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  • Relative cam movement and momentum on arbitrary surface

    - by user29244
    I have been working on a game for quite long, think sonic classic physics in 3D or tony hawk psx, with unity3D. However I'm stuck at the most fundamental aspect of movement. The requirement is that I need to move the character in mario 64 fashion (or sonic adventure) aka relative cam input: the camera's forward direction always point input forward the screen, left or right input point toward left or right of the screen. when input are resting, the camera direction is independent from the character direction and the camera can orbit the character when input are pressed the character rotate itself until his direction align with the direction the input is pointing at. It's super easy to do as long your movement are parallel to the global horizontal (or any world axis). However when you try to do this on arbitrary surface (think moving along complex curved surface) with the character sticking to the surface normal (basically moving on wall and ceiling freely), it seems harder. What I want is to achieve the same finesse of movement than in mario but on arbitrary angled surfaces. There is more problem (jumping and transitioning back to the real world alignment and then back on a surface while keeping momentum) but so far I didn't even take off the basics. So far I have accomplish moving along the curved surface and the relative cam input, but for some reason direction fail all the time (point number 3, the character align slowly to the input direction). Do you have an idea how to achieve that? Here is the code and some demo so far: The demo: https://dl.dropbox.com/u/24530447/flash%20build/litesonicengine/LiteSonicEngine5.html Camera code: using UnityEngine; using System.Collections; public class CameraDrive : MonoBehaviour { public GameObject targetObject; public Transform camPivot, camTarget, camRoot, relcamdirDebug; float rot = 0; //---------------------------------------------------------------------------------------------------------- void Start() { this.transform.position = targetObject.transform.position; this.transform.rotation = targetObject.transform.rotation; } void FixedUpdate() { //the pivot system camRoot.position = targetObject.transform.position; //input on pivot orientation rot = 0; float mouse_x = Input.GetAxisRaw( "camera_analog_X" ); // rot = rot + ( 0.1f * Time.deltaTime * mouse_x ); // wrapAngle( rot ); // //when the target object rotate, it rotate too, this should not happen UpdateOrientation(this.transform.forward,targetObject.transform.up); camRoot.transform.RotateAround(camRoot.transform.up,rot); //debug the relcam dir RelativeCamDirection() ; //this camera this.transform.position = camPivot.position; //set the camera to the pivot this.transform.LookAt( camTarget.position ); // } //---------------------------------------------------------------------------------------------------------- public float wrapAngle ( float Degree ) { while (Degree < 0.0f) { Degree = Degree + 360.0f; } while (Degree >= 360.0f) { Degree = Degree - 360.0f; } return Degree; } private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; camRoot.transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } float GetOffsetAngle( float targetAngle, float DestAngle ) { return ((targetAngle - DestAngle + 180)% 360) - 180; } //---------------------------------------------------------------------------------------------------------- void OnDrawGizmos() { Gizmos.DrawCube( camPivot.transform.position, new Vector3(1,1,1) ); Gizmos.DrawCube( camTarget.transform.position, new Vector3(1,5,1) ); Gizmos.DrawCube( camRoot.transform.position, new Vector3(1,1,1) ); } void OnGUI() { GUI.Label(new Rect(0,80,1000,20*10), "targetObject.transform.up : " + targetObject.transform.up.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "target euler : " + targetObject.transform.eulerAngles.y.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "rot : " + rot.ToString()); } //---------------------------------------------------------------------------------------------------------- void RelativeCamDirection() { float input_vertical_movement = Input.GetAxisRaw( "Vertical" ), input_horizontal_movement = Input.GetAxisRaw( "Horizontal" ); Vector3 relative_forward = Vector3.forward, relative_right = Vector3.right, relative_direction = ( relative_forward * input_vertical_movement ) + ( relative_right * input_horizontal_movement ) ; MovementController MC = targetObject.GetComponent<MovementController>(); MC.motion = relative_direction.normalized * MC.acceleration * Time.fixedDeltaTime; MC.motion = this.transform.TransformDirection( MC.motion ); //MC.transform.Rotate(Vector3.up, input_horizontal_movement * 10f * Time.fixedDeltaTime); } } Mouvement code: using UnityEngine; using System.Collections; public class MovementController : MonoBehaviour { public float deadZoneValue = 0.1f, angle, acceleration = 50.0f; public Vector3 motion ; //-------------------------------------------------------------------------------------------- void OnGUI() { GUILayout.Label( "transform.rotation : " + transform.rotation ); GUILayout.Label( "transform.position : " + transform.position ); GUILayout.Label( "angle : " + angle ); } void FixedUpdate () { Ray ground_check_ray = new Ray( gameObject.transform.position, -gameObject.transform.up ); RaycastHit raycast_result; Rigidbody rigid_body = gameObject.rigidbody; if ( Physics.Raycast( ground_check_ray, out raycast_result ) ) { Vector3 next_position; //UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); next_position = GetNextPosition( raycast_result.point ); rigid_body.MovePosition( next_position ); } } //-------------------------------------------------------------------------------------------- private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } private Vector3 GetNextPosition( Vector3 current_ground_position ) { Vector3 next_position; // //-------------------------------------------------------------------- // angle = 0; // Vector3 dir = this.transform.InverseTransformDirection(motion); // angle = Vector3.Angle(Vector3.forward, dir);// * 1f * Time.fixedDeltaTime; // // if(angle > 0) this.transform.Rotate(0,angle,0); // //-------------------------------------------------------------------- next_position = current_ground_position + gameObject.transform.up * 0.5f + motion ; return next_position; } } Some observation: I have the correct input, I have the correct translation in the camera direction ... but whenever I attempt to slowly lerp the direction of the character in direction of the input, all I get is wild spin! Sad Also discovered that strafing to the right (immediately at the beginning without moving forward) has major singularity trapping on the equator!! I'm totally lost and crush (I have already done a much more featured version which fail at the same aspect)

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  • Physics from other games

    - by Carlosrdz1
    I'm making a platform engine with XNA Game Studio, and I've solved almost everything about colliding stuff. But now, I'm searching for good physics for the player, I'm trying to emulate characters from other games like Mario from Super Mario World, or MegaMan X... do you know a website or something, where the physics from that games are revealed? I remember seen a page with something like that. Or what's the process you think is the best to emulate physics from other games? Just trial and error? Thank you.

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  • All-around programming language for use on desktop and mobile devices

    - by mdm414 ZX
    Given that I am a PHP programmer and open-source is a must, what would be the best and practical programming language to use for all of the following: A desktop/cross-platform application. I've read that with HTML5, creating offline apps are possible? A web application. Android and iPhone/iPad apps. I am leaning towards using Python but I am not sure if it is possible to use it alone for all of them. There are other languages that I am also looking at like Ruby, Scala and Java. Kindly share your thoughts and experiences on this one. Thanks :-)

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  • What tools should I consider if my aim is to make a game available to as many platforms as possible?

    - by Kensai
    We're planning on developing a 2D, grid-based puzzle game, and although it's still very early in the planning stages, we'd like to make our decisions well from the beginning. Our strategy will be to make the game available to as many platforms as possible, for example PCs (Windows, Mac and/or Linux), mobile phones (iPhone and/or Android based phones), game consoles (XBLA and/or PSN) PC will have an emphasis, but I believe that's the most flexible platform so that shouldn't be a problem. So, what programming language, game engine, frameworks and all around tools would be best suited for our goal? P.S.: I'm betting a set of tools won't cover ALL of them, and that there will still be some kind of "translating" effort for some platforms, but we'd like to know what the most far reaching are.

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  • Best language for crossplatform app with GUI [on hold]

    - by Jeremy Dicaire
    I've decided to finally get rid of all Microsoft crap and switched to linux yesterday (It feels so good!) I'm looking for a way to create a cross-platform app with a GUI using an open-source language. I came across python with qt4 (or qt5). I give a thought to Java but it's a memory eater... I'm wondering which other good options is available before starting my journey with those 2 and which tools are good to help me code. I'm currently using Eclipse for all my programming needs. Your help is appreciated! Have a nice day

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  • Develop for Desktop and Mobile at once

    - by Hola Soy Edu Feliz Navidad
    I need to develop a programm that is going to read some information from a special USB device and access information via Web Socket (socket.io preferred). My client wants to deploy this app on Mac OS X, Windows, Android and iOS. I was looking for development softwares valid for both: Desktop and Mobile, but it is still not clear for me and that´s what I found. Unity - Looks very good but to create a native plugin for reading from the device it lloks like I need the PRO edition. Adobe Air - Looks good but I´m not sure if I can write Native Plugins for all wanted platforms. LiveCode - Still inmature (lots of bugs) and I don´t know if it is possible to write native plugins for my device. Is there any other good platform for my case? What´s your option?

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  • Why most use Cygwin and not Uwin?

    - by user287424
    Most academic researchers I know target just *nix, and rely on Cygwin to make their applications available on Windows. I have tried many of these projects and always found them too unstable for serious use when running on Cygwin. Uwin looks like a promising alternative to Cygwin. I haven't tried it yet, but I found several comments that it is faster and more stable. However, I haven't seen any use of Uwin to support running *nix apps on Windows. What are the social and/or technical reasons behind Uwin's lack of popularity?

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  • VS2010 / Target Framework = 3.5 / Building on Continuous Integration Server

    - by granadaCoder
    I'm checking into upgrading to VS2010. Our production servers only have 3.5 Framework and it will be 6-9 months before they are updated. We also have a Continuous Integration Server, running CruiseControl.NET (CC.NET). It has the 3.5 Framework on it as well. Our implementation of CC.NET mainly calls msbuild.exe MySolution.msbuild. (We encapsulate most of the build logic into .msbuild files fyi) Inside the .msbuild file, the following is the "Build" syntax: < Target Name="Build" DependsOnTargets="Checkout" < MSBuild Projects="$(WorkingCheckout)\MySolution.sln" Targets="Build" Properties="Configuration=$(Configuration)" < Output TaskParameter="TargetOutputs" ItemName="TargetOutputsItemName"< /Output < /MSBuild < /Target (A few spaces added to make it display here) =========== I know the VS2010 can "Target" the 3.5 Framework. My question is what happens when I have a VS2010 dev machine, and I check the VS2010 .sln and .csproj(s) files into source control (svn, btw).....will the CC.NET machine ~~which only have the 3.5 Framework installed on it........be able to build the .sln ? I guess I could test it, but the catch22 is that I don't have VS2010 (yet). So I'm asking before I try (the trial or a real install. ............. Any ideas what will happen? I guess the crux question is, what will happen. c:\WINDOWS\Microsoft.NET\Framework\v3.5\MSBuild.exe "MyVS2010SolutionFile.sln" ?? My hopeful goal would be, allow the developers to have VS2010 (now!), and it still be "ok" for the CC.NET machine and the Production Servers which will only have the 3.5 Framework on them for the foreseeable future. Just to be clear, developers NEVER create deployable builds. Only the CC.NET machine produces builds that will be pushed as production builds. Any help?

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  • Maven doesn't compile target/hibernate3/generated-sources

    - by mmm
    Can someone tell me how to configure maven for it also to compile sources from the target/hibernate3/generated-sources directory? I have already read this and other posts but they don't seem to solve my problem (which indeed seems trivial). I have used the bottom-up approach hibernate configuration for cfg.xml, hbm.xml and POJO generation (i.e. auto-generated the complete hibernate configuration out of an existing database schema). I'm also only using standard maven and hibernate3-plugin directory layouts. Yet, when executing mvn compile in the command-line while my sources are in the src/main/java and the generated sources in /target/hibernate3/generated-sources only the ones from src/main/java get compiled and copied into target/classes. I wouldn't like to generate sources into src/main/java as I'd like mvn clean to clean them. I'd like to solve the problem using command-line, plugins and pom.xml only. Is there a way to configure maven-compiler-plugin to do so? Or is there another way? Regards and thanks for any help.

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  • maven-release-plugin: Perform fails with 'working directory "...workspace\target\checkout\workspace"

    - by Ed
    Hi, I have maven project that fails when release:perform is called, though release;prepare works as expected. I have found the bug report (below) which certainly seems to resemble the issue I have but not entirely sure I understand the problem: MRELEASE516 The last few lines of output I get: [INFO] Executing: cmd.exe /X /C "p4 -d E:\hudson\jobs\myHudsonJob\workspace\target\checkout -p 10.20.0.38:1666 client -d myProjectWorkspace-MavenSCM-E:\hudson\jobs\myHudsonJob\workspace\target\checkout" [INFO] Executing goals 'deploy'... [WARNING] Base directory is a file. Using base directory as POM location. [WARNING] Maven will be executed in interactive mode, but no input stream has been configured for this MavenInvoker instance. [INFO] ------------------------------------------------------------------------ [ERROR] BUILD ERROR [INFO] ------------------------------------------------------------------------ [INFO] Error executing Maven. Working directory "E:\hudson\jobs\myHudsonJob\workspace\target\checkout\workspace" does not exist! From reading the bug report the possible cause of the error is related to my modules' structure, I've tried to outline it below: /workspace | |+ pom.xml (root pom whose parent is the build pom, | calling release:perform on this pom) | [Modules: moduleA and moduleB] | |- moduleA |+ pom.xml (parent is also build pom) |+ build/pom.xml (the build pom - no custom parent) |- moduleB |+ pom.xml (parent is build pom) It seems that the root pom should be in some common directory inside 'workspace' from the error but tried that and doesn't work, nor make sense as to why I need it. What does the warning Base directory is a file want me to do instead?! It then figures that the base directory is workspace which then means the working directory is not found...any ideas? Thanks in advance.

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  • Creating Emulated iSCSI Target in a Lab/Testing Environment using Windows Server 2008 R2

    - by Brian McCleary
    We have a single server running Windows Server 2008 with Hyper-V installed running 5 virtual machines. I have purchased a second DELL R805 Server so that we can create a fail-over cluster to our current R805 that is currently in production. Right now, our R805 connects via iSCSI to a MD3000i iSCSI SAN. Before we try to roll out the second server and clustering to our production environment, I want to be able to test and "play with" the clustering features in our lab before rolling it out. The problem is that I don't want to spend a couple thousand dollars on another iSCSI SAN server just for testing. I already have two servers in my lab that are installed with Windows Server 2008 R2 64bit (one is the R805 and another spare desktop that was laying around) and with the Hyper-V roll enabled that should be ready to test with, but I don't have an iSCSI target to use as the Cluster Shared Volume. Is there anyway to install, either on a Hyper-V image or on a external spare computer that we have some sort of emulated iSCSI target? In our lab, we obviously don't need a real SAN, just something that we can test out how to setup the clustering properly outside of our production environment. Any advise is appreciated. FYI - I have read Jose Barret's blog on WUDSS at http://blogs.technet.com/josebda/archive/2008/01/07/installing-the-evaluation-version-of-wudss-2003-refresh-and-the-microsoft-iscsi-software-target-version-3-1-on-a-vm.aspx, but it seems awfully complex. I'm hoping for an easier solution.

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  • Trouble determining onclick's target

    - by pwseo
    I've tried and tried... and I can't seem to make this work in IE (tested version 6) Can anybody help me? IE complains about an error but refuses to tell which error it is... var a = document.getElementsByTagName("a"); for (i = 0; i < a.length; i++) { if (a[i].getAttribute("class") == "info-link") { a[i].onclick = function(e) { e = e || window.event; var target = e.srcElement || e.target; var info = target.parentNode.getElementsByTagName("div")[0]; if (info.style.display == "none" || info.style.display == "") { info.style.display = "block"; } else { info.style.display = "none"; } return false; } } } <div class="auxdata"> <a href="#" class="info-link">Esta questão possuí dados anexos. Clique para ver.</a> <div style="display: none;" class="info-inner"> <!-- variable stuff here --> </div> </div>

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  • Managed LAMP platform for maximizing availability and global reach, not scalability

    - by user66819
    Assume a Linux/Apache/MySQL/PHP application for a small base of registered users. With small userbase, there are no traffic peaks so the scalability that cloud platforms offer is not imperative. But the system is mission-critical, so availability is the primary goal. Users are also distributed across Asia, Europe, and US, so multiple server locations that minimize users' network hops would be highly desirable. The dream: a managed VPS platform where we would configure a single server (uploading PHP and other files, manipulating database, etc.), and the platform would automatically mirror the server in a handful of key places around the world (say one on each US coast, one in Europe, one in east Asia). File system synchronization and MySQL replication would happen automatically. Core operating system is managed, so we don't need to do full system administration and security, and low-level backups are also done by service provider, though we also do our own backups as well. Couple this with some sort of DNS geo-detection, so users are routed to the nearest operational server... with support for https, of course. Does such a dream exist? If not, what are some approaches to accomplish the same end with minimal time investment and minimal monthly hosting costs?

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  • Why does my game loop speed vary on different platforms with the same hardware?

    - by Sri Harsha Chilakapati
    I've got a serious issue with my game loop. This loop varies in time with the platform and with the same hardware. This is a list of FPS achieved: - Windows ======= 140 to 150 - Linux ======= 120 to 125 - Windows(WINE) ======= 125 to 135 And since my game loop is fixed timestep, the speed of the game is not stable. Here's my game loop. public final void run() { // Initialize the resources Map.initMap(); initResources(); // Start the timer GTimer.startTimer(); GTimer.refresh(); long elapsedTime = 0; // The game loop while (running) { // Update the game update(elapsedTime); if (state == GameState.GAME_PLAYING) { Map.updateObjects(elapsedTime); } // Show or hide the cursor if (Global.HIDE_CURSOR) { setCursor(GInput.INVISIBLE_CURSOR); } else { setCursor(Cursor.getDefaultCursor()); } // Repaint the game and sync repaint(); elapsedTime = GTimer.sync(); Toolkit.getDefaultToolkit().sync(); } } The timer package How could I improve it?

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  • Develop for Desktop and mobile use?

    - by ran2
    I am in the very beginning of developing an app / desktop program. I want it to be cross-platform and possibly also as a tablet version (preferably Android Icecream sandwich). Note that I need to run it offline. I thought about the following approaches: ADOBE Air, since I do not need much performance. Plus I did some web programming in the past which might be of some use. Afaik it would run on OS X and Windows and should run on mobile OSes, too. Qt. Found some nice Qt based desktop recently and read it also works on android. Plus I like the SDK. HTML5 / JS. Again my web background should help me here. I wont need no sever side scripts, thus it should work without installing anything but a browser. How easy could this be converted into an Android app? There might be a plethora of other (better) ways to do it, but I haven't thought of them yet. Can you help out? How would you create such an application. Would it be better to do some pure desktop client and then create tablet versions? Would you rather start to create a website and worry later on how to turn into an app?

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  • How bad would be to focus on iOS/Android development for an indie developer?

    - by kender
    After some time developing games for others I'm thinking of moving towards my own productions. My background is 10+ years of software development, with last 2 years spent on the iOS development (Objective-C and CoronaSDK). With my current experience in Corona I can quickly develop for iOS and Android systems. And this is something that I'm probably gonna do with several of the game ideas I have, at least for the prototype part. But - I'm wondering if it's not a bad idea to focus on those 2 systems only. After all there are other mobile platforms, there are PCs, Macs and Linux boxes... All of them having gamers using them. I was wondering if it wasn't a good idea to try some other SDK, giving me more flexibility when it comes to platform-independance. There's Unity3D (I think I can develop a 2D game in it though), there's MoAI from what I checked. I see a few options, not sure which one is best as I have little experience in this field (publishing own games): Stick with CoronaSDK for the whole time, release for iOS and Android platforms, screw other mobile devices and PCs, Use Corona for prototyping, then when the idea goes more into the "production" phase rewrite it in MoAI or Unity3D for more platforms support, Start with one of those 2 SDKs right now (which means the prototype phase will be delayed a bit, but after that I can jump right into real coding). Any clues here, what to do?

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  • I seem to be missing a few important concepts with PhoneGap

    - by garethdn
    I'm planning on developing an app on multiple platforms and I'm thinking that PhoneGap might be perfect for me. I had been reading that it's one codebase for all platforms but looking at the PhoneGap guide it seems there are separate instructions for each platform. So if i want to develop for iOS, Android, BB and WP7 I need to write 4 different sets of code? I'm sure i'm missing something fundamental here. Aside from that, how do people usually approach a PhoneGap build? You obviously / probably want the finished app to look like a native app - is it more common than not to use jQuery Mobile together with PhoneGap? Is there a preferred IDE? I see, in the guide, for iOS they seem to suggest Xcode. I'm fine using Xcode but it seems a bit overkill for HTML & CSS. Do I need to develop in Xcode and if not how do i approach it? Use a different IDE / Text Editor and then copy paste into Xcode for building and testing? I know this question is long-winded and fundamental but it something which i don't think is properly addressed in the guides. Thanks.

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  • What to learn after standard C++?

    - by Luca Cerone
    I switched to C++ a few months ago, learning its syntax, the main features of the STL and what you can usually find in a "learn C++" manual. Now I would like to go further. What would be your recommendations? I would like to know what to learn next (not only about the language, but also debugging, frameworks etc. etc.) I know probably the answer depends on the specific needs of each user, so here is a list of mine: Cross Platform development Developing GUI for my programs Develop extendible software, allowing the use of plugins Use of scientific libraries Interact with databases (mainly MySQL) Having server/client functionalities (I'd like users of my programs to interact through internet.. as you might have guessed I am not a programmer by training so I might have used the wrong terms.. if so I apologize for that). Of course I know it takes time, but I would like to have a good list of references and resources to start (both books and websites are ok). Thanks a lot for your help!

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  • fatal error LNK1112: module machine type 'X86' conflicts with target machine type 'AMD64'

    - by KK
    Hi, I am using VS 2003 .Net on 32 bit XP OS. I have also installed "Microsoft Platform SDK" on my machine. Can I build vc++ application (binaries) targeted for 64 bit OS? I am using following project options : Name="VCLinkerTool" AdditionalOptions="/machine:AMD64 bufferoverflowU.lib" OutputFile="\bin\Release\MM64.dll" LinkIncremental="1" SuppressStartupBanner="TRUE" AdditionalLibraryDirectories="&quot;C:\Program Files\Microsoft Platform SDK\Lib\AMD64&quot;" GenerateDebugInformation="TRUE" ProgramDatabaseFile="\bin\Release\MM64.pdb" GenerateMapFile="TRUE" MapFileName="\bin\Release\MM64.map" MapExports="TRUE" MapLines="TRUE" OptimizeReferences="2" EnableCOMDATFolding="2" ImportLibrary=".\Release/MM64.lib" TargetMachine="0"/> I am getting following error: fatal error LNK1112: module machine type 'X86' conflicts with target machine type 'AMD64' Do I need to build project on 64 bit OS or I need to change project settings to resolve this error. Please help me to resolve this issue.

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  • Form submit to target iframe only works once

    - by Pointy
    I'm having a really irritating problem doing something that I'm sure I've done before. The setup is this: There's a form which is submitted via a "click" handler on a button, though the submit is ultimately a simple call to the form's native submit() function. The form's target is an iframe, which is initially filled with an empty page (that is, its source object is an URL for an empty page). That is, the "target" attribute of the form is the same identifier (and yes, it's a valid identifier) as the "name" and "id" attributes of the iframe (and yes, it's unique) Now the goal of this setup is as follows: the form contains file upload fields. Should something be wrong with one of the files uploaded, the server will report back an error. If the error response (that is, the html page with a new copy of the form, along with appropriate error messages) were to be allowed to reload the original window, then the file input fields would be cleared. That's not good. Thus the form submits to the iframe, so that the response from the server can be a small page that knows it's in that hidden iframe, and knows to move the error messages up to the form. One more thing: the form itself is also in an iframe, as part of a popup modal dialog (like a jQuery UI dialog, only slightly different; same idea though). The setup works fine - on the first submit. In other words, if I supply nice happy files to upload, the server ships back the successful response, and the dialog is closed correctly. If I send a bogus file, the server responds with an error page that correctly copies its stuff up to the form page. On the second submit, however (like, if I fix the bogus file input field), the browser insists on sending the server response to a new browser tab. As far as I can tell, the form's "target" remains correct, the iframe "name" and "id" attributes aren't changed, and I even make sure to update the hidden iframe "window.name" and "window.id" values. None of that is helping; I always get a new browser tab. I'm trying to set up a slightly simpler test case to see if I can rule out some of my framework code (the stuff that does the submit), though via a few console.log() calls I think that stuff is OK; it's certainly OK on all the other dialogs etc. in the site. When/if I create a simpler version I'll post it. In the meantime, if any of you insanely smart people recognize this situation and know of a trick to make it work, I'd be really thankful. I see the same behavior in both Firefox (3.6) and Chrome, so it's got to be my problem and not a browser quirk (well, at least that's what I think to be true).

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  • Using dlls compiled in Visual Studio 2010 with target .NET Franework 4.0 in Visual Studio 2008

    - by brickner
    I know it's a bit close to Can I use .NET 4.0 beta in Visual Studio 2008? But my question is a bit different. I have a project that now uses .NET 4.0 (target .NET Framework 4.0) in Visual Studio 2010. Is it possible to use the project compiled dlls in Visual Studio 2008? How? I don't want to use .NET4.0 directly in Visual Studio 2008, only the compiled dlls with target .NET Framework 4.0 (this is how my question is different that what has been asked so far). I know that I was able to use .NET3.5 in Visual Studio 2005. So why not .NET4.0 in Visual Studio 2008?

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  • Override HTML Anchor Link Target inside iFrame

    - by wag2639
    We're calling an ad from an ad network to dynamically load an add using JavaScript. It makes an iFrame with the actual ad in it, a picture wrapped in an anchor tag with the target=_top. Is there a way from our page to change its target and capture the attempt to change our page. Also, our page is loaded in a C#.net program using a WebControl (I forget the actual control being used since it was a while ago). We can change the C# code but we really prefer not to because then we'd have to test it and everything. Is there a way to do this with JavaScript or JQuery?

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  • How do I get Nant to use the 4.0 compiler to target .Net 3.5

    - by Rory Becker
    Yes I know that sounds a little bit crazy, but I've got .Net 3.5 deployed in the field and I'd like to use the new 4.0 compiler to target it. There are several new syntactic sugar features in the latest versions of Vb.Net and C# which I would like to use,but I am unable (just yet) to enforce a new version of the .Net framework and CLR on my client base. Before the nay sayers jump in with both feet... I have just successfully used Studio 2010 to compile a 3.5 targeted app which used VB.Net auto properties (A new feature in VB.Net 10) so I know the compilers are capable somehow. So back to my question.... How do I convince Nant to use the 4.0 compiler, but to target .Net 3.5 (CLR 2.0) Update: I am using the csc and vbc tasks and not the Solution task. although I'd settle for an answer on how to do this direct with the compilers at this point.

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  • Ant target for compile-time code instrumentation with Spring aspects

    - by alecswan
    I have developed a web application using Netbeans 6.7 and Ant. The webapp works, but I would like to refactor the code to use @Configurable Spring annotation for cleaner dependency injection. I was able to get load-time weaving (LTW) of Spring aspects to work intermittently (see http://forum.springsource.org/showthread.php?t=86904). At this point I would like to use compile-time weaving with my tool set. Could anybody provide an Ant target that I can use to weave Spring aspects at compile time? An extra credit will be given to anybody who explains how to configure Netbeans to execute the new Ant target right after code compilation. Thanks.

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