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  • C++ game loop example

    - by David
    Can someone write up a source for a program that just has a "game loop", which just keeps looping until you press Esc, and the program shows a basic image. Heres the source I have right now but I have to use SDL_Delay(2000); to keep the program alive for 2 seconds, during which the program is frozen. #include "SDL.h" int main(int argc, char* args[]) { SDL_Surface* hello = NULL; SDL_Surface* screen = NULL; SDL_Init(SDL_INIT_EVERYTHING); screen = SDL_SetVideoMode(640, 480, 32, SDL_SWSURFACE); hello = SDL_LoadBMP("hello.bmp"); SDL_BlitSurface(hello, NULL, screen, NULL); SDL_Flip(screen); SDL_Delay(2000); SDL_FreeSurface(hello); SDL_Quit(); return 0; } I just want the program to be open until I press Esc. I know how the loop works, I just don't know if I implement inside the main() function, or outside of it. I've tried both, and both times it failed. If you could help me out that would be great :P

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  • Flash browser game - HTTP + PHP vs Socket + Something else

    - by Maurycy Zarzycki
    I am developing a non-real time browser RPG game (think Kingdom of Loathing) which would be played from within a Flash app. At first I just wanted to make the communication with server using simply URLLoader to tell PHP what I am doing, and using $_SESSION to store data needed in-between request. I wonder if it wouldn't be better to base it on a socket connection, an app residing on a server written in Java or Python. The problem is I have never ever written such an app so I have no idea how much I'd have to "shift" my thoughts from simple responding do request (like PHP) to continuously working application. I won't hide I am also concerned about the memory and CPU usage of such Server app, when for example there would be hundreds of users connected. I've done some research. I have tried to do some research, but thanks to my nil knowledge on the sockets subject I haven't found anything helpful. So, considering the fact I don't need real time data exchange, will it be wise to develop the server side part as socket server, not in plain ol' PHP?

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  • mvc design in a card game

    - by Hong
    I'm trying to make a card game. some classes I have are: CardModel, CardView; DeckModel, DeckView. The deck model has a list of card model, According to MVC, if I want to send a card to a deck, I can add the card model to the deck model, and the card view will be added to the deck view by a event handler. So I have a addCard(CardModel m) in the DeckModel class, but if I want to send a event to add the card view of that model to the deck view, I only know let the model has a reference to view. So the question is: If the card model and deck model have to have a reference to their view classes to do it? If not, how to do it better? Update, the code: public class DeckModel { private ArrayList<CardModel> cards; private ArrayList<EventHandler> actionEventHandlerList; public void addCard(CardModel card){ cards.add(card); //processEvent(event x); //must I pass a event that contain card view here? } CardModel getCards(int index){ return cards.get(index); } public synchronized void addEventHandler(EventHandler l){ if(actionEventHandlerList == null) actionEventHandlerList = new ArrayList<EventHandler>(); if(!actionEventHandlerList.contains(l)) actionEventHandlerList.add(l); } public synchronized void removeEventHandler(EventHandler l){ if(actionEventHandlerList!= null && actionEventHandlerList.contains(l)) actionEventHandlerList.remove(l); } private void processEvent(Event e){ ArrayList list; synchronized(this){ if(actionEventHandlerList!= null) list = (ArrayList)actionEventHandlerList.clone(); else return; } for(int i=0; i<actionEventHandlerList.size(); ++i){ actionEventHandlerList.get(i).handle(e); } } }

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  • Friday Fun: Favorite Games to Play in Chrome

    - by Asian Angel
    Online games can provide a perfect break while you are working and being able to choose from a multitude of games makes it even better. If you are a game addict then you will definitely want to have a look at the Game Button extension for Chrome. Game Button in Action Once the extension has finished installing you are ready to enjoy all that gaming goodness. To get started just click on the “Toolbar Button” and choose a game category. For our example we chose “Shooting Games”. Once you select a game category a new window will open. Towards the lower right corner you will be able to access a scrollable drop-down menu and choose the game that you would like to play. Note: Some of these games come with sounds that can not be turned off so you may want to have the volume lowered all the way or your speakers temporarily turned off if you are at work. For our first game we chose “Snowball Throw”. Notice that there is a nice variety such as “DinoKids – Archery” to games like “Secret Agent”. You can see that our game was nicely sized…not too small and not too large. Go go snowballs! This is definitely a fun one to try…the best approach for this one is to use one hand for clicking the mouse and the other hand for moving it at the same time. If desired you can post your score and see other high scores afterwards. For our second game we decided to try “Target Shooter Firing Range”. This one is definitely a little harder because you have to be extremely precise while moving as quickly as possible. Not too bad for the score but that is ok. You will certainly be able to have fun finding the games that will become your favorites while enjoying the nice variety. Conclusion If you love online games and want a good variety to choose from then the Game Button extension will make a nice addition to your browser. Links Download the Game Button extension (Google Chrome Extensions) Similar Articles Productive Geek Tips Play a New Random Game Each Day in ChromeFriday Fun: Get Your Mario OnFriday Fun: Go Retro with PacmanFriday Fun: Play Air Hockey in Google ChromeFriday Fun: Five More Time Wasting Online Games TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Recycle ! Find That Elusive Icon with FindIcons Looking for Good Windows Media Player 12 Plug-ins? Find Out the Celebrity You Resemble With FaceDouble Whoa ! Use Printflush to Solve Printing Problems

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  • How to calibrate monitor colors to use 3D glasses?

    - by GetFree
    I have a pair of red/cyan 3D glasses and when I use them to view youtube's 3D videos or anaglyph images they dont seem to work properly. The two images are not filtered properly by each colored lens. So I guess the problem is my monitor not showing the exact colors needed for my glasses to work. Is there any way to customize/calibrate the monitor's colors for a specific pair of 3D glasses? PS: I also have green/magenta and amber/blue glasses, but the same problem happens.

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  • Free rmvb to avi converter

    - by user23950
    Anyone here who knows a free software that could convert rmvb to avi?Please help, all that I found is free trial software which adds water mark or do only partial conversion. For windows 7 or xp.

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  • What is Quantum Computing? Microsoft’s video explains it in simple language

    - by Gopinath
    Quantum Computing is the next promising big thing to happen in computer science and its going to revolutionize the way we solve problem using computers. To explain the concepts of Quantum Computing to common man, Microsoft released a nice video which gives brief introduction to the concepts, explains the benefits and the work being carried out by Microsoft to make this technology research a reality. Check out this embedded video and visit Microsoft’s website for more details on Quantum Computing.

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  • Linux DLNA Server

    - by kzh
    I have just recently set up a DLNA server on my GNU/Linux desktop at home. I am using PS3 Media Server to do the job. I like it a lot so far, but I was curious about whether or not it is the best solution. To you, what is the best DLNA server for Linux?

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  • Videoediting slow on windows with HD footage in .MOV format

    - by Joakim
    My camera is a Canon 5D mark II that serves me .mov files in HD. But these are a pain in the neck to edit on my pc. I have tried Premier, Vegas, Pinnacle, etc, but it is almost impossible to edit and do a movie. I do have a good computer with Windows7 but that doesn't help me, and I don't want to buy a new monster pc just for that task. Question: I could convert the files, but what would be the best format? I don't want to lose much quality. Anyone have any ideas?

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  • Rip DVD on Linux

    - by becomingGuru
    I want to rip a DVD and store it in a good and compressed format. What software to use for that and what is the best format; I want best quality and low file size. +1 if I don't have to install any new software (at least those not in the repos) +1 if it can be done on command line

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  • X11 performance problem after upgrading from Centos3 to Centos5 with an ATI Rage XL

    - by Marcelo Santos
    After upgrading a computer from Centos3 to Centos5 an application that does a lot of scrolling took a very high performance hit. top tells me that X is using a lot of CPU and that was not happening before. The machine has an ATI Rage XL with 8MB and X is using the ati driver as there is no proprietary ATI driver for this board on linux. The xorg.conf: Section "Device" Identifier "Videocard0" Driver "ati" EndSection Section "Screen" Identifier "Screen0" Device "Videocard0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 Modes "1024x768" "800x600" "640x480" EndSubSection EndSection Section "DRI" Group 0 Mode 0666 EndSection A similar machine that still has Centos3 installed is able to start DRI on the X server while this one is not, this is the Xorg.0.log for the Centos5 machine: drmOpenDevice: node name is /dev/dri/card0 drmOpenDevice: open result is -1, (No such device or address) drmOpenDevice: open result is -1, (No such device or address) drmOpenDevice: Open failed drmOpenDevice: node name is /dev/dri/card0 drmOpenDevice: open result is -1, (No such device or address) drmOpenDevice: open result is -1, (No such device or address) drmOpenDevice: Open failed [drm] failed to load kernel module "mach64" (II) ATI(0): [drm] drmOpen failed (EE) ATI(0): [dri] DRIScreenInit Failed (II) ATI(0): Largest offscreen areas (with overlaps): (II) ATI(0): 1024 x 1279 rectangle at 0,768 (II) ATI(0): 768 x 1280 rectangle at 0,768 (II) ATI(0): Using XFree86 Acceleration Architecture (XAA) Screen to screen bit blits Solid filled rectangles 8x8 mono pattern filled rectangles Indirect CPU to Screen color expansion Solid Lines Offscreen Pixmaps Setting up tile and stipple cache: 32 128x128 slots 10 256x256 slots (==) ATI(0): Backing store disabled (==) ATI(0): Silken mouse enabled (II) ATI(0): Direct rendering disabled (==) RandR enabled I also tried using EXA instead of XAA and setting: Option "AccelMethod" "XAA" Option "XAANoOffscreenPixmaps" "true" uname -a Linux sir5.erg.inpe.br 2.6.18-128.7.1.el5 #1 SMP Mon Aug 24 08:20:55 EDT 2009 i686 i686 i386 GNU/Linux rpm -qa | grep xorg-x11-server xorg-x11-server-utils-7.1-4.fc6 xorg-x11-server-sdk-1.1.1-48.52.el5 xorg-x11-server-Xvfb-1.1.1-48.52.el5 xorg-x11-server-Xnest-1.1.1-48.52.el5 xorg-x11-server-Xorg-1.1.1-48.52.el5 The drmOpenDevice error continues when using the suggested Option "AIGLX" "true".

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  • Base system driver error - HP Pavilion Entertainment PC dv9323cl

    - by Damurph
    I upgraded to Wndows 7 and have a problem with graphics with my NVIDIA GeoForce Go 7600 not displaying properly. Also the Base System Drivers have yellow flags near them and it states that the The drivers for this device are not installed. (Code 28) There is no driver selected for the device information set or element. To find a driver for this device, click Update Driver. Any clues??? Please help!

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  • ustream and justin.tv don't work, UTube and bitgravity are fine

    - by scottstonehouse
    Can anyone explain this? On this laptop, ustream and justin.tv don't work - just get a blank screen. But UTube and bitgravoty work fine (also flash based). 64-bit windows 7 - but I have 64-bit windows 7 on my desktop machine and everything works fine there. Good place to test is here http://live.twit.tv/ where the bitgravity feeds work fine, but ustream and justin.tv don't.

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  • Syncing Data with a Server using Silverlight and HTTP Polling Duplex

    - by dwahlin
    Many applications have the need to stay in-sync with data provided by a service. Although web applications typically rely on standard polling techniques to check if data has changed, Silverlight provides several interesting options for keeping an application in-sync that rely on server “push” technologies. A few years back I wrote several blog posts covering different “push” technologies available in Silverlight that rely on sockets or HTTP Polling Duplex. We recently had a project that looked like it could benefit from pushing data from a server to one or more clients so I thought I’d revisit the subject and provide some updates to the original code posted. If you’ve worked with AJAX before in Web applications then you know that until browsers fully support web sockets or other duplex (bi-directional communication) technologies that it’s difficult to keep applications in-sync with a server without relying on polling. The problem with polling is that you have to check for changes on the server on a timed-basis which can often be wasteful and take up unnecessary resources. With server “push” technologies, data can be pushed from the server to the client as it changes. Once the data is received, the client can update the user interface as appropriate. Using “push” technologies allows the client to listen for changes from the data but stay 100% focused on client activities as opposed to worrying about polling and asking the server if anything has changed. Silverlight provides several options for pushing data from a server to a client including sockets, TCP bindings and HTTP Polling Duplex.  Each has its own strengths and weaknesses as far as performance and setup work with HTTP Polling Duplex arguably being the easiest to setup and get going.  In this article I’ll demonstrate how HTTP Polling Duplex can be used in Silverlight 4 applications to push data and show how you can create a WCF server that provides an HTTP Polling Duplex binding that a Silverlight client can consume.   What is HTTP Polling Duplex? Technologies that allow data to be pushed from a server to a client rely on duplex functionality. Duplex (or bi-directional) communication allows data to be passed in both directions.  A client can call a service and the server can call the client. HTTP Polling Duplex (as its name implies) allows a server to communicate with a client without forcing the client to constantly poll the server. It has the benefit of being able to run on port 80 making setup a breeze compared to the other options which require specific ports to be used and cross-domain policy files to be exposed on port 943 (as with sockets and TCP bindings). Having said that, if you’re looking for the best speed possible then sockets and TCP bindings are the way to go. But, they’re not the only game in town when it comes to duplex communication. The first time I heard about HTTP Polling Duplex (initially available in Silverlight 2) I wasn’t exactly sure how it was any better than standard polling used in AJAX applications. I read the Silverlight SDK, looked at various resources and generally found the following definition unhelpful as far as understanding the actual benefits that HTTP Polling Duplex provided: "The Silverlight client periodically polls the service on the network layer, and checks for any new messages that the service wants to send on the callback channel. The service queues all messages sent on the client callback channel and delivers them to the client when the client polls the service." Although the previous definition explained the overall process, it sounded as if standard polling was used. Fortunately, Microsoft’s Scott Guthrie provided me with a more clear definition several years back that explains the benefits provided by HTTP Polling Duplex quite well (used with his permission): "The [HTTP Polling Duplex] duplex support does use polling in the background to implement notifications – although the way it does it is different than manual polling. It initiates a network request, and then the request is effectively “put to sleep” waiting for the server to respond (it doesn’t come back immediately). The server then keeps the connection open but not active until it has something to send back (or the connection times out after 90 seconds – at which point the duplex client will connect again and wait). This way you are avoiding hitting the server repeatedly – but still get an immediate response when there is data to send." After hearing Scott’s definition the light bulb went on and it all made sense. A client makes a request to a server to check for changes, but instead of the request returning immediately, it parks itself on the server and waits for data. It’s kind of like waiting to pick up a pizza at the store. Instead of calling the store over and over to check the status, you sit in the store and wait until the pizza (the request data) is ready. Once it’s ready you take it back home (to the client). This technique provides a lot of efficiency gains over standard polling techniques even though it does use some polling of its own as a request is initially made from a client to a server. So how do you implement HTTP Polling Duplex in your Silverlight applications? Let’s take a look at the process by starting with the server. Creating an HTTP Polling Duplex WCF Service Creating a WCF service that exposes an HTTP Polling Duplex binding is straightforward as far as coding goes. Add some one way operations into an interface, create a client callback interface and you’re ready to go. The most challenging part comes into play when configuring the service to properly support the necessary binding and that’s more of a cut and paste operation once you know the configuration code to use. To create an HTTP Polling Duplex service you’ll need to expose server-side and client-side interfaces and reference the System.ServiceModel.PollingDuplex assembly (located at C:\Program Files (x86)\Microsoft SDKs\Silverlight\v4.0\Libraries\Server on my machine) in the server project. For the demo application I upgraded a basketball simulation service to support the latest polling duplex assemblies. The service simulates a simple basketball game using a Game class and pushes information about the game such as score, fouls, shots and more to the client as the game changes over time. Before jumping too far into the game push service, it’s important to discuss two interfaces used by the service to communicate in a bi-directional manner. The first is called IGameStreamService and defines the methods/operations that the client can call on the server (see Listing 1). The second is IGameStreamClient which defines the callback methods that a server can use to communicate with a client (see Listing 2).   [ServiceContract(Namespace = "Silverlight", CallbackContract = typeof(IGameStreamClient))] public interface IGameStreamService { [OperationContract(IsOneWay = true)] void GetTeamData(); } Listing 1. The IGameStreamService interface defines server operations that can be called on the server.   [ServiceContract] public interface IGameStreamClient { [OperationContract(IsOneWay = true)] void ReceiveTeamData(List<Team> teamData); [OperationContract(IsOneWay = true, AsyncPattern=true)] IAsyncResult BeginReceiveGameData(GameData gameData, AsyncCallback callback, object state); void EndReceiveGameData(IAsyncResult result); } Listing 2. The IGameStreamClient interfaces defines client operations that a server can call.   The IGameStreamService interface is decorated with the standard ServiceContract attribute but also contains a value for the CallbackContract property.  This property is used to define the interface that the client will expose (IGameStreamClient in this example) and use to receive data pushed from the service. Notice that each OperationContract attribute in both interfaces sets the IsOneWay property to true. This means that the operation can be called and passed data as appropriate, however, no data will be passed back. Instead, data will be pushed back to the client as it’s available.  Looking through the IGameStreamService interface you can see that the client can request team data whereas the IGameStreamClient interface allows team and game data to be received by the client. One interesting point about the IGameStreamClient interface is the inclusion of the AsyncPattern property on the BeginReceiveGameData operation. I initially created this operation as a standard one way operation and it worked most of the time. However, as I disconnected clients and reconnected new ones game data wasn’t being passed properly. After researching the problem more I realized that because the service could take up to 7 seconds to return game data, things were getting hung up. By setting the AsyncPattern property to true on the BeginReceivedGameData operation and providing a corresponding EndReceiveGameData operation I was able to get around this problem and get everything running properly. I’ll provide more details on the implementation of these two methods later in this post. Once the interfaces were created I moved on to the game service class. The first order of business was to create a class that implemented the IGameStreamService interface. Since the service can be used by multiple clients wanting game data I added the ServiceBehavior attribute to the class definition so that I could set its InstanceContextMode to InstanceContextMode.Single (in effect creating a Singleton service object). Listing 3 shows the game service class as well as its fields and constructor.   [ServiceBehavior(ConcurrencyMode = ConcurrencyMode.Multiple, InstanceContextMode = InstanceContextMode.Single)] public class GameStreamService : IGameStreamService { object _Key = new object(); Game _Game = null; Timer _Timer = null; Random _Random = null; Dictionary<string, IGameStreamClient> _ClientCallbacks = new Dictionary<string, IGameStreamClient>(); static AsyncCallback _ReceiveGameDataCompleted = new AsyncCallback(ReceiveGameDataCompleted); public GameStreamService() { _Game = new Game(); _Timer = new Timer { Enabled = false, Interval = 2000, AutoReset = true }; _Timer.Elapsed += new ElapsedEventHandler(_Timer_Elapsed); _Timer.Start(); _Random = new Random(); }} Listing 3. The GameStreamService implements the IGameStreamService interface which defines a callback contract that allows the service class to push data back to the client. By implementing the IGameStreamService interface, GameStreamService must supply a GetTeamData() method which is responsible for supplying information about the teams that are playing as well as individual players.  GetTeamData() also acts as a client subscription method that tracks clients wanting to receive game data.  Listing 4 shows the GetTeamData() method. public void GetTeamData() { //Get client callback channel var context = OperationContext.Current; var sessionID = context.SessionId; var currClient = context.GetCallbackChannel<IGameStreamClient>(); context.Channel.Faulted += Disconnect; context.Channel.Closed += Disconnect; IGameStreamClient client; if (!_ClientCallbacks.TryGetValue(sessionID, out client)) { lock (_Key) { _ClientCallbacks[sessionID] = currClient; } } currClient.ReceiveTeamData(_Game.GetTeamData()); //Start timer which when fired sends updated score information to client if (!_Timer.Enabled) { _Timer.Enabled = true; } } Listing 4. The GetTeamData() method subscribes a given client to the game service and returns. The key the line of code in the GetTeamData() method is the call to GetCallbackChannel<IGameStreamClient>().  This method is responsible for accessing the calling client’s callback channel. The callback channel is defined by the IGameStreamClient interface shown earlier in Listing 2 and used by the server to communicate with the client. Before passing team data back to the client, GetTeamData() grabs the client’s session ID and checks if it already exists in the _ClientCallbacks dictionary object used to track clients wanting callbacks from the server. If the client doesn’t exist it adds it into the collection. It then pushes team data from the Game class back to the client by calling ReceiveTeamData().  Since the service simulates a basketball game, a timer is then started if it’s not already enabled which is then used to randomly send data to the client. When the timer fires, game data is pushed down to the client. Listing 5 shows the _Timer_Elapsed() method that is called when the timer fires as well as the SendGameData() method used to send data to the client. void _Timer_Elapsed(object sender, ElapsedEventArgs e) { int interval = _Random.Next(3000, 7000); lock (_Key) { _Timer.Interval = interval; _Timer.Enabled = false; } SendGameData(_Game.GetGameData()); } private void SendGameData(GameData gameData) { var cbs = _ClientCallbacks.Where(cb => ((IContextChannel)cb.Value).State == CommunicationState.Opened); for (int i = 0; i < cbs.Count(); i++) { var cb = cbs.ElementAt(i).Value; try { cb.BeginReceiveGameData(gameData, _ReceiveGameDataCompleted, cb); } catch (TimeoutException texp) { //Log timeout error } catch (CommunicationException cexp) { //Log communication error } } lock (_Key) _Timer.Enabled = true; } private static void ReceiveGameDataCompleted(IAsyncResult result) { try { ((IGameStreamClient)(result.AsyncState)).EndReceiveGameData(result); } catch (CommunicationException) { // empty } catch (TimeoutException) { // empty } } LIsting 5. _Timer_Elapsed is used to simulate time in a basketball game. When _Timer_Elapsed() fires the SendGameData() method is called which iterates through the clients wanting to be notified of changes. As each client is identified, their respective BeginReceiveGameData() method is called which ultimately pushes game data down to the client. Recall that this method was defined in the client callback interface named IGameStreamClient shown earlier in Listing 2. Notice that BeginReceiveGameData() accepts _ReceiveGameDataCompleted as its second parameter (an AsyncCallback delegate defined in the service class) and passes the client callback as the third parameter. The initial version of the sample application had a standard ReceiveGameData() method in the client callback interface. However, sometimes the client callbacks would work properly and sometimes they wouldn’t which was a little baffling at first glance. After some investigation I realized that I needed to implement an asynchronous pattern for client callbacks to work properly since 3 – 7 second delays are occurring as a result of the timer. Once I added the BeginReceiveGameData() and ReceiveGameDataCompleted() methods everything worked properly since each call was handled in an asynchronous manner. The final task that had to be completed to get the server working properly with HTTP Polling Duplex was adding configuration code into web.config. In the interest of brevity I won’t post all of the code here since the sample application includes everything you need. However, Listing 6 shows the key configuration code to handle creating a custom binding named pollingDuplexBinding and associate it with the service’s endpoint.   <bindings> <customBinding> <binding name="pollingDuplexBinding"> <binaryMessageEncoding /> <pollingDuplex maxPendingSessions="2147483647" maxPendingMessagesPerSession="2147483647" inactivityTimeout="02:00:00" serverPollTimeout="00:05:00"/> <httpTransport /> </binding> </customBinding> </bindings> <services> <service name="GameService.GameStreamService" behaviorConfiguration="GameStreamServiceBehavior"> <endpoint address="" binding="customBinding" bindingConfiguration="pollingDuplexBinding" contract="GameService.IGameStreamService"/> <endpoint address="mex" binding="mexHttpBinding" contract="IMetadataExchange" /> </service> </services>   Listing 6. Configuring an HTTP Polling Duplex binding in web.config and associating an endpoint with it. Calling the Service and Receiving “Pushed” Data Calling the service and handling data that is pushed from the server is a simple and straightforward process in Silverlight. Since the service is configured with a MEX endpoint and exposes a WSDL file, you can right-click on the Silverlight project and select the standard Add Service Reference item. After the web service proxy is created you may notice that the ServiceReferences.ClientConfig file only contains an empty configuration element instead of the normal configuration elements created when creating a standard WCF proxy. You can certainly update the file if you want to read from it at runtime but for the sample application I fed the service URI directly to the service proxy as shown next: var address = new EndpointAddress("http://localhost.:5661/GameStreamService.svc"); var binding = new PollingDuplexHttpBinding(); _Proxy = new GameStreamServiceClient(binding, address); _Proxy.ReceiveTeamDataReceived += _Proxy_ReceiveTeamDataReceived; _Proxy.ReceiveGameDataReceived += _Proxy_ReceiveGameDataReceived; _Proxy.GetTeamDataAsync(); This code creates the proxy and passes the endpoint address and binding to use to its constructor. It then wires the different receive events to callback methods and calls GetTeamDataAsync().  Calling GetTeamDataAsync() causes the server to store the client in the server-side dictionary collection mentioned earlier so that it can receive data that is pushed.  As the server-side timer fires and game data is pushed to the client, the user interface is updated as shown in Listing 7. Listing 8 shows the _Proxy_ReceiveGameDataReceived() method responsible for handling the data and calling UpdateGameData() to process it.   Listing 7. The Silverlight interface. Game data is pushed from the server to the client using HTTP Polling Duplex. void _Proxy_ReceiveGameDataReceived(object sender, ReceiveGameDataReceivedEventArgs e) { UpdateGameData(e.gameData); } private void UpdateGameData(GameData gameData) { //Update Score this.tbTeam1Score.Text = gameData.Team1Score.ToString(); this.tbTeam2Score.Text = gameData.Team2Score.ToString(); //Update ball visibility if (gameData.Action != ActionsEnum.Foul) { if (tbTeam1.Text == gameData.TeamOnOffense) { AnimateBall(this.BB1, this.BB2); } else //Team 2 { AnimateBall(this.BB2, this.BB1); } } if (this.lbActions.Items.Count > 9) this.lbActions.Items.Clear(); this.lbActions.Items.Add(gameData.LastAction); if (this.lbActions.Visibility == Visibility.Collapsed) this.lbActions.Visibility = Visibility.Visible; } private void AnimateBall(Image onBall, Image offBall) { this.FadeIn.Stop(); Storyboard.SetTarget(this.FadeInAnimation, onBall); Storyboard.SetTarget(this.FadeOutAnimation, offBall); this.FadeIn.Begin(); } Listing 8. As the server pushes game data, the client’s _Proxy_ReceiveGameDataReceived() method is called to process the data. In a real-life application I’d go with a ViewModel class to handle retrieving team data, setup data bindings and handle data that is pushed from the server. However, for the sample application I wanted to focus on HTTP Polling Duplex and keep things as simple as possible.   Summary Silverlight supports three options when duplex communication is required in an application including TCP bindins, sockets and HTTP Polling Duplex. In this post you’ve seen how HTTP Polling Duplex interfaces can be created and implemented on the server as well as how they can be consumed by a Silverlight client. HTTP Polling Duplex provides a nice way to “push” data from a server while still allowing the data to flow over port 80 or another port of your choice.   Sample Application Download

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  • Should I host my site on my own hardware for streaming media site?

    - by Reddy S R
    Hi, We are developing a new movie review site, more or less similar to RottenTomatoes. Now since there will be a lot of streaming of movie trailers and we are expecting medium traffic, do you think 3rd party web hosting will cost a lot? Should we rather go for our own hardware server software? We expect around 10GB of streaming to happen per month from 2 - 6 months of web site launch. Less before and more after that period. What do you suggest? Thanks Sridhar Reddy

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  • NST-475LX-BK NAS Enclosure Is It Any Good?

    - by peter
    Hi All, Has anyone got one of these NST-475LX-BK? It is this, Vantec NexStar LX Ultra Gigabit NAS Hard Drive Enclosure. http://www.vantecusa.com/front/product/view_detail/403#rev What are your experiences with it? What type of file system does it format the drive to? It has an eSata cable so it must support NTFS right? Or does it use ext3? How good is the media streaming? What type of files can it stream? MPEG 2? Thanks.

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  • How to rip dvd and arrange files

    - by user23950
    I'm ripping a dvd with dvd shrink. There are lots of anime episodes on it. And when I open those .vob files it seems that the episodes are not arranged in one .vob file. Because 1 .vob file has multiple episodes but they are not arranged as ep 1, ep 2, ep 3, etc. Is it possible to edit those files so that the episodes would be arranged

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