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  • realtime logging

    - by Ion Todirel
    I have an application which has a loop, part of a "Scheduler", which runs at all time and is the heart of the application. Pretty much like a game loop, just that my application is a WPF application and it's not a game. Naturally the application does logging at many points, but the Scheduler does some sensitive monitoring, and sometimes it's impossible just from the logs to tell what may have gotten wrong (and by wrong I don't mean exceptions) or the current status. Because Scheduler's inner loop runs at short intervals, you can't do file I/O-based logging (or using the Event Viewer) in there. First, you need to watch it in real-time, and secondly the log file would grow in size very fast. So I was thinking of ways to show this data to the user in the realtime, some things I considered: Display the data in realtime in the UI Use AllocConsole/WriteConsole to display this information in a console Use a different console application which would display this information, communicate between the Scheduler and the console app using pipes or other IPC techniques Use Windows' Performance Monitor and somehow feed it with this information ETW Displaying in the UI would have its issues. First it doesn't integrate with the UI I had in mind for my application, and I don't want to complicate the UI just for this. This diagnostics would only happen rarely. Secondly, there is going to be some non-trivial data protection, as the Scheduler has it's own thread. A separate console window would work probably, but I'm still worried if it's not too much threshold. Allocating my own console, as this is a windows app, would probably be better than a different console application (3), as I don't need to worry about IPC communication, and non-blocking communication. However a user could close the console I allocated, and it would be problematic in that case. With a separate process you don't have to worry about it. Assuming there is an API for Performance Monitor, it wouldn't be integrated too well with my app or apparent to the users. Using ETW also doesn't solve anything, just a random idea, I still need to display this information somehow. What others think, would there be other ways I missed?

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  • Loading PNG textures to OpenGL

    - by Tamir
    Hello, I'm working on a game, and all of my graphics use magenta as transparent/magic color. They are all 32-bit and the magenta is just for conveniency. Anyway, I would appreciate if someone could advice me what library should I use to load my images (I need to load them in GL_RGBA format, both internal and texture specific).

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  • Why Won't the WebSocket.onmessage Event Fire?

    - by SumWon
    Hey guys, After toying around with this for hours, I simply cannot find a solution. I'm working on a WebSocket server using "node.js" for a canvas based online game I'm developing. My game can connect to the server just fine, it accepts the handshake and can even send messages to the server. However, when the server responds to the client, the client doesn't get the message. No errors, nothing, it just sits there peacefully. I've ripped apart my code, trying everything I could think of to fix this, but alas, nothing. Here's a stripped copy of my server code. As I said before, the handshake works fine, the server receives data fine, but sending data back to the client does not. var sys = require('sys'), net = require('net'); var server = net.createServer(function (stream) { stream.setEncoding('utf8'); var shaken = 0; stream.addListener('connect', function () { sys.puts("New connection from: "+stream.remoteAddress); }); stream.addListener('data', function (data) { if (!shaken) { sys.puts("Handshaking..."); //Send handshake: stream.write( "HTTP/1.1 101 Web Socket Protocol Handshake\r\n"+ "Upgrade: WebSocket\r\n"+ "Connection: Upgrade\r\n"+ "WebSocket-Origin: http://192.168.1.113\r\n"+ "WebSocket-Location: ws://192.168.1.71:7070/\r\n\r\n"); shaken=1; sys.puts("Handshaking complete."); } else { //Message received, respond with 'testMessage' var d = "testMessage"; var m = '\u0000' + d + '\uffff'; sys.puts("Sending '"+m+"' to client"); var result = stream.write(m, "utf8"); sys.puts(result); /* Result comes as true, meaning that it pushed the data out. Why isn't the client seeing it?!? */ } }); stream.addListener('end', function () { sys.puts("Connection closed!"); stream.end(); }); }); server.listen(7070); sys.puts("Server Started!");

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  • XNA - Keyboard text input

    - by Sekhat
    Okay, so basically I want to be able to retrieve keyboard text. Like entering text into a text field or something. I'm only writing my game for windows. I've disregarded using Guide.BeginShowKeyboardInput because it breaks the feel of a self contained game, and the fact that the Guide always shows XBOX buttons doesn't seem right to me either. Yes it's the easiest way, but I don't like it. Next I tried using System.Windows.Forms.NativeWindow. I created a class that inherited from it, and passed it the Games window handle, implemented the WndProc function to catch WM_CHAR (or WM_KEYDOWN) though the WndProc got called for other messages, WM_CHAR and WM_KEYDOWN never did. So I had to abandon that idea, and besides, I was also referencing the whole of Windows forms, which meant unnecessary memory footprint bloat. So my last idea was to create a Thread level, low level keyboard hook. This has been the most successful so far. I get WM_KEYDOWN message, (not tried WM_CHAR yet) translate the virtual keycode with Win32 funcation MapVirtualKey to a char. And I get my text! (I'm just printing with Debug.Write at the moment) A couple problems though. It's as if I have caps lock on, and an unresponsive shift key. (Of course it's not however, it's just that there is only one Virtual Key Code per key, so translating it only has one output) and it adds overhead as it attaches itself to the Windows Hook List and isn't as fast as I'd like it to be, but the slowness could be more due to Debug.Write. Has anyone else approached this and solved it, without having to resort to an on screen keyboard? or does anyone have further ideas for me to try? thanks in advance. note: This is cross posted from the XNA Creators Forums, so if I get an answer there I'll post it here and Vice-Versa Question asked by Jimmy Maybe I'm not understanding the question, but why can't you use the XNA Keyboard and KeyboardState classes? My comment: It's because though you can read keystates, you can't get access to typed text as and how it is typed by the user. So let me further clarify. I want to implement being able to read text input from the user as if they are typing into textbox is windows. The keyboard and KeyboardState class get states of all keys, but I'd have to map each key and combination to it's character representation. This falls over when the user doesn't use the same keyboard language as I do especially with symbols (my double quotes is shift + 2, while american keyboards have theirs somewhere near the return key).

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  • Swing Grid Layout or JTable

    - by ikurtz
    greetngs, i am trying to learn Java and Swing by writing a simple game of connect4. i am hoping you could guide me regarding the following issue: to emulate the connect4 grid should i use a JTable or rely on Grid layout? thank you.

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  • Graphical sandbox for pathfinding

    - by vrode
    If you needed a clean and consistent sandbox for pathfinding what would you use? I want to experiment with different pathfinding algorithms by sending virtual units (robots) around obstacles on a geometric plane. But I don't need a feature overkill like a game engine or Flash might have, just an animated report and native collision detector. I prefer it to be scripted in python, but if there are java or C++ alternatives I would appreciate them as well.

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  • Good Project Organization Software

    - by QAH
    Hello everyone! I am really having a hard time trying to set a schedule with development of my game. I would do better and quicker development if I had some sort of schedule to go by. What are some good programs out there, desktop or web, that allow you to easily organize your project and set development goals and milestones? I would prefer options that are free in cost, but feel free to mention non-free programs also. Thanks alot

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  • Behavior of deployment tool in Visual Studio Express

    - by Bart Silverstrim
    I created a quick game in VS Express (2008) and used the built-in deployment tool (click once?) to create an installer. I took it to another computer, ran it (Windows XP) to install from a burned CD. It created the program but only for the logged in user. Is there a setting I'm missing for installing it to all users on an XP system? Or is this a limitation of the Express edition's installer?

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  • Using HTML/CSS for UI in XNA?

    - by Rosarch
    Is there any way to use HTML/CSS to do the user interface for a XNA game? I would need to programmatically be able to update the HTML, as well as handle events. Or is there another framework I should be using? This thread looks promising: http://stackoverflow.com/questions/909671/ui-library-for-xna Also, whatever I use has to work on the Xbox 360.

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  • Sonar integration in hudson, meet "container state was: CONSTRUCTED"

    - by larry cai
    Environment: hudson/sonar/maven2 in ubuntu locally with default parameters And I got the log from hudson below, I can't figure out where is the problem. [INFO] Sonar host: http://localhost:9000 [INFO] Sonar version: 2.0.1 [INFO] [sonar-core:internal {execution: default-internal}] [INFO] Database dialect class org.sonar.api.database.dialect.Derby [INFO] ------------- Analyzing Game of Life business logic module [INFO] ------------------------------------------------------------------------ [ERROR] BUILD ERROR [INFO] ------------------------------------------------------------------------ [INFO] Can not execute Sonar Embedded error: Can not analyze the project Cannot stop. Current container state was: CONSTRUCTED [INFO] ------------------------------------------------------------------------ [INFO] Trace org.apache.maven.lifecycle.LifecycleExecutionException: Can not execute Sonar

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  • iPhone MailComposer class UIViewController dismissModalViewControllerAnimated issues

    - by Scott Pendleton
    I created a class to launch the MailComposer so that my iPhone app would only have one place to go when generating various kinds of e-mail: some with attachments, some not. Some with pre-filled addresses, some not. I didn't want my class implement UIViewController, but it has to so it can be the delegate for the MailComposer. Otherwise, the view controllers that call my class would themselves have to be delegates for the MailComposer, which defeats the purpose. The downside of having my class be a view controller is that it has to load to the screen before it can modally bring up the MailComposer. Unfortunately, view controllers can't be transparent. The effect is, whatever is on screen gets covered by a solid white view controller for a moment before the MailComposer appears. I could maybe live with that, but not this: after the MailComposer goes away, I'm left with my blank view controller occupying the screen. I ought to be able to get rid of it from within itself by calling this: [self.parentViewController dismissModalViewControllerAnimated:NO]; But that dies a horrible death: "Loading 43365 stack frames..." Has my class -- a UIViewController that pre-fills and then launches a MailComposer -- lost track of its parentViewController? It isn't nil, because I've tested for that. As launched from within the current view controller... // My class is called Email. Email *oEmail = [[[Email alloc] init] retain]; // Red, to remind myself that I'd like to someday learn to make it transparent. oEmail.view.backgroundColor = [UIColor redColor]; // Pre-fill whatever fields you want, and specify attachments. oEmail.EmailSubject = @"I am truly stumped"; // This has to go on screen first. [self presentModalViewController:oEmail animated:NO]; // Then this can happen, which brings up the MailComposer. [oEmail f_SendEmail]; // Commenting out the next line didn't help, so I turned it back on. [oEmail release]; Inside the class, you need the mailComposeController:didFinishWithResult:error: method to make the MailComposer go away, and for that to happen, the class has to be the MFMailComposeViewControllerDelegate. Here's what happens in there: // This gets rid of the mail composer. [self dismissModalViewControllerAnimated:YES]; // This never fails to get rid of other modal view controllers when called // from within those controllers, but boy does it not work here. [self.parentViewController dismissModalViewControllerAnimated:NO]; If you can help me, I will be truly thankful!

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  • Fixing LOD gaps, T-junctions

    - by Jaka Jancar
    I'm creating a heightmap renderer. One of the examples for solving gaps when doing LOD I found is this: (from Game Programming Gems 2 - Greg Snook - Simplified Terrain using Interlocking Tiles) Wouldn't this still produce a gap, if the three vertices encircled with red were not co-linear? Shouldn't the middle triangle be split into two, as I marked with the orange line? Am I misunderstanding the problem, or is there a mistake in the example?

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  • What should programmers practice every day?

    - by Jacinda S
    Musicians practice scales, arpeggios, etc. every day before they begin playing "real" music. The top sports players spend time every day practicing fundamentals like dribbling before playing the "real" game. Are there fundamentals that programmers should practice every day before writing "real" code?

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  • Receiving data with Winsock

    - by Tamir
    Right now, I'm programming the networking for my online game, and I'm not really sure what to do about receiving data. The problem is that I can't really guess the packet's size, so I thought of reading just 4 bytes from the packet and converting them to an int to know what's the packet's size. Then I'll just create a buffer in that size and receive the rest of the packet, is that a good idea? For your information, I'm using non-blocking i/o.

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  • Android browser GREEN border on click...

    - by Paul
    Hi, I want to develop a web application using HTML, CSS and Javascript one thing that is really annoying is that any link or button etc when clicked inside the Android browser gets highlighted with a green border. To demonstrate what I mean I have included a link to a page that contains a basic game written in CSS http://marbles2.com/app/ Is there any way that you are aware of to disable the click green border? Cheers Paul

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  • How do I obtain a code point integer from a 1 to 4 byte UTF-8 encoded sequence in Windows?

    - by Patrick Niedzielski
    Hello, I am Patrick Niedzielski, a programmer for the Free Software 3D adventure game Humm and Strumm. I'm working on a minimal Unicode character class in C++. I currently have an array of four bytes representing a UTF-8 sequence. On GNU/Linux, I can just convert to UTF-32 with iconv(), but on Windows, I cannot do this. Is it possible to convert the array to a single code point? Thanks, Patrick

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  • Does mixing Quartz and OpenGL-ES cause big performance degrade??

    - by Eonil
    I have a plan to make a game using OpenGL for 3D world view, and CALayer(or UIView) for HUD UI. It's easy to imagine performance degrade from mixing them, but the document which mention this impact disappeared: http://developer.apple.com/iphone/library/technotes/tn2008/tn2230.html I cannot find the document on current version of SDK reference. And I got this document: http://gamesfromwithin.com/gdc-2010-the-best-of-both-worlds-using-uikit-with-opengl If you experienced about this, please let me know about performance impact on current SDK.

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  • Ruby Abstract Class Design

    - by MattDiPasquale
    I'm creating a video game. It has Characters & Items. Since I want Characters & Items to each have a name, should I make another class called NamedObjects with just a name field and have Characters & Items extend that? Or is that going overboard?

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  • Will Python 3.0's backwards-incompatibility affect adoption?

    - by George Stocker
    I visited Slashdot this morning to find out that Python 3.0 has been released. I know C# and Perl, but have wanted to learn Python for some time, especially after I saw its ease of use to create useful tools, not to mention its use in game scripting. My question is, how does the intentionally backwards-incompatible release of Python 3.0 affect adoption, and should I learn Python 2? Or should I take the dive and learn Python 3.0 first, and wait for the libraries to be ported?

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  • From a 3D modeler to an iPhone app - what are best practices?

    - by bonkey
    I am quite new in 3D programming on iPhone and I would like to ask for hints about organizing a work between designers and programmers on that platform. Most of all: what kind of tools, libraries or plugins cooperate the best on both sides. Although I consider the question as looking for general best-practices advice I would like to find a solution for my current situation which I describe further, too. I've already done some research and found following libraries: SIO2 Khronos OpenGL ES 1.x SDK for PowerVR MBX Unity3D Oolong Game Engine I've checked modellers or plugins to them giving output formats readable by those tools: obj2opengl Wavefront OBJ to plain header file converter Blender with SIO2 exporter iphonewavefrontloader Cheetah3D PVRGeoPOD for 3DS / Maya Unfortunately I still have no clear vision how to combine any of that tools to get a desinger's work in an application. I look for a way of getting it in the most possible complete way: models, lights, scenes, textures, maybe some simple animations (but rather no game-like physics), but I still got nothing. And here comes my situation: I would like to find right way to present few (but quite complicated) models from a single scene. The designers mostly use 3DS Max 9, sometimes 10 (which partly prevents using PVRGeoPOD) and are rather reluctant to switch to something else but if there's no other choice I suppose it would be possible. The basic rule I've already found in some places "use Wavefront OBJ" not always works. I haven't got any acceptable results with production files, actually. The only things worked fine were some mere examples. Some of my models did imported incomplete, sometimes exporters hung or generated enormous files not really useful on an iPhone, sometimes enabling textures (with GL_TEXTURE_2D) just crashed an app. I know it might be a problem with too complicated models or my mistakes coming from inexeperience but I am not able to find any guidelines for that process to have streamlined cooperation with designers. I am even willing to write some things from scratch in pure OpenGL-ES if it's necessary, but I would like to avoid what might be avoided and get the most from the model files. The best would be the effect I saw on some SIO2 tutorials: export, build & go. But at that moment I've got only "import, wrong", "import, where are textures?", "import, that almost looks fine, export, hang" and so on... Is it really so much frustrating or I am just missed something obvious? Can anybody share his/her experience in that field and tell what kind of software uses for "making things happen"?

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