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  • Create a overflow screen while a game/program is running?

    - by Dodi300
    Hello. Does anyone know how I can create a screen overflow while a program is running? Mainly while a game is running. If anyone has used xFire or Steam, these use this feature. I've created a winform which starts the game/program and then minimizes. Could the overflow be created in the same winform? Thanks for the help! :)

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  • Which View Engine are you using with ASP.NET MVC?, and Why?

    - by Sosh
    Hi, I'm thinking of experimenting with alternative View Engines for ASP.NET MVC, and would like to know what other people are using. Please let me know 1) Which View Engine you use, and 2) Why. The standard 'web-forms' view engine is of course a valid answer, but please say so only if you have decided to use it for a reason, not just 'Becuase I can't be bothered to change it' ;) Thank you!

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  • My server app works strangely. What could be the reason(s)?

    - by Poni
    Hi! I've written a server app (two parts actually; proxy server and a game server) using C++ (board game). It uses IOCP as the sockets interface. For that app I've also written a "client simulator" (hereafter "client") app that spawns many client connections, where each of them plays, in very high speed, getting the CPU to be 100% utilized. So, that's how it goes in terms of topology: Game server - holds the game state. Real players do not connect it directly but through the proxy server. When a player joins a game, the proxy actually asks for it on behalf of that player, and the game server spawns a "player instance" for that player, and from now on, every notification between the game server and the player is being passed through the proxy. Proxy server - holds TCP connections with the real players. Players communicate with the game server through it only. Client simulator - connects to the proxy only. When running the server (again, it's actually two server apps) & client locally it all works just fine. I'm talking about 40k+ player instances in which all of them are active in a game. On the other hand, when running the server remotely with, say, 1000 clients who play things getting strange. For example, I run it as said above. Then with Task Manager I kill the client simulator app ("End Process Tree"). Then it seems like the buffer of the remote server got modified by another thread, or in other words, a memory corruption has been occurred. The server crashes because it got an unknown message id (it's a custom protocol where each message has it's own unique number). To make things clear, here is how I run the apps: PC1 - game server and clients simulator (because the clients will connect the proxy). PC2 - proxy server. The strangest thing is this: Only the remote side gets "corrupted". Remote in terms that it's not the PC I use to code the app (VC++ 2008). Let's call the PC I use to code the apps "PC1". Now for example, if this time I ran the game server on PC1 (it means that proxy server on PC2 and clients simulator on PC1), then the proxy server crashes with an "unknown message id" error. Another variation is when I run the proxy server on PC1 (again, the dev machine), the game server and the clients simulator on PC2, then the game server on PC2 gets crashed. As for the IOCP config: The servers' internal connections use the default receive/send buffer sizes. Tried even with setting them to 1MB, but no luck. I have three PCs in total; 2 x Vista 64bit <<-- one of those is the dev machine. The other is connected through WiFi. 1 x WinXP 32bit They're all connected in a "full duplex" manner. What could be the reason? Tried about everything; Stack tracing, recording some actions (like read/write logging).. I want to stress that only the PC I'm not using to code the apps crashes (actually the server app "role" which is running on it - sometimes the game server and sometimes the proxy server). At first I thought that maybe the wireless PC has problems (it's wireless..) but: TCP has it's own mechanisms to make sure the packet is delivered properly. Also, a crash also happens when trying it with the two PCs that are physically connected (Vista vs. XP). Another option is that the Windows DLLs versions might have problems, but then again, one of the tests is Vista vs. Vista, and the other is Vista vs. XP. Any idea?

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  • Why does my Doctrine DBAL query return no results when quoted?

    - by braveterry
    I'm using the Doctrine DataBase Abstraction Layer (DBAL) to perform some queries. For some reason, when I quote a parameter before passing it to the query, I get back no rows. When I pass it unquoted, it works fine. Here's the relevant snippet of code I'm using: public function get($game) { load::helper('doctrinehelper'); $conn = doctrinehelper::getconnection(); $statement = $conn->prepare('SELECT games.id as id, games.name as name, games.link_url, games.link_text, services.name as service_name, image_url FROM games, services WHERE games.name = ? AND services.key = games.service_key'); $quotedGame = $conn->quote($game); load::helper('loghelper'); $logger = loghelper::getLogger(); $logger->debug("Quoted Game: $quotedGame"); $logger->debug("Unquoted Game: $game"); $statement->execute(array($quotedGame)); $resultsArray = $statement->fetchAll(); $logger->debug("Number of rows returned: " . count($resultsArray)); return $resultsArray; } Here's what the log shows: 01/01/11 17:00:13,269 [2112] DEBUG root - Quoted Game: 'Diablo II Lord of Destruction' 01/01/11 17:00:13,269 [2112] DEBUG root - Unquoted Game: Diablo II Lord of Destruction 01/01/11 17:00:13,270 [2112] DEBUG root - Number of rows returned: 0 If I change this line: $statement->execute(array($quotedGame)); to this: $statement->execute(array($game)); I get this in the log: 01/01/11 16:51:42,934 [2112] DEBUG root - Quoted Game: 'Diablo II Lord of Destruction' 01/01/11 16:51:42,935 [2112] DEBUG root - Unquoted Game: Diablo II Lord of Destruction 01/01/11 16:51:42,936 [2112] DEBUG root - Number of rows returned: 1 Have I fat-fingered something?

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  • Create a overlay screen while a game/program is running?

    - by Dodi300
    Hello. Does anyone know how I can create a screen overflow while a program is running? Mainly while a game is running. If anyone has used xFire or Steam, these use this feature. I've created a winform which starts the game/program and then minimizes. Could the overflow be created in the same winform? Thanks for the help! :)

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  • SQLAlchemy declarative syntax with autoload in Pylons

    - by Juliusz Gonera
    I would like to use autoload to use an existings database. I know how to do it without declarative syntax (model/_init_.py): def init_model(engine): """Call me before using any of the tables or classes in the model""" t_events = Table('events', Base.metadata, schema='events', autoload=True, autoload_with=engine) orm.mapper(Event, t_events) Session.configure(bind=engine) class Event(object): pass This works fine, but I would like to use declarative syntax: class Event(Base): __tablename__ = 'events' __table_args__ = {'schema': 'events', 'autoload': True} Unfortunately, this way I get: sqlalchemy.exc.UnboundExecutionError: No engine is bound to this Table's MetaData. Pass an engine to the Table via autoload_with=<someengine>, or associate the MetaData with an engine via metadata.bind=<someengine> The problem here is that I don't know where to get the engine from (to use it in autoload_with) at the stage of importing the model (it's available in init_model()). I tried adding meta.Base.metadata.bind(engine) to environment.py but it doesn't work. Anyone has found some elegant solution?

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  • Supporting multiple instances of a plugin DLL with global data

    - by Bruno De Fraine
    Context: I converted a legacy standalone engine into a plugin component for a composition tool. Technically, this means that I compiled the engine code base to a C DLL which I invoke from a .NET wrapper using P/Invoke; the wrapper implements an interface defined by the composition tool. This works quite well, but now I receive the request to load multiple instances of the engine, for different projects. Since the engine keeps the project data in a set of global variables, and since the DLL with the engine code base is loaded only once, loading multiple projects means that the project data is overwritten. I can see a number of solutions, but they all have some disadvantages: You can create multiple DLLs with the same code, which are seen as different DLLs by Windows, so their code is not shared. Probably this already works if you have multiple copies of the engine DLL with different names. However, the engine is invoked from the wrapper using DllImport attributes and I think the name of the engine DLL needs to be known when compiling the wrapper. Obviously, if I have to compile different versions of the wrapper for each project, this is quite cumbersome. The engine could run as a separate process. This means that the wrapper would launch a separate process for the engine when it loads a project, and it would use some form of IPC to communicate with this process. While this is a relatively clean solution, it requires some effort to get working, I don't now which IPC technology would be best to set-up this kind of construction. There may also be a significant overhead of the communication: the engine needs to frequently exchange arrays of floating-point numbers. The engine could be adapted to support multiple projects. This means that the global variables should be put into a project structure, and every reference to the globals should be converted to a corresponding reference that is relative to a particular project. There are about 20-30 global variables, but as you can imagine, these global variables are referenced from all over the code base, so this conversion would need to be done in some automatic manner. A related problem is that you should be able to reference the "current" project structure in all places, but passing this along as an extra argument in each and every function signature is also cumbersome. Does there exist a technique (in C) to consider the current call stack and find the nearest enclosing instance of a relevant data value there? Can the stackoverflow community give some advice on these (or other) solutions?

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  • C++: Maybe you know this fitfall?

    - by Martijn Courteaux
    Hi, I'm developing a game. I have a header GameSystem (just methods like the game loop, no class) with two variables: int mouseX and int mouseY. These are updated in my game loop. Now I want to access them from Game.cpp file (a class built by a header-file and the source-file). So, I #include "GameSystem.h" in Game.h. After doing this I get a lot of compile errors. When I remove the include he says of course: Game.cpp:33: error: ‘mouseX’ was not declared in this scope Game.cpp:34: error: ‘mouseY’ was not declared in this scope Where I want to access mouseX and mouseY. All my .h files have Header Guards, generated by Eclipse. I'm using SDL and if I remove the lines that wants to access the variables, everything compiles and run perfectly (*). I hope you can help me... This is the error-log when I #include "GameSystem.h" (All the code he is refering to works, like explained by the (*)): In file included from ../trunk/source/domein/Game.h:14, from ../trunk/source/domein/Game.cpp:8: ../trunk/source/domein/GameSystem.h:30: error: expected constructor, destructor, or type conversion before ‘*’ token ../trunk/source/domein/GameSystem.h:46: error: variable or field ‘InitGame’ declared void ../trunk/source/domein/GameSystem.h:46: error: ‘Game’ was not declared in this scope ../trunk/source/domein/GameSystem.h:46: error: ‘g’ was not declared in this scope ../trunk/source/domein/GameSystem.h:46: error: expected primary-expression before ‘char’ ../trunk/source/domein/GameSystem.h:46: error: expected primary-expression before ‘bool’ ../trunk/source/domein/FPS.h:46: warning: ‘void FPS_SleepMilliseconds(int)’ defined but not used This is the code which try to access the two variables: SDL_Rect pointer; pointer.x = mouseX; pointer.y = mouseY; pointer.w = 3; pointer.h = 3; SDL_FillRect(buffer, &pointer, 0xFF0000);

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  • C++: Maybe you know this pitfall?

    - by Martijn Courteaux
    Hi, I'm developing a game. I have a header GameSystem (just methods like the game loop, no class) with two variables: int mouseX and int mouseY. These are updated in my game loop. Now I want to access them from Game.cpp file (a class built by a header-file and the source-file). So, I #include "GameSystem.h" in Game.h. After doing this I get a lot of compile errors. When I remove the include he says of course: Game.cpp:33: error: ‘mouseX’ was not declared in this scope Game.cpp:34: error: ‘mouseY’ was not declared in this scope Where I want to access mouseX and mouseY. All my .h files have Header Guards, generated by Eclipse. I'm using SDL and if I remove the lines that wants to access the variables, everything compiles and run perfectly (*). I hope you can help me... This is the error-log when I #include "GameSystem.h" (All the code he is refering to works, like explained by the (*)): In file included from ../trunk/source/domein/Game.h:14, from ../trunk/source/domein/Game.cpp:8: ../trunk/source/domein/GameSystem.h:30: error: expected constructor, destructor, or type conversion before ‘*’ token ../trunk/source/domein/GameSystem.h:46: error: variable or field ‘InitGame’ declared void ../trunk/source/domein/GameSystem.h:46: error: ‘Game’ was not declared in this scope ../trunk/source/domein/GameSystem.h:46: error: ‘g’ was not declared in this scope ../trunk/source/domein/GameSystem.h:46: error: expected primary-expression before ‘char’ ../trunk/source/domein/GameSystem.h:46: error: expected primary-expression before ‘bool’ ../trunk/source/domein/FPS.h:46: warning: ‘void FPS_SleepMilliseconds(int)’ defined but not used This is the code which try to access the two variables: SDL_Rect pointer; pointer.x = mouseX; pointer.y = mouseY; pointer.w = 3; pointer.h = 3; SDL_FillRect(buffer, &pointer, 0xFF0000);

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  • Painted JPanel won't show up in JFrame

    - by javawarrior
    When I run my code, I expect to see a JPanel in my JFrame, but nothing shows up. I had a button in the frame, and it shows up. But the JPanel doesn't show up, I even colored it in red. Here is the code for my JPanel: import java.awt.*; import javax.swing.JPanel; public class graphic extends JPanel { private static final long serialVersionUID = -3458717449092499931L; public Game game; public graphic(Game game){ this.game = game; this.setPreferredSize(new Dimension(400,400)); this.setBackground(Color.RED); } public void paintComponent(Graphics g){ for (Line l:game.mirrors){ g.setColor(Color.BLACK); g.drawLine(l.start.x, l.start.y, l.end.x, l.end.y); } } } And my JFrame code: import java.awt.Container; import java.awt.event.*; import java.util.Timer; import java.util.TimerTask; import javax.swing.*; public class Viewer implements ActionListener { public JFrame frame; public JButton drawShoot; public boolean draw; public Game game; public graphic graphic; public TimerTask timert; public Timer timer; public Viewer(){ draw = true; game = new Game(); } public static void main(String args[]){ Viewer v = new Viewer(); v.setup(); } public void setup(){ frame = new JFrame("Laser Stimulator"); drawShoot = new JButton("Edit Mode"); graphic = new graphic(game); graphic.repaint(); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setBounds(300, 300, 600, 600); Container contentPane = frame.getContentPane(); SpringLayout layout = new SpringLayout(); contentPane.setLayout(layout); drawShoot.addActionListener(this); timert = new TimerTask() { @Override public void run() { } }; timer =new Timer(); timer.scheduleAtFixedRate(timert, 0, 1000/30); contentPane.add(graphic); layout.putConstraint(SpringLayout.NORTH, graphic, 0, SpringLayout.NORTH, contentPane); layout.putConstraint(SpringLayout.WEST, graphic, 0, SpringLayout.WEST, contentPane); frame.setVisible(true); } @Override public void actionPerformed(ActionEvent e) { if (e.getSource()==drawShoot){ draw = !draw; drawShoot.setText((draw)?"Edit Mode":"Shoot Mode"); } } }

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