Search Results

Search found 14551 results on 583 pages for 'game history'.

Page 403/583 | < Previous Page | 399 400 401 402 403 404 405 406 407 408 409 410  | Next Page >

  • Program received signal: “0”. warning: check_safe_call: could not restore current frame

    - by Kaushik
    Require urgent help!:( i m developing a game and i m dealing with around 20 images at the same time. As per my knowledge, i m allocating and deallocating the images at right places. Game runs for around 15 min fine but quits with an error message: "Program received signal: “0”. warning: check_safe_call: could not restore current frame" i also tried debugging with memory leak tools provided in Xcode but could not find any issue with memory management or any increase in memory size on simulator it works fine but not on the device. i m confused wht can be the issue. Any help is appreciated. Thanx in advance

    Read the article

  • iPhone Gameloop render update from a separate thread

    - by Rich
    Hi, I'm new to iPhone development. I have a game loop setup as follows. (void)CreateGameTick:(NSTimeInterval) in_time { [NSThread detachNewThreadSelector:@selector(GameTick) toTarget:self withObject:nil]; } My basic game tick/render looks like this (void)GameTick { NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; CGRect wrect = [self bounds]; while( m_running ) { [self drawRect: wrect]; } [pool release]; } My render function gets called. However nothing gets drawn (I am using Core Graphics to draw some lines on a derived UIView). If I call my update via a timer then all is well and good. Can you tell me why the render fails when done via threads? And is it possible to make it work via threads? Thanks Rich

    Read the article

  • How should I proceed to upgrade from TFS2008 to TFS2010

    - by Stephane
    Hi, We have a TFS2008 server with multiple team projects (about 20) What is the best way to migrate to TFS2010 without loosing the history. I believe there are 2 ways, correct me if I'm wrong: installing a fresh tfs2010 and importing the DB from TFS 2008 or in-place upgrade. What is your recommendation and why? Are there any issue I should be prepared to face? Any advice is welcome.

    Read the article

  • Pathfinding Algorithm For Pacman

    - by user280454
    Hi, I wanted to implement the game Pacman. For the AI, I was thinking of using the A* algorithm, having seen it on numerous forums. However, I implemented the Breadth First Search for some simple pathfinding (going from point a to point b with certain obstacles in between) and found it gave the optimum path always. I guess it might be because in a game like pacman which uses simple pathfinding, there is no notion of costs in the graph. So, will it be OK if I use BFS instead of A* for pathfinding in Pacman?

    Read the article

  • football manager facebook application

    - by jeansymolanza
    hey guys i'm about to begin a football manager inspired facebook application in php/mysql and had a couple of questions: 1) where would be the best place to host the database? any services offered within great britain would be excellent! 2) does anyone have any ideas on how i could use player statistics as part of the in-game match engine? how would php accomodate this? i would like to make the matches as realistic as possible? 3) lastly i wanted to know whether php/mysql would be the best language to code this game in. i am quite confident within this language and can pick up new skills relatively quickly. but i am worried once again (in reference to number 2) about how i would simulate matches using the data from php. i'd appreciate any pointers. thanks for the help guys!

    Read the article

  • Microsoft OneNote Replacement

    - by Tom Tresansky
    I'm wondering if a free, open source replacement for Microsoft OneNote exists. Features it would need to have: Click anywhere on the page and start typing. Automatic revision history tracking. Some sort of basic drawing facility (circle text, draw extremely crude diagrams, etc.) Not being platform-specific would be great too. Does anyone use or know of any project that fits the bill?

    Read the article

  • Object Oriented Design Questions

    - by Robert
    Hello there. I am going to develop a Tic-Tac-Toe game using Java(or maybe other OO Languages).Now I have a picture in my mind about the general design. Interface: Player ,then I will be able to implement a couple of Player classes,based on how I want the opponent to be,for example,random player,intelligent player. Classes: Board class,with a two-dimensional array of integers,0 indicates open,1 indicates me,-1 indicates opponent.The evaluation function will be in here as well,to return the next best move based on the current board arrangement and whose turn it is. Refree class,which will create instance of the Board and two player instances,then get the game begin. This is a rough idea of my OO design,could anybody give me any critiques please,I find this is really beneficial,thank you very much.

    Read the article

  • From actionscript to google's datastore through java.

    - by Jonathan
    I'm working on a flash game written in pure actionscript 3.0 in Flex. I've just finished implementing replays for the game, but want to store the top 10 hiscores' replay data on my google-app-engine'd website. I'm using Java for the app-engine stuff in Eclipse in java but I have no idea how to deal with communicating to my java code from my actionscript code. I'll need to both read and write from actionscript - java - datastore. Does anyone have any experience with this? For note, I'm horribly noob with anything to do with web development. I hear you can pass arguments to a URL when calling it, comparable to command-line arguments on a desktop executable and if so then sending all the data as a large string would be doable... The question then would be how to call a url from AS3 code with additional data and then how to catch that on the java side. Thanks to anyone who can help. Jono

    Read the article

  • GameKit and GKPeerPicker on 1st Gen iPhone and iPod Touch

    - by Reese McLean
    This is my current set up for my multiplayer game: A view that gives connection tips and warns the user that multiplayer will not work on the 1st Gen iPhone or ipod Touch. There is a "connect" button that pushes the game view and starts the GKPeerPicker. Unfortunately, I don't have a 1st Gen iPhone or iPod Touch to test what happens if they press the connect button. The view will be pushed, but I don't know what will happen when the PeerPicker tries to show. So the Question(s): Is there anyway to tell if the user will not be able to use GameKit so that I can disable the "connect" button? What will happen if they do press the connect button and GameKit is not available?

    Read the article

  • Making the domain-model of tic tac toe

    - by devoured elysium
    I am trying to make the domain model of a Tic Tac Toe game. I'll try then to go on through the various steps of the Unified Process and later implement it in some language (C# or Java). I'd like to have some feedback if I'm going on the right path: I've defined the game with two actors, Player O and Player X. I'm not sure about defining both a Tile and a Tile State. Maybe I should only define a Tile and have the 3 possible states specialize from it? I'm not sure what is best: to have both Player O and Player X be associations with Tic Tac Toe or have them inherit from Player that is associated with Tic Tac Toe. Following the design shown on the pic, in theory we could have a Tic Tac Toe concept with 2 Player O's, which wouldn't be correct. What is your opinion on this? Also, am I missing something in the diagram? Although I can't see any other actors for Tic Tac Toe, should I have any other? Thanks

    Read the article

  • Parsing SGF files in C#

    - by mafutrct
    The text-based Smart Game Format has become the sole file format for exchanging Go game records by now. I stared with disbelieve that there are almost no parsers available. Google yielded a few results in antique Java and Python, but no modern implementations. I am curious if I have to write my own parser. Do you know of a modern implementation in C# or Java? In case there really are no parsers available, how should I implement one? Are there general guidelines or tools (in a C# environment) I should know of? This is an example file: (;GM[1]FF[4]CA[UTF-8]AP[CGoban:3]ST[2] RU[Japanese]SZ[19]KM[6.50] PW[White]PB[Black] ;B[pd] ;W[dc] ;B[dq] ;W[pp] ;B[ce] (;W[ed] ;B[ci] ;W[kc]) (;W[do] ;B[dl] ;W[gp] ;B[eo] ;W[en] ;B[fo]))

    Read the article

  • What AMF Servers Support Remote Shared Objects?

    - by GrayB
    Greetings. I'm planning on building a Flex based multiplayer game, and I'm researching what will be required for the server end. I have PHP experience, so I started looking at ZendAMF. Now in this game, I'll need the concept of rooms, and real time updates to clients in those rooms, so it looks like I'll be using remote shared objects (correct, yes?). I'm not seeing where ZendAMF can support this. So I found this page: http://arunbluebrain.wordpress.com/2009/03/04/flex-frameworks-httpcorlanorg/ It seems to indicate that ZendAMF isn't going to do what I want. WebORB for PHP seems to be the only PHP based solution that does messaging, but on that page it doesn't mention "real-time" next to it like the Java based ones below it do. What should I be looking at for the server piece with my requirements? Do I need to make the jump to something like BlazeDS and try to pick up a bit of Java knowledge? Thanks.

    Read the article

  • Please help me decide how to figure out XNA's ContentPipeline

    - by DDTmanSP
    I have read this link : http://msdn.microsoft.com/en-us/library/bb464156.aspx They said : "... the XNA Framework Redistributable file does not contain the Content Pipeline Build Runtime. Building content at run time is supported only when XNA Game Studio has been installed on the Windows-based development computer." Actually, before I know of that, I have already used a lot of content pipeline to help me read out my game's assets. And because of that, I am now very headache to confront the publish's problem "The application requires that the assemblies Microsoft.Xna.Framework.Content.Pipeline 3.1.0.0 be installed ....." So I would like to find some ways that can help me solve this without convertion of my pipelines. So that I don't need to rewrite it all in new classes that manually load assets for me. Regard, DDTmanSP

    Read the article

  • HISTCONTROL=ignoreboth not working Debian Lenny

    - by Mike
    Can anybody confirm if by setting the the following environmental variables under debian lenny will make previous history entries not to be saved. GNU bash, version 3.2.39(1)-release export HISTCONTROL=ignoreboth export HISTSIZE=500 I have added them to my /etc/bash.bashrc but I keep getting repeated commands. Thanks

    Read the article

  • How to Increment Visual Studio build number using C++?

    - by Brock Woolf
    I have a Visual Studio 2008 project that produces a file called: "Game-Release.exe". This was configured under Project Properties - C/C++ - Linker - General: $(OutDir)\$(ProjectName)-Release.exe I would like to take this a bit further by have an incrementing build number so I would have something which says: Game-Release-Build-1002.exe The number on the end should be an incrementing integer. I will be storing the build exe's on subversion so I think i would find this useful (although not necessary). Perhaps there is a built in macro in Visual Studio that could handle this. Quite possibly I was thinking I could have a text file with the build number in it and have the compiler read, use and increment the number in the file each time the project is built. My goal is however to make the process as automated as possible. What is the best way to accomplish this? If you offer an opinion, please also provide the code we can all share. Thnx.

    Read the article

  • Another design-related C++ question

    - by Kotti
    Hi! I am trying to find some optimal solutions in C++ coding patterns, and this is one of my game engine - related questions. Take a look at the game object declaration (I removed almost everything, that has no connection with the question). // Abstract representation of a game object class Object : public Entity, IRenderable, ISerializable { // Object parameters // Other not really important stuff public: // @note Rendering template will never change while // the object 'lives' Object(RenderTemplate& render_template, /* params */) : /*...*/ { } private: // Object rendering template RenderTemplate render_template; public: /** * Default object render method * Draws rendering template data at (X, Y) with (Width, Height) dimensions * * @note If no appropriate rendering method overload is specified * for any derived class, this method is called * * @param Backend & b * @return void * @see */ virtual void Render(Backend& backend) const { // Render sprite from object's // rendering template structure backend.RenderFromTemplate( render_template, x, y, width, height ); } }; Here is also the IRenderable interface declaration: // Objects that can be rendered interface IRenderable { /** * Abstract method to render current object * * @param Backend & b * @return void * @see */ virtual void Render(Backend& b) const = 0; } and a sample of a real object that is derived from Object (with severe simplifications :) // Ball object class Ball : public Object { // Ball params public: virtual void Render(Backend& b) const { b.RenderEllipse(/*params*/); } }; What I wanted to get is the ability to have some sort of standard function, that would draw sprite for an object (this is Object::Render) if there is no appropriate overload. So, one can have objects without Render(...) method, and if you try to render them, this default sprite-rendering stuff is invoked. And, one can have specialized objects, that define their own way of being rendered. I think, this way of doing things is quite good, but what I can't figure out - is there any way to split the objects' "normal" methods (like Resize(...) or Rotate(...)) implementation from their rendering implementation? Because if everything is done the way described earlier, a common .cpp file, that implements any type of object would generally mix the Resize(...), etc methods implementation and this virtual Render(...) method and this seems to be a mess. I actually want to have rendering procedures for the objects in one place and their "logic implementation" - in another. Is there a way this can be done (maybe alternative pattern or trick or hint) or this is where all this polymorphic and virtual stuff sucks in terms of code placement?

    Read the article

  • Can't delete a SQL Database?

    - by rlb.usa
    I want to delete some SQL Databases on my server, but I'm having problems. My login has the roles: public dbcreator serveradmin When I right click the database and hit Delete, it says that Delete backup history failed for server 'MYSERVER' (Microsoft.SqlServer.Smo) Additional Information: The EXECUTE permission was denied on the object 'sp_delete_database_backuphistory' How do I delete these databases?

    Read the article

  • CCSprite following a sequence of CGPoints

    - by pgb
    I'm developing a line drawing game, similar to Flight Control, Harbor Master, and others in the appstore, using Cocos2D. For this game, I need a CCSprite to follow a line that the user has drawn. I'm storing a sequence of CGPoint structs in an NSArray, based on the points I get in the touchesBegin and touchesMoved messages. I now have the problem of how to make my sprite follow them. I have a tick method, that is called at the framerate speed. In that tick method, based on the speed and current position of the sprite, I need to calculate its next position. Is there any standard way to achieve this? My current approach is calculate the line between the last "reference point" and the next one, and calculate the next point in that line. The problem I have is when the sprite "turns" (moves from one segment of the line to another). Any hint will be greatly appreciated.

    Read the article

  • iPhone: Switching from a map screen to a battle screen without the map progress being reset

    - by user298261
    Hello! I'm trying to make a role-playing game, and I want the game to work so that it transitions to the battle NIB for battles, then returns back to the map NIB afterward, yet still retain all the progress the player has made exploring the dungeon. I've tried proto-typing this with just a view-switcher, where one view creates content, and then switches to the other view, and then coming back from the other view. However, once the view goes back to the original, the original view is reset. How to make the data persistent so that it doesn't reset after every "battle"? Thanks!

    Read the article

  • Simple way to implement computer-go board in Java

    - by codingbear
    I want to make a simple Go board to design an Computer Go game. In a go game, you lie a "stone" (white or black) on a position where horizontal and vertical lines intersect. What are some simple ways to restrict users from placing their stones in other locations? Maybe I'm just not seeing a simple solution. EDIT I guess I should rephrase my question better: I want to know how to do the background image of Go board, so that I can lie my stones on the intersection of the horizontal and the vertical lines. I was thinking about getting a just regular Go board image, and when I'm actually rendering stones, I find right position of pixels to lie stones. However, that solution did not seem to be the best solution, since I need to worry about size of stone images and think about proportionality when I either expand or shrink the board window.

    Read the article

  • Finding minimum cut-sets between bounded subgraphs

    - by Tore
    If a game map is partitioned into subgraphs, how to minimize edges between subgraphs? I have a problem, Im trying to make A* searches through a grid based game like pacman or sokoban, but i need to find "enclosures". What do i mean by enclosures? subgraphs with as few cut edges as possible given a maximum size and minimum size for number of vertices for each subgraph that act as a soft constraints. Alternatively you could say i am looking to find bridges between subgraphs, but its generally the same problem. Given a game that looks like this, what i want to do is find enclosures so that i can properly find entrances to them and thus get a good heuristic for reaching vertices inside these enclosures. So what i want is to find these colored regions on any given map. My Motivation The reason for me bothering to do this and not just staying content with the performance of a simple manhattan distance heuristic is that an enclosure heuristic can give more optimal results and i would not have to actually do the A* to get some proper distance calculations and also for later adding competitive blocking of opponents within these enclosures when playing sokoban type games. Also the enclosure heuristic can be used for a minimax approach to finding goal vertices more properly. A possible solution to the problem is the Kernighan-Lin algorithm: function Kernighan-Lin(G(V,E)): determine a balanced initial partition of the nodes into sets A and B do A1 := A; B1 := B compute D values for all a in A1 and b in B1 for (i := 1 to |V|/2) find a[i] from A1 and b[i] from B1, such that g[i] = D[a[i]] + D[b[i]] - 2*c[a][b] is maximal move a[i] to B1 and b[i] to A1 remove a[i] and b[i] from further consideration in this pass update D values for the elements of A1 = A1 / a[i] and B1 = B1 / b[i] end for find k which maximizes g_max, the sum of g[1],...,g[k] if (g_max > 0) then Exchange a[1],a[2],...,a[k] with b[1],b[2],...,b[k] until (g_max <= 0) return G(V,E) My problem with this algorithm is its runtime at O(n^2 * lg(n)), i am thinking of limiting the nodes in A1 and B1 to the border of each subgraph to reduce the amount of work done. I also dont understand the c[a][b] cost in the algorithm, if a and b do not have an edge between them is the cost assumed to be 0 or infinity, or should i create an edge based on some heuristic. Do you know what c[a][b] is supposed to be when there is no edge between a and b? Do you think my problem is suitable to use a multi level problem? Why or why not? Do you have a good idea for how to reduce the work done with the kernighan-lin algorithm for my problem?

    Read the article

  • timeIntervalSinceDate Accuracy

    - by mmccomb
    I've been working on a game with an engine that updates 20 times per seconds. I've got to point now where I want to start getting some performance figures and tweak the rendering and logic updates. In order to do so I started to add some timing code to my game loop, implemented as follows... NSDate* startTime = [NSDate date]; // Game update logic here.... // Also timing of smaller internal events NSDate* endTime = [NSDate date]; [endTime timeIntervalSinceDate:startTime]; I noticed however that when I timed blocks within the outer timing logic that the time they took to execute did not sum up to match the overall time taken. So I wrote a small unit test to demonstrate the problem in which I time the overall time taken to complete the test and then 10 smaller events, here it is... - (void)testThatSumOfTimingsMatchesOverallTiming { NSDate* startOfOverallTime = [NSDate date]; // Variable to hold summation of smaller timing events in the upcoming loop... float sumOfIndividualTimes = 0.0; NSTimeInterval times[10] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0}; for (int i = 0; i < 10; i++) { NSDate* startOfIndividualTime = [NSDate date]; // Kill some time... sleep(1); NSDate* endOfIndividualTime = [NSDate date]; times[i] = [endOfIndividualTime timeIntervalSinceDate:startOfIndividualTime]; sumOfIndividualTimes += times[i]; } NSDate* endOfOverallTime = [NSDate date]; NSTimeInterval overallTimeTaken = [endOfOverallTime timeIntervalSinceDate:startOfOverallTime]; NSLog(@"Sum of individual times: %fms", sumOfIndividualTimes); NSLog(@"Overall time: %fms", overallTimeTaken); STAssertFalse(TRUE, @""); } And here's the output... Sum of individual times: 10.001377ms Overall time: 10.016834ms Which illustrates my problem quite clearly. The overall time was 0.000012ms but the smaller events took only 0.000001ms. So what happened to the other 0.000011ms? Is there anything that looks particularly wrong with my code? Or is there an alternative timing mechanism I should use?

    Read the article

  • Sysinternal's Process Explorer v14 doesn't show network activity.

    - by MikMik
    The new version of Process Explorer shows network activity history, but it doesn't in one of my computers. This particular PC runs Windows XP SP3 and it has just been reformatted so everything is "fresh". I have even installed WinPCap and Microsoft Network monitor, in case some of these drivers were necessary, but the graph stays in 0. Any ideas why this could happen? I would ask in Sysinternal's forum, but I really don't want to register in yet another forum.

    Read the article

  • Flash AS3 undefined property MouseEvent in document class

    - by Lee
    Hi guys, this is my first time trying to use document classes in AS3 and im struggling. I am trying to add event listeners to a 2 levels deep movie clip, waiting for a click however i am getting the following error. ERROR: Access of undefined property MouseEvent package { import flash.display.MovieClip; import flash.media.Sound; import flash.media.SoundChannel; public class game extends MovieClip { public var snd_state = true; public function game() { ui_setup(); } public function ui_setup() { ui_mc.toggleMute_mc.addEventListener(MouseEvent.CLICK, snd_toggle); } public function snd_toggle(MouseEvent) { // 0 = No Sound, 1 = Full Sound trace("Toggle"); } } }

    Read the article

  • What's wrong with this bash prompt?

    - by takeshin
    I use the following entry in ~/.bashrc file to colorize the prompt and display current branch of git repository: PS1='\[\e[1;32m\]\[\u@\h\]\[\e[m\] \[\w\]\[\e[1;1m\]\[$(__git_ps1 " (%s)")\] \[\e[1;1m\]\[$\] \[\e[m\]' This works almost fine, except when I use bash history (up arrow key few times), the command line becomes 'outdented' (just the first characters of the prompt remains untouched), and the visible is: usemmand when my username is user and the command is command.

    Read the article

< Previous Page | 399 400 401 402 403 404 405 406 407 408 409 410  | Next Page >