835000 00:00 0 40933000-40936000 ---p 40933000 00:00 0 40936000-40a34000 rwxp 40936000 00:00 0 40a34000-40a37000 ---p 40a34000 00:00 0 40a37000-40b35000 rwxp 40a37000 00:00 0 40b35000-40b36000 ---p 40b35000 00:00 0 40b36000-40c36000 rwxp 40b36000 00:00 0 2aaaaaaab000-2aaaaaac6000 r-xp 00000000 08:01 49198 /lib64/ld-2.7.so 2aaaaaac6000-2aaaaaac7000 rwxp 2aaaaaac6000 00:00 0 2aaaaaac7000-2aaaaaad0000 r-xs 0006d000 08:10 29851669 /mnt/home/jatten/workspace/common/build/lib/common.jar 2aaaaaad2000-2aaaaaad3000 rwxp 2aaaaaad2000 00:00 0 2aaaaaad3000-2aaaaaae0000 r-xp 00000000 08:01 315357 /usr/java/jdk1.6.0_14/jre/lib/amd64/libverify.so 2aaaaaae0000-2aaaaabdf000 ---p 0000d000 08:01 315357 /usr/java/jdk1.6.0_14/jre/lib/amd64/libverify.so 2aaaaabdf000-2aaaaabe2000 rwxp 0000c000 08:01 315357 /usr/java/jdk1.6.0_14/jre/lib/amd64/libverify.so 2aaaaabe2000-2aaaaac0a000 rwxp 2aaaaabe2000 00:00 0 2aaaaac0a000-2aaaaac0f000 r-xs 0003a000 08:10 30326840 /mnt/home/jatten/workspace/common_ml20010405/build/lib/common_ml.jar 2aaaaac0f000-2aaaaac12000 r-xs 00020000 08:10 29786222 /mnt/home/jatten/pagescorer.jar 2aaaaacc5000-2aaaaacc6000 r-xp 0001a000 08:01 49198 /lib64/ld-2.7.so 2aaaaacc6000-2aaaaacc7000 rwxp 0001b000 08:01 49198 /lib64/ld-2.7.so 2aaaaacc7000-2aaaaacdd000 r-xp 00000000 08:01 49280 /lib64/libpthread-2.7.so 2aaaaacdd000-2aaaaaedc000 ---p 00016000 08:01 49280 /lib64/libpthread-2.7.so 2aaaaaedc000-2aaaaaedd000 r-xp 00015000 08:01 49280 /lib64/libpthread-2.7.so 2aaaaaedd000-2aaaaaede000 rwxp 00016000 08:01 49280 /lib64/libpthread-2.7.so 2aaaaaede000-2aaaaaee2000 rwxp 2aaaaaede000 00:00 0 2aaaaaee2000-2aaaaaee9000 r-xp 00000000 08:01 315360 /usr/java/jdk1.6.0_14/jre/lib/amd64/jli/libjli.so 2aaaaaee9000-2aaaaafea000 ---p 00007000 08:01 315360 /usr/java/jdk1.6.0_14/jre/lib/amd64/jli/libjli.so 2aaaaafea000-2aaaaafec000 rwxp 00008000 08:01 315360 /usr/java/jdk1.6.0_14/jre/lib/amd64/jli/libjli.so 2aaaaafec000-2aaaaafee000 r-xp 00000000 08:01 49240 /lib64/libdl-2.7.so 2aaaaafee000-2aaaab1ee000 ---p 00002000 08:01 49240 /lib64/libdl-2.7.so 2aaaab1ee000-2aaaab1ef000 r-xp 00002000 08:01 49240 /lib64/libdl-2.7.so 2aaaab1ef000-2aaaab1f0000 rwxp 00003000 08:01 49240 /lib64/libdl-2.7.so 2aaaab1f0000-2aaaab1f1000 rwxp 2aaaab1f0000 00:00 0 2aaaab1f1000-2aaaab33e000 r-xp 00000000 08:01 49219 /lib64/libc-2.7.so 2aaaab33e000-2aaaab53e000 ---p 0014d000 08:01 49219 /lib64/libc-2.7.so 2aaaab53e000-2aaaab542000 r-xp 0014d000 08:01 49219 /lib64/libc-2.7.so 2aaaab542000-2aaaab543000 rwxp 00151000 08:01 49219 /lib64/libc-2.7.so 2aaaab543000-2aaaab549000 rwxp 2aaaab543000 00:00 0 2aaaab549000-2aaaabca7000 r-xp 00000000 08:01 315371 /usr/java/jdk1.6.0_14/jre/lib/amd64/server/libjvm.so 2aaaabca7000-2aaaabda6000 ---p 0075e000 08:01 315371 /usr/java/jdk1.6.0_14/jre/lib/amd64/server/libjvm.so 2aaaabda6000-2aaaabf1e000 rwxp 0075d000 08:01 315371 /usr/java/jdk1.6.0_14/jre/lib/amd64/server/libjvm.so 2aaaabf1e000-2aaaabf5c000 rwxp 2aaaabf1e000 00:00 0 2aaaabf67000-2aaaabfe9000 r-xp 00000000 08:01 49263 /lib64/libm-2.7.so 2aaaabfe9000-2aaaac1e8000 ---p 00082000 08:01 49263 /lib64/libm-2.7.so 2aaaac1e8000-2aaaac1e9000 r-xp 00081000 08:01 49263 /lib64/libm-2.7.so 2aaaac1e9000-2aaaac1ea000 rwxp 00082000 08:01 49263 /lib64/libm-2.7.so 2aaaac1ea000-2aaaac1f2000 r-xp 00000000 08:01 49283 /lib64/librt-2.7.so 2aaaac1f2000-2aaaac3f1000 ---p 00008000 08:01 49283 /lib64/librt-2.7.so 2aaaac3f1000-2aaaac3f2000 r-xp 00007000 08:01 49283 /lib64/librt-2.7.so 2aaaac3f2000-2aaaac3f3000 rwxp 00008000 08:01 49283 /lib64/librt-2.7.so 2aaaac3f3000-2aaaac41c000 r-xp 00000000 08:01 315336 /usr/java/jdk1.6.0_14/jre/lib/amd64/libjava.so 2aaaac41c000-2aaaac51b000 ---p 00029000 08:01 315336 /usr/java/jdk1.6.0_14/jre/lib/amd64/libjava.so 2aaaac51b000-2aaaac522000 rwxp 00028000 08:01 315336 /usr/java/jdk1.6.0_14/jre/lib/amd64/libjava.so 2aaaac522000-2aaaac523000 ---p 2aaaac522000 00:00 0 2aaaac523000-2aaaac524000 rwxp 2aaaac523000 00:00 0 2aaaac52d000-2aaaac542000 r-xp 00000000 08:01 49265 /lib64/libnsl-2.7.so 2aaaac542000-2aaaac741000 ---p 00015000 08:01 49265 /lib64/libnsl-2.7.so 2aaaac741000-2aaaac742000 r-xp 00014000 08:01 49265 /lib64/libnsl-2.7.so 2aaaac742000-2aaaac743000 rwxp 00015000 08:01 49265 /lib64/libnsl-2.7.so 2aaaac743000-2aaaac745000 rwxp 2aaaac743000 00:00 0 2aaaac745000-2aaaac74c000 r-xp 00000000 08:01 315362 /usr/java/jdk1.6.0_14/jre/lib/amd64/native_threads/libhpi.so 2aaaac74c000-2aaaac84d000 ---p 00007000 08:01 315362 /usr/java/jdk1.6.0_14/jre/lib/amd64/native_threads/libhpi.so 2aaaac84d000-2aaaac84f000 rwxp 00008000 08:01 315362 /usr/java/jdk1.6.0_14/jre/lib/amd64/native_threads/libhpi.so 2aaaac84f000-2aaaac850000 rwxp 2aaaac84f000 00:00 0 2aaaac850000-2aaaac858000 rwxs 00000000 08:01 229379 /tmp/hsperfdata_jatten/32116 2aaaac85b000-2aaaac865000 r-xp 00000000 08:01 49269 /lib64/libnss_files-2.7.so 2aaaac865000-2aaaaca64000 ---p 0000a000 08:01 49269 /lib64/libnss_files-2.7.so 2aaaaca64000-2aaaaca65000 r-xp 00009000 08:01 49269 /lib64/libnss_files-2.7.so 2aaaaca65000-2aaaaca66000 rwxp 0000a000 08:01 49269 /lib64/libnss_files-2.7.so 2aaaaca66000-2aaaaca74000 r-xp 00000000 08:01 315358 /usr/java/jdk1.6.0_14/jre/lib/amd64/libzip.so 2aaaaca74000-2aaaacb76000 ---p 0000e000 08:01 315358 /usr/java/jdk1.6.0_14/jre/lib/amd64/libzip.so 2aaaacb76000-2aaaacb79000 rwxp 00010000 08:01 315358 /usr/java/jdk1.6.0_14/jre/lib/amd64/libzip.so 2aaaacb79000-2aaaacdea000 rwxp 2aaaacb79000 00:00 0 2aaaacdea000-2aaaafb7a000 rwxp 2aaaacdea000 00:00 0 2aaaafb7a000-2aaaafb84000 rwxp 2aaaafb7a000 00:00 0 2aaaafb84000-2aaaafc3a000 rwxp 2aaaafb84000 00:00 0 2aaaafc40000-2aaab1100000 rwxp 2aaaafc40000 00:00 0 2aaab1100000-2aaab5040000 rwxp 2aaab1100000 00:00 0 2aaab5040000-2aabc3040000 rwxp 2aaab5040000 00:00 0 2aac025a0000-2aaca8340000 rwxp 2aac025a0000 00:00 0 2aaca8340000-2aaca9040000 rwxp 2aaca8340000 00:00 0 2aaca9040000-2aaca904b000 rwxp 2aaca9040000 00:00 0 2aaca904b000-2aaca906a000 rwxp 2aaca904b000 00:00 0 2aaca906a000-2aaca98da000 rwxp 2aaca906a000 00:00 0 2aaca98da000-2aaca9ad4000 rwxp 2aaca98da000 00:00 0 2aaca9ad4000-2aacaa004000 rwxp 2aaca9ad4000 00:00 0 2aacaa004000-2aacaa00a000 rwxp 2aacaa004000 00:00 0 2aacaa00a000-2aacaa87b000 rwxp 2aacaa00a000 00:00 0 2aacaa87b000-2aacaaa76000 rwxp 2aacaa87b000 00:00 0 2aacaaa76000-2aacaaa81000 rwxp 2aacaaa76000 00:00 0 2aacaaa81000-2aacaaaa0000 rwxp 2aacaaa81000 00:00 0 2aacaaaa0000-2aacaaba0000 rwxp 2aacaaaa0000 00:00 0 2aacaaba0000-2aacaad36000 r-xs 02fb1000 08:01 315318 /usr/java/jdk1.6.0_14/jre/lib/rt.jar 2aacaad36000-2aacaaf36000 rwxp 2aacaad36000 00:00 0 2aacaaf36000-2aacaaf49000 r-xp 00000000 08:01 315349 /usr/java/jdk1.6.0_14/jre/lib/amd64/libnet.so 2aacaaf49000-2aacab04a000 ---p 00013000 08:01 315349 /usr/java/jdk1.6.0_14/jre/lib/amd64/libnet.so 2aacab04a000-2aacab04d000 rwxp 00014000 08:01 315349 /usr/java/jdk1.6.0_14/jre/lib/amd64/libnet.so 2aacab058000-2aacab05c000 r-xp 00000000 08:01 49268 /lib64/libnss_dns-2.7.so 2aacab05c000-2aacab25b000 ---p 00004000 08:01 49268 /lib64/libnss_dns-2.7.so 2aacab25b000-2aacab25c000 r-xp 00003000 08:01 49268 /lib64/libnss_dns-2.7.so 2aacab25c000-2aacab25d000 rwxp 00004000 08:01 49268 /lib64/libnss_dns-2.7.so 2aacab25d000-2aacab26e000 r-xp 00000000 08:01 49282 /lib64/libresolv-2.7.so 2aacab26e000-2aacab46e000 ---p 00011000 08:01 49282 /lib64/libresolv-2.7.so 2aacab46e000-2aacab46f000 r-xp 00011000 08:01 49282 /lib64/libresolv-2.7.so 2aacab46f000-2aacab470000 rwxp 00012000 08:01 49282 /lib64/libresolv-2.7.so 2aacab470000-2aacab572000 rwxp 2aacab470000 00:00 0 2aacab572000-2aacab57e000 r-xs 00081000 08:10 29851828 /mnt/home/jatten/workspace/common/lib/google-collect-1.0.jar 2aacab57e000-2aacab585000 r-xs 000aa000 08:10 29851946 /mnt/home/jatten/workspace/common/lib/mysql-connector-java-5.1.8-bin.jar 2aacab585000-2aacab58d000 r-xs 00028000 08:10 29851949 /mnt/home/jatten/workspace/common/lib/xml-apis.jar 2aacab58d000-2aacab591000 r-xs 0002f000 08:10 29851947 /mnt/home/jatten/workspace/common/lib/commons-beanutils-core-1.8.2.jar 2aacab591000-2aacab59e000 r-xs 0007f000 08:10 29851943 /mnt/home/jatten/workspace/common/lib/commons-collections-3.2.jar 2aacab59e000-2aacab5a3000 r-xs 00026000 08:10 29851942 /mnt/home/jatten/workspace/common/lib/httpcore-4.0.jar 2aacab5a3000-2aacab5a9000 r-xs 00030000 08:10 29851932 /mnt/home/jatten/workspace/common/lib/junit-dep-4.8.1.jar 2aacab5a9000-2aacab5ac000 r-xs 00011000 08:10 29851922 /mnt/home/jatten/workspace/common/lib/servlet.jar 2aacab5ac000-2aacab5ae000 r-xs 00009000 08:10 29851937 /mnt/home/jatten/workspace/common/lib/gsb.jar 2aacab5ae000-2aacab5b5000 r-xs 00059000 08:10 29851930 /mnt/home/jatten/workspace/common/lib/log4j-1.2.15.jar 2aacab5b5000-2aacab6b5000 rwxp 2aacab5b5000 00:00 0 2aacab6b5000-2aacab6b7000 r-xs 00009000 08:10 29851956 /mnt/home/jatten/workspace/common/lib/gsb-src.jar 2aacab6b7000-2aacab7b7000 rwxp 2aacab6b7000 00:00 0 2aacab7b7000-2aacab7cf000 r-xs 00115000 08:10 29851938 /mnt/home/jatten/workspace/common/lib/xercesImpl.jar 2aacab7cf000-2aacab7d1000 r-xs 00009000 08:10 29851957 /mnt/home/jatten/workspace/common/lib/velocity-tools-view-1.0.jar 2aacab7d1000-2aacab7d3000 r-xs 00009000 08:10 29851939 /mnt/home/jatten/workspace/common/lib/commons-cli-1.2.jar 2aacab7d3000-2aacab7d9000 r-xs 00034000 08:10 29851955 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2aacab8d6000-2aacab8d7000 r-xs 0002b000 08:10 29851951 /mnt/home/jatten/workspace/common/lib/maxmind.jar 2aacab8d7000-2aacab8d8000 r-xs 00002000 08:10 29851935 /mnt/home/jatten/workspace/common/lib/jackson-jaxrs-1.2.0.jar 2aacab8d8000-2aacab8d9000 r-xs 00002000 08:10 29851913 /mnt/home/jatten/workspace/common/lib/slf4j-log4j12-1.5.6.jar 2aacab8d9000-2aacab8dd000 r-xs 00025000 08:10 29851945 /mnt/home/jatten/workspace/common/lib/yanf4j-1.1.1.jar 2aacab8dd000-2aacab8df000 r-xs 00003000 08:10 29851952 /mnt/home/jatten/workspace/common/lib/clickstream-1.0.2.jar 2aacab8df000-2aacab8e1000 r-xs 00004000 08:10 29851953 /mnt/home/jatten/workspace/common/lib/slf4j-api-1.5.6.jar 2aacab8e1000-2aacab8e9000 r-xs 0004d000 08:10 29851920 /mnt/home/jatten/workspace/common/lib/jackson-mapper-asl-1.2.0.jar 2aacab8e9000-2aacab8ed000 r-xs 0001f000 08:10 29851925 /mnt/home/jatten/workspace/common/lib/jackson-core-asl-1.2.0.jar 2aacab8ed000-2aacab8f1000 r-xs 0001b000 08:10 29851912 /mnt/home/jatten/workspace/common/lib/oscache-2.3.jar 2aacab8f1000-2aacab90c000 r-xs 0015d000 08:10 29851927 /mnt/home/jatten/workspace/common/lib/poi-3.6-20091214.jar 2aacab90c000-2aacab911000 r-xs 00040000 08:10 29851831 /mnt/home/jatten/workspace/common/lib/commons-lang-2.5.jar 2aacab911000-2aacab914000 r-xs 00012000 08:10 29851923 /mnt/home/jatten/workspace/common/lib/jgooglesafebrowser-0.1a.2.jar 2aacab914000-2aacab918000 r-xs 00023000 08:10 29851933 /mnt/home/jatten/workspace/common/lib/gson-1.3.jar 2aacab918000-2aacabb18000 rwxp 2aacab918000 00:00 0 2aacabb82000-2aacabd82000 rwxp 2aacabb82000 00:00 0 2aacabe05000-2aacaf204000 rwxp 2aacabe05000 00:00 0 7fffaa12a000-7fffaa141000 rwxp 7fffaa12a000 00:00 0 [stack] ffffffffff600000-ffffffffff601000 r-xp 00000000 00:00 0 [vdso] VM Arguments: jvm_args: -Xmx8000M java_command: com.scorers.ModelImplementingPageScorer -t data/data/golds/adult.all.json -b 18 -s data/models/pagetext.binary. adult.april6.all.model -m com.models.MultiClassUpdateableModel -p 30 --goldsilver -v --cat adult --fakeinput -e /mnt/tmp/xyz.15647.pageo bjects.txt -o Launcher Type: SUN_STANDARD Environment Variables: JAVA_HOME=/usr/java/jdk1.6.0_14 PATH=/usr/kerberos/bin:/usr/local/bin:/bin:/usr/bin:/home/jatten/bin LD_LIBRARY_PATH=/usr/java/jdk1.6.0_14/jre/lib/amd64/server:/usr/java/jdk1.6.0_14/jre/lib/amd64:/usr/java/jdk1.6.0_14/jre/../lib/amd64 SHELL=/bin/bash Signal Handlers: SIGSEGV: [libjvm.so+0x6bd980], sa_mask[0]=0x7ffbfeff, sa_flags=0x10000004 SIGBUS: [libjvm.so+0x6bd980], sa_mask[0]=0x7ffbfeff, sa_flags=0x10000004 SIGFPE: [libjvm.so+0x594cc0], sa_mask[0]=0x7ffbfeff, sa_flags=0x10000004 SIGPIPE: [libjvm.so+0x594cc0], sa_mask[0]=0x7ffbfeff, sa_flags=0x10000004 SIGXFSZ: [libjvm.so+0x594cc0], sa_mask[0]=0x7ffbfeff, sa_flags=0x10000004 SIGILL: [libjvm.so+0x594cc0], sa_mask[0]=0x7ffbfeff, sa_flags=0x10000004 SIGUSR1: SIG_DFL, sa_mask[0]=0x00000000, sa_flags=0x00000000 SIGUSR2: [libjvm.so+0x597480], sa_mask[0]=0x00000000, sa_flags=0x10000004 SIGHUP: [libjvm.so+0x5971d0], sa_mask[0]=0x7ffbfeff, sa_flags=0x10000004 SIGINT: [libjvm.so+0x5971d0], sa_mask[0]=0x7ffbfeff, sa_flags=0x10000004 SIGTERM: [libjvm.so+0x5971d0], sa_mask[0]=0x7ffbfeff, sa_flags=0x10000004 SIGQUIT: [libjvm.so+0x5971d0], sa_mask[0]=0x7ffbfeff, sa_flags=0x10000004 --------------- S Y S T E M --------------- OS:Fedora release 8 (Werewolf) uname:Linux 2.6.21.7-2.fc8xen #1 SMP Fri Feb 15 12:34:28 EST 2008 x86_64 libc:glibc 2.7 NPTL 2.7 rlimit: STACK 10240k, CORE 0k, NPROC 61504, NOFILE 1024, AS infinity load average:2.83 2.73 2.78 CPU:total 2 (4 cores per cpu, 1 threads per core) family 6 model 23 stepping 10, cmov, cx8, fxsr, mmx, sse, sse2, sse3, ssse3, sse4.1 Memory: 4k page, physical 7872040k(14540k free), swap 0k(0k free) vm_info: Java HotSpot(TM) 64-Bit Server VM (14.0-b16) for linux-amd64 JRE (1.6.0_14-b08), built on May 21 2009 01:11:11 by "java_re" with gcc 3.2.2 (SuSE Lin ux) [error occurred during error reporting (printing date and time), id 0xb]

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  • Are there any font rendering libraries for games development that support hinting?

    - by Richard Fabian
    I've used angel code's bitmap font generator quite a bit and though it's very good, I wondered if there would be a way of using the hinting information to provide a better readable result by using hinting to provide differing thickness based on size/pixel coverage. I imagine any solution would have to use the distance field tech presented in the valve paper on smoothing fonts while maintaining or reducing asset size. (http://www.gamedev.net/community/forums/topic.asp?topic_id=494612) but I haven't found any demos of it being used with hinting information turned on or included in the field gradients in any way. Another way of looking at this is whether there are any font bitmap generators that will output mipmaps that still maintain their readability in the face of pixel size. I think the lower mip levels would try to guarantee fill and space where it is necessary to maintain readability/topology over maintaining style/form (the point of hinting). In response to "Is there a reason you can't just render the size you want", the problem lies in the fact that font rasterisers currently don't render in 3D, and hinting information would be important in different amounts due to the pixel density being different along different axes, even differing in importance along the length of a string due to the size reducing over distance. For example, I only want horizontal hinting in a texture that is viewed from the side, and only really want vertical hinting in a font that is viewed from below or above. This isn't meant to be a renderer that tries to render a perfect outline as accurately as possible, as hinting distorts the reality of the font, instead this is meant to be a rendering solution for quite static scenes, but scenes that have 3D transformed and warped text layout. In this case the legibility is important, more important than the accuracy of representation of the polygon shape.

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  • Easy to use cross-platform 3D engines for C++ game development?

    - by davr
    I want to try my hand at writing a 3D game. However I don't want to start at such a low level of drawing individual triangles and writing my own 3D object loader and so on. I've heard of things like Irrlicht, Crystal Space 3D, and Cafu, but I don't have any experience with any of them. I'm looking for suggestions from people who have experience with these or other engines on which ones are well written, and are easy to get started using, without having to learn a ton of 3D math theory and how GPU's work internally.

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  • Good book/resource recommendation for HTML5 mobile game development?

    - by Greg Bala
    The problem: I am taking an existing, 5 year old, html based MMORTS game and "HTML5-ing" it, "AJAX-ing" it and most importantly, optimizing for mobile devices like iPhone, android etc. For these devices, the application will be packaged as a downloadable app that is a wrapper for a browser which actually shows the game.. The Question Looking for a good book, or books, or in-depth articles that would help me learn: what tools I have in iOS, andriod applications for optimizing an html based game. things like caching of images, etc what kind of connectivity, or interactivity I can expect between the html/javascript pages and the wrapper - can I play sounds in the wrapper by triggering them from javascript? etc tip and tricks to optimize html/html5 & Javascript application to run well on mobile devices ETC :) Any recommendations would be greatly appreciated!!

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  • Why does this game loop stop my process from responding?

    - by Ben
    I implemented a fixed time step loop for my C# game. All it does at the moment is make a square bounce around the screen. The problem I'm having is that when I execute the program, I can't close it from the window's close button and the cursor is stuck on the "busy" icon. I have to go into Visual Studio and stop the program manually. Here's the loop at the moment: public void run() { int updates = 0; int frames = 0; double msPerTick = 1000.0 / 60.0; double threshhold = 0; long lastTime = getCurrentTime(); long lastTimer = getCurrentTime(); while (true) { long currTime = getCurrentTime(); threshhold += (currTime - lastTime) / msPerTick; lastTime = currTime; while (threshhold >= 1) { update(); updates++; threshhold -= 1; } this.Refresh(); frames++; if ((getCurrentTime() - lastTimer) >= 1000) { this.Text = updates + " updates and " + frames + " frames per second"; updates = 0; frames = 0; lastTimer += 1000; } } } Why is this happening?

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  • What's the best way to create animations when doing Android development?

    - by Adam Smith
    I'm trying to create my first Android game and I'm currently trying to figure out (with someone that will do the drawings and another programmer) what the best way to create animation is. (Animations such as a character moving, etc.) At first, the designer said that she could draw objects/characters and animate them with flash so she didn't have to draw every single frame of an action. The other programmer and I don't know Flash too much so I suggested extracting all the images from the Flash animation and making them appear one after the other when the animation is to start. He said that would end up taking too much resource on the CPU and I tend to agree, but I don't really see how we're supposed to make smooth animations without it being too hard on the hardware and, if possible, not have the designer draw every single frame on Adobe Illustrator. Can an experienced Android game developper help me balance this out so we can move on to other parts of the game as I have no idea what the best way to create animations is.

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  • How to decide how much to charge for development?

    - by rik
    So two other friends and I are a very small game dev studio. So far we haven't released a game but we have 2 games almost ready to launch. A bigger studio saw our work and now they want to work with us; they need people to develop mobile games for them (iOS, Android). They want us to set the price for the projects (can't tell the specifics we signed a NDA). They will give us all the assets (graphics/sound) so we only have to code. And because they only work with Unity3D we have to learn it. How do we decide how much to charge for the projects?

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  • Where can I find Cinema4D for game development tutorials ?

    - by George Profenza
    Hi, I started to learn Cinema 4D. I've noticed it's really easy to use for motion graphics, but I want to use it for modeling for games/realtime 3d engines. Before I used 3dsmax and it was easy to estimate how a model would look/behave in a 3d engine. The two main things I did was displaying Polygon triangles and displaying the Polygon Count. I've found the Total Polygons tick in HUD settings in Cinema 4D, but I can't find any display mode that will show triangles. Is there there a way to display triangle faces/not quads in Cinema4D ? If so how ? There is a Triangulate function, but I'd rather not Triangulate/Untriangulate all the time, especially since it's converting back and forth between the two doesn't always produce the same result. I imagine I'm asking for old school techniques, but I plan to use these to make low poly models for web(canvas/webGL) and mobile.

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  • Best resources to learn Game Development from a Java background?

    - by Julio
    Hi guys, I'm an enterprise Java programmer, however something I've been interested in and what got me into the whole programming thing was the idea of being able to create a game. Just wondering if anybody could offer any advice, or book recommendations. The side I am most interested in is game engine design and implementation. People may say "ahh but plenty exist why write your own" - its purely for learning purposes, seeing how things work and so on. So far I've taken a look at LWJGL, but achieved nothing too serious. Thanks.

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  • Game Development In C Only. Is it possible?

    - by Ishan Sharma
    I am a first year college student in India and want to make a small game as a this semester project. I am quite good at C and am learning it rapidly but I wanted to ask if developing a game entirely in C(no C++ or C#m I'd love to use these but for college projects, we have strict requirements of using only C). What I am looking for is a simple top view driving game. It won't have anything fancy and even the visual things will be powered by simple characters. For example, user controlled car can be represented by ¦ and edges of road by series of |'s. What do you think?

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  • Best resources to learn Game Development from a Java background?

    - by Julio
    I'm an enterprise Java programmer, however something I've been interested in and what got me into the whole programming thing was the idea of being able to create a game. Just wondering if anybody could offer any advice, or book recommendations. The side I am most interested in is game engine design and implementation. People may say "ahh but plenty exist why write your own" - its purely for learning purposes, seeing how things work and so on. So far I've taken a look at LWJGL, but achieved nothing too serious. Thanks.

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  • Building Enterprise Smartphone App &ndash; Part 4: Application Development Considerations

    - by Tim Murphy
    This is the final part in a series of posts based on a talk I gave recently at the Chicago Information Technology Architects Group.  Feel free to leave feedback. Application Development Considerations Now we get to the actual building of your solutions.  What are the skills and resources that will be needed in order to develop a smartphone application in the enterprise? Language Knowledge One of the first things you need to consider when you are deciding which platform language do you either have the most in house skill base or can you easily acquire.  If you already have developers who know Java or C# you may want to use either Android or Windows Phone.  You should also take into consideration the market availability of developers.  If your key developer leaves how easy is it to find a knowledgeable replacement? A second consideration when it comes to programming languages is the qualities exposed by the languages of a particular platform.  How well does that development language and its associated frameworks support things like security and access to the features of the smartphone hardware?  This will play into your overall cost of ownership if you have to create this infrastructure on your own. Manage Limited Resources Everything is limited on a smartphone: battery, memory, processing power, network bandwidth.  When developing your applications you will have to keep your footprint as small as possible in every way.  This means not running unnecessary processes in the background that will drain the battery or pulling more data over the airwaves than you have to.  You also want to keep your on device in as compact a format as possible. Mobile Design Patterns There are a number of design patterns that have either come to life because of smartphone development or have been adapted for this use.  The main pattern in the Windows Phone environment is the MVVM (Model-View-View-Model).  This is great for overall application structure and separation of concerns.  The fun part is trying to keep that separation as pure as possible.  Many of the other patterns may or may not have strict definitions, but some that you need to be concerned with are push notification, asynchronous communication and offline data storage. Real estate is limited on smartphones and even tablets. You are also limited in the type of controls that can be represented in the UI. This means rethinking how you modularize your application. Typing is also much harder to do so you want to reduce this as much as possible.  This leads to UI patterns.  While not what we would traditionally think of as design patterns the guidance each platform has for UI design is critical to the success of your application.  If user find the application difficult navigate they will not use it. Development Process Because of the differences in development tools required, test devices and certification and deployment processes your teams will need to learn new way of working together.  This will include the need to integrate service contracts of back-end systems with mobile applications.  You will also want to make sure that you present consistency across different access points to corporate data.  Your web site may have more functionality than your smartphone application, but it should have a consistent core set of functionality.  This all requires greater communication between sub-teams of your developers. Testing Process Testing of smartphone apps has a lot more to do with what happens when you lose connectivity or if the user navigates away from your application. There are a lot more opportunities for the user or the device to perform disruptive acts.  This should be your main testing concentration aside from the main business requirements.  You will need to do things like setting the phone to airplane mode and seeing what the application does in order to weed out any gaps in your handling communication interruptions. Need For Outside Experts Since this is a development area that is new to most companies the need for experts is a lot greater. Whether these are consultants, vendor representatives or just development community forums you will need to establish expert contacts. Nothing is more dangerous for your project timelines than a lack of knowledge.  Make sure you know who to call to avoid lengthy delays in your project because of knowledge gaps. Security Security has to be a major concern for enterprise applications. You aren't dealing with just someone's game standings. You are dealing with a companies intellectual property and competitive advantage. As such you need to start by limiting access to the application itself.  Once the user is in the app you need to ensure that the data is secure at all times.  This includes both local storage and across the wire.  This means if a platform doesn’t natively support encryption for these functions you will need to find alternatives to secure your data.  You also need to keep secret (encryption) keys obfuscated or locked away outside of the application. People can disassemble the code otherwise and break your encryption. Offline Capabilities As we discussed earlier one your biggest concerns is not having connectivity.  Because of this a good portion of your code may be dedicated to handling loss of connection and reconnection situations.  What do you do if you lose the network?  Back up all your transactions and store of any supporting data so that operations can continue off line. In order to support this you will need to determine the available flat file or local data base capabilities of the platform.  Any failed transactions will need to support a retry mechanism whether it is automatic or user initiated.  This also includes your services since they will need to be able to roll back partially completed transactions.  What ever you do, don’t ignore this area when you are designing your system. Deployment Each platform has different deployment capabilities. Some are more suited to enterprise situations than others. Apple's approach is probably the most mature at the moment. Prior to the current generation of smartphone platforms it would have been Windows CE. Windows Phone 7 has the limitation that the app has to be distributed through the same network as public facing applications. You mark them as private which means that they are only accessible by a direct URL. Unfortunately this does not make them undiscoverable (although it is very difficult). This will change with Windows Phone 8 where companies will be able to certify their own applications and distribute them.  Given this Windows Phone applications need to be more diligent with application access in order to keep them restricted to the company's employees. My understanding of the Android deployment schemes is that it is much less standardized then either iOS or Windows Phone. Someone would have to confirm or deny that for me though since I have not yet put the time into researching this platform further. Given my limited exposure to the iOS and Android platforms I have not been able to confirm this, but there are varying degrees of user involvement to install and keep applications updated. At one extreme the user just goes to a website to do the install and in other case they may need to download files and perform steps to install them. Future Bluetooth Today we use Bluetooth for keyboards, mice and headsets.  In the future it could be used to interrogate car computers or manufacturing systems or possibly retail machines by service techs.  This would open smartphones to greater use as a almost a Star Trek Tricorder.  You would get you all your data as well as being able to use it as a universal remote for just about any device or machine. Better corporation controlled deployment At least in the Windows Phone world the upcoming release of Windows Phone 8 will include a private certification and deployment option that is currently not available with Windows Phone 7 (Mango). We currently have to run the apps through the Marketplace certification process and use a targeted distribution method. Platform independent approaches HTML5 and JavaScript with Web Service has become a popular topic lately for not only creating flexible web site, but also creating cross platform mobile applications.  I’m not yet convinced that this lowest common denominator approach is viable in most cases, but it does have it’s place and seems to be growing.  Be sure to keep an eye on it. Summary From my perspective enterprise smartphone applications can offer a great competitive advantage to many companies.  They are not cheap to build and should be approached cautiously.  Understand the factors I have outlined in this series, do you due diligence and see if there is a portion of your business that can benefit from the mobile experience. del.icio.us Tags: Architecture,Smartphones,Windows Phone,iOS,Android

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  • What frameworks are available for cross device 2d game development?

    - by kim3er
    Hi, I'm about to embark on a 2D gaming project. Initially, I'll be targeting iPhone and Facebook, but would like to expand the rollout to include Android (and possibly Windows Phone) in a future phase. Flash and Unity seem to be the most likely suspects, but is one better than the other? Are there pros/cons that may not be obvious at first glance? Are there frameworks that I have not considered? I am primarily a .NET developer, so the Unity C# integration is appealling. But I also have experience with AS3, JavaScript and Objective-C. Rich

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  • What frameworks are available for cross device 2d game development?

    - by kim3er
    I'm about to embark on a 2D gaming project. Initially, I'll be targeting iPhone and Facebook, but would like to expand the rollout to include Android (and possibly Windows Phone) in a future phase. Flash and Unity seem to be the most likely suspects, but is one better than the other? Are there pros/cons that may not be obvious at first glance? Are there frameworks that I have not considered? I am primarily a .NET developer, so the Unity C# integration is appealling. But I also have experience with AS3, JavaScript and Objective-C. Rich

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  • Game Development In C Only. Is it possible?

    - by Ishan Sharma
    I am a first year college student in India and want to make a small game as a this semester project. I am quite good at C and am learning it rapidly but I wanted to ask if developing a game entirely in C (no C++ or C#) I'd love to use these but for college projects, we have strict requirements of using only C. What I am looking for is a simple top view driving game. It won't have anything fancy and even the visual things will be powered by simple characters. For example, user controlled car can be represented by ¦ and edges of road by series of |'s. What do you think?

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  • Android Game Development. Async Task. Loading Bitmap Images Sounds

    - by user2534694
    Im working on this game for android. And wanted to know if my thread architecture was right or wrong. Basically, what is happening is, i am loading All the bitmaps,sounds etc in the initializevariables() method. But sometimes the game crashes and sometimes it doesnt. So i decided to use async task. But that doesnt seem to work either (i too loads at times and crashes at times) @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setFullScreen(); initializeVariables(); new initVariables().execute(); // setContentView(ourV); } private void setFullScreen() { requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); getWindow().setFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON, WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON ); } private void initializeVariables() { ourV=new OurView(this); stats = getSharedPreferences(filename, 0); ballPic = BitmapFactory.decodeResource(getResources(), R.drawable.ball5); platform = BitmapFactory.decodeResource(getResources(), R.drawable.platform3); gameB = BitmapFactory.decodeResource(getResources(), R.drawable.game_back2); waves = BitmapFactory.decodeResource(getResources(), R.drawable.waves); play = BitmapFactory.decodeResource(getResources(), R.drawable.play_icon); pause = BitmapFactory.decodeResource(getResources(), R.drawable.pause_icon); platform2 = BitmapFactory.decodeResource(getResources(), R.drawable.platform4); countdown = BitmapFactory.decodeResource(getResources(), R.drawable.countdown); bubbles = BitmapFactory.decodeResource(getResources(), R.drawable.waves_bubbles); backgroundMusic = MediaPlayer.create(this, R.raw.music); jump = MediaPlayer.create(this, R.raw.jump); click = MediaPlayer.create(this, R.raw.jump_crack); sm = (SensorManager) getSystemService(SENSOR_SERVICE); acc = sm.getDefaultSensor(Sensor.TYPE_ACCELEROMETER); sm.registerListener(this, acc, SensorManager.SENSOR_DELAY_GAME); ourV.setOnTouchListener(this); dialog = new Dialog(this,android.R.style.Theme_Translucent_NoTitleBar_Fullscreen); dialog.setContentView(R.layout.pausescreen); dialog.hide(); dialog.setOnDismissListener(this); resume = (Button) dialog.findViewById(R.id.bContinue); menu = (Button) dialog.findViewById(R.id.bMainMenu); newTry = (Button) dialog.findViewById(R.id.bNewTry); tv_time = (TextView) dialog.findViewById(R.id.tv_time); tv_day = (TextView) dialog.findViewById(R.id.tv_day); tv_date = (TextView) dialog.findViewById(R.id.tv_date); resume.setOnClickListener(this); menu.setOnClickListener(this); newTry.setOnClickListener(this); } @Override protected void onResume() { //if its running the first time it goes in the brackets if(firstStart) { ourV.onResume(); firstStart=false; } } Now what onResume in ourV does is , its responsible for starting the thread //this is ourV.onResume public void onResume() { t=new Thread(this); isRunning=true; t.start(); } Now what I want is to initialise all bitmaps sounds etc in the async background method public class initVariables extends AsyncTask<Void, Integer, Void> { ProgressDialog pd; @Override protected void onPreExecute() { pd = new ProgressDialog(GameActivity.this); pd.setProgressStyle(ProgressDialog.STYLE_HORIZONTAL); pd.setMax(100); pd.show(); } @Override protected Void doInBackground(Void... arg0) { synchronized (this) { for(int i=0;i<20;i++) { publishProgress(5); try { Thread.sleep(89); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } } } return null; } @Override protected void onProgressUpdate(Integer... values) { pd.incrementProgressBy(values[0]); } @Override protected void onPostExecute(Void result) { pd.dismiss(); setContentView(ourV); } } Now since I am new to this. You could tellme maybe if async is not required for such stuff and there is another way of doing it normally.

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  • Where to get PNG icons/graphics for game development for kids? [closed]

    - by at.
    Possible Duplicate: Where can I find free sprites and images? I'm teaching kids to program using Ruby and the gaming framework Gosu/Chingu. Kids love it, including the part where they have to look for the icons/graphics for their game objects. I direct them to iconarchive.com, but the selection is sometimes very limited, the graphics aren't always with transparent backgrounds and sometimes the art requires payment. I don't mind paying for an educational license of some sort, but I want the kids to easily select graphics they can use in their games. Is there another resource better suited for this purpose? I don't have a good solution for this, but would also love a site they can get cool background images for their games.

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  • How long till HTML5 canvas becomes a viable game development platform?

    - by Shouvik
    So I have been working on web application. So invariably what it boils down to is making simple games which were previously based on flash or openGL. Now I know apple was moving away from flash because its proprietary unlike their stance that its got "pathetic performance"! Not true, try playing a canvas game, I can assure you at any point of time (including when its idle) it will use up a fair bit of processing power just to redraw the UI. Now I do understand that this is my fault because when the game is not active I should not be redrawing the canvas, but honestly its a lot of work and I suppose there should be libraries which should be able to assist me with that! So, how much will it be before I see a decent canvas library which handles these "tiny" issues for me? I can't honestly expect Steve Jobs to be doing anything more for HTML5! I someone knows of a good library, I am all ears...! :) PS: I use mootools and am presently using Mootools Canvas Library.

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  • How to gun shots sounds right in game development?

    - by G3tinmybelly
    So I am now trying to find sounds for my guns but when I grab a gun sound effect and play it in my game a lot of the sounds are either terrible sounding or have this horrible echoing effect because as a gun shoots sometimes the previous sound is playing still. public void shoot(float x, float y, float direction){ if(empty){ PlayHUD.message = "No more bullets!"; return; } if(reloading){ return; } if(System.currentTimeMillis() - lastShot < fireRate){ //AssetsLoader.lmgSound.stop(); return; } float dx = (float) (-13 * Math.cos(direction) + 75 * Math.sin(direction)); float dy = (float) (-14 * -Math.sin(direction) + 75 * Math.cos(direction)); float dx1 = (float) (-13 * Math.cos(direction) + 75 * Math.sin(direction)); float dy1 = (float) (-14 * -Math.sin(direction) + 75 * Math.cos(direction)); PlayState.effects.add(new MuzzleFlashEffect(x + dx1, y + dy1, (float) Math.toDegrees(-direction))); PlayState.projectiles.add(new Bullet(this, x + dx, y + dy, (float) (direction + (Math.toRadians(MathUtils.random(-accuracy, accuracy)))))); if(OptionState.soundOn){ AssetsLoader.lmgSound.play(OptionState.volume); } bulletsInClip--; lastShot = System.currentTimeMillis(); } Here is the code for where the sound plays. Every time this method is called the sound is called but it happens so often in this case that there is this terrible echoing. Any idea on how to fix this?

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  • What online games would let me practice AI development?

    - by Myn
    I am working on a project experimenting with Artificial Intelligence design methodologies for online world avatars. Online world here is quite open to interpretation; Second Life is just as applicable as Counter Strike, for example. To carry out these experiments, I must first develop an intelligent agent for the world in question. However, I am honestly quite stuck as to which game I could use for this. My preference was to develop an intelligent "bot" to play an MMORPG, but the legal restrictions of such games prevent me. Likewise with most FPS games the use of an intelligent agent in place of a human player is considered cheating. The alternative, of course, is to create an NPC bot; an intelligent agent that populates the world alongside the player(s) rather than replacing a particular player. However, I'm struggling to find a game that would enable me to create an intelligent opponent either. I suppose the main requirements would be a game allows a third party program to use the function calls usually utilised by players and read feedback on the state of the world. Quake III and Unreal Tournament have been suggested before, but they have already been the subject of work on this research project. Short of writing my own online game from scratch, what games would allow me, through middleware, an API, or otherwise, to create either an artificially intelligent player or a bot?

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  • Beginner flash game development: Start with framework or from scratch?

    - by captaincomic
    I want to write some simple flash games (as a hobby). I have a lot of programming experience, but no experience with Flash/ActionScript. My question is: As a beginner, is it a good idea to start with a framework like Flixel, FlashPunk or PushButton or would it be better to write my first games from scratch? Also, if you vote for using a framework, which one would you recommend? What are the differences? And another question: What about Flex, would you recommend using it?

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  • Is there any online programmer's community, focusing on core game development?

    - by kasperov
    I am looking for a stricktly/mostly programming oriented game community, focusing on core graphics, middleware, and research. Any suggestions? Edit: I am specifically looking for people/community/group, having expertise in core game engine design/programming, directx/opengl reservoir.(And specifically targetting the programming part only).(The platforms can be anything from PC to xbox360/ps3/wii and even 3ds.)

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  • Good way of handling class instances in game development?

    - by Bugster
    I'm a new indie game developer, and I've made a few games, but often times when coding I wonder "Is this the way most people do it? Am I doing it wrong?" because I'd like to become a game developer some day, and I really want to get rid of bad practices in time. The way I'm doing it right now is like this: #include <some libraries> #include "Some classes" int main() { Class1 a; Class2 b; Class3 c; a.init(); b.init(); c.init(); // game logic; } Now as I see the game grow, I have more and more classes to initialize and create instances of. This is clean but I'm not sure if this is standard practice. Is this a regular way of creating instances of your game classes or is there a cleaner and more efficient way to do it?

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