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  • UDK SettingsScene variable

    - by Ricket
    I am in the process of porting a script from UT3 to UDK. The script is for class ZOUIFrontEnd_MainMenu extends UTUIFrontEnd_MainMenu. I'm getting the following compiler error: C:\UDK\UDK-2010-03\Development\Src\FixIt\Classes\ZOUIFrontEnd_MainMenu.uc(18) : Error, Bad or missing expression in Call to 'OpenSceneByName', parameter 1 The referenced line is as follows: OpenSceneByName(SettingsScene); Okay, so I figured the OpenSceneByName function changed in UDK. Tracing the path of inheritance all the way up to UDKUIScene.uc, I found the definition: function UIScene OpenSceneByName(string SceneToOpen, bool bSkipAnimation=false, optional delegate<OnSceneActivated> SceneDelegate=None) Assuming SettingsScene is a string, everything looks fine, right? So I figured I would find SettingsScene to make sure it's a string. Well doing a search for "SettingsScene" in all files turned up only one other line; UTGameReplicationInfo.uc line 334: UTPC.OpenUIScene(class'UTUIFrontEnd_MainMenu'.default.SettingsScene); But UTUIFrontEnd_MainMenu doesn't have a SettingsScene variable in it! Just to check, I changed my line of code to match: OpenSceneByName(class'UTUIFrontEnd_MainMenu'.default.SettingsScene); And indeed, I get the following compile error now: C:\UDK\UDK-2010-03\Development\Src\FixIt\Classes\ZOUIFrontEnd_MainMenu.uc(18) : Error, Unknown Property 'SettingsScene' in 'Class UTGame.UTUIFrontEnd_MainMenu' How does UTGameReplicationInfo.uc successfully compile? Where is the SettingsScene variable?

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  • Removing the image from an IKImageView

    - by Brian Postow
    I have an IKImageView that is coming up effectively un-initialized. This is happening effectively in an error-state (The user is unregistered) so I haven't had a chance to put an image in it yet. In 10.6, this comes up fine, with a black rectangle. In 10.5, however, it comes up with garbage. some rectangles of noise, some rectangles of copies of the desktop, etc. I've tried setting the ZoomFactor to 0.0, I've tried setting the image to nil, but it appears that the problem is beyond that. any ideas? (My next kludge is going to be to ship tiny blank image with the app, and try to get it to load that... but that's kind of silly)

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  • Visual studio not detecting that exe is out of date after perforce revert

    - by CHaskell2
    This is a bit of an odd situation. Here's what's happening. So, we have a VS2008 project which outputs to a number of files under perforce control. These files have the always writable flag set. I compile the project in VS, which gives me up to date binaries on my machine. If I then revert those binaries via perforce, I have the version of the binaries that were up on perforce (ie, old ones.) Despite this, compiling the project again at this point detects no changes and will not remake those binaries. In a way, this makes sense, since none of the code or obj files have changed, but it's not really what I want to happen. This comes up in an edge case on our automated build server. I can think of tons of different little hacks I could do to fix this, but I'm thinking I could be missing something fundamental here. The actual build process uses the Unreal build tool, so there is a bit of magic going on behind the scenes that I'm not entirely familiar with too. Edit: This is a C/C++ project, forgot to mention that.

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  • Java input method for Virtual Keyboad

    - by shekhar
    Hi, I am facing problem in implementing Input method for Virtual Keyboard, currently I am using robot class for sending input to any application from virtual keyboard. but for that I need to create mapping of key-code and unicode, which is not consistent on different keyboard layout, can I directly pass the UNICODE to any application using Input method without worry about mapping between keycode and unicode. any useful link or sample code will be useful. It is simple Java program which is always on top of any application and work as onscreen keyboard. using a mouse while you press any button (key) of the keyboard, the corresponding character will be typed in the application running below. This is working perfectly for English Alphabets. I am facing problem while I am doing for unicode.

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  • UDK "Error, 'DefaultMesh': Bad command or expression"

    - by Ricket
    I'm porting UT3 code to UDK, and I am getting the following compile error with the UDK compiler: C:\UDK\UDK-2010-03\Development\Src\FixIt\Classes\ZPawn.uc(25) : Error, 'DefaultMesh': Bad command or expression The ZPawn class extends UTPawn. Line 25 is the following: DefaultMesh = SkeletalMesh(DynamicLoadObject(ZBotOwner(Owner).MeshToUse, class'SkeletalMesh')); Where did DefaultMesh go in UDK?

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  • Understanding byte order and functions like CFSwapInt32HostToBig

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

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  • UDK Where did AnimatedCamera go??

    - by Ricket
    I'm porting a game from UT3 to UDK. One of the classes is a subclass of AnimatedCamera. However, AnimatedCamera seems to be missing from the UDK, as the compiler kindly tells me: Error, Superclass AnimatedCamera of class ZCam not found Where did AnimatedCamera go?

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  • How to avoid web server traffic peak resulting from iOS Newsstand app receiving a remote notification?

    - by thomers
    I'm developing an iOS Newsstand app. If it is suspended or not running and connected to a WLAN, Newsstand apps can be triggered by a Push remote notification to download the latest issue (in our case around 100MB) in the background. I'm using Urban Airship for the delivery of the Push broadcast. I'm now worrying about many many iOS devices hitting the web server for one big download more or less at the same time, because I expect the majority of the devices will receive the notification in a very short timeframe. Instead of broadcasts to all devices, should I rather send individual notifications to batches of small groups of devices, spreading them out over a longer period of time? And/or would a CDN like Amazon Cloudfront solve that issue easier/anyway?

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  • Show a SplashScreenScene before to GameScene?

    - by lisovaccaro
    I want to add a splash screen to my game. I created a SplashScene.sks and a SplashScene.swift file. I'm trying to load my SplashScene before GameScene but I cannot manage to do it. How should I do this? This is what I'm trying now: class GameViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() let skView = self.view as SKView skView.ignoresSiblingOrder = true /* Set the scale mode to scale to fit the window */ var scene = SplashScreenScene() // Present SplashScreenScene first scene.scaleMode = .AspectFill skView.presentScene(scene) } Then on my SplashScreenScene: class SplashScreenScene: SKScene { override func didMoveToView(view: SKView) { self.size = view.bounds.size self.anchorPoint = CGPointMake(0.5, 0.5) var background = SKSpriteNode(imageNamed:"LaunchImage") self.addChild(background) // Start timer to load next scene NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("changeScene"), userInfo: nil, repeats: false) } func changeScene() { let scene = GameScene() view.presentScene(scene) } } This is very close to the solution, however for some reason when I do this my game becomes laggy (if I present GameScene directly the game runs fine).

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  • UDK "Error, Accessing a member of _'s within class through a context expression requires explicit 'O

    - by Ricket
    I get the following error in the UDK Frontend when I try to make my project: C:\UDK\UDK-2010-03\Development\Src\FixIt\Classes\ZInteraction.uc(58) : Error, Accessing a member of GameUISceneClient's within class through a context expression requires explicit 'Outer' The class ZInteraction extends Interaction. Line 58 is: GetSceneClient().ConsoleCommand("KEYNAME"@Key); What is the problem here? I am still investigating and I will update as I find out more. edit: Tried fixing the line up as class'UIRoot'.static.GetSceneClient().ConsoleCommand("KEYNAME"@Key); - no change.

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  • Cisco ASA log error "regular translation creation failed for icmp ..."

    - by Martijn Heemels
    Every few seconds our new Cisco ASA 5505 firewall is logging errors that I can't figure out with my limited Cisco experience. Severity Date Time Syslog ID Source IP Destination IP Description 3 Mar 25 2010 17:21:14 305006 8.8.8.8 regular translation creation failed for icmp src inside:10.10.0.200 dst outside:8.8.8.8 (type 3, code 3) 3 Mar 25 2010 17:18:37 305006 8.8.4.4 regular translation creation failed for icmp src inside:10.10.0.200 dst outside:8.8.4.4 (type 3, code 3) The logged inside IP is our internal DNS resolver, and the outside IP's are Google's public DNS servers. ICMP Type 3 Code 3 means "Port Unreachable" Our "outside" interface has a fixed IP and our "inside" interface is in the 10.10.0.0/16 subnet. The 'Inspect DNS' Service Policy is enabled, with the preset DNS inspection map. Furthermore there's an ACL that allows all inbound ICMP on the "outside" interface. I've spent hours trying to figure this one out, so any and all advice is welcome!

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  • Can't figure out error in Cisco ASA log "regular translation creation failed for icmp ..."

    - by Martijn Heemels
    Every few seconds our new Cisco ASA 5505 firewall is logging errors that I can't figure out with my limited Cisco experience. Severity Date Time Syslog ID Source IP Destination IP Description 3 Mar 25 2010 17:21:14 305006 8.8.8.8 regular translation creation failed for icmp src inside:10.10.0.200 dst outside:8.8.8.8 (type 3, code 3) 3 Mar 25 2010 17:18:37 305006 8.8.4.4 regular translation creation failed for icmp src inside:10.10.0.200 dst outside:8.8.4.4 (type 3, code 3) The logged inside IP is our internal DNS resolver, and the outside IP's are Google's public DNS servers. ICMP Type 3 Code 3 means "Port Unreachable" Our "outside" interface has a fixed IP and our "inside" interface is in the 10.10.0.0/16 subnet. The 'Inspect DNS' Service Policy is enabled, with the preset DNS inspection map. Furthermore there's an ACL that allows all inbound ICMP on the "outside" interface. I've spent hours trying to figure this one out, so any and all advice is welcome!

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  • Can the Installation Monitor from the Win2K Resource kit be used on newer OS's?

    - by Scott Chamberlain
    Can the utility "Installation Monitor" from the Windows 2000 Resource Kit Tools for administrative tasks be used on newer OS's, specifically, Windows Server 2008 R2. The main thing I am concerned about is it may error will not track things correctly without letting me know that that it errored due to how Windows has changed between 2000 and today. If that is not the correct tool to use to monitor what a application is writing to the hard drive and registry, can you recommend me what I should use instead?

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  • How to script printer creation on a Windows Server 2008 R2 clustered print server?

    - by Massimo
    As per subject. I've found some ways of scripting printer creation on Windows print servers using WMI, but it looks like WMI doesn't support clustered print servers (or clustered servers at all). The scripts in C:\Windows\System32\Printing_Admin_Scripts are useless because, they are not cluster-aware and end up creating the printers on the active cluster node (just like using WMI). The only tool I found that was able to work on a clustered print server is printui.exe (shortcut for rundll32 printui.dll, PrintUIEntry), but it can't create TCP printing ports: it can only add printers if the port already exists. How can I completely script printer creation (including TCP printing ports!) on a clustered Windows Server 2008 R2 print server?

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  • What were the typical price range for a development kit?

    - by Vaughan Hilts
    A lot of these things are usually behind NDAs and tricky to gauge. Is there any information and ranges on how much these thing costs? For example, the PS1 had the "Net Yaroze", which according to Wikipedia was: "For about $750 USD, the Net Yaroze (DTL-H300x) package would contain a special black-colored debugging PlayStation unit with documentation, software, and no regional lockout." So, what were the prices of some game development kits? P.S: This might make a good community wiki

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  • Le kit du bon développeur Rails, partie 3. Par l'équipe de Synbioz

    Dernière partie de notre série d'articles sur les gems à connaitre par un développeur Rails. Dans le premier article, nous nous étions attardés sur l'authentification, la recherche et la pagination. Dans la deuxième partie, ce fut au tour de l'internationalisation et de la gestion de fichiers. Dans ce dernier article, les gems concernant les tests et la gestion des tâches annexes seront à leur tour abordées.

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  • Is it possible to have anonymous purchases with ubercart without the creation of a new user account?

    - by DKinzer
    I would like to be able to have anonymous users purchase a product but not have a new account created when they purchase it. Unfortunately the creation of a new user seems to be very tightly integrated into ubercart's ordering system. And, because the order module is part of the ubercart core, it's behavior cannot be overridden easily. One possibility for overriding is the creation of a new user account by supplying ubercart with an bogus anonymous account: hook into hook_form_alter at $form_id == 'uc_cart_checkout_review_form' because this is where ubercart first associates the $order to an uid. Add our submit function to the queue: //Find out if the user is anonymous: global $user; if ($user->uid == 0 ) { //Load a previously created anonymous user account $anonymous_user = mymodule_get_anonymous_user(); //create the order and assign our anonymous_user_id to it $order = uc_order_load($_SESSION['cart_order']); $order->uid = $anonymous_user->uid; uc_order_save($order); //Assign the global user our anonymous user uid $user->uid = $anonymous_user->uid; } But what I really need is to be able to have an anonymous purchase without being forced to create a new account, this solution does not work for me. Apart from which, using this technique will automatically login the anonymous_user into our bogus_anonymous_user account. Which is definitely something I don't want. Is there a better non-duct-tape way around the creation of a new user account for anonymous purchases in ubercart?. AND FYI - at this point I'm kind of stuck with ubercart so I cannot use something else. Thanks! D

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  • What tools do you use for 2D art/sprite creation?

    - by daemious
    What cheap/free tools do you use for 2D art and/or animation? I don't really like Gimp's interface, Paint.NET is limited and GraphicsGale is sort of archaic. Cosmigo ProMotion looks like it could be good, anyone use it? Seems a bit pricey at $78/92 but of course cheaper than Photoshop. I used to like Jasc Paint Shop Pro 7, but the newer versions Corel makes are more for photos. 2D Bones support would be handy also.

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  • Do ORMs enable the creation of rich domain models?

    - by Augusto
    After using Hibernate on most of my projects for about 8 years, I've landed on a company that discourages its use and wants applications to only interact with the DB through stored procedures. After doing this for a couple of weeks, I haven't been able to create a rich domain model of the application I'm starting to build, and the application just looks like a (horrible) transactional script. Some of the issues I've found are: Cannot navigate object graph as the stored procedures just load the minimum amount of data, which means that sometimes we have similar objects with different fields. One example is: we have a stored procedure to retrieve all the data from a customer, and another to retrieve account information plus a few fields from the customer. Lots of the logic ends up in helper classes, so the code becomes more structured (with entities used as old C structs). More boring scaffolding code, as there's no framework that extracts result sets from a stored procedure and puts it in an entity. My questions are: has anyone been in a similar situation and didn't agree with the store procedure approch? what did you do? Is there an actual benefit of using stored procedures? appart from the silly point of "no one can issue a drop table". Is there a way to create a rich domain using stored procedures? I know that there's the posibility of using AOP to inject DAOs/Repositories into entities to be able to navigate the object graph. I don't like this option as it's very close to voodoo.

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  • How to do dependency Injection and conditional object creation based on type?

    - by Pradeep
    I have a service endpoint initialized using DI. It is of the following style. This end point is used across the app. public class CustomerService : ICustomerService { private IValidationService ValidationService { get; set; } private ICustomerRepository Repository { get; set; } public CustomerService(IValidationService validationService,ICustomerRepository repository) { ValidationService = validationService; Repository = repository; } public void Save(CustomerDTO customer) { if (ValidationService.Valid(customer)) Repository.Save(customer); } Now, With the changing requirements, there are going to be different types of customers (Legacy/Regular). The requirement is based on the type of the customer I have to validate and persist the customer in a different way (e.g. if Legacy customer persist to LegacyRepository). The wrong way to do this will be to break DI and do somthing like public void Save(CustomerDTO customer) { if(customer.Type == CustomerTypes.Legacy) { if (LegacyValidationService.Valid(customer)) LegacyRepository.Save(customer); } else { if (ValidationService.Valid(customer)) Repository.Save(customer); } } My options to me seems like DI all possible IValidationService and ICustomerRepository and switch based on type, which seems wrong. The other is to change the service signature to Save(IValidationService validation, ICustomerRepository repository, CustomerDTO customer) which is an invasive change. Break DI. Use the Strategy pattern approach for each type and do something like: validation= CustomerValidationServiceFactory.GetStratedgy(customer.Type); validation.Valid(customer) but now I have a static method which needs to know how to initialize different services. I am sure this is a very common problem, What is the right way to solve this without changing service signatures or breaking DI?

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  • Does one's choice of 3d modeling software used during asset creation affect performance at runtime?

    - by user134143
    Does software used to create 3d assets (for game development specifically) have an impact on the efficiency of the program? In other words, is it possible to reduce the operating footprint of an application merely by utilizing alternative development software during production of 3d assets? If you use two different applications to create a 3-dimensional image of a box, can one of them result in better performance if aspects of the image are identical? I am attempting to get the information I need without causing unnecessary debate over specific software choice.

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  • Ikoula et PrestaShop collaborent pour simplifier la création de boutiques en ligne et les rendre scalables en fonction de l'activité

    Ikoula et PrestaShop collaborent pour simplifier le déploiement de boutiques en ligne Et les rendre scalables en fonction de l'activité et du trafic L'hébergeur français Ikoula vient d'annoncer un partenariat avec l'éditeur de la solution e-commerce n°1 en Europe (et open-source) : PrestaShop. Le but est d'optimiser le déploiement d'une boutique en ligne pour la proposer, le cas échéant, « clef en main » - y compris pour les professionnels n'ayant pas ou peu de compétences (ou de temps) en serveur web ou pour installer et activer PHP 5.1+ et MySQL 5.0+. [IMG]http://ftp-developpez...

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  • Update linux kernel image, How can I do it in safe? (how to revert)?

    - by Kit Ho
    based on this post , i am trying to update my kernel from 2.6.32 to 2.6.35 as my intel video card doesn't work. However, I am very afraid that my update would cause my computer crash and lost all the thing.(does not function , esp for video) I am using ubuntu 10.04, currently version is 2.6.32-40-generic. Does anyone try to update to 2.6.35-32??? If in case it make crash? how can i revert back to 2.6.32??? Thanks Kit

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  • SDL 2 passe à la version 2.0.1, la bibliothèque de création d'applications multimédias en deux dimensions améliore les performances d'OpenGL ES 2

    SDL 2 reçoit une mise à jour mineure et passe en version 2.0.1 Cette version n'apporte aucune fonctionnalités mais permet de stabilisé la bibliothèque et de la rendre plus performante. Voici la liste des correctifs :Général : ajout de fonctions pour récupérer les chemins commun du système de fichiers dans SDL_filesystem.h : SDL_GetBasePath(), SDL_GetPrefPath() ; ajout d'une fonction pour optimiser les mis à jour de textures YV12 et IYUV : SDL_UpdateYUVTexture() ; ajout d'une fonction...

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