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  • Load Assembly in New AppDomain without loading it in Parent AppDomain

    - by Al Katawazi
    I am attempting to load a dll into a console app and then unload it and delete the file completely. The problem I am having is that the act of loading the dll in its own AppDomain creates a reference in the Parent AppDomain thus not allowing me to destroy the dll file unless I totally shut down the program. Any thoughts on making this code work? string fileLocation = @"C:\Collector.dll"; AppDomain domain = AppDomain.CreateDomain(fileLocation); domain.Load(@"Services.Collector"); AppDomain.Unload(domain); BTW I have also tried this code with no luck either string fileLocation = @"C:\Collector.dll"; byte[] assemblyFileBuffer = File.ReadAllBytes(fileLocation); AppDomainSetup domainSetup = new AppDomainSetup(); domainSetup.ApplicationBase = Environment.CurrentDirectory; domainSetup.ShadowCopyFiles = "true"; domainSetup.CachePath = Environment.CurrentDirectory; AppDomain tempAppDomain = AppDomain.CreateDomain("Services.Collector", AppDomain.CurrentDomain.Evidence, domainSetup); //Load up the temp assembly and do stuff Assembly projectAssembly = tempAppDomain.Load(assemblyFileBuffer); //Then I'm trying to clean up AppDomain.Unload(tempAppDomain); tempAppDomain = null; File.Delete(fileLocation);

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  • weird problem with load () or live () !!

    - by silversky
    I load a page with load () and then I create dinamically a tag. Then I use live() to bind a click event and fires a function. At the end a call unload (). The problem is that when I load the same page again ( without refresh ) when on click the function will be fired twice. If I exit again (again with unload ()) and load the page again on click will fire 3 times and so on .... A sample of my code is: $('#tab').click(function() { $('#formWrap').load('newPage.php'); }); $('div').after('<p class="ctr" ></p>'); $('p.ctr').live('click', function(e) { if($(e.target).is('[k=lf]')) { console.log ('one'); delete ($this); } else if .... }); function delete () { $.post( 'update.php', data); } I have other $.post inside on this page and also on the above live fnc and all work well. The above one also works but like I said on the second load will fire twice and the 3 times and so on ... The weird part for me is that if replece the console with console.log ('two'); save the page and load the page without refresh it will fire on a different rows - one two - if I unload the page replace the console with console.log ('three'); and load again will fire one two and three. I try to use: $.ajax({ url: 'updateDB.php', data: data, type: 'POST', cache:false }); $.ajaxSetup ({ cache: false }); header("Cache-Control: no-cache"); none of this it's working. And I have this problem only on this fnc. What do you think, it could be the reason, it remembers it remembers the previous action and it fires again?

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  • Flex 3 Close UrlLoader throws exception

    - by gmoniey
    I am trying to simulate a 'HEAD' method using UrlLoader; essentially, I just want to check for the presence of a file without downloading the entire thing. I figured I would just use HttpStatusEvent, but the following code throws an exception (one that I can't wrap in a try/catch block) when you run in debug mode. <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute" initialize="init()"> <mx:Script> <![CDATA[ private static const BIG_FILE:String = "http://www.archive.org/download/gspmovvideotestIMG0021mov/IMG_0021.mov"; private var _loader:URLLoader; private function init():void { _loader = new URLLoader(); _loader.addEventListener(HTTPStatusEvent.HTTP_STATUS, statusHandler); _loader.addEventListener(IOErrorEvent.IO_ERROR, errorHandler); _loader.addEventListener(SecurityErrorEvent.SECURITY_ERROR, errorHandler); _loader.load(new URLRequest(BIG_FILE)); } public function unload():void { try { _loader.close(); _loader.removeEventListener(HTTPStatusEvent.HTTP_STATUS, statusHandler); _loader.removeEventListener(IOErrorEvent.IO_ERROR, errorHandler); _loader.removeEventListener(SecurityErrorEvent.SECURITY_ERROR, errorHandler); } catch(error:Error) { status.text = error.message; } } private function errorHandler(event:Event):void { status.text = "error"; unload(); } private function statusHandler(event:HTTPStatusEvent):void { if(event.status.toString().match(/^2/)) { status.text = "success"; unload(); } else { errorHandler(event); } } ]]> </mx:Script> <mx:Label id="status" /> I tried using ProgressEvents instead, but it seems that some 404 pages return content, so the status event will correctly identify if the page exists. Anyone have any ideas?

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  • Script / command to drop all connections / locks in Sybase SQL Anywhere 9?

    - by nxzr
    I've recently become responsible for administering an application which is essentially a front end to a Sybase SQL Anywhere 9 database, including the database itself. I'd like to use unload table to efficiently export the data for backup and, in the case of a few tables, ETL to get it into a reporting database / small scale data warehouse. The problem is that the client application crashes and leaves dead connections and shared locks on a pretty regular basis, which seems to prevent unload table from getting the (brief) exclusive locks it needs. Currently I use Sybase Central to verify that these connections are in fact zombies and drop them myself at the end of the day / week. Is there a command or script to drop all connections? Being able to drop everything at once after verifying that they're unneeded would be quite helpful but I haven't found a way to do it.

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  • Handling multiple Scene in AndEngine

    - by Asad
    I am Developing a game in AndEngine Gles2. I have splash scene, loading scene, menu scene and Level1 scene. I am using a Screen Manager to manage all scenes through which i can easily switch between splash, loading and menu scene, the level1 scene is also loaded from menu perfectly but problem occur when i go back to menu scene on the completion of level, screen turned to black and nothing shown after that. I think the problem is with unloading the resources of Level1 because the switching between other scene is perfect. I can't give complete code, as it is to much lengthy. I am using bitmapTexture region, Sprites, bodies, physics Word, hud and fixtures etc. here is my unload method.. 1 more thing when i loaded the menu scene at the end of level 1 screen turn to black, but the music played and all logs are showed in logcat which i set in menu scene. unload(){ setChildrenIgnorUpdate(); clearChildScene(); clearEntityModifier(); clearTouchAreas(); clearUpdateHandler(); BitmapTextureManager.getInstance().destroyInstance(); destroyPhysics(); } Please Any help...

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  • CLR Profiler Allocated Bytes and XNA ContentManager

    - by Vackup
    I've been fighting with XNA ContentManager and memory allocations for some weeks because I'm trying to port my game from XNA (Windows) to ExEn / Monotouch (iphone). The problem is that after playing a few levels, my game exits unexpectedly on a real iPhone device (not simulator). Profiling memory usage on Windows with CLRProfile, I found some useful stuff but I also found something I dont understand. If I use 2 ContentManagers (1 for shared assets and 1 for level assets), when profiling, "Allocated Bytes" grows and grows after level through level but Memory consumption measured by Windows Task Manager stays constant (down when I unload the content manager and up again when I load content). Obviously, I contentManager.Unload() when level ends. After a few levels my game exits unexpectedly on an iPhone device. If I use 1 content manager, "CRLProfiler Allocated Bytes" stays constant on Windows and on the iPhone; I can play the game normally and it doesnt exit unexpectedly. I use the same assets level through level. It seems like in ios (iPhone) when loading and unloading the same assets, it allocates memory and consumes all device memory, so the ios kill it. Can anybody explain me how this really works? I've read quite a bit, but I still don't understand what's going on.

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  • UIScrollView and UIImage in it with paging enabled

    - by Infinity
    Hello guys! I need to display 10 - 1000 images on a UIScrollView. Paging is enabled. So every page of the scrollview is an image, it is an uiimage. I can load 10 images to 10 uiimages which stays in the memory, but with 1000 images I have problems on the iPhone or on the iPad. I am trying to unload and then load the images when I am doing scrolling. I every time displays 3 images. The current page image, and the -1 and +1 pages. When I am scrolling I unload the image and then load the next. With this method I have two problems. The scrolling is laggy and if I scroll very fast the images don't appear. Maybe is there any good solution for these problems? Can you suggest me one?

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  • Memory leak in xbap application

    - by Arvind
    Hi, We are using many custom controls by inheriting form the WPFcontrols as the base and customizing it for our need. However, the memory used by these controls are not released, even after pages using the controls are closed, until the whole application is closed. As these application has to work for a whole day performance decreases as more and more memory gets held up. When we profiled our page we found that the controls where not getting collected as there where some binding reference or some borders or brushes etc not getting cleared from that control. We tried to use the Unload event of the controls to remove the events and some references from the control. This reduced the leak to some extent but this was slowing down closing of the page also the unload event was getting triggered when the control was even collapsed. Is there any other ways to overcome the leak? Are there any best practices to prevent memory leaks? Thanks Arvind

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  • How do I free SQLServerCE's COM instance from the current running process?

    - by David Thornley
    It's been a while since I touched COM so be nice ;) This is under WindowsCE 5.0 with SQLServerCE 2.0. After calling this to load SQLServerCE 2.0 : - IDBInitialize *pIDBInitialize = NULL; CoCreateInstance(CLSID_SQLSERVERCE_2_0, NULL, CLSCTX_INPROC_SERVER, IID_IDBInitialize, (void**)&pIDBInitialize); Module load occurs for SSCE20.dll which obviously loads the SQLServerCE engine into the process space. What I don't understand is if I do this immediately after :- pIDBInitialize->Release(); I don't see a dll module unload, so that SSCE20.dll (and friends) are still loaded into my process. Now I tried CoFreeUnusedLibraries() which I figure forces COM to purge any unused libraries, but it doesn't seem to do the trick. At runtime I want to be able to completely unload the SQLServerCE 2.0 dll from the process to streamline an upgrade to 3.5SP1. I suspect this has something to do with the shared dll model that Microsoft use under WindowsCE... but, I might be wrong :) Thanks in advance, David.

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  • Plugin Framework - can there be too many addin assemblies?

    - by spooner
    Hi, The product I'm working on needs to be built in such a way that we have a quote engine driven by a pluggable framework. We are currently thinking of using MAF, so we can leverage separation of the host and addin interfaces for versioning. However, I'm concerned that we'd have lots of assemblies, it's likely that we'd have one for each quote engine addin - of which there could be 100 going forward, we also need to support multiple versions, so there could be lots of assemblies in total. The quote engine also uses WF to drive it, which means each AppDomain for each addin will need a workflow runtime associated with it. This seems quite heavyweight, however we can unload unfrequently used addins. Does this seem like a good design? We've also looked at a single AppDomain solution using an IOC container to load addin types, but I'm concerned that we won't be able to unload any of the assemblies, given their quantity.

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  • How do I create a solr core with the data from an existing one?

    - by steve_d
    Solr 1.4 Enterprise Search Server recommends doing large updates on a copy of the core, and then swapping it in for the main core. I am following these steps: Create prep core: http://localhost:8983/solr/admin/cores?action=CREATE&name=prep&instanceDir=main Perform index update, then commit/optimize on prep core. Swap main and prep core: http://localhost:8983/solr/admin/cores?action=SWAP&core=main&other=prep Unload prep core: http://localhost:8983/solr/admin/cores?action=UNLOAD&core=prep The problem I am having is, the core created in step 1 doesn't have any data in it. If I am going to do a full index of everything and the kitchen sink, that would be fine, but if I just want to update a (large) subset of the documents - that's obviously not going to work. (I could merge the cores, but part of what I'm trying to do is get rid of any deleted documents without trying to make a list of them.) Is there some flag to the CREATE action that I'm missing? The Solr Wiki page for CoreAdmin is a little sparse on details.

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  • How can I get reason of page unloading in javascript's onunload event, in IE?

    - by DM
    There may be different reasons of page unloading: 1 User closes the current window. 2 User navigates to another location. 3 Clicks the Back, Forward, Refresh, or Home button. 4 User submits a form, and then browser starts to unload current page and load page with results of form submitting. (Assuming that the current window is the form's target). 5 and so on... Can I somehow know in onunload handler that the reason of unloading is p.4, i.e. moving to page with results of form submitting? I could define some flag when submiting form, but this does not solve the problem. Because response (on form submit) from web server takes some time, browser doesn't unload the current page immediately and waits response from server. And during this waiting user may close window or navigate anywhere. And I need to know whether was it indeed moving to results page or something else...?

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  • How to restore a hidden loadable kernel module from /sys/module and dealing with restoring holders_dir?

    - by user1833005
    I'm playing with kernel module hiding on Linux Kernel 3.x. I try to hide and recover the module from /sys/module. Everything works fine on Kernel Version 3.0 and 3.2.6, I can load and unload the module and hide and unhide it. When I'm unloading the module on kernel 3.6.6 I get the following error: rmmod: ERROR: could not open '/sys/module/xxx/holders': No such file or directory rmmod: ERROR: Module xxx is in use Has anybody an idea how I could restore of the module so that I am able to unload it without errors? Here is my code: /* hide from /sys/module */ kobject_del(&__this_module.mkobj.kobj); list_del(&__this_module.mkobj.kobj.entry); /* add to /sys/module */ kobject_add(&__this_module.mkobj.kobj,__this_module.mkobj.kobj.parent,"xxx"); Thank you four help :)

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  • Which event to catch for application shut down?

    - by xueru
    I am using jQueryMobile and phoneGap for a cross-device mobile application. I use html 5 local storage to persist records that worked on by user. I don't know which phoneGap event to catch just before application shut-down so I can make sure data is saved before shutdown completes. Base on suggestion from naughtur, I tried both unload and beforeunload events, neither of them got fired during app shutdown. Following is my code snip: function persistTasks(){ alert ("is unloading the app"); offlineTasklist.set("tasks", tasklist); } function init() { document.addEventListener("unload", persistTasks, false); login(); } $(document).ready(init);

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  • Explicitly persist states in Workflow 4.0 rather than everything.

    - by jlafay
    I have ran into an issue with my SQL instance store attached to a WorkflowApplication that is running. When I exit my application I'm calling an Unload() on the WF app to persist it. I didn't think about it during design time, but it does makes sense, it's persisting an arg that was passed in to the WorkflowApplication constructor when instanced. When the application runs, everything in the workflow works as expected. When I call Unload() I get an unhandled exception that states that the arg is not serializable and needs [DataContractAttribute]. What's passed into the workflow is my applications custom logger object that I wrote so that the WF can log to disk in a uniform way that I prefer. How do I prevent the workflow app from persisting this one argument and persist everything else? I'm sure something can be done with extensions but I'm having a hard time finding info on them or finding persistence examples for my scenario.

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  • Detect when home button is pressed iOS

    - by nick
    I have several iOS apps that all use the same port to listen for a network beacon. On the main view I use viewWillDisappear to close the port when another view is opened, which was working great. Then I noticed if I pressed the home button from the main view controller without opening another view to close the port, then the port stays open and non of my other apps can listen on that port any more. I then tried using viewWillUnload, but that doesn't seem to get called when I press the home button. -(void)viewWillUnload { //[super viewWillUnload]; NSLog(@"View will unload"); [udpSocket close]; udpSocket = nil; } View will unload is never displayed in the console, which leads me to believe that the method is never getting called. Is there a way to detect when the home button is pressed so I can close my port?

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  • Editing Project files, Resource Editors in VS 2010

    - by rajbk
    Editing Project Files Visual Studio 2010 gives you the ability to easily edit the project file associated with your project (.csproj or .vbproj). You might do this to change settings related to how the project is compiled since proj files are MSBuild files. One would normally close Visual Studio and edit the proj file using a text editor.  The better way is to first unload the project in Visual Studio by right clicking on the project in the solution explorer and selecting “Unload Project”   The project gets unloaded and is marked “unavailable” The project file can now be edited by right clicking on the unloaded project.    After editing the file, the project can be reloaded. Resource editors in VS 2010 Visual studio also comes with a number of resource editors (see list here). For example, you could open a file using the Binary editor like so. Go to File > Open > File.. Select a File and choose the “Open With..” option in the bottom right.   We are given the option to choose an editor.   Note that clicking on the “Add..” in the dialog above allows you to include your favorite editor.   Choosing the “Binary editor” above allows us to edit the file in hex format. In addition, we can also search for hex bytes or ASCII strings using the Find command.   The “Open With..” option is also available from within the solution explorer as shown below: Enjoy!   Mr. Incredible: No matter how many times you save the world, it always manages to get back in jeopardy again. Sometimes I just want it to stay saved! You know, for a little bit? I feel like the maid; I just cleaned up this mess! Can we keep it clean for... for ten minutes!

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • I can't get Gutenprint to install with 13.10

    - by Patrick
    Canon pixma ip4200 printer... the install printer dialog offers gutenprint drivers then stalls out when I try to install them. Ran alien to unload Canons Linux drivers for the printeraqnd got this message: patrickxxxAspire-5253:~/Downloads$ sudo alien cnijfilter-common-2.60-4.src.rpm cnijfilter-common-2.60-4.src.rpm is for architecture i386 ; the package cannot be built on this system What am I to do???

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  • Terrain sqaure loading

    - by AndroidXTr3meN
    Games like Skyrim, Morrowind, and more are using quads or sqaure to divide the terrain if im correct. The player is always at #5 1 | 2 | 3 4 | 5 | 6 7 | 8 | 9 So whenever you cross the border you unload and load the new "areas" But if the user goes just over the edge and then the second after goes back previous area a lot of uneccessary loading and unloading is done. Is there a general approach to this becuase I dont think games like skyrim have this issue? Cheers!

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  • Terrain square loading

    - by AndroidXTr3meN
    Games like Skyrim, Morrowind, and more are using quads or square to divide the terrain if im correct. The player is always at #5 1 | 2 | 3 4 | 5 | 6 7 | 8 | 9 So whenever you cross the border you unload and load the new "areas" But if the user goes just over the edge and then the second after goes back previous area a lot of unnecessary loading and unloading is done. Is there a general approach to this because I dont think games like skyrim have this issue? Cheers!

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  • XNA Health Bar continually decreasing

    - by Craig
    As per the Health bar tutorial on ... http://www.xnadevelopment.com/tutorials/notsohealthy/NotSoHealthy.shtml I have set up the above, how do I make it decrease by 1 health per second? I want to create a mini survival game, and this is an important factor. Where am i going wrong? I want it to visibly decrease every second. using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Health { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D healthBar; int currentHealth = 100; float seconds; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); healthBar = Content.Load<Texture2D>("HealthBar"); // TODO: use this.Content to load your game content here } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here currentHealth = (int)MathHelper.Clamp(currentHealth, 0, 100); seconds += (float)gameTime.ElapsedGameTime.TotalSeconds; if (seconds >= 1) { currentHealth -= 1; } seconds = 0; base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, healthBar.Width, 44), new Rectangle(0, 45, healthBar.Width, 44), Color.Gray); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, (int)(healthBar.Width * ((double)currentHealth / 100)), 44), new Rectangle(0, 45, healthBar.Width, 44), Color.Red); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, healthBar.Width, 44), new Rectangle(0, 0, healthBar.Width, 44), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Cheers!

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  • The LoadLibraryA method returns error code 1114 (ERROR_DLL_INIT_FAILED) after more than 1000 cycles

    - by Javier
    Hi, I'm programing on C++, I'm using Visual Studio 2008, Windows XP, and I have the following problem: My application, that is a DLL that can be used from Python, loads an external dll, uses the required methods, and then unloads this external Dll. It's working properly, but after more than 1000 cycles the method "LoadLibraryA" returns a NULL reference. The main steps are: HINSTANCE h = NULL; h = LoadLibraryA(dllfile.c_str()); DWORD dw = GetLastError(); The error got is: ERROR_DLL_INIT_FAILED 1114 (0x45A) A dynamic link library (DLL) initialization routine failed. The Dll is unloaded by using the following: FreeLibrary(mDLL); mDLL = NULL; Where mDLL is defined like this: HINSTANCE mDLL; First alternative tried: Just load the Dll only once, and unloaded it when the application ends. This fix the problem but introduces a new one. When the application ends, instead of first executing the DllMain method of my applicaion, wich unloads the external DLL, is executing first the DllMain method of the other Dll. This cause the following error because my application is trying to unload a Dll that was unload by itself previously. "Unhandled exception at 0x04a00d07 (DllName.DLL) in Python.exe: 0xC0000005: Access violation reading location 0x0000006b". Any suggestion will be welcomed. Thanks in advance. Regards.

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  • Linux C/C++ : How to reload dynamic modules?

    - by Arman
    Hi, Are there way to reload dynamic library? I am loading module by dlopen library: bool load_functions(){ std::string function_name="libfunction-factory.so"; void* handle = dlopen(function_name.c_str(), RTLD_NOW); //some initialization and usage // ''' // unload the library dlclose(handle); return true; } int main() { int i=0; for(;;) { cout<<"##prompt##"<<i++<<">"; if(std::cin.get()=='q') break; else { if(!load_functions()) std::cout<<"Failed to load Function Factory..."<<std::endl; } cout<<endl; } return 0; } after running I am editing library and trying to reload the library, but the new library does not load. Always the first loaded library is used. Are there way to force to reload library? Why dlclose does not unload library? Kind regards Arman.

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