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  • The Truth About Flash - Apple Vs Adobe

    Every emerging technology generation seems to result in a battle of platforms and ideologies - a war between companies for the hearts, minds, dollars and loyalty of consumers for their system of choice. Memories of Microsoft's Internet Explorer finally landing the fatal blow to Netscape, or Google's meteoric rise to power over Yahoo (and the world), are now but footnotes in the history of humanities technological revolution. But no sooner are they forgotten are we plunked into the middle of another war - perhaps the most vicious yet, and the one that may just have the most impact on our...

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  • Effects of the `extern` keyword on C functions

    - by Elazar Leibovich
    In C I did not notice any effect of the extern keyword used before function declaration. At first I thougth that when defining extern int f(); in a single file forces you to implement it outside of the files scope, however I found out that both extern int f(); int f() {return 0;} And extern int f() {return 0;} Compiles just fine, with no warnings from gcc. I used gcc -Wall -ansi, he wouldn't even accept // comments. Are there any effects for using extern before function definitions? Or is it just an optional keyword with no side effects for functions. In the latter case I don't understand why did the standard designers chose to litter the grammar with superfluous keywords. EDIT: to clarify, I know there's usage for extern in variables, but I'm only asking about extern in functions.

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  • adding visual effects to RJS before action rendered

    - by Sam
    I just started using RJS which is awesome however I am used to putting visual effects in the link_to_remote and such and I'm not sure how to trigger actions before and after remotes are triggered. Take this link for example: HTML <span id="<%= "edit_comment_link_#{comment.id.to_s}"%>" style="float:left;"> <%= link_to_remote "edit", {:update => "comment_#{comment.id.to_s}", :url => edit_post_comment_path(comment.post, comment), :method => :get}%> | </span> Controller: def edit @comment = Comment.find(params[:id]) respond_to do |format| #format.html render edit_comment_path(@comment) format.js end end RJS: page.replace_html "edit_comment_link_#{@comment.id.to_s}", "currently editing | " So is RJS mainly for after actions are rendered visual effects such as a spinner should be put into the link_to_remote with call_backs? Is this a good way of doing things?

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  • Do you know Best Practise and Design Patterns for Adobe Air/Flex Applications?

    - by Julian
    I'm going to write an application with the Air/Flex-Framework. I'm looking for Best Practise and general Design Patterns for designing software especially in Air/Flex. I have experience with this framework but never had the pleasure to write a piece of software from scratch. For instance: I stumbled across lots of software written in Air/Flex with nearly infinity global vars :-) Most of the software I saw was not object-oriented How can I pack the asynchronous method calls nicely? I'm familiar with general design patterns by gamma. I'm looking more for advise in designing good quality software with Adobe Air/Flex.

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  • extract and display contents of zip file in Adobe AIR. Urgent Please

    - by Fresher4Flex
    I have a requiremnt where my Air application loads ZIP files instead of swf. The zip contains all swf ,images and other files. My requirement is when user browses for file in a browse dialog, user selects a zip file and the contents of this zip file should be displayed to the user. i found examples to extract zip files, but i want to know how to read te contents and display them? i am not good at programming so can someone reply me Urgently here is the exaple to extract files http://pradeek.blogspot.com/2009/05/extracting-zip-files-in-adobe-air-with.html

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  • How does a one-man developer do its games' sounds?

    - by Gustavo Maciel
    Before anything, that's not a "oh, where can I find resources?" question. Well, I've been curious about one thing in the indie games industry. For the development of the game, such tasks like game design, art, sketches, code programming and etc can be easily done by just one person. You can just take up a paper and pencil and you're a game designer. You can just take software like Photoshop or Paint and you're an artist, a scanner and you're a sketcher, a compiler and you're a programmer. For sound it's different. You may tell me: Well, follow the line, take a lot of instruments and record it. But all we know that things don't work this way. I can list up some changes for us: External noises are a big problem, sound effects can't be made with instruments, it can't sound like a recorded and clipped sound. Well I can imagine how they do this in large companies, with such big studios and etc. But to summarise, my question is: What's the best way for a one-man indie to do all its sound? Does he have to synthesize everything? Record and buy some crazy program for editing sounds?

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  • how to make a continuous machine gun sound-effect

    - by Jan
    I am trying to make an entity fire one or more machine-guns. For each gun I store the time between shots (1.0 / firing rate) and the time since the last shot. Also I've loaded ~10 different gun-shot sound-effects. Now, for each gun I do the following: function update(deltatime): timeSinceLastShot += deltatime if timeSinceLastShot >= timeBetweenShots + verySmallRandomValue(): timeSinceLastShot -= timeBetweenShots if gunIsFiring: displayMuzzleFlash() spawnBullet() selectRandomSound().play() But now I often get a crackling noise (which I assume is when two or more guns are firing at the same time and confuse the sound-device). My question is whether A) This a common problem and there is a well-known solution, maybe to do with the channels or something, or B) I am using a completely wrong approach to the task. I had a look at some sound-assets for other games and they used complete burst with multiple shots. I suppose I could try that, but I would like to have organic little hickups in the gun-fire (that's what the random value is for) to make the game more gritty and dirty. I am using Panda3D, but I had the exact same problem in PyGame and SDL. [edit] Thanks a lot for the answers so far! One more problem with faking it though: Now how do I stop the sound? Let's say I have an effect with 5 bangs... *bang* *bang* *bang* *bang* *bang* And I magically manage to loop it so that there's no gap or overlap if the player fires more than 5 shots. Now, what do I do if the player stops firing halfway through the third bang? How do I know how long to keep playing the sample so that the third bang is completed and I can start playing the rumbling echo of the last shot? Of course I can look up the shot/pause timing of that sound-sample and code accordingly, but it feels extremely hacky.

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  • How to prevent overlapping of gunshot sounds when using fast-firing weapons

    - 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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  • 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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  • Can I print an HTMLLoader (pdf) in Adobe Air?

    - by Stephano
    I'm using AlivePDF to create a PDF file, then save it to the desktop. I can then use an HTMLLoader to display my lovely PDF file. Now, the print button in Adobe Reader works fine. However, there will be young children using the app, so I'd like to have a big "Print" button right above it. I figured I could just start up a print job and feed it my HTMLLoader. Am I doing something wrong here, cause I can't seem to get any output? note: variable "stuff" below is my HTMLLoader. I also have access to the PDF file if that comes in handy. private function print():void { var myPrintJob:PrintJob=new PrintJob(); var result:Boolean=myPrintJob.start(); if (result && stuff != null) { var rect:Rectangle=new Rectangle(0, 0, 2550, 3300); var opt:PrintJobOptions=new PrintJobOptions(true); myPrintJob.addPage(stuff, rect, opt); myPrintJob.send(); } else { //User does not have printer or user canceled print action } }

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  • Can I print an HTMLLoader (pdf) in Adobe Air?

    - by Stephano
    I'm using AlivePDF to create a PDF file, then save it to the desktop. I can then use an HTMLLoader to display my lovely PDF file. Now, the print button in Adobe Reader works fine. However, there will be young children using the app, so I'd like to have a big "Print" button right above it. I figured I could just start up a print job and feed it my HTMLLoader. Am I doing something wrong here, cause I can't seem to get any output? note: variable "stuff" below is my HTMLLoader. I also have access to the PDF file if that comes in handy. private function print():void { var myPrintJob:PrintJob=new PrintJob(); var result:Boolean=myPrintJob.start(); if (result && stuff != null) { var rect:Rectangle=new Rectangle(0, 0, 2550, 3300); var opt:PrintJobOptions=new PrintJobOptions(true); myPrintJob.addPage(stuff, rect, opt); myPrintJob.send(); } else { //User does not have printer or user canceled print action } }

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  • Changing middle mouse behavior in Adobe AIR HTML Control?

    - by Qz
    I'm using the Flex 4/Adobe AIR mx:HTML control in a project and I'm trying to figure out how to change the middle mouse behavior. For some reason the control treats middle mouse clicks and drags exactly the same as left mouse clicks and drags, navigating through links and selecting text -- everything. For my project I need to use the middle mouse button for a different function. I've figured out how to hook into the events (although mouseUp and mouseDown for Left/Middle don't work over HTML whitespace, perhaps because of the default behavior). However I can't figure out how to stop the default behavior for middle mouse events. Calling preventDefault() on the HTML control mouse events doesn't work, presumably because the behavior is handled by the HTMLLoader within the HTML control, which I imagine hooks mouse events to the actual HTML content displayed on screen. Unfortunately I can't view the source for HTMLLoader to figure out what's going on, and browsing the properties and events doesn't shed any light on the situation either. Any help would be greatly appreciated! Oh, if anyone can suggest a different embeddable HTML renderer that doesn't have this problem, then that might work too, I'm not too tied to WebKit (although I do need to use AIR)

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  • Adobe Air update error "file version doesn't match" but it's the same!...

    - by baroquedub
    I'm using Claus Wahlers' AIR Remote Updater class (codeazur.com.br/lab/airremoteupdater/). All works fine and an update is triggered if the remote version is newer. The newer file is downloaded and the update starts. However I then get "an error has occured" message: "This application cannot be installed because this installer has been mis-configured" (The same file will update without errors when run manually "Would you like to replace the currently installed version?" Choosing 'replace' works fine) I have enabled Air Application Installer logging and I can see that both the app id and the pub id match - this seems to be a common reason for this problem (forums.adobe.com/thread/243421?tstart=60) The error given in the log file is as follows: AIR file version doesn't match Requested version: ; AIR file version: 1.0.2 But if I unzip the new app file and look at META-INF\AIR\application.xml the version designator shows <version>1.0.2</version> As requested! The log file is also showing me where the newer file is being downloaded and unpacked. If I look at the application.xml file in that directory: Unpackaging to C:\Documents and Settings\myusername\Local Settings\Temp\fla893D.tmp the version designator also shows <version>1.0.2</version> I don't get it?! The log tells me that the requested file version doesn't match but it's exactly the same as what's shown in the version designator of the downloaded update package... This is driving me crazy. Can anyone help?

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  • What is the best cross-platform language for desktop applications? (Java, Adobe Air, Flex, Silverlight??, Anything Else)

    - by Sootah
    My business partner needs a desktop application programmed, and it needs to be cross-platform as he wants Mac owners (OS X) to be able to run it as well. This, of course, is a bit of a problem for me as I program in PHP for my web projects and exclusively in C# (formerly used Visual Basic) for my desktop apps. I've been using (and love) NetBeans for my PHP stuff, and love Visual Studio just as much; they're both excellent IDEs. With this in mind, I'd like to find a language and IDE that's as similar to Visual Studio as possible (or at least something that makes development as easy as it does) for my cross-platform application development. In fact, if there is a language I can use with VS I'd be extremely happy. I realize that NetBeans has a Java Desktop App IDE, but have been having problems with it (my question in regards to that issue is here. I am also not sure that I really want to learn and use Java if there is a better, easier option out there. Obviously, the first language that came to mind that I can use cross-platform was Java, but I've also heard of people using Adobe Air, as well as Flex being used. I've never programmed in any of those languages, and as such have no frame of reference from which I can decide which would be best for me. I'm also not sure what other options there may be for me; perhaps there's another language I can use that'd be better than the three options I've already provided. (Can you make desktop apps with Silverlight? If so, did MS make an interpreter that will get them to work on OS X?) I like the syntax of C# quite a bit, and the Visual Studio IDE makes it extremely easy to make my apps with. As such, I'd like to find something that'll work as well for me with the cross-platform shatner as C# and its IDE does with my Windows apps. Thanks in advance for your help/opinions!

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  • SFX Played Once per Collision or Hit

    - by David Dimalanta
    I have a question about using Box2D (engine for LibGDX used to make realistic physics). I observed on the code that I've made for the physics here below: @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { // TODO Touch Up Event if(is_Next_Fruit_Touched) { BodyEditorLoader Fruit_Loader = new BodyEditorLoader(Gdx.files.internal("Shape_Physics/Fruity Physics.json")); Fruit_BD.type = BodyType.DynamicBody; Fruit_BD.position.set(x, y); FixtureDef Fruit_FD = new FixtureDef(); // --> Allows you to make the object's physics. Fruit_FD.density = 1.0f; Fruit_FD.friction = 0.7f; Fruit_FD.restitution = 0.2f; MassData mass = new MassData(); mass.mass = 5f; Fruit_Body[n] = world.createBody(Fruit_BD); Fruit_Body[n].setActive(true); // --> Let your dragon fall. Fruit_Body[n].setMassData(mass); Fruit_Body[n].setGravityScale(1.0f); System.out.println("Eggs... " + n); Fruit_Loader.attachFixture(Fruit_Body[n], Body, Fruit_FD, Fruit_IMG.getWidth()); Fruit_Origin = Fruit_Loader.getOrigin(Body, Fruit_IMG.getWidth()).cpy(); is_Next_Fruit_Touched = false; up = y; Gdx.app.log("Initial Y-coordinate", "Y at " + up); //Once it's touched, the next fruit will set to drag. if(n < 50) { n++; }else{ System.exit(0); } } return true; } Now, I'm thinking which part o line should I implement for the sound effects. My objectives to make SFX played once for every collision (Or should I say "SFX played once per collision"?) on the following: SFX played once if they hit on the objects of its kind. (e.g. apple vs. apple) SFX played once on a different sound when it hit on the ground. (e.g. apple land on the mud) Take note that I'm using Box2D for the Java programming version thanks to LibGDX via Box2D engine and I edited the physics body using Physics Body Editor before I implement it to code. I tried to check every available methods for body, fixture definition, or body definition to code for the SFX when hit but it seems only for the gravity and weight. Is there possibly available on the document for SFX played when collision happens if possible?

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  • 12.04 Unity 3D 80% CPU load with Compiz

    - by user39288
    EDIT : I have been able to to determine that the problem is not compiz, but is actually Xorg. I don't know why, but by quickly maximizing terminal and taking a screenshot with top running before the problem went away I am able to see xorg takes up 72% of cpu, with bamfdaemon taking up 18%, and compiz taking up 14%. Seems the nvidia drivers are to blame, will play more with settings and perhaps do a clean nvidia-current install to try to fix the problem. Having a very annoying problem with high CPU usage. Running 12.04 with latest drivers and nvidia-current installed. Have not had any issues for days, now I have a strange problem. Unity 3d runs great most of the time, 1-2% CPU usage with only transmission running in background. Windows open and close smoothly. However,no matter what programs are open, if I minimize all open programs to the unity bar on the left, my CPU jumps to about 80% and slows down all maximize and minimize effects. Mouse movement stays smooth the whole time, but unity becomes unresponsive for up to 30 seconds at times. Hitting alt + tab to bring up even a single window fixes the problem. The window I bring back up doesn't even have to be maximized to solve the problem. Hitting the super button to bring up the dash makes CPU drop back to idle until I close it, then high CPU usage resumes. Believe the problem is compiz, but even just having only terminal running "top", I have to minimize it to the tray for the problem to show, so I can't see the problem process. I can only tell about the high CPU usage using indicator-sysmonitor. Even tried quitting the indicator, but I can still tell very poor performance with all applications when minimized. Reset compiz back to defaults, tried going to the post-release update nvidia drivers, played with vsync settings in both the nvidia settings and compiz. Even forced refresh rate, but cannot solve the problem. The problem does NOT occur in Unity 2D. Specs are core 2 duo 2.0ghz, 4GB ddr2 ram, 2x 320's HDD in RAID 0, and Nvidia GTX 260M graphics card.

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