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  • Which countries have suitable laws for game development companies? [on hold]

    - by yoni0505
    Which countries are most suitable for game companies? By suitable I mean: Their laws let the business be more profitable. (for example: low taxes) Have less bureaucracy. (for example: creating a company, employment laws) Living there isn't expensive. (for example: rent and food prices) etc... In short - maximum revenue with minimum overhead. What other things do I have to consider when choosing the place to be in? Are there any articles about this subject? (I couldn't find any)

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  • error C2146: syntax error : missing ';' before identifier 'vertices'

    - by numerical25
    I would usually search for this error. But in VS C++ Express, this error comes up for just about every mistake you do. Any how I recieve this error below error C2146: syntax error : missing ';' before identifier 'vertices' everytime I add the following code at the top of my document // Create vertex buffer SimpleVertex vertices[] = { D3DXVECTOR3( 0.0f, 0.5f, 0.5f ), D3DXVECTOR3( 0.5f, -0.5f, 0.5f ), D3DXVECTOR3( -0.5f, -0.5f, 0.5f ), }; below is the code in it's entirety. Cant figure out whats wrong. thanks // include the basic windows header file #include "D3Dapp.h" class MyGame: public D3Dapp { public: bool Init3d(); }; MyGame game; // Create vertex buffer SimpleVertex vertices[] = { D3DXVECTOR3( 0.0f, 0.5f, 0.5f ), D3DXVECTOR3( 0.5f, -0.5f, 0.5f ), D3DXVECTOR3( -0.5f, -0.5f, 0.5f ), }; // the entry point for any Windows program int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { game.InitWindow(hInstance , nCmdShow); return game.Run(); } bool MyGame::Init3d() { D3Dapp::Init3d(); return true; }

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  • Is there a perfect algorithm for chess?

    - by Overflown
    Dear Stack Overflow community, I was recently in a discussion with a non-coder person on the possibilities of chess computers. I'm not well versed in theory, but think I know enough. I argued that there could not exist a deterministic Turing machine that always won or stalemated at chess. I think that, even if you search the entire space of all combinations of player1/2 moves, the single move that the computer decides upon at each step is based on a heuristic. Being based on a heuristic, it does not necessarily beat ALL of the moves that the opponent could do. My friend thought, to the contrary, that a computer would always win or tie if it never made a "mistake" move (however do you define that?). However, being a programmer who has taken CS, I know that even your good choices - given a wise opponent - can force you to make "mistake" moves in the end. Even if you know everything, your next move is greedy in matching a heuristic. Most chess computers try to match a possible end game to the game in progress, which is essentially a dynamic programming traceback. Again, the endgame in question is avoidable though. -- thanks, Allan Edit: Hmm... looks like I ruffled some feathers here. That's good. Thinking about it again, it seems like there is no theoretical problem with solving a finite game like chess. I would argue that chess is a bit more complicated than checkers in that a win is not necessarily by numerical exhaustion of pieces, but by a mate. My original assertion is probably wrong, but then again I think I've pointed out something that is not yet satisfactorily proven (formally). I guess my thought experiment was that whenever a branch in the tree is taken, then the algorithm (or memorized paths) must find a path to a mate (without getting mated) for any possible branch on the opponent moves. After the discussion, I will buy that given more memory than we can possibly dream of, all these paths could be found.

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  • iPhone programming - problem with CoreFoundation forking, PLEASE for the love of god help! lol

    - by Tom
    Hello all, I've been working on an iPhone for several months. It's a 2d shooting game akin to the old Smash TV type games. I'm doing everything alone and it has come out well so far, but now I am getting unpredictable crashes which seem to be related to CoreFoundation forking and not exec()ing, as the message THE_PROCESS_HAS_FORKED_AND_YOU_CANNOT_USE_THIS_COREFOUNDATION_FUNCTIONA LITY_YOU_MUST_EXEC__ always shows up somewhere in the debugger. Usually it shows up around a CFRunLoopRunSpecific and is related to either a timer firing or _InitializeTouchTapCount. I cannot figure out exactly what is causing the fork to occur. My main game loop is running on a timer, first updating all the logic and then drawing everything with openGL. There is nothing highly complex or unusual. I understand you cannot make CF calls on the childside of a fork, or access shared memory and things like that. I am not explicitly trying to fork anything. My question is: can anyone tell me what type of activity might cause CoreFoundation to randomly fork like this? I'd really like to finish this game and I don't know how to solve this problem. Thanks for any help.

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  • iPhone programming - problem with CoreFoundation forking

    - by Tom
    Hello all, I've been working on an iPhone for several months. It's a 2d shooting game akin to the old Smash TV type games. I'm doing everything alone and it has come out well so far, but now I am getting unpredictable crashes which seem to be related to CoreFoundation forking and not exec()ing, as the message __THE_PROCESS_HAS_FORKED_AND_YOU_CANNOT_USE_THIS_COREFOUNDATION_FUNCTIONA LITY___YOU_MUST_EXEC__ always shows up somewhere in the debugger. Usually it shows up around a CFRunLoopRunSpecific and is related to either a timer firing or _InitializeTouchTapCount. I cannot figure out exactly what is causing the fork to occur. My main game loop is running on a timer, first updating all the logic and then drawing everything with openGL. There is nothing highly complex or unusual. I understand you cannot make CF calls on the childside of a fork, or access shared memory and things like that. I am not explicitly trying to fork anything. My question is: can anyone tell me what type of activity might cause CoreFoundation to randomly fork like this? I'd really like to finish this game and I don't know how to solve this problem. Thanks for any help.

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  • Understanding byte order and functions like CFSwapInt32HostToBig

    - by Typeoneerror
    I've got an enumeration in my game. A simple string message with an appended PacketType is being sent with the message (so it knows what to do with the message) over GameKit WIFI connection. I used Apple's GKRocket sample code as a starting point. The code itself is working fantastically; I just want to understand what the line with CFSwapInt32HostToBig is doing. What on earth does that do? and why does it need to do it? My guess is that it's making sure the PacketType value can be converted to an unsigned integer so it can send it reliably, but that doesn't sound all that correct to me. The documentation states "Converts a 32-bit integer from big-endian format to the host’s native byte order." but I don't understand what the means really. typedef enum { PacketTypeStart, // packet to notify games to start PacketTypeRequestSetup, // server wants client info PacketTypeSetup, // send client info to server PacketTypeSetupComplete, // round trip made for completion PacketTypeTurn, // packet to notify game that a turn is up PacketTypeRoll, // packet to send roll to players PacketTypeEnd // packet to end game } PacketType; // .... - (void)sendPacket:(NSData *)data ofType:(PacketType)type { NSLog(@"sendPacket:ofType(%d)", type); // create the data with enough space for a uint NSMutableData *newPacket = [NSMutableData dataWithCapacity:([data length]+sizeof(uint32_t))]; // Data is prefixed with the PacketType so the peer knows what to do with it. uint32_t swappedType = CFSwapInt32HostToBig((uint32_t)type); // add uint to data [newPacket appendBytes:&swappedType length:sizeof(uint32_t)]; // add the rest of the data [newPacket appendData:data]; // Send data checking for success or failure NSError *error; BOOL didSend = [_gkSession sendDataToAllPeers:newPacket withDataMode:GKSendDataReliable error:&error]; if (!didSend) { NSLog(@"error in sendDataToPeers: %@", [error localizedDescription]); } }

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  • Representing game states in Tic Tac Toe

    - by dacman
    The goal of the assignment that I'm currently working on for my Data Structures class is to create a of Quantum Tic Tac Toe with an AI that plays to win. Currently, I'm having a bit of trouble finding the most efficient way to represent states. Overview of current Structure: AbstractGame Has and manages AbstractPlayers (game.nextPlayer() returns next player by int ID) Has and intializes AbstractBoard at the beginning of the game Has a GameTree (Complete if called in initialization, incomplete otherwise) AbstractBoard Has a State, a Dimension, and a Parent Game Is a mediator between Player and State, (Translates States from collections of rows to a Point representation Is a StateConsumer AbstractPlayer Is a State Producer Has a ConcreteEvaluationStrategy to evaluate the current board StateTransveralPool Precomputes possible transversals of "3-states". Stores them in a HashMap, where the Set contains nextStates for a given "3-state" State Contains 3 Sets -- a Set of X-Moves, O-Moves, and the Board Each Integer in the set is a Row. These Integer values can be used to get the next row-state from the StateTransversalPool SO, the principle is Each row can be represented by the binary numbers 000-111, where 0 implies an open space and 1 implies a closed space. So, for an incomplete TTT board: From the Set<Integer> board perspective: X_X R1 might be: 101 OO_ R2 might be: 110 X_X R3 might be: 101, where 1 is an open space, and 0 is a closed space From the Set<Integer> xMoves perspective: X_X R1 might be: 101 OO_ R2 might be: 000 X_X R3 might be: 101, where 1 is an X and 0 is not From the Set<Integer> oMoves perspective: X_X R1 might be: 000 OO_ R2 might be: 110 X_X R3 might be: 000, where 1 is an O and 0 is not Then we see that x{R1,R2,R3} & o{R1,R2,R3} = board{R1,R2,R3} The problem is quickly generating next states for the GameTree. If I have player Max (x) with board{R1,R2,R3}, then getting the next row-states for R1, R2, and R3 is simple.. Set<Integer> R1nextStates = StateTransversalPool.get(R1); The problem is that I have to combine each one of those states with R1 and R2. Is there a better data structure besides Set that I could use? Is there a more efficient approach in general? I've also found Point<-State mediation cumbersome. Is there another approach that I could try there? Thanks! Here is the code for my ConcretePlayer class. It might help explain how players produce new states via moves, using the StateProducer (which might need to become StateFactory or StateBuilder). public class ConcretePlayerGeneric extends AbstractPlayer { @Override public BinaryState makeMove() { // Given a move and the current state, produce a new state Point playerMove = super.strategy.evaluate(this); BinaryState currentState = super.getInGame().getBoard().getState(); return StateProducer.getState(this, playerMove, currentState); } } EDIT: I'm starting with normal TTT and moving to Quantum TTT. Given the framework, it should be as simple as creating several new Concrete classes and tweaking some things.

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  • 'Bank Switching' Sprites on old NES applications

    - by Jeffrey Kern
    I'm currently writing in C# what could basically be called my own interpretation of the NES hardware for an old-school looking game that I'm developing. I've fired up FCE and have been observing how the NES displayed and rendered graphics. In a nutshell, the NES could hold two bitmaps worth of graphical information, each with the dimensions of 128x128. These are called the PPU tables. One was for BG tiles and the other was for sprites. The data had to be in this memory for it to be drawn on-screen. Now, if a game had more graphical data then these two banks, it could write portions of this new information to these banks -overwriting what was there - at the end of each frame, and use it from the next frame onward. So, in old games how did the programmers 'bank switch'? I mean, within the level design, how did they know which graphic set to load? I've noticed that Mega Man 2 bankswitches when the screen programatically scrolls from one portion of the stage to the next. But how did they store this information in the level - what sprites to copy over into the PPU tables, and where to write them at? Another example would be hitting pause in MM2. BG tiles get over-written during pause, and then get restored when the player unpauses. How did they remember which tiles they replaced and how to restore them? If I was lazy, I could just make one huge static bitmap and just grab values that way. But I'm forcing myself to limit these values to create a more authentic experience. I've read the amazing guide on how M.C. Kids was made, and I'm trying to be barebones about how I program this game. It still just boggles my mind how these programmers accomplisehd what they did with what they had. EDIT: The only solution I can think of would be to hold separate tables that state what tiles should be in the PPU at what time, but I think that would be a huge memory resource that the NES wouldn't be able to handle.

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  • Weird stuttering issues not related to GC.

    - by Smills
    I am getting some odd stuttering issues with my game even though my FPS never seems to drop below 30. About every 5 seconds my game stutters. I was originally getting stuttering every 1-2 seconds due to my garbage collection issues, but I have sorted those and will often go 15-20 seconds without a garbage collection. Despite this, my game still stutters periodically even when there is no GC listed in logcat anywhere near the stutter. Even when I take out most of my code and simply make my "physics" code the below code I get this weird slowdown issue. I feel that I am missing something or overlooking something. Shouldn't that "elapsed" code that I put in stop any variance in the speed of the main character related to changes in FPS? Any input/theories would be awesome. Physics: private void updatePhysics() { //get current time long now = System.currentTimeMillis(); //added this to see if I could speed it up, it made no difference Thread myThread = Thread.currentThread(); myThread.setPriority(Thread.MAX_PRIORITY); //work out elapsed time since last frame in seconds double elapsed = (now - mLastTime2) / 1000.0; mLastTime2 = now; //measures FPS and displays in logcat once every 30 frames fps+=1/elapsed; fpscount+=1; if (fpscount==30) { fps=fps/fpscount; Log.i("myActivity","FPS: "+fps+" Touch: "+touch); fpscount=0; } //this should make the main character (theoretically) move upwards at a steady pace mY-=100*elapsed; //increase amount I translate the draw to = main characters Y //location if the main character goes upwards if (mY<=viewY) { viewY=mY; } }

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  • What's the proper approach for writing multi-path "story" flows?

    - by Basiclife
    Hi, I wonder if you can help me. I'm writing a game (2d) which allows players to take multiple routes, some of which branch/merge - perhaps even loop. Each section of the game will decide which section is loaded next. I'm calling each section an IStoryElement - And I'm wondering how best to link these elements up in a way that is easily changed/configured and at the same time, graphable I'm going to have an engine/factory assembly which will load the appropriate StoryElement(s) based on various config options. I initially planned to give each StoryElement a NextElement() As IStoryElement property and a Completed() event. When the vent fires, the engine reads the NextElement property to find the next StoryElement. The downside to this is that if I ever wanted to graph all the routes through the game, I would be unable to - I couldn't determine all possible targets for each StoryElement. I considered a couple of other solutions but they all feel a little clunky - eg Do I need an additional layer of abstraction? ie StoryElementPlayers or similar - Each one would be responsible for stringing together multiple StoryElement perhaps a Series and a ChoicePlayer with each responsible for graphing its own StoryElement - But this will just move the problem up a layer. In short, I need some way of emulating a simple but dynamic workflow (but I'd rather not actually use WWF). Is there a pattern for something this simple? All the ones I've managed to find relate to more advanced control flow (parallel processing, etc.)

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  • License of popular dictionary word lists (e.g. SOWPODS, TWL)? Copyright? Trademarks?

    - by BobbyJim
    (I'm not sure if this off-topic. I found a lot of voted-up questions about software licenses and this is related. Plus, I'm sure many of us have had the situation that we need to use a dictionary in our code) I'm making a (maybe commercial) word game and need to use a good word dictionary for checking words. The most common dictionaries to use are the SOWPODS or TWL lists that are used Scrabble tournaments; see here: http://www.scrabblist.com/ (I have nothing to do with this site by the way). I've seen loads of websites offering these two dictionaries for download and loads of word games advertise that they use them. However, I cannot find any licensing terms attached to these dictionaries wherever I download them. For the players of my game, I'd want to say what dictionary I'm using (e.g. "this game uses SOWPODS"). However, I'm nervous about what I can do legally. Does anyone know about if you can copyright lists of words? Does anyone know the licenses of TWL and SOWPODS? TWL and SOWPODS don't seem to have trademarks on them but I'd like to know for sure. I cannot find any good sources for this information. EDIT: Great, now the top result for "SOWPODS license" is my stackoverflow question. :)

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  • SQL Server 2005 - Syncing development/production databases

    - by hamlin11
    I've got a rather large SQL Server 2005 database that is under constant development. Every so often, I either get a new developer or need to deploy wide-scale schema changes to the production server. My main concern is deploying schema + data updates to developer machines from the "master" development copy. Is there some built-in functionality or tools for publishing schema + data in such a fashion? I'd like it to take as little time as possible. Can it be done from within SSMS? Thanks in advance for your time

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  • Unable to launch the asp.net development server because port '80' is in use

    - by kevin
    I need to use port 80 for my development server. Before i restart pc, it's still working fine. After that, it pop up the port 80 is in use. The development server able to run if i changed to other port. I've checked using netstat -ano, no program is using it (my iis is using other port and my skype is not using port 80 as well). I also test with telnet localhost 80, it didnt show any failure message, just the screen goes blank...I'm using win xp. Is my visual studio has problem?

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  • Books about the philosophy of software development

    - by anon
    The first time I read The Mythical Man Month, I found the book utterly boring, a waste of my time, and thought it was written by some management guru that never wrote a line of code. A few years later, I realized Fred Brooks won the Turing award. Some years after that, after a few large development projects, I started understanding what he was talking about. Are there any other books about software development on a meta/philosophical level—not in the sense of design patterns, templates, or even lisp macros—but at a level where ideas are expressed without code?

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  • Best non-development book for software developers

    - by Dima Malenko
    What is the best non software development related book that you think each software developer should read? Note, there is a similar, poll-style question here: What non-programming books should programmers read? Update: Peopleware is a great book, must read, no doubt. But it is about software development so does not count. Update: We ended up suggesting more than one book and that's great! Below is summary (with links to Amazon) of the books you should consider for your reading list. The Design of Everyday Things by Donald Norman Getting Things Done by David Allen Godel, Escher, Bach by Douglas R. Hofstadter The Goal and It's Not Luck by Eliyahu M. Goldratt Here Comes Everybody by Clay Shirky ...to be continued.

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  • Intellij + GWT 2: Development Mode ignores changes to static content

    - by Kaffeine Coma
    The new Development Mode in GWT 2 is awesome, but unfortunately as launched from Intellij IDEA 9, it does not seem to notice changes made to static files such as html, css, etc. It immediately see changes in *.java files, but not the static ones. If I make a change in a static file I need to quite the Development Mode tool and re-launch it. This is painfully slow, and negates much of the point of using dev mode in the first place I assume this is some artifact resulting from the way the Intellij runner launches it- it creates an out/artifacts/project_war_exploded directory with the static content and class files. How can I get Intellij Dev Mode tool to follow changes made to the original static source files?

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  • Android Development Tips, Tricks & Gotchas

    - by Mat Nadrofsky
    I'm starting down the road of Android Development. At this point I'm looking for some insight from other developers who have been doing 'droid development and have some experience to share with someone who is just starting out. This can be anything from API to AVM to IDE. Any unexpected things come up while building your apps? Any tips for project layout or organization that help facilitate the deployment process to the Android AppStore? Any patterns which specifically helped in a particular situation? Even links to great blogs or sample apps and resources beyond those which you can grab from Google Code would be appreciated.

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  • Which Android phone to use for development...?

    - by Nikos
    Hi, I'm planning to port a couple of games from iPhone/Windows Mobile to the Android platform. The games are written in C++ so I plan to use the NDK with a thin java wrapper. I'm new to the Android platform and need some advice on which phone to buy for development. I suspect like Windows Mobile there is a level of fragmentation with different phones supporting different features (keyboard/ rotation/ screen size/ capacitive touch screen/ etc). What are the best device(s) for development on the Android platform...? They also have to be available in the UK/Europe. Thank you in advance. Nikos.

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  • Rails Action and Fragment Caching during Development?

    - by viatropos
    I'm just starting to get into Rails caching and am wondering how to test whether or not caching is working in my development environment. I have set these two config variables for both the development (temporarily) and production environments: config.action_controller.perform_caching = true config.action_controller.page_cache_directory = File.join(RAILS_ROOT, 'public', 'cache') And my controller basically looks like this (using the resource_controller gem): class EventsController < Spree::BaseController resource_controller caches_page :index index.response do |format| format.html format.xml { render :xml => @collection.to_xml } end # ... end If I do that, I get these files: public/cache/events.html public/cache/events.xml But when I change caches_page to caches_action, I don't see any generated files and am not sure how to tell if the response has been cached. What do I need to know to know that this is working? I've read the docs and related, the rails caching guides, the railscast, and a few other docs, but I'm still wondering where everything is stored. Thanks!

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  • Error happening when running "rake db:create RAILS_ENV='development' "

    - by Dean
    Hi, I am getting this error in my terminal when i execute the command above, Deans-MacBook:depot dean$ rake db:create RAILS_ENV='development' (in /Users/dean/src/RailsBook/depot) Couldn't create database for {"username"=>"root", "adapter"=>"mysql", "database"=>"depot_development", "host"=>"localhost", "password"=>nil}, charset: utf8, collation: utf8_unicode_ci (if you set the charset manually, make sure you have a matching collation) In database config file i have the following: development: adapter: mysql database: depot_development username: root password: host: localhost I have the mysql gem installed and now i am unsure on what to do next. I am running snow leopard on a Macbook. Does anyone know why this error is happening? Thanks in Advance Dean

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  • Mobile Safari iPhone Development - Multiple buttons in a row

    - by Thomas
    Hello all: I'm an iPhone developer, but new to web development. I've done some basic HTML websites and made one in iWeb as well. I'm trying to branch out to actual mobile development now, so I checked out Dashcode. Anyway, I'm trying to put a Call Button, Mail Button, and Map Button in horizontal alignment. I realize that I can add a Column Layout and have two buttons in a row, but that's the most I've gotten. Any ideas? Thanks! Thomas

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  • css name should be?

    - by kc rajput
    i am making style sheet for a website. css style name should be related to website or content? my website is about web development.is that right to use style name- #web-development-header .web-development-company-london-content or should use #header .content is css style name can help for seo?

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  • Useful Java Annotations

    - by Jon
    I'm interested in finding out exactly which Java annotations people think are most useful during development. This doesn't necessarily have to limited to the core Java API, you may include annotations you found in third party libraries or annotations you've developed yourself (make sure you include a link to the source). I'm really interested in common development tasks rather than knowing why the @ManyToOne(optional=false) in JPA is awesome... Include the annotation and a description of why it's useful for general development.

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