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  • What's the best way to stop multiple instances of a Windows app being launched?

    - by John
    Many Windows apps (like Skype or MSN for instance) don't let you start multiple instances, rather trying to run it a 2nd time just leaves the existing version running. Is this typically done in some simple way - the start-menu shortcut is a 'wrapper' app around the main app - or is there some registry magic you can do to delegate the problem to Windows itself? Specifically dealing with Win32 here (unmanaged C++) but happy to hear more general solutions as long as they are workable on Windows XP or alter.

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  • How to get it working in O(n)?

    - by evermean
    I came across an interview task/question that really got me thinking ... so here it goes: You have an array A[N] of N numbers. You have to compose an array Output[N] such that Output[i] will be equal to multiplication of all the elements of A[N] except A[i]. For example Output[0] will be multiplication of A[1] to A[N-1] and Output[1] will be multiplication of A[0] and from A[2] to A[N-1]. Solve it without division operator and in O(n). I really tried to come up with a solution but I always end up with a complexity of O(n^2). Perhaps the is anyone smarter than me who can tell me an algorithm that works in O(n) or at least give me a hint...

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  • Does .live() binding work for jQuery in IE7?

    - by Steve
    Hi everyone, I have a piece of javascript which is supposed to latch onto a form which gets introduced via XHR. It looks something like: $(document).ready(function() { $('#myform').live('submit', function() { $(foo).appendTo('#myform'); $(this).ajaxSubmit(function() { alert("HelloWorld"); }); return false; }); }); This happens to work in FF3, but not in IE7. Any idea what the problem is?

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  • Appending to InnerHtml without rest of contents flicking

    - by centro
    I have a div element with some formatted images. On user request, I load additional images asynchronously, without postback, and append the result (formatted HTML for new images) to the div element using JavaScript: function onRequestComplete(result) { var images = document.getElementById('images'); images.InnerHtml += result; } All is okay, except that part when images in the panel loaded previously flicker after the HTML is appended. As far I understand, the panel is reconstructed, not just new HTML is appended to its bottom. So it isn't web 2.0 behavior. How can it be done without flicking? Thanks in advance.

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  • html open a url on new target and focus.

    - by richard
    I am trying to fix a web site. It opens a help page in a new window/tab via <a href="..." target="help"> (no other frame has this name) This works well the first time opening a new window/tab, for the help. But on subsequent clicks the window/tab is loaded but remains hidden. I tryed this: <script> function OpenAndFocusHelp() { win=window.open('help/1000CH00017.htm','help'); win.focus(); } </script> <a href="help.html" target="help" onclick="OpenAndFocusHelp()">Help</a> It did not work!

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  • This code works fine in Chrome, Firefox but not in IE.

    - by Jeddizero
    Hi, I'm trying to make a jquery tooltip that appears when a user mouses over a link. In my case the link is using display:block style so that it covers a large area. It works perfectly in Chrome and Firefox but in Internet Explorer it doesn't work at all. The tooltip doesn't show, the browsers own tooltip shows etc... IE!!!! http://pastebin.com/1kBaMujV Any ideas? Got to love internet explorer...

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  • Changing a site name or domain

    - by halabira
    I got an active social networking site right now with about 530 members and I would like to change my site's domain name to another one.My question is how can you do this efficiently without losing my members?Do I need to create a redirect page for the old members?

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  • Is the web still 100% Stateless?

    - by coffeeaddict
    Is the web sill 100% stateless? Before you start to say "of course it is, wtf" listen to what I'm saying here. I'm starting to wonder about this because web servers are definitely caching things, keeping connections open in connection pools, etc. So you can't really stay it's 100% stateless anymore. Am I right on this?

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  • Eclipse/Aptana Subprojects

    - by TPorteus
    I've been using a eclipse with the aptana plugin and have all my projects neatly defined. However one project is a main corporate website lets say http://sun.com and it's set up nicely for FTP transfers. However i was wondering if there was a way to define directories of that as subprojects or projects in there own right without messing up the file transfer stuff. Any ideas?

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  • JavaScript: String Concatenation slow performance? Array.join('')?

    - by NickNick
    I've read that if I have a for loop, I should not use string concation because it's slow. Such as: for (i=0;i<10000000;i++) { str += 'a'; } And instead, I should use Array.join(), since it's much faster: var tmp = []; for (i=0;i<10000000;i++) { tmp.push('a'); } var str = tmp.join(''); However, I have also read that string concatention is ONLY a problem for Internet Explorer and that browsers such as Safari/Chrome, which use Webkit, actually perform FASTER is using string concatention than Array.join(). I've attempting to find a performance comparison between all major browser of string concatenation vs Array.join() and haven't been able to find one. As such, what is faster and more efficient JavaScript code? Using string concatenation or Array.join()?

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  • If Nvidia Shield can stream a game via WiFi (~150-300Mbps), where is the 1-10Gbps wired streaming?

    - by Enigma
    Facts: It is surprising and uncharacteristic that a wireless game streaming solution is the *first to hit the market when a 1000mbps+ Ethernet connection would accomplish the same feat with roughly 6x the available bandwidth. 150-300mbps WiFi is in no way superior to a 1000mbps+ LAN connection aside from well wireless mobility. Throughout time, (since the internet was created) wired services have **always come first yet in this particular case, the opposite seems to be true. We had wired internet first, wired audio streaming, and wired video streaming all before their wireless counterparts. Why? Largely because the wireless bandwidth was and is inferior. Even today despite being significantly better and capable of a lot more, it is still inferior to a wired connection. Situation: Chief among these is that NVIDIA’s Shield handheld game console will be getting a microconsole-like mode, dubbed “Shield Console Mode”, that will allow the handheld to be converted into a more traditional TV-connected console. In console mode Shield can be controlled with a Bluetooth controller, and in accordance with the higher resolution of TVs will accept 1080p game streaming from a suitably equipped PC, versus 720p in handheld mode. With that said 1080p streaming will require additional bandwidth, and while 720p can be done over WiFi NVIDIA will be requiring a hardline GigE connection for 1080p streaming (note that Shield doesn’t have Ethernet, so this is presumably being done over USB). Streaming aside, in console mode Shield will also support its traditional local gaming/application functionality. - http://www.anandtech.com/show/7435/nvidia-consolidates-game-streaming-tech-under-gamestream-brand-announces-shield-console-mode ^ This is not acceptable to me for a number of reasons not to mention the ridiculousness of having a little screen+controller unit sitting there while using a secondary controller and screen instead. That kind of redundant absurdity exemplifies how wrong of a solution that is. They need a second product for this solution without the screen or controller for it to make sense... at which point your just buying a little computer that does what most other larger computers do better. While this secondary project will provide a wired connection, it still shouldn't be necessary to purchase a Shield to have this benefit. Not only this but Intel's WiDi claims game streaming support as well - wirelessly. Where is the wired streaming? All that is required, by my understanding, is the ability to decode H.264 video compression and transmit control/feedback so by any logical comparison, one (Nvidia especially) should have no difficulty in creating an application for PC's (win32/64 environment) that does the exact same thing their android app does. I have 2 video cards capable of streaming (encoding) H.264 so by right they must be capable of decoding it I would think. I should be able to stream to my second desktop or my laptop both of which by hardware comparison are superior to the Shield. I haven't found anything stating plans to allow non-shield owners to do this. Can a third party create this software or does it hinge on some limitation that only Nvidia can overcome? Reiteration of questions: Is there a technical reason (non marketing) for why Nvidia opted to bottleneck the streaming service with a wireless connection limiting the resolution to 720p and introducing intermittent video choppiness when on a wired connection one could achieve, presumably, 1080p with significantly less or zero choppiness? Is there anything limiting developers from creating a PC/Desktop application emulating the same H.264 decoding functionality that circumvents the need to get an Nvidia Shield altogether? (It is not a matter of being too cheap to support Nvidia - I have many Nvidia cards that aren't being used. One should not have to purchase specialty hardware when = hardware already exists) Same questions go for Intel Widi also. I am just utterly perplexed that there are wireless live streaming solution and yet no wired. How on earth can wireless be the goto transmission medium? Is there another solution that takes advantage of H.264 video compression allowing live streaming over a wired connection? (*) - Perhaps this isn't the first but afaik it is the first complete package. (**) - I cant back that up with hard evidence/links but someone probably could. Edit: Maybe this will be the solution I am looking for but I still find it hard to believe that they would be the first and after wireless solutions already exist. In-home Streaming You can play all your Windows and Mac games on your SteamOS machine, too. Just turn on your existing computer and run Steam as you always have - then your SteamOS machine can stream those games over your home network straight to your TV! - http://store.steampowered.com/livingroom/SteamOS/

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  • Is an eee-pc with an Atom N550 dual core OK for Rails 3 development?

    - by dan
    I'm buying an Asus eee-pc 1015PEM and hope to do test-driven Rails 3 development on it. Is the CPU fast enough or too painfully slow for this? I plan on installing Ubuntu. I currently develop on a 11 inch Macbook Air 2010 model. It works fine as a Rails development machine. But for some reason I'm drawn to developing on a cheap little netbook. I don't use any IDE's, and my development workflow is mostly switching between Vim, Gnu Screen, and bash.

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  • Unreal Tournament 3 vs UDK: What Should I Choose?

    - by Matt Christian
    Many people in the mod community were very excited to see the release of the Unreal Developer Kit (UDK) a few months ago.  Along with generating excitement into a very dedicated community, it also introduced many new modders into a flourishing area of indie-development.  However, since UDK is free, most beginners jump right into UDK, which is OK though you might just benefit more from purchasing a shelf-copy of Unreal Tournament 3. UDK UDK is a free full version of UnrealEd (the editor environment used to create games like Gears of War 1/2, Bioshock 1/2, and of course Unreal Tournament 3).  The editor gives you all the features of the editor from the shelf-copy of the game plus some refinements in many of the tools.  (One of the first things you'll find about UnrealEd is that it's a collection of tools grouped into the same editor so it really isn't a single 'tool') Interestingly enough, Epic is allowing you to sell any game made in UDK with a few catches.  First off, you must purchase a liscense for your game (which, I THINK is aproximately $99 starting).  Secondly, you must pay 25% of all profits for the first $5,000 of your game revenue to them (about $1250).  Finally, you cannot use any of the 'media' provided in UDK for your game.  UDK provides sample meshes, textures, materials, sounds, and other sample pieces of media pulled (mostly) from Unreal Tournament 3. The final point here will really determine whether you should use UDK.  There is a very small amount of media provided in UDK for someone to go in and begin creating levels without first developing your own meshes, textures, and other media.  Sure, you can slap together a few unique levels, though you will end up finding yourself restriced to the same items over and over and over.  This is absolutely how professional game development is; you are 'given' (typically liscensed or built in-house) an engine/editor and you begin creating all the content for the game and placing it.  UDK is aimed toward those who really want to build their game content from scratch with a currently existing engine.  It is not suited for someone who would like to simply build levels and quick mods without learning external 3D programs and image editing software. Unreal Tournament 3 Unless you have a serious grudge against FPS's, Epic, or your computer sucks, there really is no reason not to own this game for PC.  You can pick it up on Steam or Amazon for around $20 brand new.  Not only are you provided with a full single-player and multiplayer game, but you are given the entire UnrealEd 3.0 including all of the content used to build UT3.  If you want to start building levels and mods quickly for UT3, you should absolutely pick up a shelf-copy. However, as off-the-shelf UT3 is a few years old now, the tools have not been updated for quite a while.  Compared to UDK, the menus are more difficult to navigate through and take more time getting used to.  Since UDK is updated almost every month, there are new inclusions to the editor that may not be in UT3 (including the future addition of 3D!).  I haven't worked enough with shelf UT3 to see if there are more features in UDK or if they both feature the same stuff in different forms, however you should remember that the Unreal Engine 3.0 has undergone numerous upgrades between it's launch and Gears of War 2 (in fact, Epic had a conference to show off what changed just between the Gears of Wars games). Since UT3 has much more core content, someone who wants to focus on level editing or modding the core UT3 game may find their needs better suited with an off-the-shelf copy of UT3.  If that level designer has a team that is generating custom assets, they may be better off with UDK. The choice is now yours...

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  • As a person getting into mobile development, what's the best mobile platform in terms of profitability? [closed]

    - by Kyle Loman
    I realize this question can range very far so would love to hear any and all opinions on this. However, I'll be honest and say that I have been thinking of this in terms of most profitable. I know how this may sound either way but this is one of my main sticking points. I realize that I'm not guaranteed a single cent and success is never guaranteed but I'm going into this with the thought of making something out of it both financially and also for my own interest. I know that iOS gets a lot of attention on this front but Android commands a lot more market share. However, I know there are drawbacks to Android too, whether it's in the actual development process and programming (though I've heard conflicting reports on this, such as how easy/difficult it is for to address screen res in different devices) or the app ecosystem being flooded. But iOS's app ecosystem has been described as too saturated and harder to compete in for that reason. Since Windows Phone has fewer apps than both of those two, that might be the best place to start in order to be closer to the ground floor of the store and be noticed more? Less saturation = better chances of sales or differentiating? Something like the gold rush during the first years of the iOS App Store (not exactly but at least in concept)? Would it be that despite fewer users on the platform, there's more exposure due to less competition so that may translate to better success at sales? Plus, I know MS is in it for the long haul so I'm not too fearful of something like WebOS going away. Obviously RIM isn't very popular nowadays but I read a recent article that says Blackberry actually has the apps that make the most money, any thoughts on that: http://gigaom.com/mobile/which-mobile-oss-apps-make-most-money-surprise-its-blackberry/ Again, this is all I've heard or known about so if there's anything to add or correct here, please do. In addition, this has actually affected my next personal phone upgrade. I'm eligible for a carrier discount now and I've had my eye on the iPhone 5. However, the Lumia 920 is the one I'm holding out for and I'm open to trying an Android but I'm not sure I can wait that long for any new Nexus or even the Razr HD. Even the new Lumia in November is making me antsy, I'm so close to just getting an iPhone 5. But when I say this has affected my phone choice, I'd want to be able to carry the apps I write with me so that I'm able to pull my phone out to show people without having to carry around a second device to do so. So that's why I'd like to make my personal phone match the main platform I'm developing for. Of course, I will likely expand to other platforms if I gain any decent success but the one I target now would serve well as my personal phone I carry around so that I can use it as a marketing tool, in a sense, showing people my apps if the opportunity presents itself. So what's the best mobile platform to choose, and especially in regards to most lucrative? As said previously, this would influence my personal phone choice greatly. Thanks in advance and I hope this isn't taken the wrong way - I understand there are trade-offs and other factors that may balance this out but making some revenue is key among that. For some background, I have done software development and know programming language concepts so I'm not entirely new to it and I do get the notion of being familiar with these things so that I can translate this skill among a variety of languages but I'm currently just having difficulty choosing my first main mobile platform based on the criteria I've outlined above.

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  • SQL Server source control from Visual Studio

    - by David Atkinson
    Developers have long since had to context switch between two IDEs, Visual Studio for application code development and SQL Server Management Studio for database development. While this is accepted, especially given the richness of the database development feature set in SSMS, loading a separate tool can seem a little overkill. This is where SQL Connect comes in. This is an add-in to Visual Studio that provides a connected development experience for the SQL Server developer. Connected database development involves modifying a development sandbox database, as opposed to offline development, where SQL text files are modified independently of the database. One of the main complaints of Data Dude (VS DBPro) is that it enforces the offline approach. This gripe is what SQL Connect addresses. If you don't already use SQL Source Control, you can get up and running with SQL Connect by adding a new project to your Visual Studio solution as follows: Then choose your existing development database and you're ready to go. If you already use SQL Source Control, you will need to link SQL Connect to your existing database scripts folder repository, so SQL Connect and SQL Source Control can be used collaboratively (note that SQL Source Control v.3.0.9.18 or later is required). Locate the repository (this can be found in the Setup tab in SQL Source Control). .and create a working folder for it (here I'm using TortoiseSVN). Back in Visual Studio, locate the SQL Connect panel (in the View menu if it hasn't auto loaded) and select Import SQL Source Control project Locate your working folder and click Import. This creates a Red Gate database project under your solution: From here you can modify your development database, and manage your changes in source control. To associate your development database with the project, right click on the project node, select Properties, set the database and Save. Now you're ready to make some changes. Locate the object you'd like to modify in the Solution Explorer, and double click it to invoke a query window or table designer. You also have the option to edit the creation SQL directly using Edit SQL File in Project. Keeping the development database and Visual Studio project in sync is as easy as clicking on a button. One you've made your change, you can use whichever mechanism you choose to commit to source control. Here I'm using the free open-source AnkhSVN to integrate Subversion with Visual Studio. Maintaining your database in a Visual Studio solution means that you can commit database changes and application code changes in the same changeset. This is desirable if you have continuous integration set up as you want to ensure that all files related to a change are committed atomically, so you avoid an interim "broken build". More discussion on SQL Connect and its benefits can be found in the following article on Simple Talk: No More Disconnected SQL Development in Visual Studio The SQL Connect project team is currently assessing the backlog for the next development effort, and they'd appreciate your feature suggestions, as well as your votes on their suggestions site: http://redgate.uservoice.com/forums/140800-sql-connect-for-visual-studio- A 28-day free trial of SQL Connect is available from the Red Gate website. Technorati Tags: SQL Server

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