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  • Reading out all actions in a Grails-Controller

    - by kenan
    Hi, i need to read out all available actions from any controller in my web-app. The reason for this is an authorization system where i need to give users a list of allowed actions. E.g.: User xyz has the authorization for executing the actions show, list, search. User admin has the authorization for executing the actions edit, delete etc. I need to read out all actions from a controller. Does anyone has an idea? Thx for any help! kenan

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  • ASP.NET MVC pass information from controller to view WITHOUT ViewData, ViewModel, or Session

    - by josh
    I have a unique scenario where I want a base controller to grab some data and store it in a list. The list should be accessible from my views just as ViewData is. I will be using this list on every page and would like a cleaner solution than just shoving it in the ViewDataDictionary. After attempting to come up with a solution, I thought I would create a custom ViewPage with a property to hold my list. My custom ViewPage would inherit from System.Web.MVC.ViewPage. However, I do not know where MVC passes the viewdata from the controller off to the view. More importantly, how do I get it to pass my list down to the view? Thanks for the help.

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  • Returning Json object from controller action to jQuery

    - by PsychoCoder
    I'm attempting to get this working properly (2 days now). I'm working on a log in where I'm calling the controller action from jQuery, passing it a JSON object (utilizing json2.js) and returning a Json object from the controller. I'm able to call the action fine, but instead of being able to put the response where I want it it just opens a new window with this printed on the screen: {"Message":"Invalid username/password combination"} And the URL looks like http://localhost:13719/Account/LogOn so instead of calling the action and not reloading the page it's taking the user to the controller, which isn't good. So now for some code, first the controller code [HttpPost] public ActionResult LogOn(LogOnModel model, string returnUrl = "") { if (ModelState.IsValid) { var login = ObjectFactory.GetInstance<IRepository<PhotographerLogin>>(); var user = login.FindOne(x => x.Login == model.Username && x.Pwd == model.Password); if (user == null) return Json(new FailedLoginViewModel { Message = "Invalid username/password combination" }); else { if (!string.IsNullOrEmpty(returnUrl)) return Redirect(returnUrl); else return RedirectToAction("Index", "Home"); } } return RedirectToAction("Index", "Home"); } And the jQuery code $("#signin_submit").click(function () { var login = getLogin(); $.ajax({ type: "POST", url: "../Account/LogOn", data: JSON.stringify(login), dataType: 'json', contentType: 'application/json; charset=utf-8', error: function (xhr) { $("#message").text(xhr.statusText); }, success: function (result) { } }); }); function getLogin() { var un = $("#username").val(); var pwd = $("#password").val(); var rememberMe = $("#rememberme").val(); return (un == "") ? null : { Username: un, Password: pwd, RememberMe: rememberMe }; } In case you need to see the actual login form here that is as well <fieldset id="signin_menu"> <div> <span id="message"></span> </div> <% Html.EnableClientValidation(); %> <% using (Html.BeginForm("LogOn", "Account", FormMethod.Post, new { @id = "signin" })) {%> <% ViewContext.FormContext.ValidationSummaryId = "valLogOnContainer"; %> <%= Html.LabelFor(m => m.Username) %> <%= Html.TextBoxFor(m => m.Username, new { @class = "inputbox", @tabindex = "4", @id = "username" })%><%= Html.ValidationMessageFor(m => m.Username, "*")%> <p> <%= Html.LabelFor(m=>m.Password) %> <%= Html.PasswordFor(m => m.Password, new { @class = "inputbox", @tabindex = "5", @id = "password" })%><%= Html.ValidationMessageFor(m => m.Password, "*")%> </p> <p class="remember"> <input id="signin_submit" value="Sign in" tabindex="6" type="submit"/> <%= Html.CheckBoxFor(m => m.RememberMe, new { @class = "inputbox", @tabindex = "7", @id = "rememberme" })%> <%= Html.LabelFor(m => m.RememberMe) %> <p class="forgot"> <a href="#" id="forgot_password_link" title="Click here to reset your password.">Forgot your password?</a> </p> <p class="forgot-username"> <a href="#" id="forgot_username_link" title="Fogot your login name? We can help with that">Forgot your username?</a> </p> </p> <%= Html.ValidationSummaryJQuery("Please fix the following errors.", new Dictionary<string, object> { { "id", "valLogOnContainer" } })%> <% } %> </fieldset> The login form is loaded on the main page with <% Html.RenderPartial("LogonControl");%> Not sure if that has any bearing on this or not but thought I'd mention it. EDIT: The login form is loaded similar to the Twitter login, click a link and the form loads with the help of jQuery & CSS

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  • Passing Data from Usercontrol to controller

    - by nitinkhanna
    Hi, I am new to MVC, and trying something and got stuck somewhere in between. I have a user control there I have three textbox html type(ID, Lastname, firstname) and a submit buttom. I set the button like <input type="button" value="Search" onclick="location.href='<%= Url.Action("action", "controller") %>'" /> I have called this usercontrol on some view through <%= Html.Partial("ucName") %> Now on pressing that button(on user control) I need to pass the data from these textboxes to controller again to some specific action(Http Post action). By using this data I want to do some database interaction and storing the result in a dataset and pass this data set to same view again to show up in some Grid. I know the first part in conventional Asp.net can be done by raising the event through delegate but don't know how to do that in MVC.

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  • Unit testing a controller in ASP.NET MVC 3

    - by Abdullah Al- Mansur
    public Double Invert(Double? id) { return (Double)(id / id); } I have done this for this test but fails please can anyone help with this cos just started with unit testing /* HINT: Remember that you are passing Invert an *integer* so * the value of 1 / input is calculated using integer arithmetic. * */ //Arrange var controller = new UrlParameterController(); int input = 7; Double expected = 0.143d; Double marginOfError = 0.001d; //Act var result = controller.Invert(input); //Assert Assert.AreEqual(expected, result, marginOfError); /* NOTE This time we use a different Assert.AreEqual() method, which * checks whether or not two Double values are within a specified * distance of one another. This is a good way to deal with rounding * errors from floating point arithmetic. Without the marginOfError * parameter the assertion fails. * */

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  • CakePHP Auth how to allow specific controller and actions

    - by nolandark
    I have a "Posts" and a "Users" controller. I use the Auth Component and I want that all users can visit "Post.index" but only logged in users can visit "User.index". In my app_controller.php I have this $this->Auth->allow('signup', 'confirm', 'index'); but with that all users can visit post.index and user.index. How can I specify a Controller in the allow-method? This didn't work for me: $this->Auth->allow('signup', 'confirm', 'Post.index');

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  • JSF 2 Content Controller (pull in content based on URI)

    - by gerges
    Hey All, I'm new to JSF and am trying to make a content controller. Basically whenever someone makes a request to www.myapp.com/external/** I'd like to forward to a controller that pulls external content into a page template and spits it out to the user. I was able to achive this pretty easily in Spring 3, but I'm a little confused on where to start with JSF. I feel like I'd need to create a custom servlet to handle /external/**? But what would the class of this servlet be? What would it consist of? Any help is appreciated!

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  • How to add View Controller with Tab Bar interfaced View Controller

    - by TechFusion
    I have created Window based Tab Bar controller app, One Tab Bar of viewController has been interfaced with WebVIew ..I am looking to create another view once touch event happened in that WebView.. //TabBarViewController.m - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { TabMainView *mainView = [[TabMainView alloc] init]; mainView.hidesBottomBarWhenPushed = YES; [self.navigationController pushViewController: mainView animated:YES]; [mainView release]; } I have created MainView, which is UIViewController Subclass. //TabMainView.m - (void)loadView { CGRect frame = CGRectMake(0.0, 0.0, 480, 320); WebView = [[[UIWebView alloc] initWithFrame:frame] autorelease]; WebView.backgroundColor = [UIColor whiteColor]; WebView.scalesPageToFit = YES; WebView.autoresizingMask = (UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleLeftMargin | UIViewAutoresizingFlexibleTopMargin); WebView.autoresizesSubviews = YES; WebView.exclusiveTouch = YES; //self.WebView.UserInteractionEnabled = NO; WebView.clearsContextBeforeDrawing = YES; self.view = WebView; [WebView release]; } - (void)viewWillAppear:(BOOL)animated { [self.WebView loadRequest:[NSURLRequest requestWithURL:[NSURL URLWithString:@"http://www.apple.com"]]]; } Here when touch event happened then it is not passing control to TabMainView.m 's Viewload function although I am pushing it's view? TabBarView is also UIViewController subclass not a UINavigationController.

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  • Scene Graph Traversing Techniques

    - by Bunkai.Satori
    Scene Graph seems to be the most effective way of representing the game world. The game world usually tends to be as large as the memory and device can handle. In contrast, the screen of the device captures only a fraction of the Game World/Scene Graph. Ideally, I wish to process(update and render) only the visible game objects/nodes on per-frame basis. My question therefore is, how to traverse the scene graph so, that I will focus only on the game notes that are in the camera frustum? How to organize data so that I can easily focus only on the scene graph nodes visible to me? What are techniques to minimize scenegraph traversal time? Is there such way as more effective traversal, or do I have to traverse whole scene graph on per-frame basis?

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  • Interacting with scene from controller/app delegate cocos2d

    - by cjroebuck
    I'm attempting to make my first cocos2d (for iphone) multiplayer game and having difficulty understanding how to interact with a scene once it is running. The game is a simple turn-based one and so I have a GameController class which co-ordinates the rounds. I also have a GameScene class which is the actual scene that is displayed during a round of the game. The basic interaction I need is for the GameController to be able to pass messages to the GameScene class.. such as StartRound/StopRound etc. The thing that complicates this is that I am loading the GameScene with a LoadingScene class which simply initialises the scene and replaces the current scene with this one, so there is no reference from GameController to GameScene, so passing messages is quite tricky. Does anyone have any ways to get around this, ideally I would still like to use a Loading class as it smooths out the memory hit when replacing scenes.

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  • Codeigniter Controller function in a view [closed]

    - by Y2ok
    I'm using CodeIgniter and I have two controllers: Index controller that loads the website view Personal panel controller that will do all login, registration and personal panel functions. (Functions are loaded from models.) The problem is that I don't have any clue how to insert that controller in a view file or in the other controller file so that it would load when I press submit button for a form or if the session's loggedin is with value true.

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  • what knowledge would I need to make a good simulation games

    - by Skeith
    I have an idea for a game like theme park but don't know how simulation games are made. I am not some noob on his first game so I appreciated constructive answers instead of "its hard, don't do it". What I want is to know how simulation game mechanics are put together. I figure it would be heaver on the AI than normal games and not knowing much about AI would like to know some programming techniques I should look into for this style game. specific techniques please not just a book on ai. what sort of architecture would be used? I guess it would have some sort of probability engine with pre designed events that are triggered based on the AI state. Would it use a FSM or be purely event driven ? Any information on how a sims game functions would be cool.

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  • Player rewards in games where you normally have nothing to purchase

    - by PeterK
    In many games there are rewards such as gold coins, points, etc. When these rewards can be used to purchase in-game items, it motivates the player to keep playing. Let's say we have an online game, poker, Yatzy etc. What type of reward would keep the players playing if there are few in-game items available to buy, or none at all? What I am looking for is a reward system that entices the players to play more in a game environment where there isn't that much to purchase. For example, there isn't much to buy in a poker or Yatzy game with the gold you win. I guess having some titles that are added to the userid is one way, or maybe purchasing a logo for the id... A leaderboard is another. Any thoughts on this?

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  • Best advice for game programmer who wants to go indie?

    - by JStriedinger
    So. I'm working right now as an intern in a mobile game development company. I've used Unity quite a lot for 1 year now but, that's about all the experience I have with game design/development. Here's the things. I wanna go indie, the main reason is for fun, I really enjoy games and by making indie games I believe I can let my imagination fly and make personal personal stuff. Unfortunately I...I just don't know where to start! I'm interestes in making mobile and web games so what...should I download Stencyl? Construct 2?...XCODE for iOS, maybe a great plugin for Unity would be fine? What whould be your single best advice for someone like me? (programmer and interestes in design) :)

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  • Are there any ball tracking algorithms/patterns around in game programming

    - by user214626
    Hello, I am a newbie to game programming,I would need the suggestions and help of the wonderful people around here. I have set of players, and a ball, the players can kick the ball around the ground (not yet a football game, neither a foosball game too ).Are there any algorithms/ patterns for addressing the problems with tracking the ball and taking decisions, Is that too much to ask.What I was looking at is something like a collision detection algorithm for the common problem of 2 objects interacting with one another.

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  • Things one needs to know while writing a game engine

    - by Joe Barr
    I have been dabbling in game development as a hobby for a while now, and I cannot seam to quite get my games to sparkle at least a bit with some graphics. I have decided to write a simple test game engine that only focuses on the representation of graphics - shapes, textures and surfaces. While I have a few very simple game engines designed for my own games under my belt, I want to create a game engine that I can use to display and play with graphics. I'm going to do this in C++. Since this is my first time with a major engine, the engine in not going to focus on 3D graphics, it's going to be a mixture of isometric and 2D graphics. My previous engines have incorporated (been able to draw) or focused on simple flat (almost 2D) non impressive graphic designs and representations of: the player NPCs objects walls and surfaces textures Also, I had some basic AI and sometimes even sound. They also saved and loaded games. They didn't have a map editor or a level editor. Is this going to be a problem in the future? At this time I have to point out that some of my games didn't get finished because I was to lazy to write the few last levels. My question at this point would be: What are some things one should know if one wants write (develope) a better graphical game engine with all it's functions.

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  • iPhone app: How to implement in-app purchased game levels

    - by Wonderflonium
    So, I understand that it's possible to set up in-app purchases for iPhone apps to purchase non-consumables like game levels. I understand the logic behind the purchase part, but what I don't understand is, how can I deliver the new game level. For example: I build an app that contains the first level and they purchase additional levels. Is it better to build all the other levels into the app and whenever they purchase the app, it unlocks it with a plist entry or something? That doesn't seem very update-able to me. Every time I come up with a new level, I'd have to update the app. So, what I don't understand then, is what is how do I package up a level and download it as a separate entity that can accessed by the game? Would the level just be some XML with images in a ZIP folder or something? How does the level get added to the game? What are best practices for this type of thing? I Googled and have found NOTHING about this. I'm a little bit confused by the concept and any help would be appreciated. I'm not looking for someone to write the game for me, I just need pointed in the right direction so I can develop it on my own.

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  • [IOS SDK] Sending Data to Other Players - Game Center

    - by mohacs
    Hi guys, I am developing a simple game center multiplayer game. i did manage almost everything except sending messeage to players. what i mean, i can invite player to play game, game is starts etc. regarding apple documentation i am using following method to send data but it' doesn't work at all. const char *bytes = "123"; NSData *packet = [NSData dataWithBytes:&bytes length:3]; [myMatch sendDataToAllPlayers: packet withDataMode: GKMatchSendDataUnreliable error:nil]; if possible a working sample would be great. many thanks.

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  • Game Maker Mac Release Date

    - by mtwisterr
    Does anyone know when game maker mac is coming out? Game maker got me interested in programing because I thought it was fun but I eventually wanted to make games and programs game maker could do so I want to see if it is any different when the new version comes out. I looked at www.yoyogames.com but found no new info and was wondering if I just not finding it. If you don't know what game maker is its fun to play around in but you probably won't be able to make something as good as you could program it because you are limited.

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  • How to avoid game rendering component circular references?

    - by CodexArcanum
    I'm working on a simple game design, and I wanted to break up my game objects into more reusable components. But I'm getting stuck on how exactly to implement the design I have in mind. Here's an example: I have a Logger object, whose job is simply to store a list of messages and render them to screen. You know, logging. Originally the Logger just held the list, and the game loop rendered it's contents. Then I moved the rendering logic into the Logger.Draw() method, and now I want to move it further into a LoggerRenderer object. In effect, I want to have the game loop call RenderAll, which will then call Logger.Render, which will in turn call the LoggerRenderer.Render and finally output the text. So the Logger needs to contain a Renderer object, but the Renderer needs access to the Logger's state (the message queue) in order to render. How do I resolve that? Should I be passing in the message queue and other state information explicitly to the Render method? Or should the game loop be calling the Renderer directly and it links back to the logger, but the RenderAll method never actually sees the logger object itself? This feels kind of like Command pattern, but I'm botching it up terribly.

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  • Web-based game in Python + Django and client browser polling

    - by ty
    I am creating a text-based game that implements a basic model in which multiple (10+) players interact with data and one moderator watches them and sets certain environmental statistics that affect gameplay. Recently I have begun to familiarize myself with Django. It seems to me that it would be an excellent tool for creating a game quickly, particularly because the nature of my game depends largely on sets of data (which lends itself quite well to a database). I am wondering how to "push" changes made by the game moderator to the players (for example, the moderator can decide to display an image to all players). The game is turn-based, not real-time, but certain messages need to be pushed out in roughly real-time. My thoughts: I could have each player's browser poll a status periodically (say, every 30 seconds) to see if there is a message from a moderator. But this forces a lag and means different players might receive it at different times. And reducing this interval to <10 seems like a bad idea for the server. Is there a better way to inform clients of changes? Would you suggest something other than using a web framework like Django? Thanks!

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  • Modifying a model and texture mid-game code

    - by MicroPirate
    Just have a question for anyone out there who knows some sort of game engine pretty well. What I am trying to implement is some sort of script or code that will allow me to make a custom game character and textures mid-game. A few examples would be along the lines of changing facial expressions and body part positions in the game SecondLife. I don't really need a particular language, feel free to use your favorite, I'm just really looking for an example on how to go about this. Also I was wondering if there is anyway to combine textures for optimization; for example if i wanted to add a tattoo to a character midgame, is there any code that could combine his body texture and the tattoo texture into one texture to use (this way I can simply just render one texture per body.) Any tips would be appreciated, sorry if the question is a wee bit to vauge.

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  • Which is a better option, OpenGL or a game engine for developing a game for the iphone or ipod touch

    - by balraj
    I am new to OpenGL ES, and I'm about to begin a 3D game for the iphone in which we are showing some car pursuit or racing. Is it possible just with the OpenGL ES or UIKit only, or do I have to use other tools for it? I am comfortable with UIKit but newer to OpenGL/OpenGL ES; which would be better to start this game? Or should I use a game engine? If so, then which game engine would give us the 3D feeling, quality of images and motion, and rendering of the views with the sound effects?

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  • Game engine deployment strategy for the Android?

    - by Jeremy Bell
    In college, my senior project was to create a simple 2D game engine complete with a scripting language which compiled to bytecode, which was interpreted. For fun, I'd like to port the engine to android. I'm new to android development, so I'm not sure which way to go as far as deploying the engine on the phone. The easiest way I suppose would be to require the engine/interpreter to be bundled with every game that uses it. This solves any versioning issues. There are two problems with this. One: this makes each game app larger and two: I originally released the engine under the LGPL license (unfortunately), but this deployment strategy makes it difficult to conform to the rules of that license, particularly with respect to allowing users to replace the lib easily with another version. So, my other option is to somehow have the engine stand alone as an Activity or service that somehow responds to intents raised by game apps, and somehow give the engine app permissions to read the scripts and other assets to "run" the game. The user could then be able to replace the engine app with a different version (possibly one they made themselves). Is this even possible? What would you recommend? How could I handle it in a secure way?

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