Search Results

Search found 11995 results on 480 pages for 'clement game'.

Page 380/480 | < Previous Page | 376 377 378 379 380 381 382 383 384 385 386 387  | Next Page >

  • MySQL: How to pull information from multiple tables based on information in other tables?

    - by Greg
    Ok, I have 5 tables which I need to pull information from based on one variable. gameinfo id | name | platforminfoid gamerinfo id | name | contact | tag platforminfo id | name | abbreviation rosterinfo id | name | gameinfoid rosters id | gamerinfoid | rosterinfoid The 1 variable would be gamerinfo.id, which would then pull all relevant data from gamerinfo, which would pull all relevant data from rosters, which would pull all relevant data from rosterinfo, which would pull all relevant data from gameinfo, which would then pull all relevant data from platforminfo. Basically it breaks down like this: gamerinfo contains the gamers basic information. rosterinfo contains basic information about the rosters (ie name and the game the roster is aimed towards) rosters contains the actual link from the gamer to the different rosters (gamers can be on multiple rosters) gameinfo contains basic information about the games (ie name and platform) platform info contains information about the different platforms the games are played on (it is possible for a game to be played on multiple platforms) I am pretty new to SQL queries involving JOINs and UNIONs and such, usually I would just break it up into multiple queries but I thought there has to be a better way, so after looking around the net, I couldn't find (or maybe I just couldn't understand what I was looking at) what I was looking for. If anyone can point me in the right direction I would be most grateful.

    Read the article

  • SQL return error within PHP

    - by Luke
    I use GET to get the id of a result. $id = $_GET['id']; I then use the following code: <? $q = $database->friendlyDetails($id); while( $row=mysql_fetch_assoc($q) ) { $hu = $row['home_user']; $ht = $row['home_team']; $hs = $row['home_score']; $au = $row['away_user']; $at = $row['away_team']; $as = $row['away_score']; $game = $row['game']; $name = $row['name']; $match = $row['match_report1']; $compid = $row['compid']; $date = $row['date_submitted']; $sub = $row['user_submitted']; } ?> And friendDetails- function friendlyDetails($i) { $q = "SELECT * FROM ".TBL_SUB_RESULTS." INNER JOIN ".TBL_FRIENDLY." ON ".TBL_FRIENDLY.".id = ".TBL_SUB_RESULTS.".compid WHERE ".TBL_SUB_RESULTS.".id = '$i'"; return mysql_query($q, $this->connection); } For some reason, the code will only return what is under id =1. Can anyone see anything obvious I am doing wrong?

    Read the article

  • PNG Textures not loading on HTC desire

    - by Matthew Tatum
    Hi I'm developing a game for android using OpenGL es and have hit a problem: My game loads fine in the emulator (windows xp and vista from eclipse), it also loads fine on a T-Mobile G2 (HTC Hero) however when I load it on my new HTC Desire none of the textures appear to load correctly (or at all). I'm suspecting the BitmapFactory.decode method although I have no evidence that that is the problem. All of my textures are power of 2 and JPG textures seem to load (although they don't look great quality) but anything that is GIF or PNG just doesn't load at all except for a 2x2 red square which loads fine and one texture that maps to a 3d object but seems to fill each triangle of the mesh with the nearest colour). This is my code for loading images: AssetManager am = androidContext.getAssets(); BufferedInputStream is = null; try { is = new BufferedInputStream(am.open(fileName)); Bitmap bitmap; bitmap = BitmapFactory.decodeStream(is); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); } catch(IOException e) { Logger.global.log(Level.SEVERE, e.getLocalizedMessage()); } finally { try { is.close(); } catch(Exception e) { // Ignore. } } thanks

    Read the article

  • Interface Builder vs Cocos 2D - how choice the best for your app.

    - by baDa
    Hello everyone! I was a flash developer for 3 years, and in the last 5 months, i begin the iphone development, i do 2 applications with interface builder for clients, and now i really want to do a little game, is quite simple, one match 3! I made the engine in interface builder, and seens good to me! But after i read some posts, i really want to try it in the cocos2D! So, in 2 days i rewrite all my first engine for cocos2D, very annoying upsidedown coordinates but ok, i really do! But the performance side by side with interface builder version is really scare! Many Many slow downs at the cocos2d side! And the animation seens bugged to me! I really scare! I really don't know what is the best choice for a simple game. And i want some opinions: Using cocos2d when need some physics? When we have many objects at screen? What is the performance boost i have with cocos2D? I have how to share this 2 applications with you guys?! Without your UID?!

    Read the article

  • Randomly Position A Div

    - by Connie
    I'm looking for a way to randomly position a div anywhere on a page (ONCE per load). I'm currently programming a PHP-based fantasy pet simulation game. One of the uncommon items on the game is a "Four Leaf Clover." Currently, users gain "Four Leaf Clovers" through random distribution - but I would like to change that (it's not interactive enough!). What I Am Trying To Do: The idea is to make users search for these "Four Leaf Clovers" by randomly placing this image anywhere on the page: (my rendition of a four leaf clover) I'd like to do this using a Java/Ajax script that generates a div, and then places it anywhere on the page. And does not move it once it's been placed, until the page is reloaded. I've tried so many Google searches, and the closest thing that I've found so far is this (click), from this question. But, removing the .fadein, .delay, and .fadeout stopped the script from working entirely. I'm not by any means a pro with Ajax. Is what I'm trying to do even possible?

    Read the article

  • WP7 help with menu effects

    - by MattMacdonald
    Kinda new to Silverlight and have some experience with WPF but I'm doing a project with a group for a class making a game for WP7. I am currently in charge of the menu system for the game and I had a few ideas for "flashy" menu transitions. I got some going for the main menu but I wanted to do something cool for the options submenu. Anyway my idea is to either fashion an expander or to have sort of a variation of a dialog box. But the way I envisioned it would be in either case the menu items blur but are still visible while the expanded menu is displayed or while the dialog is active. If I'm being confusing sorry :) but think of Windows 7 glass effect on the menu while other options are available. What I'm getting at is I want to give this a shot but I have no idea how I would go about doing something like this. Could anyone point me in the right direction or outline some key steps for me to build off? I tried finding something like this on Google but no such luck.

    Read the article

  • Fundamentals of Deserialization in .NET?

    - by Codehelp
    I have been working with XML for past couple of months with .NET Basically all the work I do involve XML in oneway of another so I thought it would be good to learn the serialization and deserialization part of the game. My work mostly involves the 'Deserialization' part of it. Almost every time I have an XML file which has to be used by the application that I write. An object form of the XML is the best way to use. Now initially the XML was very straight forward, just a couple of tags which would translate into a class very easily using XSD.exe tool. Things grew a bit complex with nesting of tags and I found Xsd2Code gen tool work fine. During this whole process I have been able to do my work with a lot of help from Stackoverflow community, thanks for that, but I think I have missed the forest for the trees. I need to know how Deserialization works in .NET Fundamentally, I would like to know what happens behind the scenes in taking a XML and converting it into a usable object. Code samples have helped me in the past, and as mentioned earlier the problem get's solved but the learning does not happen. So, if anyone can guide to resources that can get me started on the Deserialization part of the game, I would be thankful to them. Regards.

    Read the article

  • Dealloc'd Predicate crashing iPhone App!

    - by DVG
    To preface, this is a follow up to an inquiry made a few days ago: http://stackoverflow.com/questions/2981803/iphone-app-crashes-when-merging-managed-object-contexts Short Version: EXC_BAD_ACCESS is crashing my app, and zombie-mode revealed the culprit to be my predicate embedded within the fetch request embedded in my Fetched Results Controller. How does an object within an object get released without an explicit command to do so? Long Version: Application Structure Platforms View Controller - Games View Controller (Predicated upon platform selection) - Add Game View Controller When a row gets clicked on the Platforms view, it sets an instance variable in Games View for that platform, then the Games Fetched Results Controller builds a fetch request in the normal way: - (NSFetchedResultsController *)fetchedResultsController{ if (fetchedResultsController != nil) { return fetchedResultsController; } //build the fetch request for Games NSFetchRequest *request = [[NSFetchRequest alloc] init]; NSEntityDescription *entity = [NSEntityDescription entityForName:@"Game" inManagedObjectContext:context]; [request setEntity:entity]; //predicate NSPredicate *predicate = [NSPredicate predicateWithFormat:@"platform == %@", selectedPlatform]; [request setPredicate:predicate]; //sort based on name NSSortDescriptor *sortDescriptor = [[NSSortDescriptor alloc] initWithKey:@"name" ascending:YES]; NSArray *sortDescriptors = [[NSArray alloc] initWithObjects:sortDescriptor, nil]; [request setSortDescriptors:sortDescriptors]; //fetch and build fetched results controller NSFetchedResultsController *aFetchedResultsController = [[NSFetchedResultsController alloc] initWithFetchRequest:request managedObjectContext:context sectionNameKeyPath:nil cacheName:@"Root"]; aFetchedResultsController.delegate = self; self.fetchedResultsController = aFetchedResultsController; [sortDescriptor release]; [sortDescriptors release]; [predicate release]; [request release]; [aFetchedResultsController release]; return fetchedResultsController; } At the end of this method, the fetchedResultsController's _fetch_request - _predicate member is set to an NSComparisonPredicate object. All is well in the world. By the time - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section gets called, the _predicate is now a Zombie, which will eventually crash the application when the table attempts to update itself. I'm more or less flummoxed. I'm not releasing the fetched results controller or any of it's parts, and the only part getting dealloc'd is the predicate. Any ideas?

    Read the article

  • Use of Java [Interfaces / Abstract classes]

    - by Samuel
    Hello, Lately i decided to take a look at Java so i am still pretty new to it and also to the approach of OO programming, so i wanted to get some things straight before learning more, (i guess it's never to soon to start with good practices). I am programming a little 2D game for now but i think my question applies to any non trivial project. For the simplicity i'll provide examples from my game. I have different kinds of zombies, but they all have the same attributes (x, y, health, attack etc) so i wrote an interface Zombie which i implement by WalkingZombie, RunningZombie TeleportingZombie etc. Is this the best thing to do? Am i better of with an abstract class? Or with a super class? (I am not planning to partially implement functions - therefor my choice for an interface instead of an abstract class) I have one class describing the main character (Survivor) and since it is pretty big i wanted to write an interface with the different functions, so that i can easily see and share the structure of it. Is it good practice? Or is it simply a waste of space and time? I hope this question will not be rated as subjective because i thought that experienced programmers won't disagree about this kind of topic since the use of interfaces / super classes / abstract classes follows logical rules and is thereby not simply a personal choice. Thank you for your time -Samuel

    Read the article

  • Where to turn upon realizing I can't program my way out of a paper bag?

    - by luminarious
    I have no job and just enough money to get by until April or so. While looking for work, I figured I might as well go through with a pet project, a browser based card game. Make it nice and free, collect donations and maybe earn enough for a movie ticket to escape reality for a while. I have dabbled in web development a bit. I can make simple stuff happen with JS/PHP if I follow tutorials. I designed my own art blog's template - http://luminarious.tumblr.com. I can visualise the game working in my head, flowcharts and everything. But then I tried to go deeper with Javascript and almost had an aneurysm before understanding what a closure is. Wether I suck at learning, have ADD or fail epically at productivity, I have not got much done. Coming up with ideas, screen mock-ups and so forth was very enjoyable, but actual implementation.. not so much. In fact, I cry a bit every time I think about the time someone competent could have finished this in. I'd like to excuse myself with my ENTP personality type, but that hardly solves anything. Rather, I'd like to know to get from A (bunch of ideas with little semblance to a web app) to B (something to proudly show others) while being unable to pay anyone? Are there any secret techniques for learning? Is there any way to get mentoring or code review? Is there anyone with too much free time willing to code for me? How to trust someone to not steal my code when I ask for assistance? Is there anything I should have asked instead of any of those?

    Read the article

  • Unknown reason for code executing the way it does in python

    - by Jasper
    Hi I am a beginner programmer, using python on Mac. I created a function as a part of a game which receives the player's input for the main character's name. The code is: import time def newGameStep2(): print ' ****************************************** ' print '\nStep2\t\t\t\tCharacter Name' print '\nChoose a name for your character. This cannot\n be changed during the game. Note that there\n are limitations upon the name.' print '\nLimitations:\n\tYou cannot use:\n\tCommander\n\tLieutenant\n\tMajor\n\t\tas these are reserved.\n All unusual capitalisations will be removed.\n There is a two-word-limit on names.' newStep2Choice = raw_input('>>>') newStep2Choice = newStep2Choice.lower() if 'commander' in newStep2Choice or 'lieutenant' in newStep2Choice or 'major' in newStep2Choice: print 'You cannot use the terms \'commander\', \'lieutenant\' or \'major\' in the name. They are reserved.\n' print time.sleep(2) newGameStep2() else: newStep2Choice = newStep2Choice.split(' ') newStep2Choice = [newStep2Choice[0].capitalize(), newStep2Choice[1].capitalize()] newStep2Choice = ' ' .join(newStep2Choice) return newStep2Choice myVar = newGameStep2() print myVar When I was testing, I inputted 'major a', and when it asked me to input another name, i inputted 'a b'. However, when it returned the output of the function, it returns 'major a'. I went through this with a debugger, yet I still can't seem to find where the problem occurred. Thanks for any help, Jasper

    Read the article

  • How do I know when to increase or decrease angle to get a specific angle?

    - by Thomas
    Hi. I am programming a game and I have come to a very hard spot. Basically I have a circle and I have 2 angles on this circle. Angle 1 (A) is a point I want angle 2 (B) to go to. During my game every frame I need to check weither or not to increase or decrease my angle value by a certain amount (speed) to eventually reach the first angle. My question is how do I do this? I tried doing this but I don't seem to be doing it right. bool increase = false; float B = [self radiansToDegrees:tankAngle]; float A = [self radiansToDegrees:tankDestinationAngle]; float newAngle = B; if(B < A) { float C = B - (360 - A); float D = A - B; if(C < D) increase = false; else increase = true; } else if(B A) { float C = B - A; float D = A - (360 - B); if(C < D) increase = false; else increase = true; } if(increase) { newAngle += 1.0; } else { newAngle -= 1.0; } if(newAngle 360.0) { newAngle = 0 + (newAngle - 360.0); } else if(newAngle < 0.0) { newAngle = 360 + newAngle; } if(newAngle == 0) newAngle = 360; newAngle = [self degreesToRadians:newAngle]; [self setTanksProperPositionRotation:newAngle]; The basic effect I am trying to achieve is when the user makes a new point, which would be angle 1, angle 2 would move towards angle 1 choosing the fastest direction. I think I have spent around 4 hours trying to figure this out.

    Read the article

  • Switching between 2 UINavigationControllers

    - by Smikey
    Hi all, I seem to have a problem switching between 2 UINavigationControllers, i.e. one which controls the main (selection) menu of my application, and the second which controls the main session (i.e. the user can't go back to the selection menu once they're started a new session). The first works just fine, but I get into trouble when trying to load the second. I have a class called GameViewController which contains the second UINavigationController instance. I set this up as usual, linking it as an IBOutlet to the delegate and setting up the NavController in the GameViewController.xib file with its 'Class' property pointing at GameScreenViewController (my main game screen), and its NIB Name property pointing to the GameScreenViewController nib file. I then create a new instance of GameViewController and load it. In IB, the navigation controller looks fine, with its View 'loaded from "GameScreenViewController"', however when the NavigationController is loaded in the game, it actually loads the GameViewController's UIWindow instance (just a blank window). I'm not sure how to make it load the Navigation Controller's view rather than its own window? Also, another quick question. When I load the second navigation controller from the first, which makes more sense to use: [self.view addSubview:gameViewController.view]; or [self presentModalViewController:gameViewController animated:YES]; Thanks for any help, much appreciated :D Michael

    Read the article

  • How to make buttons in python/pygame?

    - by user1334014
    I'm making a game in pygame and on the first screen I want there to be buttons that you can press to (i) start the game, (ii) load a new screen with instructions, and (iii) exit the program. I've found this code online for button making, but I don't really understand it (I'm not that good at object oriented programming). If I could get some explanation as to what it's doing that would be great. Also, when I use it and try to open a file on my computer using the file path, I get the error sh: filepath :Permission denied, which I don't know how to solve. #load_image is used in most pygame programs for loading images def load_image(name, colorkey=None): fullname = os.path.join('data', name) try: image = pygame.image.load(fullname) except pygame.error, message: print 'Cannot load image:', fullname raise SystemExit, message image = image.convert() if colorkey is not None: if colorkey is -1: colorkey = image.get_at((0,0)) image.set_colorkey(colorkey, RLEACCEL) return image, image.get_rect() class Button(pygame.sprite.Sprite): """Class used to create a button, use setCords to set position of topleft corner. Method pressed() returns a boolean and should be called inside the input loop.""" def __init__(self): pygame.sprite.Sprite.__init__(self) self.image, self.rect = load_image('button.png', -1) def setCords(self,x,y): self.rect.topleft = x,y def pressed(self,mouse): if mouse[0] > self.rect.topleft[0]: if mouse[1] > self.rect.topleft[1]: if mouse[0] < self.rect.bottomright[0]: if mouse[1] < self.rect.bottomright[1]: return True else: return False else: return False else: return False else: return False def main(): button = Button() #Button class is created button.setCords(200,200) #Button is displayed at 200,200 while 1: for event in pygame.event.get(): if event.type == MOUSEBUTTONDOWN: mouse = pygame.mouse.get_pos() if button.pressed(mouse): #Button's pressed method is called print ('button hit') if __name__ == '__main__': main() Thank you to anyone who can help me.

    Read the article

  • Logic in the db for maintaining a points system relationship?

    - by MarcusBooster
    I'm making a little web based game and need to determine where to put logic that checks the integrity of some underlying data in the sql database. Each user keeps track of points assigned to him, and points are awarded by various tasks. I keep a record of each task transaction to make sure they're not repeated, and to keep track of the value of the task at the time of completion, since an individual award level my fluctuate over time. My schema looks like this so far: create table player ( player_ID serial primary key, player_Points int not null default 0 ); create table task ( task_ID serial primary key, task_PointsAwarded int not null ); create table task_list ( player_ID int references player(player_ID), task_ID int references task(task_ID), when_completed timestamp default current_timestamp, point_value int not null, --not fk because task value may change later constraint pk_player_task_id primary key (player_ID, task_ID) ); So, the player.player_Points should be the total of all his cumulative task points in the task_list. Now where do I put the logic to enforce this? Should I do away with player.player_Points altogether and do queries every time I want to know the total score? Which seems wasteful since I'll be doing that query a lot over the course of a game. Or, put a trigger in the task_list that automatically updates the player.player_Points? Is that too much logic to have in the database and should just maintain this relationship in the application? Thanks.

    Read the article

  • Yet another question about C++ books..

    - by suicideducky
    Intro rant Hey all, so after just over a year of browsing I decided it's time to ask a question for myself, it's sadly similar to many that have been asked before. I'm 18, am studying towards a BSc in Comp SCi and have been programming 'on and off' for about 6 years now, after wrestling with C++ for a bit then stumbling upon (and reading cover to cover) "Programming: Principles and Practice Using C++" by the great man himself I feel pretty comfortable with C++, I am almost finished writing my first open source program in C++ (a mediawiki parser, http://code.google.com/p/apertium-mediawiki/). I have decided I want to really get to know the power of C++, get familiar with some of its 'darker' corners and also delve into game programming, at this point I am rather keen on the book "Essential 3D Game Programming: with C++ and OpenGL" (released 24 may '10), I would also like to get 1 or 2 other books on 'general C++' that I can read cover to cover during my spare time. At this point I am pretty open to suggestions I would like something in the intermediate/advanced zone, some books I am rather keen on include: The C++ Standard Library: A tutorial and reference, C++ Template, the complete guide, and Modern C++ Design: Generic Programming and Design Patterns Applied Thanks in advance.

    Read the article

  • How can I create a .jar file?

    - by Roman
    In the tutorial I found out that jar files can be created in the following way: jar cf jar-file input-file(s) However, it was not clear what are the input-file(s). Is that .java files or .class files? From the examples on the same page I can assume that should be .class files. But now it is not clear which .class files should I put there. After the compilation of .java files I have a lot of .class files. One of the reason of that is that I have a lot files like that: GameWindow$2$10class, GameWindow$2$7.class and so on. Should I include all of them into the command line for the creation of the .jar file? To run my application I use java Game. So, my be I need to use only Game.class file when I create a .jar file? On the other hand other class files corresponds to classes used by the application. My software use external libraries (during compilation I specify .jar files of these libraries). Will .jar file of my application be able to run on the computer which does not contain the .jar file of used library?

    Read the article

  • Testing variable types in Python

    - by Jasper
    Hello, I'm creating an initialising function for the class 'Room', and found that the program wouldn't accept the tests I was doing on the input variables. Why is this? def __init__(self, code, name, type, size, description, objects, exits): self.code = code self.name = name self.type = type self.size = size self.description = description self.objects = objects self.exits = exits #Check for input errors: if type(self.code) != type(str()): print 'Error found in module rooms.py!' print 'Error number: 110' elif type(self.name) != type(str()): print 'Error found in module rooms.py!' print 'Error number: 111' elif type(self.type) != type(str()): print 'Error found in module rooms.py!' print 'Error number: 112' elif type(self.size) != type(int()): print 'Error found in module rooms.py!' print 'Error number: 113' elif type(self.description) != type(str()): print 'Error found in module rooms.py!' print 'Error number: 114' elif type(self.objects) != type(list()): print 'Error found in module rooms.py!' print 'Error number: 115' elif type(self.exits) != type(tuple()): print 'Error found in module rooms.py!' print 'Error number: 116' When I run this I get this error: Traceback (most recent call last): File "/Users/Jasper/Development/Programming/MyProjects/Game Making Challenge/Europa I/rooms.py", line 148, in <module> myRoom = Room(101, 'myRoom', 'Basic Room', 5, '<insert description>', myObjects, myExits) File "/Users/Jasper/Development/Programming/MyProjects/Game Making Challenge/Europa I/rooms.py", line 29, in __init__ if type(self.code) != type(str()): TypeError: 'str' object is not callable

    Read the article

  • Returning a lua table on SWIG call

    - by Tom J Nowell
    I have a class with a methodcalled GetEnemiesLua. I have bound this class to lua using SWIG, and I can call this method using my lua code. I am trying to get the method to return a lua table of objects. Here is my current code: void CSpringGame::GetEnemiesLua(){ std::vector<springai::Unit*> enemies = callback->GetEnemyUnits(); if( enemies.empty()){ lua_pushnil(ai->L); return; } else{ lua_newtable(ai->L); int top = lua_gettop(ai->L); int index = 1; for (std::vector<springai::Unit*>::iterator it = enemies.begin(); it != enemies.end(); ++it) { //key lua_pushinteger(ai->L,index);//lua_pushstring(L, key); //value CSpringUnit* unit = new CSpringUnit(callback,*it,this); ai->PushIUnit(unit); lua_settable(ai->L, -3); ++index; } ::lua_pushvalue(ai->L,-1); } } PushIUnit is as follows: void CTestAI::PushIUnit(IUnit* unit){ SWIG_NewPointerObj(L,unit,SWIGTYPE_p_IUnit,1); } To test this I have the following code: t = game:GetEnemiesLua() if t == nil then game:SendToConsole("t is nil! ") end The result is always 't is nil', despite this being incorrect. I have put breakpoints in the code and it is indeed going over the loop, rather than doing lua_pushnil. So how do I make my method return a table when called via lua?

    Read the article

  • Custom collision

    - by bali182
    I was recently assigned to create a siple game using the Corona SDK. The main pillar of the game would be a simple event: the user should put a ball in a basket, and I should be able to handle this event. Here is a picture for better understanding: I successfully managed to create the collision shape for the basket, but i have trouble with the collision of the inside of this basket. My first thought was the following: create a new shape size and position it to fit the "belly" of this basket add it to the physics-world, and listen to the collision. With hybrid drawing it looks like this: But there is a problem: if i add this shape to the physics, it wouldn't let the ball fall into the, basket, it will handle this shape as a solid object as well. So my question is: How could I get this custom object to collide, without blocking the ball to fall through it? I have read a lots of forum post with similar questions but none of them got a proper answer. There must be a way to do this in an elegant way. And one note: Please don't suggest checking the collision manually, with rectangle intersection, because in this simple case it would work, but later I may need to change the shape of the basket, and then it will be useless!

    Read the article

  • My HTML5 web app crashes and I have no clue how to debug

    - by Shouvik
    Hi All, I have written a word game using HTML5 canvas tag and a little bit of audio. I developed the application on the chrome web browser on a linux system. Recently during the testing phase it was tried on safari 5.0.3 on Mac and the webpage froze. Not just the canvas element, but interactive element on the page froze. I have at some times experienced this problem on google chrome when I was developing but since the console did not throw any error before this happened, I did not give it much credence. Now as per requirements I am supposed to support both chrome and safari but this dismal performance on safari has left me shocked and I cannot see what error can be thrown which might lead to such a situation. Worse yet the CPU usage on using this application peaks to 70-80percent on my 2yr old macbook running ubuntu... I can only but pity the person who uses mac to operate this app, which undoubtedly is a heavier OS. Could someone help me out with a place I can start with to find out what exactly is causing this issue. I have run profiles on this webapp on google chromes console and noticed that in the heap spanshot value increases steadily with the playing of the game, specifically (root) value which jumps up by 900 counts. Any help would be very appreciated! Thanks EDIT: I don't know if this helps, but I have noticed that even on refreshing the page after the app becomes unresponsive the page reloads and I am still not able to interact with the page elements but the tab scroll bar continues to work and I can see my application window completely. So to summaries the tab stops accepting any sort of user interaction inside the page. Edit2: Nop. It doesn't work still... The app crashes on double click on the canvas element. The console is not throwing any errors either! =/ I have noticed this problem is isolated only to safari!

    Read the article

  • What is the best Networking implementation for my application?

    - by CaptainPhil
    I am in the planning phases of a project for myself, it is to be a single and multi-player card game. I would like to track statistics for each person such as world rankings etc... My problem is I do not know the best approach for the client - server architecture and programming. My original goal was to program everything in C# as I want to get proficient in that language. My original idea was to have a back-end database and a back end server run on some sort of hosting on the internet, however that seems costly for such a small project that may or may not make any money. I have tried looking into cloud services however I am unfamiliar with the technology, and I am not sure I can make them suit my needs, especially since most like Google's cloud wants you to use their coding architecture from what I understand. Finally my last problem is that I would like an architecture that can be used for different languages so that I can port it from PC to IPhone, Xbox etc... So does anyone have any advice on the best architecture and language to do this in? Am I worrying about architecture and back-end costs to much and should just concentrate on getting the game running any which way?

    Read the article

  • C++ Instantiate class and add name to array/vector then cycle through update functions from the array

    - by SD42
    I have a bunch of classes in a basic (and badly coded!) game engine that are currently instantiated in the code and have to have their individual update functions called. What I want to do is be able to create an instance of a class, pass the name to an array, and then subsequently cycle through the array to call the update functions of each class. I'm unsure as to whether or not this is an impossible or spectacularly stupid way of trying to manage objects, so please tell me if it is. So currently I might have manually instantiated Enemy class a couple of times: Enemy enem1; Enemy enem2; I then have to update them manually in the game loop: enem1.update(); enem2.update(); What method should I use to be able to spawn and destroy instances of the enemy class during gametime? Is it possible to populate an array with instantiated names and then do something like (and i'm aware this doesn't work); array[x].update(); Then iterate through the names in the array? Anything that even points me in the right direction would be greatly appreciated!

    Read the article

  • jQuery only firing last class in multiple-class click

    - by user1134644
    I have a set of links like so: <a href="#internalLink1" class="classA">This has Class A</a> <a href="#internalLink2" class="classB">This has Class B</a> <a href="#internalLink3" class="classA classB">This has Class A and Class B</a> And here's the corresponding jQuery: $('.classA').click(function(){ // do class A stuff }); $('.classB').click(function(){ // do class B stuff }); Currently, when I click on the first link with Class A, it does the Class A stuff like it's supposed to. Similarly, when I click on the second link with Class B, it does the Class B stuff like it's supposed to. No worries there. My issue is, when I click on the third link with BOTH classes, it only fires the function for whichever class comes last (in this case, class B. If I put class A at the end instead, it performs class A's function). I want it to fire both. What am I doing wrong? Thanks in advance. EDIT: To those posting fiddles, nearly all of them work, so as many have said, it's most likely not my code, but the way it displays in my file. For a little more clarification, I was teaching myself some jQuery and decided to try making a (very) simple "Choose Your Own Adventure" type game. Here's a jsfiddle containing the opening of my bare-bones-please-don't-laugh game. Click on "Hide in the bushes", then "Examine the victim", then "Take any valuables and leave, he's dead already" <-- THIS is where the issue is. It's supposed to add 98 gold ("hawks") to your inventory, AND tell you that your alignment has shifted 1 point towards Chaotic. At the moment, it only does the chaotic alert, and no gold gets added to your inventory. The other option (refresh the fiddle to restart) that adds money to your inventory, but DOES NOT make you chaotic, works just fine (if you select "Search him for identification" instead of "take the money and run") Sorry this is so long!

    Read the article

  • Performance issue between builds

    - by DeadMG
    I've been developing a small indie game in my spare time and have run across an inexplicable issue. Some builds of the game will randomly run several hundred frames per second slower than other builds. For example, when rendering some text and no 3D scene, I can achieve 1800FPS on my own hardware. Add one 3D sphere (10k verts, pixel shaded), achieve 1700 FPS. Add two more spheres, achieve 800 FPS. Remove all spheres, achieve 1100FPS- even though the code now renders the same scene as I previously achieved at 1800FPS, which is just the FPS counter being rendered. I've tried rebuilding and cleaning the project and rebooting the compiler. This is in Release mode and I turned on all the optimizations I could find. Any suggestions as to the cause? I ran a quick profile, and Visual Studio seems to think that over 90% of my time was spent in D3D9_43.dll, suggesting that it's not a bug in my app, which doesn't explain why it manifests in only some builds. I rebooted my machine and it's back up to 1800FPS. I think it's a bug in the DirectX SDK tools (amongst many others). Going to delete this question.

    Read the article

< Previous Page | 376 377 378 379 380 381 382 383 384 385 386 387  | Next Page >