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  • Efficient Way to Draw Grids in XNA

    - by sm81095
    So I am working on a game right now, using Monogame as my framework, and it has come time to render my world. My world is made up of a grid (think Terraria but top-down instead of from the side), and it has multiple layers of grids in a single world. Knowing how inefficient it is to call SpriteBatch.Draw() a lot of times, I tried to implement a system where the tile would only be drawn if it wasn't hidden by the layers above it. The problem is, I'm getting worse performance by checking if it's hidden than when I just let everything draw even if it's not visible. So my question is: how to I efficiently check if a tile is hidden to cut down on the draw() calls? Here is my draw code for a single layer, drawing floors, and then the tiles (which act like walls): public void Draw(GameTime gameTime) { int drawAmt = 0; int width = Tile.TILE_DIM; int startX = (int)_parent.XOffset; int startY = (int)_parent.YOffset; //Gets the starting tiles and the dimensions to draw tiles, so only onscreen tiles are drawn, allowing for the drawing of large worlds int tileDrawWidth = ((CIGame.Instance.Graphics.PreferredBackBufferWidth / width) + 4); int tileDrawHeight = ((CIGame.Instance.Graphics.PreferredBackBufferHeight / width) + 4); int tileStartX = (int)MathHelper.Clamp((-startX / width) - 2, 0, this.Width); int tileStartY = (int)MathHelper.Clamp((-startY / width) - 2, 0, this.Height); #region Draw Floors and Tiles CIGame.Instance.GraphicsDevice.SetRenderTarget(_worldTarget); CIGame.Instance.GraphicsDevice.Clear(Color.Black); CIGame.Instance.SpriteBatch.Begin(); //Draw floors for (int x = tileStartX; x < (int)MathHelper.Clamp(tileStartX + tileDrawWidth, 0, this.Width); x++) { for (int y = tileStartY; y < (int)MathHelper.Clamp(tileStartY + tileDrawHeight, 0, this.Height); y++) { //Check if this tile is hidden by layer above it bool visible = true; for (int i = this.LayerNumber; i <= _parent.ActiveLayer; i++) { if (this.LayerNumber != (_parent.Layers - 1) && (_parent.GetTileAt(x, y, i + 1).Opacity >= 1.0f || _parent.GetFloorAt(x, y, i + 1).Opacity >= 1.0f)) { visible = false; break; } } //Only draw if visible under the tile above it if (visible && this.GetTileAt(x, y).Opacity < 1.0f) { Texture2D tex = WorldTextureManager.GetFloorTexture((Floor)_floors[x, y]); Rectangle source = WorldTextureManager.GetSourceForIndex(((Floor)_floors[x, y]).GetTextureIndexFromSurroundings(x, y, this), tex); Rectangle draw = new Rectangle(startX + x * width, startY + y * width, width, width); CIGame.Instance.SpriteBatch.Draw(tex, draw, source, Color.White * ((Floor)_floors[x, y]).Opacity); drawAmt++; } } } //Draw tiles for (int x = tileStartX; x < (int)MathHelper.Clamp(tileStartX + tileDrawWidth, 0, this.Width); x++) { for (int y = tileStartY; y < (int)MathHelper.Clamp(tileStartY + tileDrawHeight, 0, this.Height); y++) { //Check if this tile is hidden by layers above it bool visible = true; for (int i = this.LayerNumber; i <= _parent.ActiveLayer; i++) { if (this.LayerNumber != (_parent.Layers - 1) && (_parent.GetTileAt(x, y, i + 1).Opacity >= 1.0f || _parent.GetFloorAt(x, y, i + 1).Opacity >= 1.0f)) { visible = false; break; } } if (visible) { Texture2D tex = WorldTextureManager.GetTileTexture((Tile)_tiles[x, y]); Rectangle source = WorldTextureManager.GetSourceForIndex(((Tile)_tiles[x, y]).GetTextureIndexFromSurroundings(x, y, this), tex); Rectangle draw = new Rectangle(startX + x * width, startY + y * width, width, width); CIGame.Instance.SpriteBatch.Draw(tex, draw, source, Color.White * ((Tile)_tiles[x, y]).Opacity); drawAmt++; } } } CIGame.Instance.SpriteBatch.End(); Console.WriteLine(drawAmt); CIGame.Instance.GraphicsDevice.SetRenderTarget(null); //TODO: Change to new rendertarget instead of null #endregion } So I was wondering if this is an efficient way, but I'm going about it wrongly, or if there is a different, more efficient way to check if the tiles are hidden. EDIT: For example of how much it affects performance: using a world with three layers, allowing everything to draw no matter what gives me 60FPS, but checking if its visible with all of the layers above it gives me only 20FPS, while checking only the layer immediately above it gives me a fluctuating FPS between 30 and 40FPS.

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  • What Counts for a DBA: Skill

    - by drsql
    “Practice makes perfect:” right? Well, not exactly. The reality of it all is that this saying is an untrustworthy aphorism. I discovered this in my “younger” days when I was a passionate tennis player, practicing and playing 20+ hours a week. No matter what my passion level was, without some serious coaching (and perhaps a change in dietary habits), my skill level was never going to rise to a level where I could make any money at the sport that involved something other than selling tennis balls at a sporting goods store. My game may have improved with all that practice but I had too many bad practices to overcome. Practice by itself merely reinforces what we know and what we can figure out naturally. The truth is actually closer to the expression used by Vince Lombardi: “Perfect practice makes perfect.” So how do you get to become skilled as a DBA if practice alone isn’t sufficient? Hit the Internet and start searching for SQL training and you can find 100 different sites. There are also hundreds of blogs, magazines, books, conferences both onsite and virtual. But then how do you know who is good? Unfortunately often the worst guide can be to find out the experience level of the writer. Some of the best DBAs are frighteningly young, and some got their start back when databases were stored on stacks of paper with little holes in it. As a programmer, is it really so hard to understand normalization? Set based theory? Query optimization? Indexing and performance tuning? The biggest barrier often is previous knowledge, particularly programming skills cultivated before you get started with SQL. In the world of technology, it is pretty rare that a fresh programmer will gravitate to database programming. Database programming is very unsexy work, because without a UI all you have are a bunch of text strings that you could never impress anyone with. Newbies spend most of their time building UIs or apps with procedural code in C# or VB scoring obvious interesting wins. Making matters worse is that SQL programming requires mastery of a much different toolset than most any mainstream programming skill. Instead of controlling everything yourself, most of the really difficult work is done by the internals of the engine (written by other non-relational programmers…we just can’t get away from them.) So is there a golden road to achieving a high skill level? Sadly, with tennis, I am pretty sure I’ll never discover it. However, with programming it seems to boil down to practice in applying the appropriate techniques for whatever type of programming you are doing. Can a C# programmer build a great database? As long as they don’t treat SQL like C#, absolutely. Same goes for a DBA writing C# code. None of this stuff is rocket science, as long as you learn to understand that different types of programming require different skill sets and you as a programmer must recognize the difference between one of the procedural languages and SQL and treat them differently. Skill comes from practicing doing things the right way and making “right” a habit.

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  • How to Point sprite's direction towards Mouse or an Object [duplicate]

    - by Irfan Dahir
    This question already has an answer here: Rotating To Face a Point 1 answer I need some help with rotating sprites towards the mouse. I'm currently using the library allegro 5.XX. The rotation of the sprite works but it's constantly inaccurate. It's always a few angles off from the mouse to the left. Can anyone please help me with this? Thank you. P.S I got help with the rotating function from here: http://www.gamefromscratch.com/post/2012/11/18/GameDev-math-recipes-Rotating-to-face-a-point.aspx Although it's by javascript, the maths function is the same. And also, by placing: if(angle < 0) { angle = 360 - (-angle); } doesn't fix it. The Code: #include <allegro5\allegro.h> #include <allegro5\allegro_image.h> #include "math.h" int main(void) { int width = 640; int height = 480; bool exit = false; int shipW = 0; int shipH = 0; ALLEGRO_DISPLAY *display = NULL; ALLEGRO_EVENT_QUEUE *event_queue = NULL; ALLEGRO_BITMAP *ship = NULL; if(!al_init()) return -1; display = al_create_display(width, height); if(!display) return -1; al_install_keyboard(); al_install_mouse(); al_init_image_addon(); al_set_new_bitmap_flags(ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR); //smoother rotate ship = al_load_bitmap("ship.bmp"); shipH = al_get_bitmap_height(ship); shipW = al_get_bitmap_width(ship); int shipx = width/2 - shipW/2; int shipy = height/2 - shipH/2; int mx = width/2; int my = height/2; al_set_mouse_xy(display, mx, my); event_queue = al_create_event_queue(); al_register_event_source(event_queue, al_get_mouse_event_source()); al_register_event_source(event_queue, al_get_keyboard_event_source()); //al_hide_mouse_cursor(display); float angle; while(!exit) { ALLEGRO_EVENT ev; al_wait_for_event(event_queue, &ev); if(ev.type == ALLEGRO_EVENT_KEY_UP) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_ESCAPE: exit = true; break; /*case ALLEGRO_KEY_LEFT: degree -= 10; break; case ALLEGRO_KEY_RIGHT: degree += 10; break;*/ case ALLEGRO_KEY_W: shipy -=10; break; case ALLEGRO_KEY_S: shipy +=10; break; case ALLEGRO_KEY_A: shipx -=10; break; case ALLEGRO_KEY_D: shipx += 10; break; } }else if(ev.type == ALLEGRO_EVENT_MOUSE_AXES) { mx = ev.mouse.x; my = ev.mouse.y; angle = atan2(my - shipy, mx - shipx); } // al_draw_bitmap(ship,shipx, shipy, 0); //al_draw_rotated_bitmap(ship, shipW/2, shipH/2, shipx, shipy, degree * 3.142/180,0); al_draw_rotated_bitmap(ship, shipW/2, shipH/2, shipx, shipy,angle, 0); //I directly placed the angle because the allegro library calculates radians, and if i multiplied it by 180/3. 142 the rotation would go hawire, not would, it actually did. al_flip_display(); al_clear_to_color(al_map_rgb(0,0,0)); } al_destroy_bitmap(ship); al_destroy_event_queue(event_queue); al_destroy_display(display); return 0; } EDIT: This was marked duplicate by a moderator. I'd like to say that this isn't the same as that. I'm a total beginner at game programming, I had a view at that other topic and I had difficulty understanding it. Please understand this, thank you. :/ Also, while I was making a print of what the angle is I got this... Here is a screenshot:http://img34.imageshack.us/img34/7396/fzuq.jpg Which is weird because aren't angles supposed to be 360 degrees only?

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  • Deep Cloning C++ class that inherits CCNode in Cocos2dx

    - by A Devanney
    I stuck with something in Cocos2dx ... I'm trying to deep clone one of my classes that inherits CCNode. Basically i have.... GameItem* pTemp = new GameItem(*_actualItem); // loops through all the blocks in gameitem and updates their position pTemp->moveDown(); // if in boundary or collision etc... if (_gameBoard->isValidMove(pTemp)) { _actualItem = pTemp; // display the position CCLog("pos (1) --- (X : %d,Y : %d)", _actualItem->getGridX(),_actualItem->getGridY()); } Then doesn't work, because the gameitem inherits CCNode and has the collection of another class that also inherits CCNode. its just creating a shallow copy and when you look at children of the gameitem node in the copy, just point to the original? class GameItem : public CCNode { // maps to the actual grid position of the shape CCPoint* _rawPosition; // tracks the current grid position int _gridX, _gridY; // tracks the change if the item has moved CCPoint _offset; public: //constructors GameItem& operator=(const GameItem& item); GameItem(Shape shape); ... } then in the implementation.... GameItem& GameItem::operator=(const GameItem& item) { _gridX = item.getGridX(); _gridY = item.getGridY(); _offset = item.getOffSet(); _rawPosition = item.getRawPosition(); // how do i copy the node? return *this; } // shape contains an array of position for the game character GameItem::GameItem(Shape shape) { _rawPosition = shape.getShapePositions(); //loop through all blocks in position for (int i = 0; i < 7; i++) { // get the position of the first block in the shape and add to the position of the first block int x = (int) (getRawPosition()[i].x + getGridX()); int y = (int) (getRawPosition()[i].y + getGridY()); //instantiate a block with the position and type Block* block = Block::blockWithFile(x,y,(i+1), shape); // add the block to the this node this->addChild(block); } } And for clarity here is the block class class Block : public CCNode{ private: // using composition over inheritance CCSprite* _sprite; // tracks the current grid position int _gridX, _gridY; // used to store actual image number int _blockNo; public: Block(void); Block(int gridX, int gridY, int blockNo); Block& operator=(const Block& block); // static constructor for the creation of a block static Block* blockWithFile(int gridX, int gridY,int blockNo, Shape shape); ... } The blocks implementation..... Block& Block::operator=(const Block& block) { _sprite = new CCSprite(*block._sprite); _gridX = block._gridX; _gridY = block._gridY; _blockNo = block._blockNo; //again how to clone CCNode? return *this; } Block* Block::blockWithFile(int gridX, int gridY,int blockNo, Shape shape) { Block* block = new Block(); if (block && block->initBlockWithFile(gridX, gridY,blockNo, shape)) { block->autorelease(); return block; } CC_SAFE_DELETE(block); return NULL; } bool Block::initBlockWithFile(int gridX, int gridY,int blockNo, Shape shape) { setGridX(gridX); setGridY(gridY); setBlockNo(blockNo); const char* characterImg = helperFunctions::Format(shape.getFileName(),blockNo); // add to the spritesheet CCTexture2D* gameArtTexture = CCTextureCache::sharedTextureCache()->addImage("Character.pvr.ccz"); CCSpriteBatchNode::createWithTexture(gameArtTexture); // block settings _sprite = CCSprite::createWithSpriteFrameName(characterImg); // set the position of the block and add it to the layer this->setPosition(CONVERTGRIDTOACTUALPOS_X_Y(gridX,gridY)); this->addChild(_sprite); return true; } Any ideas are welcome at this point!! thanks

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  • Multitenancy in SQL Azure

    - by cibrax
    If you are building a SaaS application in Windows Azure that relies on SQL Azure, it’s probably that you will need to support multiple tenants at database level. This is short overview of the different approaches you can use for support that scenario, A different database per tenant A new database is created and assigned when a tenant is provisioned. Pros Complete isolation between tenants. All the data for a tenant lives in a database only he can access. Cons It’s not cost effective. SQL Azure databases are not cheap, and the minimum size for a database is 1GB.  You might be paying for storage that you don’t really use. A different connection pool is required per database. Updates must be replicated across all the databases You need multiple backup strategies across all the databases Multiple schemas in a database shared by all the tenants A single database is shared among all the tenants, but every tenant is assigned to a different schema and database user. Pros You only pay for a single database. Data is isolated at database level. If the credentials for one tenant is compromised, the rest of the data for the other tenants is not. Cons You need to replicate all the database objects in every schema, so the number of objects can increase indefinitely. Updates must be replicated across all the schemas. The connection pool for the database must maintain a different connection per tenant (or set of credentials) A different user is required per tenant, which is stored at server level. You have to backup that user independently. Centralizing the database access with store procedures in a database shared by all the tenants A single database is shared among all the tenants, but nobody can read the data directly from the tables. All the data operations are performed through store procedures that centralize the access to the tenant data. The store procedures contain some logic to map the database user to an specific tenant. Pros You only pay for a single database. You only have a set of objects to maintain and backup. Cons There is no real isolation. All the data for the different tenants is shared in the same tables. You can not use traditional ORM like EF code first for consuming the data. A different user is required per tenant, which is stored at server level. You have to backup that user independently. SQL Federations A single database is shared among all the tenants, but a different federation is used per tenant. A federation in few words, it’s a mechanism for horizontal scaling in SQL Azure, which basically uses the idea of logical partitions to distribute data based on certain criteria. Pros You only have a single database with multiple federations. You can use filtering in the connections to pick the right federation, so any ORM could be used to consume the data. Cons There is no real isolation at that database level. The isolation is enforced programmatically with federations.

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  • C# XNA 4.0 multitextured cube

    - by chron
    So I am following this tutorial on how to draw a cube in XNA and I ran into a problem. Ok so my shader can only have texture right? I need to have a texture on the front and back of my cube. So I thought I could just have both textures stored in one texture. Problem is I do not know how to map out my UV coords to do so. (I tried dividing by 2 and such with no luck...). I am really new to this (not programming, just game development and some concepts), but how could I get UV coordinates for both halfs of the texture. private void ConstructCube(Vector3 Position,Vector3 Size) { _vertices = new VertexPositionNormalTexture[50]; // Calculate the position of the vertices on the top face. Vector3 topLeftFront = Position + new Vector3(-1.0f, 1.0f, -1.0f) * Size; Vector3 topLeftBack = Position + new Vector3(-1.0f, 1.0f, 1.0f) * Size; Vector3 topRightFront = Position + new Vector3(1.0f, 1.0f, -1.0f) * Size; Vector3 topRightBack = Position + new Vector3(1.0f, 1.0f, 1.0f) * Size; // Calculate the position of the vertices on the bottom face. Vector3 btmLeftFront = Position + new Vector3(-1.0f, -1.0f, -1.0f) * Size; Vector3 btmLeftBack = Position + new Vector3(-1.0f, -1.0f, 1.0f) * Size; Vector3 btmRightFront = Position + new Vector3(1.0f, -1.0f, -1.0f) * Size; Vector3 btmRightBack = Position + new Vector3(1.0f, -1.0f, 1.0f) * Size; // Normal vectors for each face (needed for lighting / display) Vector3 normalFront = new Vector3(0.0f, 0.0f, 1.0f) * Size; Vector3 normalBack = new Vector3(0.0f, 0.0f, -1.0f) * Size; Vector3 normalTop = new Vector3(0.0f, 1.0f, 0.0f) * Size; Vector3 normalBottom = new Vector3(0.0f, -1.0f, 0.0f) * Size; Vector3 normalLeft = new Vector3(-1.0f, 0.0f, 0.0f) * Size; Vector3 normalRight = new Vector3(1.0f, 0.0f, 0.0f) * Size; // UV texture coordinates Vector2 textureTopLeft = new Vector2(1.0f * Size.X, 0.0f * Size.Y); Vector2 textureTopRight = new Vector2(0.0f * Size.X, 0.0f * Size.Y); Vector2 textureBottomLeft = new Vector2(1.0f * Size.X, 1.0f * Size.Y); Vector2 textureBottomRight = new Vector2(0.0f * Size.X, 1.0f * Size.Y); // Add the vertices for the FRONT face. _vertices[0] = new VertexPositionNormalTexture(topLeftFront, normalFront, textureTopLeft); _vertices[1] = new VertexPositionNormalTexture(btmLeftFront, normalFront, textureBottomLeft); _vertices[2] = new VertexPositionNormalTexture(topRightFront, normalFront, textureTopRight); _vertices[3] = new VertexPositionNormalTexture(btmLeftFront, normalFront, textureBottomLeft); _vertices[4] = new VertexPositionNormalTexture(btmRightFront, normalFront, textureBottomRight); _vertices[5] = new VertexPositionNormalTexture(topRightFront, normalFront, textureTopRight); // Add the vertices for the BACK face. _vertices[6] = new VertexPositionNormalTexture(topLeftBack, normalBack, textureTopRight); _vertices[7] = new VertexPositionNormalTexture(topRightBack, normalBack, textureTopLeft); _vertices[8] = new VertexPositionNormalTexture(btmLeftBack, normalBack, textureBottomRight); _vertices[9] = new VertexPositionNormalTexture(btmLeftBack, normalBack, textureBottomRight); _vertices[10] = new VertexPositionNormalTexture(topRightBack, normalBack, textureTopLeft); _vertices[11] = new VertexPositionNormalTexture(btmRightBack, normalBack, textureBottomLeft); // Add the vertices for the TOP face. _vertices[12] = new VertexPositionNormalTexture(topLeftFront, normalTop, textureBottomLeft); _vertices[13] = new VertexPositionNormalTexture(topRightBack, normalTop, textureTopRight); _vertices[14] = new VertexPositionNormalTexture(topLeftBack, normalTop, textureTopLeft); _vertices[15] = new VertexPositionNormalTexture(topLeftFront, normalTop, textureBottomLeft); _vertices[16] = new VertexPositionNormalTexture(topRightFront, normalTop, textureBottomRight); _vertices[17] = new VertexPositionNormalTexture(topRightBack, normalTop, textureTopRight); // Add the vertices for the BOTTOM face. _vertices[18] = new VertexPositionNormalTexture(btmLeftFront, normalBottom, textureTopLeft); _vertices[19] = new VertexPositionNormalTexture(btmLeftBack, normalBottom, textureBottomLeft); _vertices[20] = new VertexPositionNormalTexture(btmRightBack, normalBottom, textureBottomRight); _vertices[21] = new VertexPositionNormalTexture(btmLeftFront, normalBottom, textureTopLeft); _vertices[22] = new VertexPositionNormalTexture(btmRightBack, normalBottom, textureBottomRight); _vertices[23] = new VertexPositionNormalTexture(btmRightFront, normalBottom, textureTopRight); // Add the vertices for the LEFT face. _vertices[24] = new VertexPositionNormalTexture(topLeftFront, normalLeft, textureTopRight); _vertices[25] = new VertexPositionNormalTexture(btmLeftBack, normalLeft, textureBottomLeft ); _vertices[26] = new VertexPositionNormalTexture(btmLeftFront, normalLeft, textureBottomRight ); _vertices[27] = new VertexPositionNormalTexture(topLeftBack, normalLeft, textureTopLeft); _vertices[28] = new VertexPositionNormalTexture(btmLeftBack, normalLeft, textureBottomLeft ); _vertices[29] = new VertexPositionNormalTexture(topLeftFront, normalLeft, textureTopRight ); // Add the vertices for the RIGHT face. _vertices[30] = new VertexPositionNormalTexture(topRightFront, normalRight, textureTopLeft); _vertices[31] = new VertexPositionNormalTexture(btmRightFront, normalRight, textureBottomLeft); _vertices[32] = new VertexPositionNormalTexture(btmRightBack, normalRight, textureBottomRight); _vertices[33] = new VertexPositionNormalTexture(topRightBack, normalRight, textureTopRight); _vertices[34] = new VertexPositionNormalTexture(topRightFront, normalRight, textureTopLeft); _vertices[35] = new VertexPositionNormalTexture(btmRightBack, normalRight, textureBottomRight); done = true; }

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  • C# Dictionary as a ListBox.DataSource

    - by Steve H.
    I am trying to bind a dictionary as a DataSource to a ListBox. The solution in How to bind a dicationary to a ListBox in winforms will not work for me because my dictionary is a class-level variable and not a method-level variable, so I can not use var. When you put a class-level variable into new BindingSource(...) with null as the second argument I get an ArgumentNull exception. How do I bind a class-level dictionary as a data source for a list box? I don't like the List< KeyValuePair< string, string work-around becuase Where(...) and First(...) are ugly, complicated, and confusing compared to TryGetValue(...) and other Dictionary functionality.

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  • How to add dynamic profile fields in Invision Power Board?

    - by user361908
    I run a game server and want to link the persons in game character name and stats to Invision Power Board. I've setup IPB so players currently login with their in game login. That means their username on the forum is the same as their username for the game. They can have multiple characters on 1 account so ideally I'd like to allow them to choose a main character and display an actual image of that character and allow them to display other characters if they are online. Currently I'm doing something like this by hacking profileFields.php but it's messy and not very efficient on the user or server end. My code currently uses 2 custom fields which the player can enter their character names in. To display only their main character they enter the name in the first field. To also display other characters if they are online they enter the same name into the second field. To resolve the IDs I have to run a lot of queries. I know PHP but I am not familiar with IPBs code at all. I just need pointed in a direction where I can combine the 2 fields into 1 field. tl;dr: Here is my setup: Invision Power Board 3 Data is stored in MySQL on the same server the forum is hosted on. Usernames on the forum are identical to usernames in the game Here is a breakdown of what I'd like to do: In the edit profile section I need to resolve the forum username to the games account id then: Display a list of characters and allow them to choose which characters they want to display if they are online as well as a default character that will be displayed if none are online. In the posts user info pane: Display the online character or the default if none are online. Here is what I need to know: How to generate a list of characters in the profile edit form and allow selection (checkbox) of each character to display as well as the selection of a default character (radio or dropdown?) How to fetch the data and place it in the posts user info pane

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  • Does Google Maps API v3 allow larger zoom values ?

    - by Dr1Ku
    If you use the satellite GMapType using this Google-provided example in v3 of the API, the maximum zoom level has a scale of 2m / 10ft , whereas using the v2 version of another Google-provided example (had to use another one since the control-simple doesn't have the scale control) yields the maximum scale of 20m / 50ft. Is this a new "feature" of v3 ? I have to mention that I've tested the examples in the same GLatLng regions - so my guess is that tile detail level doesn't influence it, am I mistaken ? As mentioned in another question, v3 is to be considered of very Labs-y/beta quality, so use in production should be discouraged for the time being. I've been drawn to the subject since I have to "increase the zoom level of a GMap", the answers here seem to suggest using GTileLayer, and I'm considering GMapCreator, although this will involve some effort. What I'm trying to achieve is to have a larger zoom level, a scale of 2m / 10ft would be perfect, I have a map where the tiles aren't that hi-res and quite a few markers. Seeing that the area doesn't have hi-res tiles, the distance between the markers is really tiny, creating some problematic overlapping. Or better yet, how can you create a custom Map which allows higher zoom levels, as by the Google Campus, where the 2m / 10ft scale is achieved, and not use your own tileserver ? I've seen an example on a fellow Stackoverflower's GMaps sandbox , where the tiles are manually created based on the zoom level. I don't think I'm making any more sense, so I'm just going to end this big question here, I've been wondering around trying to find a solution for hours now. Hope that someone comes to my aid though ! Thank you in advance !

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  • Stopping background services during an android activity

    - by fanar
    I am developing an android game right now, and it requires very precise timing and synchronization. That said, it is essential that there is no lag during the game. However I sometimes get lag spikes in the game, and I know its not the GC because I have run the ddms tool, and eliminated all the GC calls. However, I do see alot of background services popping up in my ddms logcat. Is there anyway to pause all services when my game is running? I would appreciate any other solutions. Thanks

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  • Joystick input in Java

    - by typoknig
    Hi all, I am making a 2D game in Java and I want to use a joystick to control the movement of some crosshairs. Right now I have it so the mouse can control those crosshairs. My only criteria for this is that the control for the crosshair must stay in the game window unless a user clicks off into another window. Basically I want my game to capture whatever device is controlling the crosshairs much like a virtual machine captures a mouse. The joystick I am using (Thrustmaster Hotas Cougar) comes with some pretty advanced features, so that may make this easier (or harder). I have tried the solution listed on this page, but I am using a 64bit computer and for some reason it does not like that. I have also tried to use the key emulation feature of my joystick, but with little success. Here is what I have so far, any pointer would be appreciated. Main Class: import java.awt.Color; import java.awt.Cursor; import java.awt.event.MouseEvent; import java.awt.event.MouseMotionListener; import java.awt.Graphics; import java.awt.Image; import java.awt.image.BufferStrategy; import java.awt.image.MemoryImageSource; import java.awt.Point; import java.awt.Toolkit; import javax.swing.JFrame; public class Game extends JFrame implements MouseMotionListener{ private int windowWidth = 1280; private int windowHeight = 1024; private Crosshair crosshair; public static void main(String[] args) { new Game(); } public Game() { this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); this.setSize(windowWidth, windowHeight); this.setResizable(false); this.setLocation(0,0); this.setVisible(true); this.createBufferStrategy(2); addMouseMotionListener(this); initGame(); while(true) { long start = System.currentTimeMillis(); gameLoop(); while(System.currentTimeMillis()-start < 5) { //empty while loop } } } private void initGame() { hideCursor(); crosshair = new Crosshair (windowWidth/2, windowHeight/2); } private void gameLoop() { //game logic drawFrame(); } private void drawFrame() { BufferStrategy bf = this.getBufferStrategy(); Graphics g = (Graphics)bf.getDrawGraphics(); try { g = bf.getDrawGraphics(); Color darkBlue = new Color(0x010040); g.setColor(darkBlue); g.fillRect(0, 0, windowWidth, windowHeight); drawCrossHair(g); } finally { g.dispose(); } bf.show(); Toolkit.getDefaultToolkit().sync(); } private void drawCrossHair(Graphics g){ Color yellow = new Color (0xEDFF62); g.setColor(yellow); g.drawOval(crosshair.x, crosshair.y, 40, 40); g.fillArc(crosshair.x + 10, crosshair.y + 21 , 20, 20, -45, -90); g.fillArc(crosshair.x - 1, crosshair.y + 10, 20, 20, -135, -90); g.fillArc(crosshair.x + 10, crosshair.y - 1, 20, 20, -225, -90); g.fillArc(crosshair.x + 21, crosshair.y + 10, 20, 20, -315, -90); } @Override public void mouseDragged(MouseEvent e) { //empty method } @Override public void mouseMoved(MouseEvent e) { crosshair.x = e.getX(); crosshair.y = e.getY(); } private void hideCursor() { int[] pixels = new int[16 * 16]; Image image = Toolkit.getDefaultToolkit().createImage(new MemoryImageSource(16, 16, pixels, 0, 16)); Cursor transparentCursor = Toolkit.getDefaultToolkit().createCustomCursor(image, new Point(0, 0), "invisiblecursor"); getContentPane().setCursor(transparentCursor); } } Another Class: public class Crosshair{ public int x; public int y; public Crosshair(int x, int y) { this.x = x; this.y = y; } }

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  • WPF, TreeView bug, can't select root item after item removed from treeview

    - by user275587
    I have a very weird bug in a three level deep TreeView. It is intermittent and I can't find how to reproduce it consistently. After programmatically removing, adding then removing some third level items, when I click on the root item it isn't selected. It can still expand/collapse but can't be selected with a mouse click and it doesn't fire ItemSelectionChange event. You can click to select a second level or third level items and after that you're finally able to select the root item. I've tried to set IsSelected = false for all items after removing and tried to do a nice clean-up when removing items but it doesn't help. Did anybody run into that bug? Do you have any suggestions to remove this bug?

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  • NSXMLParser: how do I wait until loading has finished?

    - by Archagon
    Let's say I'm using NSXMLParser to load a level (stored as an XML document, obviously) into my iPhone game. NSXMLParser works by assigning a delegate and sending it messages at key moments. How do I ensure that my entire level is loaded before doing anything else? I know I can make my main class the delegate and implement parserDidEndDocument, but this feels very hacky. My main class shouldn't have to know anything about the way the parsing is done! On the other hand, if I make a separate class/delegate for parsing my level, my main class has no way of knowing when the parsing is finished, unless it queries the parsing class continuously or the parsing class sends it a message. Either way, the main class would be tied to the implementation of the parsing class. Can I hide all this event-driven business from the main class and simply make the parser return the level object when it's done? (i.e., newLevel = [[GameLevel alloc] initFromXML:xmlfile], which would in turn use NSXMLParser to load the level and then somehow return when finished.) At the moment, I'm using an external DOM parser, but I'm curious how this would be done with NSXMLParser. Sorry if this is a stupid question -- I'm a bit new to this!

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  • Updating records with their subordinates via CTE or subquery

    - by Mike Jolley
    Let's say I have a table with the following columns: Employees Table employeeID int employeeName varchar(50) managerID int totalOrganization int managerID is referential to employeeID. totalOrganization is currently 0 for all records. I'd like to update totalOrganization on each row to the total number of employees under them. So with the following records: employeeID employeeName managerID totalOrganization 1 John Cruz NULL 0 2 Mark Russell 1 0 3 Alice Johnson 1 0 4 Juan Valdez 3 0 The query should update the totalOrganizations to: employeeID employeeName managerID totalOrganization 1 John Cruz NULL 3 2 Mark Russell 1 0 3 Alice Johnson 1 1 4 Juan Valdez 3 0 I know I can get somewhat of an org. chart using the following CTE: WITH OrgChart (employeeID, employeeName,managerID,level) AS ( SELECT employeeID,employeeName,0 as managerID,0 AS Level FROM Employees WHERE managerID IS NULL UNION ALL SELECT Employees.employeeID,Employees.employeeName,Employees.managerID,Level + 1 FROM Employees INNER JOIN OrgChart ON Employees.managerID = OrgChart.employeeID ) SELECT employeeID,employeeName,managerID, level FROM OrgChart; Is there any way to update the Employees table using a stored procedure rather than building some routine outside of SQL to parse through the data?

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  • How to preselect nodes using jsTree jQuery plug-in

    - by Ed Schembor
    I am using the jsTree jQuery plug-in with its "Checkbox" plug-in and using an async http request to lazy-load each level of the tree. All works great, except that I cannot get the tree to pre-select certain nodes after the first level. I am using the "selected" attribute to provide an array of ID's to preselect. ID's in the top level of the tree are correctly pre-selected. However, ID's in lower levels of the tree are not selected when the level loads. Am I missing something? Here is the constructor code: $(sDivID).tree( { data : { async : true, opts : {url : sURL} }, plugins:{ "checkbox" : {three_state : false} }, selected : myArrayOfIDs, ui:{ theme_name : "checkbox", dots : false, animation : 400 }, callback : { beforedata : function(NODE, TREE_OBJ) { return { id : $(NODE).attr("id") || 0, rand : Math.random().toString() } } } } )

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  • Loops inside loops

    - by cozzy
    Hi, I'd like to find easier way to write loops inside loops. Here is example code of 3 levels of 'for' loops: int level = 0; int value = 0; bool next = false; for (int i0 = 0; i0 < 6; i0++) { level = 0; value = i0; method(); if (next) for (int i1 = 0; i1 < 6; i1++) { level = 1; value = i1; method(); if (next) for (int i2 = 0; i2 < 6; i2++) { level = 2; value = i2; method(); if (next) { //Do somethnig } } } } private void method() { //use int 'level' and 'value' //determine bool 'next' } I wonder if it's possible to write the same thing different way. To set number of levels(number of loops) and loop repeats. In this case levels = 3; repeats = 6;. I need it because I am using more than 20 loops inside themselves and than the code is not comprehensible. I hope my explanation was ok and thanks for help.

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  • SQLCMD Restore works in Management Studio but not from DOS prompt

    - by Gautam
    Any idea why my Restore command works fine when run in Management Studio 2008 but not when run from the dos prompt? Shown below is the error when running from the dos prompt. C:\>SQLCMD -s local\SQL2008 -d master -Q "RESTORE DATABASE [Sample.Db] FROM DISK = N'C:\Sample.Db.bak' WITH FILE = 1, MOVE N'Sample.Db' TO N'C:\Program Files\Microsoft SQL Server\MSSQL10.SQL2008\MSSQL\DATA\Sample.Db.mdf', MOVE N'Sample.Db_log' TO N'C:\Program Files\Microsoft SQL Server\MSSQL10.SQL2008\MSSQL\DATA\Sample.Db_log.ldf', NOUNLOAD, REPLACE, STATS = 10" Msg 3634, Level 16, State 1, Server GAUTAM, Line 1 The operating system returned the error '32(The process cannot access the file because it is being used by another process.)' while attempting 'RestoreContainer::ValidateTargetForCreation' on 'C:\Program Files\Microsoft SQL Server\MSSQL10.SQL2008\MSSQL\DATA\Sample.Db.mdf'. Msg 3156, Level 16, State 8, Server GAUTAM, Line 1 File 'Sample.Db' cannot be restored to 'C:\Program Files\Microsoft SQL Server\MSSQL10.SQL2008\MSSQL\DATA\Sample.Db.mdf'. Use WITH MOVE to identify a valid location for the file. Msg 3634, Level 16, State 1, Server GAUTAM, Line 1 The operating system returned the error '32(The process cannot access the file because it is being used by another process.)' while attempting 'RestoreContainer::ValidateTargetForCreation' on 'C:\Program Files\Microsoft SQL Server\MSSQL10.SQL2008\MSSQL\DATA\Sample.Db_log.ldf'. Msg 3156, Level 16, State 8, Server GAUTAM, Line 1 File 'Sample.Db_log' cannot be restored to 'C:\Program Files\Microsoft SQL Server\MSSQL10.SQL2008\MSSQL\DATA\Sample.Db_log.ldf'. Use WITH MOVE to identify a valid location for the file. Msg 3119, Level 16, State 1, Server GAUTAM, Line 1 Problems were identified while planning for the RESTORE statement. Previous messages provide details. Msg 3013, Level 16, State 1, Server GAUTAM, Line 1 RESTORE DATABASE is terminating abnormally. However if I execute this directly in Management Studio 2008, it works fine: RESTORE DATABASE [Sample.Db] FROM DISK = N'C:\Sample.Db.bak' WITH FILE = 1, MOVE N'Sample.Db' TO N'C:\Program Files\Microsoft SQL Server\MSSQL10.SQL2008\MSSQL\DATA\Sample.Db.mdf', MOVE N'Sample.Db_log' TO N'C:\Program Files\Microsoft SQL Server\MSSQL10.SQL2008\MSSQL\DATA\Sample.Db_log.ldf', NOUNLOAD, REPLACE, STATS = 10 There is no lock or security issues, the data base doesn't exist on the server. I can't figure it out. Any ideas?

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  • What is the practical difference between transport and message reliability in WCF?

    - by mrlane
    I am looking at differences between using WPF in .NET or using Silverlight 4 for the GUI front end of an app that connects to WCF services. I have read that net.tcp binding in Silverlight 4 only supports transport level reliability. With a WPF desktop app we can use message level reliability. What is the actual difference? If transport level reliability ensures that all TCP packets get through, doesnt that also mean that all WCF SOAP messages will also get through?

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  • How can I convert this PHP script to Ruby? (build tree from tabbed string)

    - by Jon Sunrays
    I found this script below online, and I'm wondering how I can do the same thing with a Ruby on Rails setup. So, first off, I ran this command: rails g model Node node_id:integer title:string Given this set up, how can I make a tree from a tabbed string like the following? <?php // Make sure to have "Academia" be root node with nodeID of 1 $data = " Social sciences Anthropology Biological anthropology Forensic anthropology Gene-culture coevolution Human behavioral ecology Human evolution Medical anthropology Paleoanthropology Population genetics Primatology Anthropological linguistics Synchronic linguistics (or Descriptive linguistics) Diachronic linguistics (or Historical linguistics) Ethnolinguistics Sociolinguistics Cultural anthropology Anthropology of religion Economic anthropology Ethnography Ethnohistory Ethnology Ethnomusicology Folklore Mythology Political anthropology Psychological anthropology Archaeology ...(goes on for a long time) "; //echo "Checkpoint 2\n"; $lines = preg_split("/\n/", $data); $parentids = array(0 => null); $db = new PDO("host", 'username', 'pass'); $sql = 'INSERT INTO `TreeNode` SET ParentID = ?, Title = ?'; $stmt = $db->prepare($sql); foreach ($lines as $line) { if (!preg_match('/^([\s]*)(.*)$/', $line, $m)) { continue; } $spaces = strlen($m[1]); //$level = intval($spaces / 4); //assumes four spaces per indent $level = strlen($m[1]); // if data is tab indented $title = $m[2]; $parentid = ($level > 0 ? $parentids[$level - 1] : 1); //All "roots" are children of "Academia" which has an ID of "1"; $rv = $stmt->execute(array($parentid, $title)); $parentids[$level] = $db->lastInsertId(); echo "inserted $parentid - " . $parentid . " title: " . $title . "\n"; } ?>

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  • Set zoom for Webview

    - by Farha Ansari
    I have a WebView and 2 urls to open it it. What I want to do is, when i set a zoom level for 1st url, and then i go to 2nd url, it should also have the same zoom level. Right now, the zoom level resets for both. Thanks, Farha

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  • collect2: ld returned 1 exit status error in Xcode

    - by user573949
    Hello, Im getting the error Command /Developer/usr/bin/gcc-4.2 failed with exit code 1 and when the full log is opened, the error is more accurately listed as: collect2: ld returned 1 exit status from this simple Cocoa script: #import "Controller.h" @implementation Controller int skillcheck (int level, int modifer, int difficulty) { if (level + modifer >= difficulty) { return 1; } if (level + modifer <= difficulty) { return 0; } } int main () { skillcheck(10, 2, 10); } @end the .h file is this: // // Controller.h // // Created by Duo Oratar on 15/01/2011. // Copyright 2011 __MyCompanyName__. All rights reserved. // #import <Cocoa/Cocoa.h> @interface Controller : NSObject { int skillcheck; int contestcheck; } @end and no line was specified that the error came from, does anyone know what the source of this error is, and more importantly, how to fix it? EDIT: I removed the class so now I have this: // // Controller.m // // Created by Duo Oratar on 15/01/2011. // Copyright 2011 __MyCompanyName__. All rights reserved. // #import "Controller.h" int skillcheck (int level, int modifer, int difficulty) { if (level + modifer >= difficulty) { return 1; } if (level + modifer <= difficulty) { return 0; } } int main () { skillcheck(10, 2, 10); } and for the .h file: // // Controller.h // // Created by Duo Oratar on 15/01/2011. // Copyright 2011 __MyCompanyName__. All rights reserved. // #import <Cocoa/Cocoa.h> and the log says: (thanks to the guy who said how to open it) Ld build/Debug/Calculator.app/Contents/MacOS/Calculator normal x86_64 cd /Users/kids/Desktop/Calculator setenv MACOSX_DEPLOYMENT_TARGET 10.6 /Developer/usr/bin/gcc-4.2 -arch x86_64 -isysroot /Developer/SDKs/MacOSX10.6.sdk -L/Users/kids/Desktop/Calculator/build/Debug -F/Users/kids/Desktop/Calculator/build/Debug -filelist /Users/kids/Desktop/Calculator/build/Calculator.build/Debug/Calculator.build/Objects-normal/x86_64/Calculator.LinkFileList -mmacosx-version-min=10.6 -framework Cocoa -o /Users/kids/Desktop/Calculator/build/Debug/Calculator.app/Contents/MacOS/Calculator ld: duplicate symbol _main in /Users/kids/Desktop/Calculator/build/Calculator.build/Debug/Calculator.build/Objects-normal/x86_64/Controller.o and /Users/kids/Desktop/Calculator/build/Calculator.build/Debug/Calculator.build/Objects-normal/x86_64/main.o collect2: ld returned 1 exit status Command /Developer/usr/bin/gcc-4.2 failed with exit code 1 ld: duplicate symbol _main in /Users/kids/Desktop/Calculator/build/Calculator.build/Debug/Calculator.build/Objects-normal/x86_64/Controller.o and /Users/kids/Desktop/Calculator/build/Calculator.build/Debug/Calculator.build/Objects-normal/x86_64/main.o Command /Developer/usr/bin/gcc-4.2 failed with exit code 1

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  • How can I sandbox Python in pure Python?

    - by Blixt
    I'm developing a web game in pure Python, and want some simple scripting available to allow for more dynamic game content. Game content can be added live by privileged users. It would be nice if the scripting language could be Python. However, it can't run with access to the environment the game runs on since a malicious user could wreak havoc which would be bad. Is it possible to run sandboxed Python in pure Python? If not, are there any open source script interpreters written in pure Python that I could use? The requirements are support for variables, basic conditionals and function calls (not definitions).

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  • RTS AI: where to start?

    - by awegawef
    I'd like to begin tinkering around with an RTS AI, but I'm having trouble finding a good environment to work with, ie a game that has been already created. I have looked at Spring RTS and Bos Wars, but they don't seem to be conducive to creating simple examples. I am not totally opposed to writing my own game environment, it would just take a long time. Does anyone have a suggestion as to how I can get my feet wet without programming my own game?

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  • zend_form ViewScript decorator / passing arguments

    - by timpone
    I have a form that is extend from Zend_Form. I am placing the form into a ViewScript decorator like this: $this->setDecorators(array(array('ViewScript', array('viewScript' => 'game/forms/game-management.phtml')))); I'd like to pass in a variable to this ViewScript but am not sure how this could be done. Since the partial renders out as a Zend_View (allowing $this-app_store_icon for rendering), it seems like there should be a way to pass variables to be rendered. I tried the following but to no avail. $this->setDecorators(array(array('ViewScript', array('viewScript' => 'game/forms/game-management.phtml'),array('app_store_picon'=>$current_app_store_picon)))); Any help on how to get this done would be appreciated. thanks

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