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  • Skype Connect as SIP/Trunk for Asterisk

    - by Kaurin
    First off: I'm not sure if this should be on superuser or here. I have recently built a few Asterisk boxes with OpenVOX FXO/FXS ports little or no trouble. My current project is building an Asterisk box with SIP trunks. My current employer insisted on getting Skype Business/Skype connect for that purpose. After reviewing the Skype Connect plan, I agreed, because I thought it is going to be straightforward: Purchase G729 licences and setup SIP trunk/trunks. Boy was i wrong :) Here is the setup: The setup is for calling US numbers only via skype (we got skype US minute bundles in skype connect) AsteriskNOW - Asterisk 1.4 + asterisk-gui Trunks: SIP Trunk configured with Skype Connect - shows as registered Users: 2 test extensions. Both work fine when calling each other, voicemail etc works fine too The asterisk box is behind a Mikrotik router which i configured to forward all relevant ports: 5060-5090 UDP, 10000-20000 UDP. When trying out an extension outside of my LAN, it worked. I could make calls to the other extension. Outgoing rule: _NXXXXXXXXX Strip:0 Prepend:+1 Use skype trunk Inbound rule: Trunk: Skype Pattern: s Destination: Extension1 (6210) Here is the output of asterisk CLI (-rvvvvv) with outgoing calls: http://pastebin.com/eWVpL72e you can see the circuit-busy response when using trunk1 (skype) When calling my Skype Connect number from the outside, I get nothing in the logs. Can anyone with Skype Connect / Asterisk experience help out? :)

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  • How to "swap in" again memory from page file to physical memory in Windows at once (like linux swap-off)

    - by Arnout
    Is there a way to swap back in (to put back all the memory data that was put into the page file (or swap, whatever you prefer)) memory on a windows PC? On linux, one can easily do this with the swapoff /dev/sdaX, where X is the swap partition. On windows, it seems to ask me to reboot each time.. The reason I'd like to do this, is that, even though swapping out the data to the swap file allows me to play a resource-hungry game fully in physical ram, when I stop the game, all the rest of my programs run slow. This is or course normal; all the programs were pushed into the page file because my RAM was too small, and all memory access to those programs after gaming bumps into hard page faults, with major delays and some frustration as a consequence. However, that frustration could easily be avoided, by simply allowing the PC to copy all data back into the physical memory for a minute or so, and then resume working on a fast working PC! (rather than having to endure the slowness -while- working) Thanks in advance for any advice on this! Kind regards

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  • Ventrilo sound delay issue in Windows 7

    - by TM
    I've upgraded my machine to Windows 7 Professional (x64) (using format + clean install, not upgrade install). Everything seems to work fine except for Ventrilo. I used to have Vista Business x64 and Ventrilo worked fine there, on the same machine. The issue I am having is that when I am playing a game and using Ventrilo, everything works fine at first, but after a few minutes, I stop hearing anything that people say. If I minimize, I can see the speaker icons lighting up (meaning that people are talking), but I still can't hear anything. The sounds from the game and other OS sounds still play through the speakers just fine. Eventually, I will close ventrilo and then after a few seconds I will start hearing things that people were saying several minutes ago. I start hearing everything that was said, with no "silent time" in between. Note that the sounds keep playing even AFTER the ventrilo process is dead. I've tried using Ventrilo x64 and x86 versions. Does anyone have any advice on how to fix this problem?

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  • Rapidly changing public IP addresses on certain networks?

    - by zenblender
    I run/develop an online game where many of our users are in southeast asia. I recently went to southeast asia and made an alarming discovery. Anywhere I got internet access, whether it was via 3G, a LAN in a hotel, or wifi in a cafe, both in Singapore and the Philippines, I noticed that my IP address was changing CONSTANTLY. I mean the public IP address, not the private one. I could load a page like whatismyip.com and just hit reload and see a new IP address show up every 5-10 seconds! This has lots of consequences for my online game, as many things "break" if the IP address changes for a given user. Basically, I would like to know more about this. Is there a name for the kind of network or router or paradigm that causes this, so I can read up on it? I don't understand WHY a network would function this way. Does it do this on purpose? Is it for security reasons? Is it to anonymize and protect the identity of the users? Or is it just an "old" method that is mostly obsolete in the rest of the world? Thanks for any info that will help me to understand.

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  • How do I know what hardware to buy to meet my needs?

    - by Darth Android
    While Stack Exchange does not permit shopping recommendations, it doesn't provide any general advice to consider when buying hardware. So, instead of just telling those that ask what to buy that it's not allowed, let's tell them how to figure out what they need. When looking forward to build a computer, how do I know what to buy? How do I find out if a given CPU will be enough for a certain game or application that I want to run? How do I find out if a given graphics card will be enough for a certain game or application? What is important when looking at motherboards? How much memory do I need? How do I know how much wattage I need for a power supply? What size case do I need? What relevant standards do I need to read up on and be aware of? PCI, PCIe, SATA, USB 2.0, USB 3.0, etc... What "gotchas" do I need to be on the lookout for? Please keep responses generation-agnostic to ensure they will be helpful to our future users. :)

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  • What do I need to consider when buying hardware to meet my needs?

    - by Darth Android
    I'm looking to build a new computer from the ground up. I'm not sure what to look out for and need guidance and help on how to pick the hardware needed to construct my new rig. How do I know what to buy? How do I find out if a given CPU will be enough for a certain game or application that I want to run? How do I find out if a given graphics card will be enough for a certain game or application? What is important when looking at motherboards? How much memory do I need? How do I know how much wattage I need for a power supply? What size case do I need? What relevant standards do I need to read up on and be aware of? PCI, PCIe, SATA, USB 2.0, USB 3.0, etc... What "gotchas" do I need to be on the lookout for? Please keep responses generation-agnostic to ensure they will be helpful to our future users. While Stack Exchange does not permit shopping recommendations, it doesn't provide any general advice to consider when buying hardware. So, instead of just telling those that ask what to buy that it's not allowed, let's tell them how to figure out what they need. This question was Super User Question of the Week #20 Read the June 20, 2011 blog entry for more details or submit your own Question of the Week.

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  • Implications of disabling the AMD Phenom's TLB patch?

    - by DMA57361
    I'm currently running a AMD Phenom X4 9600 processor (yeah, it's aging a bit, but other recent problems mean it's not getting upgraded in the immediate future), which happens to be one of the chips that suffer from the TLB errata. I recall that the first time I played with disabling the TLB patch (probably over a year ago, while playing a game that had a severe performance problem such that it was almost unplayable unless the patch was disabled) I had at least one BSOD, but I can't remeber them being particularly frequent. However, because it decreased instability, I stopped disabling the patch once I was done with the game. Now, after some recent hardware changes I was experiancing much worse performance than expected from the new hardware under some circumstances, and the TLB jumped to mind - after testing I found that disabling the patch would improve the performance to expected levels. I'm now wondering if it's worthwhile always having the patch disabled to avoid any potential slowdowns cropping up in the future, or if it is too dangerous. Everything I read states that the bug, when not patched, can causes a system lock-up in "rare circumstances". So, with the TLB patch disabled: How frequently should system lock-ups be expected? Do we know what the circumstances that trigger the lock-ups are? (Don't worry too much about being highly technical, but essentially I wonder if the chip more vunerable under heavy load, or heavy memory usage, etc?) Are there any secondary problems I should be aware of? (Don't include things that are charateristic to all lock-ups, please)

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  • Anyone know a good mind mapper that works with a scheduler?

    - by GLycan
    TL;DR: Mind mapping tasks to be processed into a schedule based on task metadata. I have all sorts of ideas about what to invest resources (mainly time) in, but when I actually have time to do something I useually end up browsing reddit for not knowing what do to, and the frequancy with which I forget deadlines scares me. I'd love to bring order and structure into my mind, and always know what to do next. So, I want a mind mapping app, where I'd give each branch (types and subtypes of things I want to do) a importance score (if there were two branches, and one had 60 while the other 40, they would respectivily get 60% and 40% of the parent's importance, with the root being 100) and a how soon that branch should be revised/updated (an hobby I want to try out might be checked, say, once a week, while a school subject should be checked once a day) and give each leaf (something I want/need to do) how much time it takes, deadline (if any), and optionally an absolute importance, reoccurrence (guitar practice might repeat once a week), and prerequisites (reading something requires that book (although that could be brought somewhere), coding requires a box, jogging requires being outside) and maybe some other flags, like if it's enjoyable or not. It should either be packaged or working with a schedular app, to which I'd say, look, my day works this way (completely busy from 8 to 9:15, then 15 minutes of being inside with nothing, ..., two hours with box and possibility to go outside, etc), saying that such-and-such pattern is school and happens ever weekday except such-and-such days. The output should be of the form of a schedule, fit for printing or, when I finally get an android, mobile viewing, that schedules tasks with regards to availability of resources and importance (importance being derived from the leaf-task's parent branches), and the set of flags (all work and no play makes me a dull boy). One of these tasks should be reviewing anything that should be updated on that day, including future day layouts (e.g, if the time slots of future days have changed. This should be done every day.) Does anyone know some collection of preferably open-source (or free, or pirateable) tools, or better yet a single one, that accomplishes this task? I know python pretty well, and should be able to write any necessary glue.

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  • IPtables - Accept Arbitrary Packets

    - by Asad Moeen
    I've achieved a lot on blocking attacks on GameServers but I'm stuck on something. I've blocked major requests of game-server which it aceepts in the form "\xff\xff\xff\xff" which can be followed by the actual queries like get status or get info to make something like "\xff\xff\xff\xff getstatus " but I see other queries if sent to the game-server will cause it to reply with a "disconnect" packet with the same rate as input so if the input rate is high then the high output of "disconnect" might give lag to the server. Hence I want to block all queries except the ones actual clients use which I suppose are in the form "\xff\xff\xff\xff" or .... so, I tried using this rule : -A INPUT -p udp -m udp -m u32 ! --u32 0x1c=0xffffffff -j ACCEPT -A INPUT -p udp -m udp -m recent --set --name Total --rsource -A INPUT -p udp -m udp -m recent --update --seconds 1 --hitcount 20 --name Total --rsource -j DROP Now where the rule does accept the clients but it only blocks requests in the form "\xff\xff\xff\xff getstatus " ( by which GameServer replies with status ) and not just "getstatus " ( by which GameServer replies with disconnect packet ). So I suppose the accept rule is accepting the simple "string" as well. I actually want it to also block the non-(\xff) queries. So how do I modify the rule?

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  • Installing Windows 7 over PXE, preferably with domain autojoin

    - by Ivan Vucica
    At an educational non-profit, I've inherited a previously set-up Windows domain that, after the first reinstall of the machines, we ended up not using by simply not joining machines back into the domain. Over last summer, before the annual reinstall for shipping machines to the summer school, I toyed with the idea of installing Windows 7 over network, instead of just imaging the machines. It took a bit longer than I expected to figure out the basics; honestly, I expected that Windows would be more friendly for PXE installation out of the box. What I'm interested in is best practices for installing Windows 7 over PXE with domain autojoin. I'd love it if the whole setup could optionally be hosted on a UNIX based system as well. I've had some success by preparing an ISO using Windows Deployment Kit, and loading the ISO into memory. This was needed since I wanted a menu, and I think I couldn't get PXELINUX to chainload into Windows' bootloader. Unfortunately, I couldn't figure out much about customization of the Windows setup in that timeframe nor could I get Samba to work properly; studying the stuff ended up being too lengthy, especially the portion where I edited a disk image on Windows and copied it outside. WDK didn't make things easier by mounting the disk image into RAM, and writing it in its entirety when done with it, making me a very sad boy. I've recently found a different approach, too, that appears to be closer to Microsoft's original idea for netboot deployment and does not involve ISOs. So my question boils down to the following. What exact approach do you use for netbooting Windows 7 setup? How can Windows 7 setup be best customized to be completely unattended, including installation on specific system partition and not destroying the data partition, creation of passworded admin and default user, choice of MAC-address-based hostname, and joining a domain? As much details as possible for everyone's future reference would be appreciated. WDS isn't a bad choice, but if a Linux-based install can be used, that'd be better.

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  • What to do with old laptop screens?

    - by Lord Torgamus
    This question is inspired by another SU question I came across earlier today: What to do with old hard drives? It made me think about two long-dead laptops I have with perfectly good screens still inside. One is a Dell Inspiron 5100 and the other is an Averatec E1200, but responses need not be geared towards those particular models' screens. Rules, based heavily on the original question's: Objectives and suggestions to keep in mind when you post an answer : Should showcase your geekiness, be plain ol' fun, serve a social purpose or benefit the community. Your answer need not be limited to only one screen. For a really good answer, I'll go out and buy additional leftover screens. Your answer need not be limited to one project per screen. If additional accessories need be purchased, make sure they are common. Don't tell me to get a moon rock or something. The projects you suggested should serve a useful purpose; art is nice, but functional art is way better. Thanks in advance, folks. EDIT: Found another related question. Fun projects to do with an old 17" LCD monitor EDIT 2: I, for one, am enjoying the new outpouring of creativity here. Best fifty bucks... I mean, rep points... I ever spent. EDIT 3: That does it. At the end of the week, there was a tie for most votes between the accepted answer and the game platform answer. The game platform answer was cooler, but less reasonable as a project to actually do; in other words, it was more moon rocky. Unfortunately, I think fencepost had the best comment on the topic, which is that displays on their own have no good interface. Thanks for playing, everyone!

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  • WD Caviar Green Extremely Slow

    - by Steven
    I am encountering a really weird problem on my WD Caviar Green HDD. Well first of all I have 2 HDDs on my Desktop, one 160GB Seagate holding my Win7 Ultimate x64 and the problematic one, WD 1.5 Caviar Green for storage purpose. My problem is kinda weird, when I transfer files from my Seagate(C:) to my WD (D:) the speed is good (50-60MB/s). Then the problem arises when I transfer too "many" large files, the transfer speed would go straight down to kilobytes/s. Well after I cancelled the transfer and access my D:, even entering a folder requires loading for like 10 seconds. Such problem not only arises when I am transferring files to my D:, it seems like my WD can't handle much activities. For instance, last time I installed my game on D: and I would face much lag after playing for some time. When the same game is installed on C: no problem arises. Does anyone knows what is the problem? P/S: There was one temporary solution that I used to tried. After the "situation" occurs, I tried to access as many folders on D: as I can and let it load, repeating such actions and giving it some time bring the D: back to speedy transfer. However, large transfers would causes the situation to happen again. Does it have something to do with cache whatsoever?

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  • Rendering a frame is producing noise from speakers in Windows and Linux

    - by Robber
    When any hardware accelerated application is rendering a frame (or many of them) a very short noise is coming from my speakers. This can be a game, a WebGL application or XBMC. When the application/game is rendering many frames per second (like most of them do) the noise is a continuous buzzing that gets higher pitched with higher framerates. This applies to Linux and Windows, so I'd assume it's a hardware problem. The current hardware in the PC is: CPU: Core2Quad Q9550 GPU: Radeon HD 5770 RAM: 2x2GB DDR2 Motherboard: Asus P5QLD PRO PSU: be quiet! Pure Power 530W Screen and speakers: Old 720p LCD TV connected via VGA and aux cable Muting the TV stops the noise, muting Windows doesn't. I tried replacing the PSU first (used a Tagan 700W PSU before) because I thought it was a power problem. It wasn't. I tried replacing the motherboard (used a ASUS P5B SE before) next because I thought it was a sound card problem. It wasn't. I tried the GPU in a different PC because I thought it was a broken graphics card. It worked perfectly fine in the other PC. I thought it might be interference, but moving the audio cable around changes absolutely nothing. I tried using an HDMI cable instead and that did work, but is not an option since my TV has only one HDMI input and I need that for my PS3.

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  • Switched to new router and now experiencing lag?

    - by Mr_CryptoPrime
    I switched from a dynex-802.11b/g to a Netgear-802.11b/g/n just yesterday. My router is down stairs because my phoneline upstairs is retarded....but my PS3 is still upstairs (SOCOM: Confrontation is game I am experiencing issues). I have done everything I can to make sure the connection is solid and have checked the status and it has been as high as 80% and usually lingers at about 60%. I thought about upgrading my bandwidth from 1.5mbs to 7mbs, but I am guessing something is wrong if it worked fine before? Now the game seems more laggy and my voice chat is choppy. Others seem to receive my voice data fine because I can hear my own feedback clearly from other players (if you are in close proximity to another player and speak and there volume is loud enough sometimes you can hear yourself). I wonder if I port forward or setup DMZ then it will be fixed, but I am not sure and don't know quite how to do it. Has anyone else ever experienced this when switching routers? What did you do to fix it? Thanks!

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  • Sinatra and XML POST request

    - by user292815
    I don't know is it my mistake or no. So i have that code: <code> post '/singin/get_token' do content_type :xml puts request.body.read puts xmlRequest xmlRequest = REXML::Document.new(request.body.read) ... </code> And when i post something like that: <code> <?xml version="1.0" encoding="utf-16"?><request xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"><username>adsfasdf</username></request> </code> I receive that in my console: <code> 127.0.0.1 - - [12/Mar/2010 21:18:20] "POST /singin/get_token HTTP/1.1" 500 105872 0.1339 Iconv::InvalidCharacter - ">": /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/encodings/ICONV.rb:7:in `conv' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/encodings/ICONV.rb:7:in `decode_iconv' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/source.rb:58:in `encoding=' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/source.rb:46:in `initialize' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/source.rb:164:in `initialize' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/source.rb:17:in `new' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/source.rb:17:in `create_from' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/parsers/baseparser.rb:146:in `stream=' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/parsers/baseparser.rb:123:in `initialize' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/parsers/treeparser.rb:9:in `new' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/parsers/treeparser.rb:9:in `initialize' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/document.rb:228:in `new' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/document.rb:228:in `build' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/document.rb:43:in `initialize' zaiaku-game-server.rb:70:in `new' zaiaku-game-server.rb:70:in `block in <main>' /Users/andoriyu/.gem/ruby/1.9.1/gems/rack-1.1.0/lib/rack/showexceptions.rb:24:in `call' /Users/andoriyu/.gem/ruby/1.9.1/gems/rack-1.1.0/lib/rack/methodoverride.rb:24:in `call' /Users/andoriyu/.gem/ruby/1.9.1/gems/rack-1.1.0/lib/rack/commonlogger.rb:18:in `call' /Users/andoriyu/.gem/ruby/1.9.1/gems/rack-1.1.0/lib/rack/content_length.rb:13:in `call' /Users/andoriyu/.gem/ruby/1.9.1/gems/rack-1.1.0/lib/rack/chunked.rb:15:in `call' /Users/andoriyu/.gem/ruby/1.9.1/gems/rack-1.1.0/lib/rack/handler/thin.rb:14:in `run'Iconv::InvalidCharacter: ">" /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/encodings/ICONV.rb:7:in `conv' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/encodings/ICONV.rb:7:in `decode_iconv' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/source.rb:58:in `encoding=' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/source.rb:46:in `initialize' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/source.rb:164:in `initialize' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/source.rb:17:in `new' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/source.rb:17:in `create_from' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/parsers/baseparser.rb:146:in `stream=' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/parsers/baseparser.rb:123:in `initialize' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/parsers/treeparser.rb:9:in `new' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/parsers/treeparser.rb:9:in `initialize' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/document.rb:228:in `new' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/document.rb:228:in `build' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/1.9.1/rexml/document.rb:43:in `initialize' zaiaku-game-server.rb:70:in `new' zaiaku-game-server.rb:70:in `block in <main>' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/sinatra-0.9.6/lib/sinatra/base.rb:811:in `call' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/sinatra-0.9.6/lib/sinatra/base.rb:811:in `block in route' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/sinatra-0.9.6/lib/sinatra/base.rb:488:in `instance_eval' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/sinatra-0.9.6/lib/sinatra/base.rb:488:in `route_eval' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/sinatra-0.9.6/lib/sinatra/base.rb:477:in `block (2 levels) in route!' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/sinatra-0.9.6/lib/sinatra/base.rb:474:in `catch' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/sinatra-0.9.6/lib/sinatra/base.rb:474:in `block in route!' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/sinatra-0.9.6/lib/sinatra/base.rb:453:in `each' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/sinatra-0.9.6/lib/sinatra/base.rb:453:in `route!' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/sinatra-0.9.6/lib/sinatra/base.rb:569:in `dispatch!' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/sinatra-0.9.6/lib/sinatra/base.rb:388:in `block in call!' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/sinatra-0.9.6/lib/sinatra/base.rb:536:in `instance_eval' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/sinatra-0.9.6/lib/sinatra/base.rb:536:in `block in invoke' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/sinatra-0.9.6/lib/sinatra/base.rb:536:in `catch' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/sinatra-0.9.6/lib/sinatra/base.rb:536:in `invoke' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/sinatra-0.9.6/lib/sinatra/base.rb:388:in `call!' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/sinatra-0.9.6/lib/sinatra/base.rb:377:in `call' /Users/andoriyu/.gem/ruby/1.9.1/gems/rack-1.1.0/lib/rack/showexceptions.rb:24:in `call' /Users/andoriyu/.gem/ruby/1.9.1/gems/rack-1.1.0/lib/rack/methodoverride.rb:24:in `call' /Users/andoriyu/.gem/ruby/1.9.1/gems/rack-1.1.0/lib/rack/commonlogger.rb:18:in `call' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/sinatra-0.9.6/lib/sinatra/base.rb:928:in `block in call' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/sinatra-0.9.6/lib/sinatra/base.rb:973:in `synchronize' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/sinatra-0.9.6/lib/sinatra/base.rb:928:in `call' /Users/andoriyu/.gem/ruby/1.9.1/gems/rack-1.1.0/lib/rack/content_length.rb:13:in `call' /Users/andoriyu/.gem/ruby/1.9.1/gems/rack-1.1.0/lib/rack/chunked.rb:15:in `call' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/thin-1.2.7/lib/thin/connection.rb:76:in `block in pre_process' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/thin-1.2.7/lib/thin/connection.rb:74:in `catch' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/thin-1.2.7/lib/thin/connection.rb:74:in `pre_process' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/thin-1.2.7/lib/thin/connection.rb:57:in `process' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/thin-1.2.7/lib/thin/connection.rb:42:in `receive_data' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/eventmachine-0.12.10/lib/eventmachine.rb:256:in `run_machine' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/eventmachine-0.12.10/lib/eventmachine.rb:256:in `run' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/thin-1.2.7/lib/thin/backends/base.rb:57:in `start' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/thin-1.2.7/lib/thin/server.rb:156:in `start' /Users/andoriyu/.gem/ruby/1.9.1/gems/rack-1.1.0/lib/rack/handler/thin.rb:14:in `run' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/sinatra-0.9.6/lib/sinatra/base.rb:896:in `run!' /Users/andoriyu/.homebrew/Cellar/ruby/1.9.1-p378/lib/ruby/gems/1.9.1/gems/sinatra-0.9.6/lib/sinatra/main.rb:35:in `block in <top (required)>' !! Unexpected error while processing request: incompatible character encodings: ASCII-8BIT and UTF-8 <code>

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  • Create a class that inherets DrawableGameComponent in XNA as a CLASS with custom functions

    - by user3675013
    using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace TileEngine { class Renderer : DrawableGameComponent { public Renderer(Game game) : base(game) { } SpriteBatch spriteBatch ; protected override void LoadContent() { base.LoadContent(); } public override void Draw(GameTime gameTime) { base.Draw(gameTime); } public override void Update(GameTime gameTime) { base.Update(gameTime); } public override void Initialize() { base.Initialize(); } public RenderTarget2D new_texture(int width, int height) { Texture2D TEX = new Texture2D(GraphicsDevice, width, height); //create the texture to render to RenderTarget2D Mine = new RenderTarget2D(GraphicsDevice, width, height); GraphicsDevice.SetRenderTarget(Mine); //set the render device to the reference provided //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. return Mine; //I'm hoping that this returns the same instance and not a copy. } public void draw_texture(int width, int height, RenderTarget2D Mine) { GraphicsDevice.SetRenderTarget(null); //Set the renderer to render to the backbuffer again Rectangle drawrect = new Rectangle(0, 0, width, height); //Set the rendering size to what we want spriteBatch.Begin(); //This uses spritebatch to draw the texture directly to the screen spriteBatch.Draw(Mine, drawrect, Color.White); //This uses the color white spriteBatch.End(); //ends the spritebatch //Call base.draw after this since it doesn't seem to recognize inside the function //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. } } } I solved a previous issue where I wasn't allowed to access GraphicsDevice outside the main Default 'main' class Ie "Game" or "Game1" etc. Now I have a new issue. FYi no one told me that it would be possible to use GraphicsDevice References to cause it to not be null by using the drawable class. (hopefully after this last bug is solved it doesn't still return null) Anyways at present the problem is that I can't seem to get it to initialize as an instance in my main program. Ie Renderer tileClipping; and I'm unable to use it such as it is to be noted i haven't even gotten to testing these two steps below but before it compiled but when those functions of this class were called it complained that it can't render to a null device. Which meant that the device wasn't being initialized. I had no idea why. It took me hours to google this. I finally figured out the words I needed.. which were "do my rendering in XNA in a seperate class" now I haven't used the addcomponent function because I don't want it to only run these functions automatically and I want to be able to call the custom ones. In a nutshell what I want is: *access to rendering targets and graphics device OUTSIDE default class *passing of Rendertarget2D (which contain textures and textures should automatically be passed with a rendering target? ) *the device should be passed to this function as well OR the device should be passed to this function as a byproduct of passing the rendertarget (which is automatically associated with the render device it was given originally) *I'm assuming I'm dealing with abstracted pointers here so when I pass a class object or instance, I should be recieving the SAME object , I referenced, and not a copy that has only the lifespan of the function running. *the purpose for all these options: I want to initialize new 2d textures on the fly to customize tileclipping and even the X , y Offsets of where a WHOLE texture will be rendered, and the X and Y offsets of where tiles will be rendered ON that surface. This is why. And I'll be doing region based lighting effects per tile or even per 8X8 pixel spaces.. we'll see I'll also be doing sprite rotations on the whole texture then copying it again to a circular masked texture, and then doing a second copy for only solid tiles for masked rotated collisions on sprites. I'll be checking the masked pixels for my collision, and using raycasting possibly to check for collisions on those areas. The sprite will stay in the center, when this rotation happens. Here is a detailed diagram: http://i.stack.imgur.com/INf9K.gif I'll be using texture2D for steps 4-6 I suppose for steps 1 as well. Now ontop of that, the clipping size (IE the sqaure rendered) will be able to be shrunk or increased, on a per frame basis Therefore I can't use the same static size for my main texture2d and I can't use just the backbuffer Or we get the annoying flicker. Also I will have multiple instances of the renderer class so that I can freely pass textures around as if they are playing cards (in a sense) layering them ontop of eachother, cropping them how i want and such. and then using spritebatch to simply draw them at the locations I want. Hopefully this makes sense, and yes I will be planning on using alpha blending but only after all tiles have been drawn.. The masked collision is important and Yes I am avoiding using math on the tile rendering and instead resorting to image manipulation in video memory which is WHY I need this to work the way I'm intending it to work and not in the default way that XNA seems to handle graphics. Thanks to anyone willing to help. I hate the code form offered, because then I have to rely on static presence of an update function. What if I want to kill that update function or that object, but have it in memory, but just have it temporarily inactive? I'm making the assumption here the update function of one of these gamecomponents is automatic ? Anyways this is as detailed as I can make this post hopefully someone can help me solve the issue. Instead of tell me "derrr don't do it this wayyy" which is what a few people told me (but they don't understand the actual goal I have in mind) I'm trying to create basically a library where I can copy images freely no matter the size, i just have to specify the size in the function then as long as a reference to that object exists it should be kept alive? right? :/ anyways.. Anything else? I Don't know. I understand object oriented coding but I don't understand this XNA It's beggining to feel impossible to do anything custom in it without putting ALL my rendering code into the draw function of the main class tileClipping.new_texture(GraphicsDevice, width, height) tileClipping.Draw_texture(...)

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  • Software: Launching League of Legends spectator mode from Command Line (Mac)

    - by Alex Popov
    Background: tl;dr at the end League of Legends has a spectator mode, in which you can watch someone else's game (essentially a replay) with a 3 minute delay. Popular LoL website OP.GG has figured out a clever way of hosting these spectator games on their own servers, thereby making them replayable, as opposed to only being available while the game is on (as Riot does it). If you request a replay from OP.GG, it sends a batch file which looks for where the League is situated and then the magic happens: @start "" "League of Legends.exe" "8394" "LoLLauncher.exe" "" "spectator fspectate.op.gg:4081 tjJbtRLQ/HMV7HuAxWV0XsXoRB4OmFBr 1391881421 NA1" This works fine on Windows. I'm trying to get it to work on Mac (which has an official client). First I tried running the same command by hand, (split for convenience) /Applications/ ... /LeagueOfLegends.app/ ... /LeagueofLegends 8393 LoLLauncher \ /Applications/ ... /LolClient spectator fspectate.op.gg:4081 tjJbtRLQ/HMV7HuAxWV0XsXoRB4OmFBr 1391881421 NA1 Running this, however, just starts the LoLLauncher, which closes all the active League processes. The exactly same thing happens if I just call /Applications/ ... /LeagueOfLegends.app/ ... /LeagueofLegends Next I tried seeing what actually happens when Spectator mode is initiated so I ran $ ps -axf | grep -i lol which showed UID PID PPID C STIME TTY TIME CMD 503 3085 1 0 Wed02pm ?? 0:00.00 (LolClient) 503 24607 1 0 9:19am ?? 0:00.98 /Applications/League of Legends.app/Contents/LOL/RADS/system/UserKernel.app/Contents/MacOS/UserKernel updateandrun lol_launcher LoLLauncher.app 503 24610 24607 0 9:19am ?? 1:08.76 /Applications/League of Legends.app/Contents/LoL/RADS/projects/lol_launcher/releases/0.0.0.122/deploy/LoLLauncher.app/Contents/MacOS/LoLLauncher 503 24611 24610 0 9:19am ?? 1:23.02 /Applications/League of Legends.app/Contents/LoL/RADS/projects/lol_air_client/releases/0.0.0.127/deploy/bin/LolClient -runtime .\ -nodebug META-INF\AIR\application.xml .\ -- 8393 503 24927 24610 0 9:44am ?? 0:03.37 /Applications/League of Legends.app/Contents/LoL/RADS/solutions/lol_game_client_sln/releases/0.0.0.117/deploy/LeagueOfLegends.app/Contents/MacOS/LeagueofLegends 8394 LoLLauncher /Applications/League of Legends.app/Contents/LoL/RADS/projects/lol_air_client/releases/0.0.0.127/deploy/bin/LolClient spectator 216.133.234.17:8088 Yn1oMX/n3LpXNebibzUa1i3Z+s2HV0ul 1400781241 NA1 Of Interest: there is (LolClient) which I cannot kill by it's PID. UserKernel updateandrun lol_launcher LoLLauncher.app is launched first. LoLLauncher is launched by the UserKernel (as we can see from the PPID) The very long command (PID: 24927) is how Spectator mode is launched, and is also launched by UserKernel. Spectator mode is launched in exactly the same way that the OP.GG .bat wanted to, with the only difference that Spectator mode connects to Riot instead of OP.GG's spectate server. I tried attaching GDB to the LolClient, but I couldn't get anything meaningful from it since it's an Adobe AIR application (and I've never used GDB with code other than mine own). Next I ran dtruss -a -b 100m -f -p $PID on everything I could think of: the LolClient, the LolLauncher and the UserKernel and skimmed the half a million lines produced. I found stuff like the GET request used to get the information of the game to spectate, but I could not see any launch of the equivalent of League of Legends.exe with spectator options. Finally, I ran lsof | grep -i lol to see if anything else was opened in the process, but didn't find anything that seemed appropriate. Open were UserKernel, LolLauncher, LolClient, Adobe AIR, LeagueofLegends and then Bugsplat, all of which are expected. None of this seemed especially relevant to figuring out how LeagueofLegends was opened into spectator mode. It obviously can be done, since Spectator mode is accessible from within the client. It seems likely that it can be done from the CLI, since Windows can do it and the clients are supposed to equals. Unless I'm missing something in the difference between how UNIX and Windows handle CLI application launches. My question is if there are any other things I can try to figure out how to launch Spectator mode myself. tl;dr: Trying to get into spectator mode from the CLI. It's possible on Windows (see first code block) but it just restarts League on Mac. What else can I try to find what call is made, and how to reproduce it? PS: Please let me know how I can improve this question or its formatting, I'd love to use StackOverflow/SuperUser, but as the guys said on the podcast this week (Ep. 59) it's very intimidating. Sorry for posting this on StackOverflow the first time :(

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  • TemplateBinding with Converter - what is wrong?

    - by MartyIX
    I'm creating a game desk. I wanted to specify field size (one field is a square) as a attached property and with this data set value of ViewPort which would draw 2x2 matrix (and tile mode would do the rest of game desk). I'm quite at loss what is wrong because the binding doesn't work. Testing line in XAML for the behaviour I would like to have: <DrawingBrush Viewport="0,0,100,100" ViewportUnits="Absolute" TileMode="None"> The game desk is based on this sample of DrawingPaint: http://msdn.microsoft.com/en-us/library/aa970904.aspx (an image is here) XAML: <Window x:Class="Sokoban.Window1" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:Sokoban" Title="Window1" Height="559" Width="419"> <Window.Resources> <local:FieldSizeToRectConverter x:Key="fieldSizeConverter" /> <Style x:Key="GameDesk" TargetType="{x:Type Rectangle}"> <Setter Property="local:GameDeskProperties.FieldSize" Value="50" /> <Setter Property="Fill"> <Setter.Value> <!--<DrawingBrush Viewport="0,0,100,100" ViewportUnits="Absolute" TileMode="None">--> <DrawingBrush Viewport="{TemplateBinding local:GameDeskProperties.FieldSize, Converter={StaticResource fieldSizeConverter}}" ViewportUnits="Absolute" TileMode="None"> <DrawingBrush.Drawing> <DrawingGroup> <GeometryDrawing Brush="CornflowerBlue"> <GeometryDrawing.Geometry> <RectangleGeometry Rect="0,0,100,100" /> </GeometryDrawing.Geometry> </GeometryDrawing> <GeometryDrawing Brush="Azure"> <GeometryDrawing.Geometry> <GeometryGroup> <RectangleGeometry Rect="0,0,50,50" /> <RectangleGeometry Rect="50,50,50,50" /> </GeometryGroup> </GeometryDrawing.Geometry> </GeometryDrawing> </DrawingGroup> </DrawingBrush.Drawing> </DrawingBrush> </Setter.Value> </Setter> </Style> </Window.Resources> <StackPanel> <Rectangle Style="{StaticResource GameDesk}" Width="300" Height="150" /> </StackPanel> </Window> Converter and property definition: using System; using System.Collections.Generic; using System.Text; using System.Windows.Controls; using System.Windows; using System.Diagnostics; using System.Windows.Data; namespace Sokoban { public class GameDeskProperties : Panel { public static readonly DependencyProperty FieldSizeProperty; static GameDeskProperties() { PropertyChangedCallback fieldSizeChanged = new PropertyChangedCallback(OnFieldSizeChanged); PropertyMetadata fieldSizeMetadata = new PropertyMetadata(50, fieldSizeChanged); FieldSizeProperty = DependencyProperty.RegisterAttached("FieldSize", typeof(int), typeof(GameDeskProperties), fieldSizeMetadata); } public static int GetFieldSize(DependencyObject target) { return (int)target.GetValue(FieldSizeProperty); } public static void SetFieldSize(DependencyObject target, int value) { target.SetValue(FieldSizeProperty, value); } static void OnFieldSizeChanged(DependencyObject target, DependencyPropertyChangedEventArgs e) { Debug.WriteLine("FieldSize just changed: " + e.NewValue); } } [ValueConversion(/* sourceType */ typeof(int), /* targetType */ typeof(Rect))] public class FieldSizeToRectConverter : IValueConverter { public object Convert(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) { Debug.Assert(targetType == typeof(int)); int fieldSize = int.Parse(value.ToString()); return new Rect(0, 0, 2 * fieldSize, 2 * fieldSize); } public object ConvertBack(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) { // should not be called in our example throw new NotImplementedException(); } } }

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  • optimizing iPhone OpenGL ES fill rate

    - by NateS
    I have an Open GL ES game on the iPhone. My framerate is pretty sucky, ~20fps. Using the Xcode OpenGL ES performance tool on an iPhone 3G, it shows: Renderer Utilization: 95% to 99% Tiler Utilization: ~27% I am drawing a lot of pretty large images with a lot of blending. If I reduce the number of images drawn, framerates go from ~20 to ~40, though the performance tool results stay about the same (renderer still maxed). I think I'm being limited by the fill rate of the iPhone 3G, but I'm not sure. My questions are: How can I determine with more granularity where the bottleneck is? That is my biggest problem, I just don't know what is taking all the time. If it is fillrate, is there anything I do to improve it besides just drawing less? I am using texture atlases. I have tried to minimize image binds, though it isn't always possible (drawing order, not everything fits on one 1024x1024 texture, etc). Every frame I do 10 image binds. This seem pretty reasonable, but I could be mistaken. I'm using vertex arrays and glDrawArrays. I don't really have a lot of geometry. I can try to be more precise if needed. Each image is 2 triangles and I try to batch things were possible, though often (maybe half the time) images are drawn with individual glDrawArrays calls. Besides the images, I have ~60 triangles worth of geometry being rendered in ~6 glDrawArrays calls. I often glTranslate before calling glDrawArrays. Would it improve the framerate to switch to VBOs? I don't think it is a huge amount of geometry, but maybe it is faster for other reasons? Are there certain things to watch out for that could reduce performance? Eg, should I avoid glTranslate, glColor4g, etc? I'm using glScissor in a 3 places per frame. Each use consists of 2 glScissor calls, one to set it up, and one to reset it to what it was. I don't know if there is much of a performance impact here. If I used PVRTC would it be able to render faster? Currently all my images are GL_RGBA. I don't have memory issues. Here is a rough idea of what I'm drawing, in this order: 1) Switch to perspective matrix. 2) Draw a full screen background image 3) Draw a full screen image with translucency (this one has a scrolling texture). 4) Draw a few sprites. 5) Switch to ortho matrix. 6) Draw a few sprites. 7) Switch to perspective matrix. 8) Draw sprites and some other textured geometry. 9) Switch to ortho matrix. 10) Draw a few sprites (eg, game HUD). Steps 1-6 draw a bunch of background stuff. 8 draws most of the game content. 10 draws the HUD. As you can see, there are many layers, some of them full screen and some of the sprites are pretty large (1/4 of the screen). The layers use translucency, so I have to draw them in back-to-front order. This is further complicated by needing to draw various layers in ortho and others in perspective. I will gladly provide additional information if reqested. Thanks in advance for any performance tips or general advice on my problem!

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  • Inherited varibles are not reading correctly when using bitwise comparisons

    - by Shawn B
    Hey, I have a few classes set up for a game, with XMapObject as the base, and XEntity, XEnviron, and XItem inheriting it. MapObjects have a number of flags, one of them being MAPOBJECT_SOLID. My problem is, that XEntity is the only class that correctly detects MAPOBJECT_SOLID. Both Items are Environs are always considered solid by the game, regardless of the flag's state. What is important, is that Environs and Item should almost never be solid. Here are the relevent code samples: XMapObject: class XMapObject : public XObject { public: Uint8 MapObjectType,Location[2],MapObjectFlags; XMapObject *NextMapObject,*PrevMapObject; XMapObject(); void CreateMapObject(Uint8 MapObjectType); void SpawnMapObject(Uint8 MapObjectLocation[2]); void RemoveMapObject(); void DeleteMapObject(); void MapObjectSetLocation(Uint8 Y,Uint8 X); void MapObjectMapLink(); void MapObjectMapUnlink(); }; XEntity: class XEntity : public XMapObject { public: Uint8 Health,EntityFlags; float Speed,Time; XEntity *NextEntity,*PrevEntity; XItem *IventoryList; XEntity(); void CreateEntity(Uint8 EntityType,Uint8 EntityLocation[2]); void DeleteEntity(); void EntityLink(); void EntityUnlink(); Uint8 MoveEntity(Uint8 YOffset,Uint8 XOffset); }; XEnviron: class XEnviron : public XMapObject { public: Uint8 Effect,TimeOut; void CreateEnviron(Uint8 Type,Uint8 Y,Uint8 X,Uint8 TimeOut); }; XItem: class XItem : public XMapObject { public: void CreateItem(Uint8 Type,Uint8 Y,Uint8 X); }; And lastly, the entity move code. Only entities are capable of moving themselves. Uint8 XEntity::MoveEntity(Uint8 YOffset,Uint8 XOffset) { Uint8 NewY = Location[0] + YOffset, NewX = Location[1] + XOffset; if((NewY >= 0 && NewY < MAPY) && (NewX >= 0 && NewX < MAPX)) { XTile *Tile = GetTile(NewY,NewX); if(Tile->MapList != NULL) { XMapObject *MapObject = Tile->MapList; while(MapObject != NULL) { if(MapObject->MapObjectFlags & MAPOBJECT_SOLID) { printf("solid\n"); return 0; } MapObject = MapObject->NextMapObject; } } if(Tile->Flags & TILE_SOLID && EntityFlags & ENTITY_CLIPPING) { return 0; } this->MapObjectSetLocation(NewY,NewX); return 1; } return 0; } What is wierd, is that the bitwise operator always returns true when the MapObject is an Environ or an Item, but it works correctly for Entities. For debug I am using the printf "Solid", and also a printf containing the value of the flag for both Environs and Items. Any help is greatly appreciated, as this is a major bug for the small game I am working on.

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  • Inherited variables are not reading correctly when using bitwise comparisons

    - by Shawn B
    Hey, I have a few classes set up for a game, with XMapObject as the base, and XEntity, XEnviron, and XItem inheriting it. MapObjects have a number of flags, one of them being MAPOBJECT_SOLID. My problem is that XEntity is the only class that correctly detects MAPOBJECT_SOLID. Both Items are Environs are always considered solid by the game, regardless of the flag's state. What is important is that Environs and Item should almost never be solid. Here are the relevent code samples: XMapObject: class XMapObject : public XObject { public: Uint8 MapObjectType,Location[2],MapObjectFlags; XMapObject *NextMapObject,*PrevMapObject; XMapObject(); void CreateMapObject(Uint8 MapObjectType); void SpawnMapObject(Uint8 MapObjectLocation[2]); void RemoveMapObject(); void DeleteMapObject(); void MapObjectSetLocation(Uint8 Y,Uint8 X); void MapObjectMapLink(); void MapObjectMapUnlink(); }; XEntity: class XEntity : public XMapObject { public: Uint8 Health,EntityFlags; float Speed,Time; XEntity *NextEntity,*PrevEntity; XItem *IventoryList; XEntity(); void CreateEntity(Uint8 EntityType,Uint8 EntityLocation[2]); void DeleteEntity(); void EntityLink(); void EntityUnlink(); Uint8 MoveEntity(Uint8 YOffset,Uint8 XOffset); }; XEnviron: class XEnviron : public XMapObject { public: Uint8 Effect,TimeOut; void CreateEnviron(Uint8 Type,Uint8 Y,Uint8 X,Uint8 TimeOut); }; XItem: class XItem : public XMapObject { public: void CreateItem(Uint8 Type,Uint8 Y,Uint8 X); }; And lastly, the entity move code. Only entities are capable of moving themselves. Uint8 XEntity::MoveEntity(Uint8 YOffset,Uint8 XOffset) { Uint8 NewY = Location[0] + YOffset, NewX = Location[1] + XOffset; if((NewY >= 0 && NewY < MAPY) && (NewX >= 0 && NewX < MAPX)) { XTile *Tile = GetTile(NewY,NewX); if(Tile->MapList != NULL) { XMapObject *MapObject = Tile->MapList; while(MapObject != NULL) { if(MapObject->MapObjectFlags & MAPOBJECT_SOLID) { printf("solid\n"); return 0; } MapObject = MapObject->NextMapObject; } } if(Tile->Flags & TILE_SOLID && EntityFlags & ENTITY_CLIPPING) { return 0; } this->MapObjectSetLocation(NewY,NewX); return 1; } return 0; } What is wierd, is that the bitwise operator always returns true when the MapObject is an Environ or an Item, but it works correctly for Entities. For debug I am using the printf "Solid", and also a printf containing the value of the flag for both Environs and Items. Any help is greatly appreciated, as this is a major bug for the small game I am working on.

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  • Custom event loop and UIKit controls. What extra magic Apple's event loop does?

    - by tequilatango
    Does anyone know or have good links that explain what iPhone's event loop does under the hood? We are using a custom event loop in our OpenGL-based iPhone game framework. It calls our game rendering system, calls presentRenderbuffer and pumps events using CFRunLoopRunInMode. See the code below for details. It works well when we are not using UIKit controls (as a proof, try Facetap, our first released game). However, when using UIKit controls, everything almost works, but not quite. Specifically, scrolling of UIKit controls doesn't work properly. For example, let's consider following scenario. We show UIImagePickerController on top of our own view. UIImagePickerController covers our custom view We also pause our own rendering, but keep on using the custom event loop. As said, everything works, except scrolling. Picking photos works. Drilling down to photo albums works and transition animations are smooth. When trying to scroll photo album view, the view follows your finger. Problem: when scrolling, scrolling stops immediately after you lift your finger. Normally, it continues smoothly based on the speed of your movement, but not when we are using the custom event loop. It seems that iPhone's event loop is doing some magic related to UIKit scrolling that we haven't implemented ourselves. Now, we can get UIKit controls to work just fine and dandy together with our own system by using Apple's event loop and calling our own rendering via NSTimer callbacks. However, I'd still like to understand, what is possibly happening inside iPhone's event loop that is not implemented in our custom event loop. - (void)customEventLoop { OBJC_METHOD; float excess = 0.0f; while(isRunning) { animationInterval = 1.0f / openGLapp->ticks_per_second(); // Calculate the target time to be used in this run of loop float wait = max(0.0, animationInterval - excess); Systemtime target = Systemtime::now().after_seconds(wait); Scope("event loop"); NSAutoreleasePool* pool = [[ NSAutoreleasePool alloc] init]; // Call our own render system and present render buffer [self drawView]; // Pump system events [self handleSystemEvents:target]; [pool release]; excess = target.seconds_to_now(); } } - (void)drawView { OBJC_METHOD; // call our own custom rendering bool bind = openGLapp->app_render(); // bind the buffer to be THE renderbuffer and present its contents if (bind) { opengl::bind_renderbuffer(renderbuffer); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; } } - (void) handleSystemEvents:(Systemtime)target { OBJC_METHOD; SInt32 reason = 0; double time_left = target.seconds_since_now(); if (time_left <= 0.0) { while((reason = CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0, TRUE)) == kCFRunLoopRunHandledSource) {} } else { float dt = time_left; while((reason = CFRunLoopRunInMode(kCFRunLoopDefaultMode, dt, FALSE)) == kCFRunLoopRunHandledSource) { double time_left = target.seconds_since_now(); if (time_left <= 0.0) break; dt = (float) time_left; } } }

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  • Dispatcher Timer Problem

    - by will
    I am trying to make a game in silverlight that also has widgets in it. To do this I am using a dispatcher timer running a game loop that updates graphics etc. In this I have a variable that has to be accessed by both by the constantly running game loop and UI event code. At first look it seemed that the gameloop had its own local copy of currentUnit (the variable), despite the variable being declared globally. I am trying to update currentUnit with an event by the widget part of the app, but the timer's version of the variable is not being updated. What can I do get the currentUnit in the gameloop loop to be updated whenever I update currentUnit via a click event? Here is the code for setting currentUnit as part of a click event DataContractJsonSerializer serializer = new DataContractJsonSerializer(typeof(Unit)); currentUnit = serializer.ReadObject(e.Result) as Unit; txtName.Text = currentUnit.name; Canvas.SetLeft(txtName, 100 - (int)Math.Ceiling(txtName.ActualWidth) / 2); txtX.Text = "" + currentUnit.x; txtY.Text = "" + currentUnit.y; txtX.Text = "" + currentUnit.owner; txtY.Text = "" + currentUnit.moved; txtName.Text = "" + currentUnit.GetHashCode(); And here is a snippet from the gameLoop loop //deal with phase changes and showing stuff if (txtPhase.Text == "Move" && movementPanel.Visibility == Visibility.Collapsed) { if (currentUnit != null) { if (currentUnit.owner) { if (currentUnit.moved) { txtMoved.Text = "This Unit has Already Moved!"; movementPanel.Visibility = Visibility.Collapsed; } else { txtMoved.Text = "" + currentUnit.GetHashCode(); movementPanel.Visibility = Visibility.Visible; } } else { txtMoved.Text = "bam"; movementPanel.Visibility = Visibility.Collapsed; } } else { txtMoved.Text = "slam"; movementPanel.Visibility = Visibility.Collapsed; } //loadUnitList(); } Here is the code for my unit class. using System; public class Unit { public int id { get; set; } public string name { get; set; } public string image { get; set; } public int x { get; set; } public int y { get; set; } public bool owner { get; set; } public int rotation { get; set; } public double movement { get; set; } public string type { get; set; } public bool moved { get; set; } public bool fired { get; set; } } Overall, any simple types, like a double is being 'updated' correctly, yet a complex of my own type (Unit) seems to be holding a local copy. Please help, I've asked other places and no one has had an answer for me!

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  • The type or namespace cannot be found (are you missing a using directive or an assembly reference?)

    - by Kumu
    I get the following error when I try to compile my C# program: The type or namespace name 'Login' could not be found (are you missing a using directive or an assembly reference?) using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; namespace FootballLeague { public partial class MainMenu : Form { FootballLeagueDatabase footballLeagueDatabase; Game game; Team team; Login login; //Error here public MainMenu() { InitializeComponent(); changePanel(1); } public MainMenu(FootballLeagueDatabase footballLeagueDatabaseIn) { InitializeComponent(); footballLeagueDatabase = footballLeagueDatabaseIn; } private void Form_Loaded(object sender, EventArgs e) { } private void gameButton_Click(object sender, EventArgs e) { int option = 0; changePanel(option); } private void scoreboardButton_Click(object sender, EventArgs e) { int option = 1; changePanel(option); } private void changePanel(int optionIn) { gamePanel.Hide(); scoreboardPanel.Hide(); string title = "Football League System"; switch (optionIn) { case 0: gamePanel.Show(); this.Text = title + " - Game Menu"; break; case 1: scoreboardPanel.Show(); this.Text = title + " - Display Menu"; break; } } private void logoutButton_Click(object sender, EventArgs e) { login = new Login(); login.Show(); this.Hide(); } Login.cs class: using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; namespace FootballLeagueSystem { public partial class Login : Form { MainMenu menu; public Login() { InitializeComponent(); } private void administratorLoginButton_Click(object sender, EventArgs e) { string username1 = "08247739"; string password1 = "08247739"; if ((userNameTxt.Text.Length) == 0) MessageBox.Show("Please enter your username!"); else if ((passwordTxt.Text.Length) == 0) MessageBox.Show("Please enter your password!"); else if (userNameTxt.Text.Equals("") || passwordTxt.Text.Equals("")) MessageBox.Show("Invalid Username or Password!"); else { if (this.userNameTxt.Text == username1 && this.passwordTxt.Text == password1) MessageBox.Show("Welcome Administrator!", "Administrator Login"); menu = new MainMenu(); menu.Show(); this.Hide(); } } private void managerLoginButton_Click(object sender, EventArgs e) { { string username2 = "1111"; string password2 = "1111"; if ((userNameTxt.Text.Length) == 0) MessageBox.Show("Please enter your username!"); else if ((passwordTxt.Text.Length) == 0) MessageBox.Show("Please enter your password!"); else if (userNameTxt.Text.Equals("") && passwordTxt.Text.Equals("")) MessageBox.Show("Invalid Username or Password!"); else { if (this.userNameTxt.Text == username2 && this.passwordTxt.Text == password2) MessageBox.Show("Welcome Manager!", "Manager Login"); menu = new MainMenu(); menu.Show(); this.Hide(); } } } private void cancelButton_Click(object sender, EventArgs e) { this.Close(); } } } Where is the error? What am I doing wrong?

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  • Android: Having trouble creating a subclass of application to share data with multiple Activities

    - by Mike
    Hello, I just finished a couple of activities in my game and now I was going to start to wire them both up to use real game data, instead of the test data I was using just to make sure each piece worked. Since multiple Activities will need access to this game data, I started researching the best way to pass this data to my Activities. I know about using putExtra with intents, but my GameData class has quite a bit of data and not just simple key value pairs. Besides quite a few basic data types, it also has large arrays. I didn't really want to try and pass all that, unless I can pass the entire object, instead of just key/data pairs. I read the following post and thought it would be the way to go, but so far, I haven't got it to work. Android: How to declare global variables? I created a simple test app to try this method out, but it keeps crashing and my code seems to look the same as in the post above - except I changed the names. Here is the error I am getting. Can someone help me understand what I am doing wrong? 12-23 00:50:49.762: ERROR/AndroidRuntime(608): Caused by: java.lang.ClassCastException: android.app.Application It crashes on the following statement: GameData newGameData = ((GameData)getApplicationContext()); Here is my code: package mrk.examples.StaticGameData; import android.app.Application; public class GameData extends Application { private int intTest; GameData () { intTest = 0; } public int getIntTest(){ return intTest; } public void setIntTest(int value){ intTest = value; } } // My main activity package mrk.examples.StaticGameData; import android.app.Activity; import android.content.Intent; import android.os.Bundle; import android.util.Log; public class StaticGameData extends Activity { int intStaticTest; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); GameData newGameData = ((GameData)getApplicationContext()); newGameData.setIntTest(0); intStaticTest = newGameData.getIntTest(); Log.d("StaticGameData", "Well: IntStaticTest = " + intStaticTest); newGameData.setIntTest(1); Log.d("StaticGameData", "Well: IntStaticTest = " + intStaticTest + " newGameData: " + newGameData.getIntTest()); Intent intentNew = new Intent(this, PassData2Activity.class); startActivity (intentNew); } } // My test Activity to see if it can access the data and its previous state from the last activity package mrk.examples.StaticGameData; import android.app.Activity; import android.os.Bundle; import android.util.Log; public class PassData2Activity extends Activity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); GameData gamedataPass = ((GameData)getApplicationContext()); Log.d("PassData2Activity", "IntTest = " + gamedataPass.getIntTest()); } } Below is the relevant portion of my manifest: <application android:icon="@drawable/icon" android:label="@string/app_name"> <activity android:name=".StaticGameData" android:label="@string/app_name"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <activity android:name=".PassData2Activity"></activity> </application> <application android:name=".GameData" android:icon="@drawable/icon" android:label="@string/app_name"> </application> Thanks in advance for helping me understand why this code is crashing. Also, if you think this is just the wrong approach to let multiple activities have access to the same data, please give your suggestion. Please keep in mind that I am talking about quite a few variables and some large arrays.

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