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  • Player & Level class structure in 2D python console game?

    - by Markus Meskanen
    I'm trying to create a 2D console game, where I have a player who can freely move around in a level (~map, but map is a reserved keyword) and interfere with other objects. Levels construct out of multiple Blocks, such as player(s), rocks, etc. Here's the Block class: class Block(object): def __init__(self, x=0, y=0, char=' ', solid=False): self.x = x self.y = y self.char = char self.solid = solid As you see, each block has a position (x, y) and a character to represent the block when it's printed. Each block also has a solid attribute, defining whether it can overlap with other solids or not. (Two solid blocks cannot overlap) I've now created few subclasses from Block (Rock might be useless for now) class Rock(Block): def __init__(self, x=0, y=0): super(Rock, self).__init__(x, y, 'x', True) class Player(Block): def __init__(self, x=0, y=0): super(Player, self).__init__(x, y, 'i', True) def move_left(self, x=1): ... # How do I make sure Player wont overlap with rocks? self.x -= x And here's the Level class: class Level(object): def __init__(self, name='', blocks=None): self.name = name self.blocks = blocks or [] Only way I can think of is to store a Player instance into Level's attributes (self.player=Player(), or so) and then give Level a method: def player_move_left(self): for block in self.blocks: if block.x == self.player.x - 1 and block.solid: return False But this doesn't really make any sense, why have a Player class if it can't even be moved without Level? Imo. player should be moved by a method inside Player. Am I wrong at something here, if not, how could I implement such behavior?

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  • I have an "amoeba" game mechanic. Any idea on how to implement it?

    - by Jason
    Outside of a tetris clone, a crappy 2D top-down shooter, and some messing around with stuff like Unity and Flixel, I realize that I have yet to complete a single, polished, bells-and-whistles game. I want to change this, and I have an idea for my next project. The idea is that you're an amoeba. Amoebas have these eye-like cores (or something like that, I don't know biology), and you have two of 'em. You control one with WASD and the other with IJKL. There has to be a constant radius of stuff around each of the cores: And the area of the amoeba has to stay constant. So if you move a core in one direction, you increase the amoeba's area, but that increase is compensated by a decrease somewhere else: Aaaaaand I'd like to implement a vagination mechanic. You absorb things by engulfing them, like a boss. Maybe even an extra core, or a needle that pops you and causes all your inner stuff to start gushing out: But here's the problem: I don't know how to make this. However, I would like some ideas on how to implement it. Should I explore physics libraries like Box2D? Or maybe something involving fluid physics? Any help would be much appreciated. P.S. Feel free to steal this idea. I have plenty of ideas. If you do, please tell me how you made it so I can try it myself.

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  • Bad motherboard / controller / HDs?

    - by quidpro
    On a leased server, I am running into some timing issues with an application that requires precise timing. Server is a Dual Xeon E5410 running on a Supermicro X7DVL-3 motherboard under CentOs 5.5 x64. The application I am running is timer sensitive and keeps sensing drift whether under load or at idle, but especially under load. I did some investigating with atop and dd and found some mind-blowing numbers. Mind you, I am no Linux guru but something sure seems out of whack. I ran: dd bs=4096 if=/dev/zero of=/bigtestfile to generate disk activity. Regardless whether I wrote it to sda or sdb my DSK value in atop would go over 100%, at one time peaking at 1700%. Again it does not matter if I am writing to sda or sdb. DSK | sdb | busy 675% | read 0 | write 110 | avio 78 ms | Here are the smartctl outputs: # smartctl -A /dev/sda smartctl version 5.38 [x86_64-redhat-linux-gnu] Copyright (C) 2002-8 Bruce Allen Home page is http://smartmontools.sourceforge.net/ === START OF READ SMART DATA SECTION === SMART Attributes Data Structure revision number: 16 Vendor Specific SMART Attributes with Thresholds: ID# ATTRIBUTE_NAME FLAG VALUE WORST THRESH TYPE UPDATED WHEN_FAILED RAW_VALUE 1 Raw_Read_Error_Rate 0x000b 200 200 051 Pre-fail Always - 0 3 Spin_Up_Time 0x0007 165 165 021 Pre-fail Always - 2750 4 Start_Stop_Count 0x0032 100 100 040 Old_age Always - 21 5 Reallocated_Sector_Ct 0x0033 200 200 140 Pre-fail Always - 0 7 Seek_Error_Rate 0x000a 200 200 051 Old_age Always - 0 9 Power_On_Hours 0x0032 065 065 000 Old_age Always - 25831 10 Spin_Retry_Count 0x0012 100 253 051 Old_age Always - 0 11 Calibration_Retry_Count 0x0012 100 253 051 Old_age Always - 0 12 Power_Cycle_Count 0x0032 100 100 000 Old_age Always - 21 194 Temperature_Celsius 0x0022 116 093 000 Old_age Always - 27 196 Reallocated_Event_Count 0x0032 200 200 000 Old_age Always - 0 197 Current_Pending_Sector 0x0012 200 200 000 Old_age Always - 0 198 Offline_Uncorrectable 0x0012 200 200 000 Old_age Always - 0 199 UDMA_CRC_Error_Count 0x000a 200 253 000 Old_age Always - 0 200 Multi_Zone_Error_Rate 0x0008 200 200 051 Old_age Offline - 0 # smartctl -A /dev/sdb smartctl version 5.38 [x86_64-redhat-linux-gnu] Copyright (C) 2002-8 Bruce Allen Home page is http://smartmontools.sourceforge.net/ === START OF READ SMART DATA SECTION === SMART Attributes Data Structure revision number: 16 Vendor Specific SMART Attributes with Thresholds: ID# ATTRIBUTE_NAME FLAG VALUE WORST THRESH TYPE UPDATED WHEN_FAILED RAW_VALUE 1 Raw_Read_Error_Rate 0x000f 200 200 051 Pre-fail Always - 0 3 Spin_Up_Time 0x0003 180 180 021 Pre-fail Always - 3958 4 Start_Stop_Count 0x0032 100 100 000 Old_age Always - 22 5 Reallocated_Sector_Ct 0x0033 200 200 140 Pre-fail Always - 0 7 Seek_Error_Rate 0x000f 200 200 051 Pre-fail Always - 0 9 Power_On_Hours 0x0032 068 068 000 Old_age Always - 24087 10 Spin_Retry_Count 0x0013 100 253 051 Pre-fail Always - 0 11 Calibration_Retry_Count 0x0013 100 253 051 Pre-fail Always - 0 12 Power_Cycle_Count 0x0032 100 100 000 Old_age Always - 21 194 Temperature_Celsius 0x0022 122 096 000 Old_age Always - 25 196 Reallocated_Event_Count 0x0032 200 200 000 Old_age Always - 0 197 Current_Pending_Sector 0x0012 200 200 000 Old_age Always - 0 198 Offline_Uncorrectable 0x0010 200 200 000 Old_age Offline - 0 199 UDMA_CRC_Error_Count 0x003e 200 200 000 Old_age Always - 0 200 Multi_Zone_Error_Rate 0x0009 200 200 051 Pre-fail Offline - 0 Any idea what's wrong here? Bad motherboard? It would seem rare that both drives are going bad (smartctl says they PASS_, so it leaves the mobo as the culprit in my eyes.

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  • Wireless not working - HP Probook 4540s

    - by Oguzhan
    I just installed Ubuntu 12.04 on 3 HP Probook 4540s's, and none of them seems to be able to connect to wireless networks. I have 1 Probook 4540s with Windows 7 installed and I can access wlan from it. I tried installing the necessary drivers from HP's website, but it still doesn't seem to be working. I've seen other people with different Probooks having similar problems, but their computers seem to be able to detect and even attempt to connect wlans, while mine doesn't even acknowledge that it has wireless. Any help would be appreciated. lspci: 00:00.0 Host bridge: Intel Corporation Ivy Bridge DRAM Controller (rev 09) 00:01.0 PCI bridge: Intel Corporation Ivy Bridge PCI Express Root Port (rev 09) 00:02.0 VGA compatible controller: Intel Corporation Ivy Bridge Graphics Controller (rev 09) 00:14.0 USB controller: Intel Corporation Panther Point USB xHCI Host Controller (rev 04) 00:16.0 Communication controller: Intel Corporation Panther Point MEI Controller #1 (rev 04) 00:1a.0 USB controller: Intel Corporation Panther Point USB Enhanced Host Controller #2 (rev 04) 00:1b.0 Audio device: Intel Corporation Panther Point High Definition Audio Controller (rev 04) 00:1c.0 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 1 (rev c4) 00:1c.2 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 3 (rev c4) 00:1c.3 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 4 (rev c4) 00:1c.5 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 6 (rev c4) 00:1d.0 USB controller: Intel Corporation Panther Point USB Enhanced Host Controller #1 (rev 04) 00:1f.0 ISA bridge: Intel Corporation Panther Point LPC Controller (rev 04) 00:1f.2 SATA controller: Intel Corporation Panther Point 6 port SATA Controller [AHCI mode] (rev 04) 01:00.0 VGA compatible controller: Advanced Micro Devices [AMD] nee ATI Thames [Radeon 7500M/7600M Series] 03:00.0 System peripheral: JMicron Technology Corp. SD/MMC Host Controller (rev 30) 03:00.2 SD Host controller: JMicron Technology Corp. Standard SD Host Controller (rev 30) 03:00.3 System peripheral: JMicron Technology Corp. MS Host Controller (rev 30) 04:00.0 Network controller: Ralink corp. Device 3290 04:00.1 Bluetooth: Ralink corp. Device 3298 05:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 07)

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  • Help setting up wireless in Ubuntu 13.04

    - by James
    I'm having problems connecting my WIFI in Ubuntu 13.04 . So I was wondering if filling in the data manually ie: the IPv4, IPv6, the SSID and BSSID info etc. I did try this before but maybe I put in the wrong data or maybe not enough. Would that make it work? I just don't know how to find out some of the data you need to put in? I'm new and it's confusing. Does anyone know the solution? Here is lspci: james@james-MM061:~$ lspci 00:00.0 Host bridge: Intel Corporation Mobile 945GM/PM/GMS, 943/940GML and 945GT Express Memory Controller Hub (rev 03) 00:02.0 VGA compatible controller: Intel Corporation Mobile 945GM/GMS, 943/940GML Express Integrated Graphics Controller (rev 03) 00:02.1 Display controller: Intel Corporation Mobile 945GM/GMS/GME, 943/940GML Express Integrated Graphics Controller (rev 03) 00:1b.0 Audio device: Intel Corporation NM10/ICH7 Family High Definition Audio Controller (rev 01) 00:1c.0 PCI bridge: Intel Corporation NM10/ICH7 Family PCI Express Port 1 (rev 01) 00:1c.3 PCI bridge: Intel Corporation NM10/ICH7 Family PCI Express Port 4 (rev 01) 00:1d.0 USB controller: Intel Corporation NM10/ICH7 Family USB UHCI Controller #1 (rev 01) 00:1d.1 USB controller: Intel Corporation NM10/ICH7 Family USB UHCI Controller #2 (rev 01) 00:1d.2 USB controller: Intel Corporation NM10/ICH7 Family USB UHCI Controller #3 (rev 01) 00:1d.3 USB controller: Intel Corporation NM10/ICH7 Family USB UHCI Controller #4 (rev 01) 00:1d.7 USB controller: Intel Corporation NM10/ICH7 Family USB2 EHCI Controller (rev 01) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev e1) 00:1f.0 ISA bridge: Intel Corporation 82801GBM (ICH7-M) LPC Interface Bridge (rev 01) 00:1f.2 IDE interface: Intel Corporation 82801GBM/GHM (ICH7-M Family) SATA Controller [IDE mode] (rev 01) 00:1f.3 SMBus: Intel Corporation NM10/ICH7 Family SMBus Controller (rev 01) 03:00.0 Ethernet controller: Broadcom Corporation BCM4401-B0 100Base-TX (rev 02) 03:01.0 FireWire (IEEE 1394): Ricoh Co Ltd R5C832 IEEE 1394 Controller 03:01.1 SD Host controller: Ricoh Co Ltd R5C822 SD/SDIO/MMC/MS/MSPro Host Adapter (rev 19) 03:01.2 System peripheral: Ricoh Co Ltd R5C592 Memory Stick Bus Host Adapter (rev 0a) 03:01.3 System peripheral: Ricoh Co Ltd xD-Picture Card Controller (rev 05) 0b:00.0 Network controller: Broadcom Corporation BCM4311 802.11b/g WLAN (rev 01) Computer information: Model: Dell MM061 Mobile Intel(R) 945GM Express Chipset Family [Display adapter] (2x)

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  • Frameskipping in Android gameloop causing choppy sprites (Open GL ES 2.0)

    - by user22241
    I have written a simple 2d platform game for Android and am wondering how one deals with frame-skipping? Are there any alternatives? Let me explain further. So, my game loop allows for the rendering to be skipped if game updates and rendering do not fit into my fixed time-slice (16.667ms). This allows my game to run at identically perceived speeds on different devices. And this works great, things do run at the same speed. However, when the gameloop skips a render call for even one frame, the sprite glitches. And thinking about it, why wouldn't it? You're seeing a sprite move say, an average of 10 pixels every 1.6 seconds, then suddenly, there is a pause of 3.2ms, and the sprite then appears to jump 20 pixels. When this happens 3 or 4 times in close succession, the result is very ugly and not something I want in my game. Therfore, my question is how does one deal with these 'pauses' and 'jumps' - I've read every article on game loops I can find (see below) and my loops are even based off of code from these articles. The articles specifically mention frame skipping but they don't make any reference to how to deal with visual glitches that result from it. I've attempted various game-loops. My loop must have a mechanism in-place to allow rendering to be skipped to keep game-speed constant across multiple devices (or alternative, if one exists) I've tried interpolation but this doesn't eliminate this specific problem (although it looks like it may mitigate the issue slightly as when it eventually draws the sprite it 'moves it back' between the old and current positions so the 'jump' isn't so big. I've also tried a form of extrapolation which does seem to keep things smooth considerably, but I find it to be next to completely useless because it plays havoc with my collision detection (even when drawing with a 'display only' coordinate - see extrapolation-breaks-collision-detection) I've tried a loop that uses Thread.sleep when drawing / updating completes with time left over, no frame skipping in this one, again fairly smooth, but runs differently on different devices so no good. And I've tried spawning my own, third thread for logic updates, but this, was extremely messy to deal with and the performance really wasn't good. (upon reading tons of forums, most people seem to agree a 2 thread loops ( so UI and GL threads) is safer / easier). Now if I remove frame skipping, then all seems to run nice and smooth, with or without inter/extrapolation. However, this isn't an option because the game then runs at different speeds on different devices as it falls behind from not being able to render fast enough. I'm running logic at 60 Ticks per second and rendering as fast as I can. I've read, as far as I can see every article out there, I've tried the loops from My Secret Garden and Fix your timestep. I've also read: Against the grain deWITTERS Game Loop Plus various other articles on Game-loops. A lot of the others are derived from the above articles or just copied word for word. These are all great, but they don't touch on the issues I'm experiencing. I really have tried everything I can think of over the course of a year to eliminate these glitches to no avail, so any and all help would be appreciated. A couple of examples of my game loops (Code follows): From My Secret Room public void onDrawFrame(GL10 gl) { //Rre-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip) { SceneManager.getInstance().getCurrentScene().updateLogic(); nextGameTick += skipTicks; timeCorrection += (1000d / ticksPerSecond) % 1; nextGameTick += timeCorrection; timeCorrection %= 1; loops++; } extrapolation = (float)(System.currentTimeMillis() + skipTicks - nextGameTick) / (float)skipTicks; render(extrapolation); } And from Fix your timestep double t = 0.0; double dt2 = 0.01; double currentTime = System.currentTimeMillis()*0.001; double accumulator = 0.0; double newTime; double frameTime; @Override public void onDrawFrame(GL10 gl) { newTime = System.currentTimeMillis()*0.001; frameTime = newTime - currentTime; if ( frameTime > (dt*5)) //Allow 5 'skips' frameTime = (dt*5); currentTime = newTime; accumulator += frameTime; while ( accumulator >= dt ) { SceneManager.getInstance().getCurrentScene().updateLogic(); previousState = currentState; accumulator -= dt; } interpolation = (float) (accumulator / dt); render(interpolation); }

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  • how to learn ios game development using swift.. good starting point?

    - by hamobi
    I've published a simple app on the app store using objective-c. That was a good learning experience but I never grew to love the language. Later on I jumped into learning cocos2d in order to begin developing a game.. but objective-c always seemed really cumbersome to write. Eventually I put my project aside. Now that swift has come out.. It has made me think about developing games again.. I know that xcode has some project types geared towards game development, but since I'm a beginner in this area I really need some hand holding (books / tutorials) to get started. Cocos2d seems like its really stuck in that objective-c world. What's the best way for a beginner to learn game development using swift?

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  • How do game programmers design their classes to reuse in AI, network and play and pass mode?

    - by Amogh Talpallikar
    For a two player game where, your opponent could be on the network, CPU itself or near you where you would play turn by turn on the same machine. How do people design classes for re-use ? I am in a similar situation and have no experience in making such complex games. But here is what I have thought, If I am a player object , I should only be interacting with the GameManager or GameEngine Singleton , from which I will get various notifications about the game status. I dont care where and who my opponent is, this GameManager depending upon the game mode, will interact with gameNetworkManager , or AI tell me what the opponent played. I am not sure about the scenario where we play and pass [turn by turn on same machine]. Hoping for a brief but clear explanation or at least a link to a similar resource.:)

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  • Using XNA for a 2D isometric game, but wanna move on

    - by Daniel Ribeiro
    I've been building a 2D isometric game (with learning purposes) in C# using XNA. I found it's really easy to manage sprite sheets loading, collision, basic physics and such with the XNA api. The thing is, I want to move on. My real goal is to learn C++ and develop a game using that language. What engine/library would you guys recommend for me to keep going on that same 2D isometric game direction using pretty much sprite sheets for the graphical part of the game?

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  • How can I handle copyrighted music?

    - by David Dimalanta
    I have a curious question regarding on musics used in music rhythm game. In Guitar Hero for example, they used all different music albums in one program. Then, each album requires to ask permission to the owner, composer of the music, or the copyright owner of the music. Let's say, if you used 15 albums for the music rhythm game, then you have to contact 15 copyright owners and it might be that, for the game developer, that the profit earned goes to the copyright owner or owner of this music. For the independent game developers, was it okay if either used the copyright music by just mentioning the name of the singer included in the credits and in the music select screen or use the non-popular/old music that about 50 years ago? And, does still earn money for the indie game developers by making free downloadable game?

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  • GAME MAKER Problem with sprites! Can't see the sprite after mouse action

    - by user46882
    I have got a problem in Game Maker Pro: http://www.directupload.net/file/d/3646/egdpdu6u_gif.htm At the start we see a white square moving. If I press a key the square stop to move and the background changes to white. If the background changes to white a new animation/sprite should play on the same position where the white square was. BUT IT DOESNT! (Actually it is still there! It just does not move and this is fine) The animation is basically a sprite animation with some outlines of the square. If I press a key again, the background changes to white and we see the animation of the sprite.. but we do not see the animation of the sprites when it does not move. And this is strange!! I want to have the animation of the square when it doesn't move. But I don't get it.. by the way.. the .gif is a old version. I allready fixed the problem with the moving animation.. but I am still not able to play the animation if the square does not fly. The color of the animation is allready set to green or something! for better contrast. But still.. can't see it. Here is the code: obj.weisse.kugel.stepevent = the white square with the movements and sprite animations etc. if (global.kweiss == 1 ) { // vspeed = 8; //visible = true // sprite_index=spr_weisse_kugel; image_speed = 0; image_index = 0; } else if (global.kweiss == 0) { sprite_index=spr_animation_fade_out; image_speed =0.2; image_index=image_number-1 vspeed = 0; //visible = false // } then I have 1 create event for all the global.variables obj.global_var globalvar kweiss; kweiss = 1; globalvar kschwarz; kschwarz = 0; and then I have 1 controll stepevent in a new obj: if device_mouse_check_button_pressed (0, mb_left) { if background_color = c_black { background_color = c_white } else { background_color = c_black } // change of the square to white if (global.kweiss = 0) { global.kweiss = 1; } else { global.kweiss = 0; } if (global.kschwarz = 0) // change the square to black (other bullets.. we do not need this at the moment!) { global.kschwarz = 1; } else { global.kschwarz = 0; } Many thanks in advance

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  • Design leaderboard ratings for quiz games

    - by PeterK
    Back in March 2011 i started the following post: How to design a leaderboard? Now my quiz game have been out for approximately a year and sold pretty decently. I am working on to update the game design and is again looking into the leaderboard design to make it better as i am not happy with it. Currently i rate players on number of correct answers, which is not good as it does not consider things like number of games, difficulty levels etc. I also have "extended" stats behind the UITableView (Leaderboard). A player can play based on three levels of difficulty: hard, medium or easy Difficulty levels can be mixed between players in a game Each game can be one to six players, so there can be single games or duels Between 2 and 30 questions per game As i am considering integrating Game Center Leaderboard i need to design a better rating system so i would like to ask for some ideas how to do the rating based on the above. I am thinking about how much a point would be worth and what it includes.

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  • How to end game properly in unity? [duplicate]

    - by user3889649
    This question already has an answer here: Why do I seem to lose control of my computer when full screen Unity game loses focus? 1 answer I have made a game in unity free. The game is functioning properly but if your computer receives any kind of notification, the game minimizes automatically and stops to work completely. Along with that, my computer freezes completely and I need to restart each time. Is there any solution to this problem in unity ?

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  • Windows Phone XAML and XNA Apps with Game Components

    - by row1
    I am using the Windows Phone Template "Windows Phone XAML and XNA Apps" and targeting Windows Phone 7/8. Most examples show your game inheriting from Microsoft.Xna.Framework.Game and then adding Microsoft.Xna.Framework.GameComponent items to the Components collection. But as my game page inherits from PhoneApplicationPage there isn't a Components collection or a Game property. How can I use GameComponent from within PhoneApplicationPage?

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  • Can I Base My Game on Another Game and Earn Money? [closed]

    - by Neb
    Possible Duplicate: How closely can a game resemble another game without legal problems I want make a game similar to Pocket Tanks but for Android and then sell it. Since I am not directly copying anything from Pocket Tanks, but simply using it to give me ideas, I should be allowed to make it. I don't want to finish making my game and then get into some legal trouble, so I wanted to ask here if its allowed. If this is the wrong place to ask, can you tell me where I could ask this question?

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  • Sites with free game music loops? [duplicate]

    - by Bnhjhvbq7
    This question already has an answer here: Where can I find free music for my game? [closed] 13 answers I'm searching for free game loops background music for my game, seams like google is full of those websites but all of them per pay. Where can I download free game loops?

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  • Controller class not available in Add View ASP.NET MVC

    - by Tassadaque
    Hi I have created the following controller i want to add view that should have the data access class UserMagnament.Controller.menuitems but when i add view by right clicking on view folder,it is not showing "UserMagnament.Controller.menuitems" in add data class using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.Mvc; using UserManagement.Models; namespace UserManagement.Controllers { public class menuitems { EvoLetDataContext db1 = new EvoLetDataContext(); public menuitems() { } public IQueryable<UMUserType> menuitems() { return db1.UMUserTypes; //this.Packages = _SysPackage; //this.Modules = _SysModule; } public List<SysPackage> Packages { get; private set; } public List<SysModule> Modules { get; private set; } } public class Default1Controller : Controller { // // GET: /Default1/ public ActionResult Index() { return View(new menuitems()); } } }

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  • C# Interface Method calls from a controller

    - by ArjaaAine
    I was just working on some application architecture and this may sound like a stupid question but please explain to me how the following works: Interface: public interface IMatterDAL { IEnumerable<Matter> GetMattersByCode(string input); IEnumerable<Matter> GetMattersBySearch(string input); } Class: public class MatterDAL : IMatterDAL { private readonly Database _db; public MatterDAL(Database db) { _db = db; LoadAll(); //Private Method } public virtual IEnumerable<Matter> GetMattersBySearch(string input) { //CODE return result; } public virtual IEnumerable<Matter> GetMattersByCode(string input) { //CODE return results; } Controller: public class MatterController : ApiController { private readonly IMatterDAL _publishedData; public MatterController(IMatterDAL publishedData) { _publishedData = publishedData; } [ValidateInput(false)] public JsonResult SearchByCode(string id) { var searchText = id; //better name for this var results = _publishedData.GetMattersBySearch(searchText).Select( matter => new { MatterCode = matter.Code, MatterName = matter.Name, matter.ClientCode, matter.ClientName }); return Json(results); } This works, when I call my controller method from jquery and step into it, the call to the _publishedData method, goes into the class MatterDAL. I want to know how does my controller know to go to the MatterDAL implementation of the Interface IMatterDAL. What if I have another class called MatterDAL2 which is based on the interface. How will my controller know then to call the right method? I am sorry if this is a stupid question, this is baffling me.

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  • Spring Controller's URL request mapping not working as expected

    - by Atharva
    I have created a mapping in web.xml something like this: <servlet> <servlet-name>dispatcher</servlet-name> <servlet-class>org.springframework.web.servlet.DispatcherServlet</servlet-class> <load-on-startup>1</load-on-startup> </servlet> <servlet-mapping> <servlet-name>dispatcher</servlet-name> <url-pattern>/about/*</url-pattern> </servlet-mapping> In my controller I have something like this: import org.springframework.stereotype.Controller; @Controller public class MyController{ @RequestMapping(value="/about/us", method=RequestMethod.GET) public ModelAndView myMethod1(ModelMap model){ //some code return new ModelAndView("aboutus1.jsp",model); } @RequestMapping(value="/about", method=RequestMethod.GET) public ModelAndView myMethod2(ModelMap model){ //some code return new ModelAndView("aboutus2.jsp",model); } } And my dispatcher-servlet.xml has view resolver like: <mvc:annotation-driven/> <bean id="viewResolver" class="org.springframework.web.servlet.view.InternalResourceViewResolver" p:viewClass="org.springframework.web.servlet.view.JstlView" p:prefix="/WEB-INF/jsp/" p:suffix=".jsp"/> To my surprise: request .../about/us is not reaching to myMethod1 in the controller. The browser shows 404 error. I put a logger inside the method but it isn't printing anything, meaning, its not being executed. .../about works fine! What can be the done to make .../about/us request work? Any suggestions?

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  • With which class to start Test Driven Development of card game application? And what would be the next 5 to 7 tests?

    - by Maxis
    I have started to write card game applications. Some model classes: CardSuit, CardValue, Card Deck, IDeckCreator, RegularDeckCreator, DoubleDeckCreator Board Hand and some game classes: Turn, TurnHandler IPlayer, ComputerPlayer, HumanPlayer IAttackStrategy, SimpleAttachStrategy, IDefenceStrategy, SimpleDefenceStrategy GameData, Game are already written. My idea is to create engine, where two computer players could play game and then later I could add UI part. Already for some time I'm reading about Test Driven Development (TDD) and I have idea to start writing application from scratch, as currently I have tendency to write not needed code, which seems usable in future. Also code doesn't have any tests and it is hard to add them now. Seems that TDD could improve all these issue - minimum of needed code, good test coverage and also could help to come to right application design. But I have one issue - I can't decide from where to start TDD? Should I start from bottom - Card related classes or somewhere on top - Game, TurnHandler, ... ? With which class you would start? And what would be the next 5 to 7 tests? (use the card game you know the best) I would like to start TDD with your help and then continue on my own!

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  • 2d Game Making > Where can someone get Free Tilesets?

    - by Iscariot
    I have been scouring the internet for free tilesets that are open to you. I have found http://lostgarden.com/ It does not seem very useful. There are a few things here and there, but overall not much to really make a game off of. http://www.flyingyogi.com/fun/spritelib.html Spritelib is a little better it has some useful information, but is still the graphics are more in the 8bit variety. http://reinerstileset.4players.de/ This is heavily stylized and its hard to have this match with any other free tile-sets available. All other sites I have found have just been rips from games and those are protected by a copyright and remain unusable. Right now I need simple objects to build the inside of buildings, but I have seem to have come up short in that area. I have plenty of things for outside of buildings, but nothing for in. I am hoping someone else has had this problem and has found a solution. If not, I hope the information I have provided can help someone else in their conquest.

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  • Wireless internet is connected to an open network but has no internet

    - by Joshua Reeder
    I just installed Ubuntu on my laptop yesterday and it connected to the wireless fine. Then I took it to school, put it on their wired connection, downloaded some stuff, and now the wireless doesn't work. At first it would detect networks, but not connect. I restarted it and now it can connect, but it acts like it doesn't have internet in the browser. Wired connection still works fine on it. I know it isn't the network because my ipad is working on the wireless connection fine. I found another solution on here switching the security settings for the wireless, but this is the apartment's wireless so they have it open, and I won't be able to mess with it at all. Here is lspci output: 00:00.0 Host bridge: Intel Corporation Core Processor DMI (rev 11) 00:03.0 PCI bridge: Intel Corporation Core Processor PCI Express Root Port 1 (rev 11) 00:08.0 System peripheral: Intel Corporation Core Processor System Management Registers (rev 11) 00:08.1 System peripheral: Intel Corporation Core Processor Semaphore and Scratchpad Registers (rev 11) 00:08.2 System peripheral: Intel Corporation Core Processor System Control and Status Registers (rev 11) 00:08.3 System peripheral: Intel Corporation Core Processor Miscellaneous Registers (rev 11) 00:10.0 System peripheral: Intel Corporation Core Processor QPI Link (rev 11) 00:10.1 System peripheral: Intel Corporation Core Processor QPI Routing and Protocol Registers (rev 11) 00:16.0 Communication controller: Intel Corporation 5 Series/3400 Series Chipset HECI Controller (rev 06) 00:1a.0 USB controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 05) 00:1b.0 Audio device: Intel Corporation 5 Series/3400 Series Chipset High Definition Audio (rev 05) 00:1c.0 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 1 (rev 05) 00:1c.1 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 2 (rev 05) 00:1c.2 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 3 (rev 05) 00:1c.3 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 4 (rev 05) 00:1c.4 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 5 (rev 05) 00:1d.0 USB controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 05) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev a5) 00:1f.0 ISA bridge: Intel Corporation Mobile 5 Series Chipset LPC Interface Controller (rev 05) 00:1f.2 SATA controller: Intel Corporation 5 Series/3400 Series Chipset 4 port SATA AHCI Controller (rev 05) 00:1f.3 SMBus: Intel Corporation 5 Series/3400 Series Chipset SMBus Controller (rev 05) 01:00.0 VGA compatible controller: NVIDIA Corporation GT218 [GeForce 310M] (rev a2) 01:00.1 Audio device: NVIDIA Corporation High Definition Audio Controller (rev a1) 02:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8101E/RTL8102E PCI Express Fast Ethernet controller (rev 05) 07:00.0 Network controller: Realtek Semiconductor Co., Ltd. RTL8191SEvB Wireless LAN Controller (rev 10) 16:00.0 System peripheral: JMicron Technology Corp. SD/MMC Host Controller (rev 20) 16:00.2 SD Host controller: JMicron Technology Corp. Standard SD Host Controller (rev 20) 16:00.3 System peripheral: JMicron Technology Corp. MS Host Controller (rev 20) 16:00.4 System peripheral: JMicron Technology Corp. xD Host Controller (rev 20) ff:00.0 Host bridge: Intel Corporation Core Processor QuickPath Architecture Generic Non-Core Registers (rev 04) ff:00.1 Host bridge: Intel Corporation Core Processor QuickPath Architecture System Address Decoder (rev 04) ff:02.0 Host bridge: Intel Corporation Core Processor QPI Link 0 (rev 04) ff:02.1 Host bridge: Intel Corporation Core Processor QPI Physical 0 (rev 04) ff:03.0 Host bridge: Intel Corporation Core Processor Integrated Memory Controller (rev 04) ff:03.1 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Target Address Decoder (rev 04) ff:03.4 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Test Registers (rev 04) ff:04.0 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 0 Control Registers (rev 04) ff:04.1 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 0 Address Registers (rev 04) ff:04.2 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 0 Rank Registers (rev 04) ff:04.3 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 0 Thermal Control Registers (rev 04) ff:05.0 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 1 Control Registers (rev 04) ff:05.1 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 1 Address Registers (rev 04) ff:05.2 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 1 Rank Registers (rev 04) ff:05.3 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 1 Thermal Control Registers (rev 04) Update: I re-installed Ubuntu 12.04 (I assumed I messed something up while toying with it) but it did not solve the problem. Eventually, I got it to work with my school's wireless internet (the default network settings were wrong), but the internet still doesn't work on my apartment's wifi (it has no security on it).

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  • ALC889 - GA-P55-UD4 -no sound - Ubuntu 11.10

    - by george
    I have computer with a Gigabyte P55A-UD4 motherboard. I have on-board audio - Realtek ALC889. I am using Ubuntu 11.10 and have no sound. please please heeeelp :). i have tryed to install high definition audio codecs from realtek but it doesn't work. in bios the azalia codec is turned on. ps : sorry for my english. 00:00.0 Host bridge: Intel Corporation Core Processor DRAM Controller (rev 12) 00:01.0 PCI bridge: Intel Corporation Core Processor PCI Express x16 Root Port (rev 12) 00:1a.0 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB Universal Host Controller (rev 06) 00:1a.1 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB Universal Host Controller (rev 06) 00:1a.2 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB Universal Host Controller (rev 06) 00:1a.7 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 06) 00:1b.0 Audio device: Intel Corporation 5 Series/3400 Series Chipset High Definition Audio (rev 06) 00:1c.0 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 1 (rev 06) 00:1c.4 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 5 (rev 06) 00:1c.5 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 6 (rev 06) 00:1c.6 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 7 (rev 06) 00:1d.0 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB Universal Host Controller (rev 06) 00:1d.1 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB Universal Host Controller (rev 06) 00:1d.2 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB Universal Host Controller (rev 06) 00:1d.3 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB Universal Host Controller (rev 06) 00:1d.7 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 06) 00:1e.0 PCI bridge: Intel Corporation 82801 PCI Bridge (rev a6) 00:1f.0 ISA bridge: Intel Corporation 5 Series Chipset LPC Interface Controller (rev 06) 00:1f.2 SATA controller: Intel Corporation 5 Series/3400 Series Chipset 6 port SATA AHCI Controller (rev 06) 00:1f.3 SMBus: Intel Corporation 5 Series/3400 Series Chipset SMBus Controller (rev 06) 01:00.0 VGA compatible controller: nVidia Corporation GT216 [GeForce GT 220] (rev a2) 01:00.1 Audio device: nVidia Corporation High Definition Audio Controller (rev a1) 03:00.0 SATA controller: JMicron Technology Corp. JMB362/JMB363 Serial ATA Controller (rev 03) 03:00.1 IDE interface: JMicron Technology Corp. JMB362/JMB363 Serial ATA Controller (rev 03) 04:00.0 IDE interface: Marvell Technology Group Ltd. Device 91a3 (rev 11) 05:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 06) 06:03.0 IDE interface: Integrated Technology Express, Inc. IT8213 IDE Controller 06:07.0 FireWire (IEEE 1394): Texas Instruments TSB43AB23 IEEE-1394a-2000 Controller (PHY/Link) 3f:00.0 Host bridge: Intel Corporation Core Processor QuickPath Architecture Generic Non-core Registers (rev 02) 3f:00.1 Host bridge: Intel Corporation Core Processor QuickPath Architecture System Address Decoder (rev 02) 3f:02.0 Host bridge: Intel Corporation Core Processor QPI Link 0 (rev 02) 3f:02.1 Host bridge: Intel Corporation Core Processor QPI Physical 0 (rev 02) 3f:02.2 Host bridge: Intel Corporation Core Processor Reserved (rev 02) 3f:02.3 Host bridge: Intel Corporation Core Processor Reserved (rev 02) aplay -l karta 0: Intel [HDA Intel], urzadzenie 0: ALC889 Analog [ALC889 Analog] Urzadzenia podrzedne: 1/1 Urzadzenie podrzedne #0: subdevice #0 karta 0: Intel [HDA Intel], urzadzenie 1: ALC889 Digital [ALC889 Digital] Urzadzenia podrzedne: 1/1 Urzadzenie podrzedne #0: subdevice #0 karta 1: NVidia [HDA NVidia], urzadzenie 3: HDMI 0 [HDMI 0] Urzadzenia podrzedne: 1/1 Urzadzenie podrzedne #0: subdevice #0 karta 1: NVidia [HDA NVidia], urzadzenie 7: HDMI 0 [HDMI 0] Urzadzenia podrzedne: 1/1 Urzadzenie podrzedne #0: subdevice #0 karta 1: NVidia [HDA NVidia], urzadzenie 8: HDMI 0 [HDMI 0] Urzadzenia podrzedne: 1/1 Urzadzenie podrzedne #0: subdevice #0 karta 1: NVidia [HDA NVidia], urzadzenie 9: HDMI 0 [HDMI 0] Urzadzenia podrzedne: 1/1 Urzadzenie podrzedne #0: subdevice #0

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  • after return PartialView() Url.Actionlink("Action", "Controller"), the Controller is lost

    - by Johannes
    Well the Question is related to a problem I posted before (http://stackoverflow.com/questions/2403899/asp-net-mvc-partial-view-does-not-call-my-action). In practice I've a partial view which contains a Form, after submitting the Form the Controller returns the Partial View. Well the Problem is if I reload the page which contains the partial view the function <%= Url.Action("ChangePassword", "Account") %> returns "Account/ChangePassword", if I submit the form and the partial is returned by the controller. Using return PartialView() the function <%= Url.Action("ChangePassword", "Account") %> returns only "ChangePassword". Any Idea because? The View looks like: <form action="<%= Url.Action("ChangePassword", "Account") %>" method="post" id="jform"> <div> <fieldset> <legend>Account Information</legend> <p> <label for="currentPassword">Current password:</label> <%= Html.Password("currentPassword") %> <%= Html.ValidationMessage("currentPassword") %> </p> <p> <label for="newPassword">New password:</label> <%= Html.Password("newPassword") %> <%= Html.ValidationMessage("newPassword") %> </p> <p> <label for="confirmPassword">Confirm new password:</label> <%= Html.Password("confirmPassword") %> <%= Html.ValidationMessage("confirmPassword") %> </p> <p> <input type="submit" value="Change Password" /> </p> </fieldset> </div> </form> </div> <script> $(function() { $('#jform').submit(function() { $('#jform').ajaxSubmit({ target: '#FmChangePassword' }); return false; }); }); </script> Part of the Controller: if (!ValidateChangePassword(currentPassword, newPassword, confirmPassword)) { return PartialView(ViewData); }

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