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  • What's the best way to test a P2P live streaming app?

    - by hbt
    Hey guys, I've been working on a P2P live streaming app and I'm having some trouble testing it properly. At the moment, I'm testing it using: 1) Another laptop + an external server 2) Multiple instances running on different ports Problem is: this is not exactly ready for production. Is there something like a simulator OR any of you guys worked on a torrent client, p2p client, live streaming solution and had to test it? Please let me know, Thanks, -hbt

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  • cannot retrieve effect.fx file

    - by numerical25
    I am having issues loading my effect.fx from directx. When I step into my application, my ID3D10Effect *m_pDefaultEffect; pointer remains empty. the address remains at 0x000000 below is my code #pragma once #include "stdafx.h" #include "resource.h" #include "d3d10.h" #include "d3dx10.h" #include "dinput.h" #define MAX_LOADSTRING 100 class RenderEngine { protected: RECT m_screenRect; //direct3d Members ID3D10Device *m_pDevice; // The IDirect3DDevice10 // interface ID3D10Texture2D *m_pBackBuffer; // Pointer to the back buffer ID3D10RenderTargetView *m_pRenderTargetView; // Pointer to render target view IDXGISwapChain *m_pSwapChain; // Pointer to the swap chain RECT m_rcScreenRect; // The dimensions of the screen ID3D10Texture2D *m_pDepthStencilBuffer; ID3D10DepthStencilState *m_pDepthStencilState; ID3D10DepthStencilView *m_pDepthStencilView; //transformation matrixs D3DXMATRIX g_mtxWorld; D3DXMATRIX g_mtxView; D3DXMATRIX g_mtxProj; //Effect members ID3D10Effect *m_pDefaultEffect; ID3D10EffectTechnique *m_pDefaultTechnique; ID3DX10Font *m_pFont; // The font used for rendering text // Sprites used to hold font characters ID3DX10Sprite *m_pFontSprite; ATOM RegisterEngineClass(); void DoFrame(float); bool LoadEffects(); public: static HINSTANCE m_hInst; HWND m_hWnd; int m_nCmdShow; TCHAR m_szTitle[MAX_LOADSTRING]; // The title bar text TCHAR m_szWindowClass[MAX_LOADSTRING]; // the main window class name void DrawTextString(int x, int y, D3DXCOLOR color, const TCHAR *strOutput); //static functions static LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); static INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam); bool InitWindow(); bool InitDirectX(); bool InitInstance(); int Run(); void ShutDown(); RenderEngine() { m_screenRect.right = 800; m_screenRect.bottom = 600; } }; below is the implementation bool RenderEngine::LoadEffects() { HRESULT hr; ID3D10Blob *pErrors = 0; // Create the default rendering effect hr = D3DX10CreateEffectFromFile(L"effect.fx", NULL, NULL, "fx_4_0", D3D10_SHADER_DEBUG, 0, m_pDevice, NULL, NULL, &m_pDefaultEffect, &pErrors, NULL); if(pErrors)// at this point, m_pDefaultEffect is still empty but pErrors returns data which means there is {//errors return false; //ends here } //m_pDefaultTechnique = m_pDefaultEffect->GetTechniqueByName("DefaultTechnique"); return true; } My directx Device does work. My effect.fx file is in the same folder as my solution files (.cpp and header files)

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  • TicTacToe AI Making Incorrect Decisions

    - by Chris Douglass
    A little background: as a way to learn multinode trees in C++, I decided to generate all possible TicTacToe boards and store them in a tree such that the branch beginning at a node are all boards that can follow from that node, and the children of a node are boards that follow in one move. After that, I thought it would be fun to write an AI to play TicTacToe using that tree as a decision tree. TTT is a solvable problem where a perfect player will never lose, so it seemed an easy AI to code for my first time trying an AI. Now when I first implemented the AI, I went back and added two fields to each node upon generation: the # of times X will win & the # of times O will win in all children below that node. I figured the best solution was to simply have my AI on each move choose and go down the subtree where it wins the most times. Then I discovered that while it plays perfect most of the time, I found ways where I could beat it. It wasn't a problem with my code, simply a problem with the way I had the AI choose it's path. Then I decided to have it choose the tree with either the maximum wins for the computer or the maximum losses for the human, whichever was more. This made it perform BETTER, but still not perfect. I could still beat it. So I have two ideas and I'm hoping for input on which is better: 1) Instead of maximizing the wins or losses, instead I could assign values of 1 for a win, 0 for a draw, and -1 for a loss. Then choosing the tree with the highest value will be the best move because that next node can't be a move that results in a loss. It's an easy change in the board generation, but it retains the same search space and memory usage. Or... 2) During board generation, if there is a board such that either X or O will win in their next move, only the child that prevents that win will be generated. No other child nodes will be considered, and then generation will proceed as normal after that. It shrinks the size of the tree, but then I have to implement an algorithm to determine if there is a one move win and I think that can only be done in linear time (making board generation a lot slower I think?) Which is better, or is there an even better solution?

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  • iPhone Rendering Question

    - by slythic
    Hi all, I'm new to iPhone/Objective-C development. I "jumped the gun" and started reading and implementing some chapters from O'Reilly's iPhone Development. I was following the ebook's code exactly and my code was generating the following error: CGContextSetFillColorWithColor: invalid context CGContextFillRects: invalid context CGContextSetFillColorWithColor: invalid context CGContextGetShouldSmoothFonts: invalid context However, when I downloaded the sample code for the same chapter the code is different. Book Code: - (void) Render { CGContextRef g = UIGraphicsGetCurrentContext(); //fill background with gray CGContextSetFillColorWithColor(g, [UIColor grayColor].CGColor); CGContextFillRect(g, CGRectMake(0, 0, self.frame.size.width, self.frame.size.height)); //draw text in black. CGContextSetFillColorWithColor(g, [UIColor blackColor].CGColor); [@"O'Reilly Rules!" drawAtPoint:CGPointMake(10.0, 20.0) withFont:[UIFont systemFontOfSize:[UIFont systemFontSize]]]; } Actual Project Code from the website (works): - (void) Render { [self setNeedsDisplay]; //this sets up a deferred call to drawRect. } - (void)drawRect:(CGRect)rect { CGContextRef g = UIGraphicsGetCurrentContext(); //fill background with gray CGContextSetFillColorWithColor(g, [UIColor grayColor].CGColor); CGContextFillRect(g, CGRectMake(0, 0, self.frame.size.width, self.frame.size.height)); //draw text in black. CGContextSetFillColorWithColor(g, [UIColor blackColor].CGColor); [@"O'Reilly Rules!" drawAtPoint:CGPointMake(10.0, 20.0) withFont:[UIFont systemFontOfSize:[UIFont systemFontSize]]]; } What is it about these lines of code that make the app render correctly? - (void) Render { [self setNeedsDisplay]; //this sets up a deferred call to drawRect. } - (void)drawRect:(CGRect)rect { Thanks in advance for helping out a newbie!

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  • Texture allocations being doubled in iPhone OpenGL ES

    - by Kyle
    The below couple lines are called 15 times during initialization. The tx-size is reported at 512 everytime, so this will allocate a 1mb image in memory 15 times, for a total of 15mb used.. However, I noticed instruments is reporting a total of 31 allocations! (15*2)+1 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tx-size, tx-size, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData); free(spriteData); Likewise in another area of my program that allocates 6 256x256x4 (256kB) textures.. I see 13 sitting there. (6*2)+1 Anyone know what's going on here? It seems like awful memory management, and I really hope it's my fault. Just to let everyone know, I'm on the simulator.

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  • how to implement videochat in asp.net

    - by Tarun Batta
    I am using silverlight from which I can get the output of my webcam, but I am not sure how to send my webcam output to the person with whom i am chatting. The behaviour required is that i can view the webcam view of mine as well as the person with whom i am chatting....

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  • How have popular iPhone games been ported to Android?

    - by Cirrostratus
    I am not asking how could they have been, I want to know the real answer. Doodle Jump, Paper Toss and some others have versions on the iPhone and Android that are nearly exactly the same, with the iPhone version coming first. There is a small Objective-C compiler project for Android's NDK but the timing isn't right for these apps. There's also an Android port of Cocos2d but I doubt Doodle Jump used that. Titanium? Doubtful. As their respective code bases grow, I figure it'd get harder and harder to do an exact port from Objective-C to Java every release so I wonder if there is a better way. Are they sharing C++ code for example?

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  • Download the Original Fallout For Free Today [4/6]

    - by Jason Fitzpatrick
    Fallout, the first game in the popular post-apocalyptic RPG series, is available for free today. Grab the game along with a detailed manual, game bible, soundtrack, and more. Courtesty of gaming site GOG, you can score a free Fallout bundle that includes the original game from 1997, a detailed manual, a 200+ page game bible filled with the history of the Fallout games and timeline, wallpaper, artwork, and even the game soundtrack. Not a bad haul for a single free download that weighs in at 506MB. Check out the video of the in-game introduction above and then hit up the link below to grab a copy. Fallout [GOG via Boing Boing] How to Own Your Own Website (Even If You Can’t Build One) Pt 3 How to Sync Your Media Across Your Entire House with XBMC How to Own Your Own Website (Even If You Can’t Build One) Pt 2

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  • Finding the intersection of two vector equations.

    - by Matthew Mitchell
    I've been trying to solve this and I found an equation that gives the possibility of zero division errors. Not the best thing: v1 = (a,b) v2 = (c,d) d1 = (e,f) d2 = (h,i) l1: v1 + ?d1 l2: v2 + µd2 Equation to find vector intersection of l1 and l2 programatically by re-arranging for lambda. (a,b) + ?(e,f) = (c,d) + µ(h,i) a + ?e = c + µh b +?f = d + µi µh = a + ?e - c µi = b +?f - d µ = (a + ?e - c)/h µ = (b +?f - d)/i (a + ?e - c)/h = (b +?f - d)/i a/h + ?e/h - c/h = b/i +?f/i - d/i ?e/h - ?f/i = (b/i - d/i) - (a/h - c/h) ?(e/h - f/i) = (b - d)/i - (a - c)/h ? = ((b - d)/i - (a - c)/h)/(e/h - f/i) Intersection vector = (a + ?e,b + ?f) Not sure if it would even work in some cases. I haven't tested it. I need to know how to do this for values as in that example a-i. Thank you.

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  • Develop applications to mobiles

    - by muek
    Hi there, I have very easy question, but I simply have any idea of the answer. I have developed a small mobile-application using java, for my nokia. The problem is that when installed on my samsung the application simply crashed. Then I tried on my other nokia but different model, and I didn't got the normal behavior. So my question is, does anyone have any idea how companies that develop mobiles applications/games test their software. Does they have to have all models for all mobiles phones??

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  • directx 9 hlsl vs. directx 10 hlsl : syntex the same.

    - by numerical25
    For the past month or so I been busting my behind trying to learn directx. So I been mixing back back and fourth from directx 9 to directx 10. One of the major changes I've seen in the two is how to process vectors in the graphics card. one of the drastic changes I notice is how you get the gpu to recognize your structs. In directx 9 you define the Flexible Vertex Formats your typical set up would be like this... #define CUSTOMFVF (D3DFVF_XYZRHW | D3DFVF_DIFFUSE) in directx 10 I believe the equivalent is the input vertex description D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; I notice in directx 10. it is more descriptive. besides this, what are some of the drastic changes made. and is the hlsl syntax the same for both.

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  • Movies from property lists?

    - by Tronic
    hi, is it possible to play movies out of a property list? Like is there's a "tag" with the filename in it which gets replaced by the actual iphone/ipad player? The movies are h.265 codec... thanks

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  • QuadTrees - how to update when internal items are moving

    - by egarcia
    I've implemented a working QuadTree. It subdivides 2-d space in order to accomodate items, identified by their bounding box (x,y,width,height) on the smallest possible quad (up to a minimum area). My code is based on this implementation (mine is in Lua instead of C#) : http://www.codeproject.com/KB/recipes/QuadTree.aspx I've been able to successfully implement insertions and deletions successfully. I've turn now my attention to the update() function, since my items' position and dimensions change over time. My first implementation works, but it is quite naïve: function QuadTree:update(item) self:remove(item) return self.root:insert(item) end Yup, I basically remove and reinsert every item every time they move. This works, but I'd like to optimize it a bit more; after all, most of the time, moving items still remain on the same quadTree node most of the iterations. Is there any standard way to deal with this kind of update? In case it helps, my code is here: http://github.com/kikito/passion/blob/master/ai/QuadTree.lua I'm not looking for someone to implement it for me; pointers to an existing working implementation (even in other languages) would suffice.

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  • Nintendo DSi SDK : Getting Started

    - by Hugoware
    Does anyone have a good starting point for learning about development for the new Nintendo DSi? What kind of hardware do you need to develop and test something like this? Can you develop for the DSi using the standard DS? What language do you need to use? [Bonus Question] : I also heard the new DSi is going to get an App Store similar to Apple - Are developers going to be able to sell games using this?

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  • DirectX 9 HLSL vs. DirectX 10 HLSL: syntax the same?

    - by numerical25
    For the past month or so, I have been busting my behind trying to learn DirectX. So I've been mixing back back and forth between DirectX 9 and 10. One of the major changes I've seen in the two is how to process vectors in the graphics card. One of the drastic changes I notice is how you get the GPU to recognize your structs. In DirectX 9, you define the Flexible Vertex Formats. Your typical set up would be like this: #define CUSTOMFVF (D3DFVF_XYZRHW | D3DFVF_DIFFUSE) In DirectX 10, I believe the equivalent is the input vertex description: D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; I notice in DirectX 10 that it is more descriptive. Besides this, what are some of the drastic changes made, and is the HLSL syntax the same for both?

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  • Can't get my object to point at the mouse.

    - by melignus
    I'm using a combination of SDL and OpenGL in a sort of crash course project to teach myself how this all works. I'm really only interested in OpenGL as a way to use acceleration in 2D games so I just need this to work in a 2D plane. I have been having a lot of problems today with my current issue, I would like an object to point towards the mouse while the mouse button is clicked and then of course stay pointing in that direction after the mouse is lifted. void Square::handle_input() { //If a key was pressed if( event.type == SDL_KEYDOWN ) { //Adjust the velocity switch( event.key.keysym.sym ) { case SDLK_UP: upUp = false; yVel = -1; break; case SDLK_DOWN: downUp = false; yVel = 1; break; case SDLK_LEFT: leftUp = false; xVel = -1; break; case SDLK_RIGHT: rightUp = false; xVel = 1; break; case SDLK_w: wUp = false; sAng = 1; break; case SDLK_s: sUp = false; sAng = -1; break; } } //If a key was released else if( event.type == SDL_KEYUP ) { //Adjust the velocity switch( event.key.keysym.sym ) { case SDLK_UP: upUp = true; yVel = 0; break; case SDLK_DOWN: downUp = true; yVel = 0; break; case SDLK_LEFT: leftUp = true; xVel = 0; break; case SDLK_RIGHT: rightUp = true; xVel = 0; break; case SDLK_w: wUp = true; sAng = 0; break; case SDLK_s: sUp = true; sAng = 0; break; } } //If a mouse button was pressed if( event.type == SDL_MOUSEBUTTONDOWN ) { switch ( event.type ) { case SDL_MOUSEBUTTONDOWN: mouseUp = false; mousex == event.button.x; mousey == event.button.y; break; case SDL_MOUSEBUTTONUP: mouseUp = true; break; } } } And then this is called at the end of my Object::Move call which also handles x and y translation if (!mouseUp) { xVect = mousex - x; yVect = mousey - y; radAng = atan2 ( mousey - y, mousex - x ); sAng = radAng * 180 / 3.1415926l; } Right now when I click the object turns and faces down to the bottom left but then no longer changes direction. I'd really appreciate any help I could get here. I'm guessing there might be an issue here with state versus polled events but from all the tutorials that I've been through I was pretty sure I had fixed that. I've just hit a wall and I need some advice!

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  • Python: Traffic-Simulation (cars on a road)

    - by kame
    Hello! I want to create a traffic simulator like here: http://www.doobybrain.com/wp-content/uploads/2008/03/traffic-simulation.gif But I didn't thougt very deep about this. I would create the class car. Every car has his own color, position and so on. And I could create the road with an array. But how to tell the car where to go? Could I hear your ideas? EDIT: Is it forbidden to get new ideas from good programmers? Why do some people want to close this thread? Or were to ask such questions? I dont understand them. :(

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