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  • Logictech USB HID controller message

    - by rross
    I have a Logitech game controller(http://www.amazon.com/Logitech-Dual-Action-Game-Pad/dp/B0000ALFCI). I'm using c# and Microsoft's HID driver to track what buttons are being pressed. Each button press sends a Byte Array that has 8 values. The problems is that I don't know what those 8 value represent. Here is an example: 0, 128, 126, 127, 130, 24, 24, 0, 4, 252 0, 128, 126, 127, 130, 40, 40, 0, 4, 252 0, 128, 126, 127, 127, 72, 72, 0, 4, 252 0, 128, 126, 127, 127, 136, 136, 0, 4, 252 Those are the values of the Byte Array for button press 1, 2, 3, 4 respectively. I see where the values are changing, but I'm unsure what they represent. I'm unable to find any specs on Microsoft HID driver. Can someone point me in the right direction?

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  • Firefox 4 show tools menu in button interface

    - by chris.nullptr
    I like the extra vertical space provided by the latest firefox beta (4b9). However, the button interface doesn't give you access to the tools menu. I know that I can either temporarily enable the menubar by holding down the ALT key, but flipping a flag in about:config would be preferable. Does such a flag exist? Edit: I want to be able to access the tools menu from the new button interface like you can with Bookmarks, History, Options, and Help.

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  • Pause and Resume AsyncTasks? (Android)

    - by Matt Swanson
    I have an AsyncTask that acts as a countdown timer for my game. When it completes the countdown it displays the out of time end screen and it also updates the timer displayed on the screen. Everything works fine, except I need to be able to pause and resume this when the pause button in the game is pressed. If I cancel it and try to re-execute it, it crashes with an IllegalStateException. If I cancel it and instantiate a new AsyncTask in its place the old one begins to run again and the new one runs at the same time. Is there a way to cancel/pause the timer and restart it using AsyncTasks or is there a different way I should be going about doing this?

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  • Weird Firefox Password Manager behavior

    - by hvtuananh
    Few days ago, I click on Most Visited, right click Facebook and select Forget about this site. Of course, all of my history, bookmarks and 6 saved passwords are gone Yesterday, I installed LassPass add-on, and only import Firefox saved password When I open Firefox, goto Facebook, all of my 6 password are appeared So, my question is, when I select Forget about this site, did Firefox remove my passwords completely?

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  • Handling inverse kinematics: animation blending or math?

    - by meds
    I've been working for the past four days on inverse kinematics for my game engine. I'm working on a game with a shoestring budget so when the idea of inverse kinematics came up I knew I had to make it such that the 3D models bones would be mathematically changed to appear to be stepping on objects. This is causing some serious problems with my animation, after it was technically implemented the animations started looking quite bad when the character was wlaking up inclines or steps even though mathematically the stepping was correct and was even smoothly interpolating. So I was wondering, is it actually possible to get a smooth efficient inverse kinematic system based exclusively on math where bones are changed or is this just a wild goose chase and I should either solve the inverse kinematics problem with animation blending or don't do it at all?

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  • Memory leak - debugger and memory analyzer disagreeing

    - by Joe
    There is a memory leak in my android game - I've managed to narrow it down to a certain object, which has a list of objects to render on a texture. This object clears the list every time it draws though - so I can't work out how its managed to get thousands of elements in the list. I checked in the debugger and it doesn't have all these thousands of elements - usually about 2-20 which is what I'd expect... The game definitely slows down progressively only if I have rendering to texturing on. Here is a picture of Memory Analyzer showing 6,111 items: Memory Analyzer Here is a picture of the debugger showing 2: Debugger Can anyone help me find out whats wrong?

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  • Link errors loading a Python extension for i386 MacOS that was compiled on a PPC

    - by deekoo
    I'm trying to compile a Python extension (written in C) on a PPC mac (running OS X 10.4, XCode 2.5), to run under Ren'Py on both PPC and i386 MacOS. The PPC version works; the i386 version fails to load with ImportError: dlopen(./fasttint_macos_i386.dylib, 2): Symbol not found: _PyType_GenericNew Referenced from: /Applications/Games/Demos/CuteKnightKingdom-demo-0.9.25.1-mac/CuteKnightKingdom-demo.app/Contents/Resources/autorun/game/fasttint_macos_i386.dylib Expected in: /Applications/Games/Demos/CuteKnightKingdom-demo-0.9.25.1-mac/CuteKnightKingdomdemo.app/Contents/Resources/autorun/game/fasttint_macos_i386.dylib As best I can tell, _PyType_GenericNew should be defined by Ren'Py's python - why is it trying to find an internal declaration for the symbol instead of the external one?

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  • Access variables from a number of sources

    - by mac_55
    I'm creating my first game, and I've currently set up a 'GameState' class, to store player health etc. inside. This class is currently instantiated from the AppDelegate as I need to access it from all over my game. This is fine. For each class I'm working in, I can access the app delegate, and then find the GameState object... however, it seems very messy. I'm tempted to find a way (I'm still a newbie) to define the GameState instance as being some sort of global variable so that I can access it from all over with ease... but my little bit of reading on variable scope makes me uneasy about doing this, even if I knew how. Any ideas of the best way to define and access this class? It'll be used for everything from player health, to items they've found, any personalisation etc. Thanks!

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  • How can I write a scrolling text in cocos2d ?

    - by srikanth rongali
    I have a text and it should be abled to scrolled only up and down to see entire text. and my application is a game and written in cocos2d. So, I have layers. There is also an image(CCSprite) adjacent to text. The text should be scrolled and the image have a touchesEnded: property. I used CCLabel for text and CCParallaxNode to add the text. But the text appears like a continues paragraph. But, my text should have different lines. My text is like this. //text starts Hey Player. Do you want to play the game right now then play. Do you want to practice or Play? what want to do? ...text continues //text ends What should I use for this ? Thank you.

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  • SQL Like question

    - by mike
    Is there a way to reverse the SQL Like operator so it searches a field backwards? For example, I have a value in a field that looks like this "Xbox 360 Video Game". If I write a query like below, it returns the result fine. SELECT id FROM table WHERE title like "%Xbox%Game%" However, when I search like this, it doesn't find any results. SELECT id FROM table WHERE title like "%Video%Xbox%" I need it to match in any direction. How can I get around this?

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  • How to export everything from Firefox to another PC

    - by ianix
    I'm going to do a clean install of Windows 7 in my laptop and one of the thing that I really want the way it is is Firefox. I know I can get the addons easily and the bookmarks also, but I also like to export my browsing history, the Awesome Bar database and my about:config customizations. Is there a way or tool to do that?

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  • Selectively Remove Auto Complete Entries from Internet Explorer

    - by Kanini
    Hello...I use Windows XP with IE 8. When I try to access GMail (or any other site for that matter), the Auto Complete feature shows the list of username and on select of that, it auto-completes the password as well. Is there a way, I can selectively remove one or two of the entries alone without having to delete all of Auto Complete entries? PS: Ofcourse, I do know about In-Private browsing and that it can be used for ensuring that a History is not left behind and ...

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  • GKPeerStateAvailable for non existing peers?

    - by Ernest
    Hi, used this website for the long time to find answers, now need to ask on myself! :) I have implemented multi player for my game using GKSession and client/server approach, not using peer picker (up to 4 player allowed). I have one big problem which I can't find solution for. If you disconnect/reconnect server peer quickly enough, client peer will "remember" that host and will show it in the list of all available peers permanently, only turning wifi/bluetooth off resets this. So if I do this 5 times in a row, my client will show 5 available hosts with the same name! Anyone had experience with this? Any idea of workarounds? I should note that requirements for my game is iPhone SDK 3.0 for Bluetooth and 3.1 for Wifi as GKSession supports both now.

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  • Console-like control that allows full control over individual text formatting

    - by Rich.Carpenter
    I'm tinkering with writing a simple text-based role-playing game. I would like to use WinForms, and utilize WinForm controls for the UI and simple text for the output. The catch is, I would like to have complete control over the formatting of the individual text - some words being different colors, etc. A simple console control would suffice, as that would provide control over text colors, but it would be nice to also be able to change style, font and size. Less important: it would be nice to have complete control over where text appears in the control through a coordinate system, as with DOS windows of old. I'd appreciate suggestions on the best method of implementing this. Perhaps there is a better method I had not considered for rendering the output of a text-based game.

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  • Static Access To Multiple Instance Variable

    - by Qua
    I have a singleton instance that is referenced throughout the project which works like a charm. It saves me the trouble from having to pass around an instance of the object to every little class in the project. However, now I need to manage multiple instances of the previous setup, which means that the singleton pattern breaks since each instance would need it's own singleton instance. What options are there to still maintain static access to the singleton? To be more specific, we have our game engine and several components and plugins reference the engine through a static property. Now our server needs to host multiple game instances each having their own engine, which means that on the server side the singleton pattern breaks. I'm trying to avoid all the classes having the engine in the constructor.

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  • Open GL ES 2.0 co-ordinate systems

    - by Chris
    Hi, I want to use Open GL ES 2.0 for a new game, but I have two questions. Q: The first is how do I set up perspective views in Open GL ES 2.0 - do I need to include Open GL ES 1.0 and use glOrtho, or is there a new way? Q: I want to use the 4th quadrant of a Cartesian co-ordinate system for my game and not use -0.5 to +0.5 for values on screen, how once the first question is answered can I achieve this? Other resources: http://iphonedevelopment.blogspot.com/2009/04/opengl-es-from-ground-up-part-3.html Thanks Chris

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  • Unable to start sql service when TCP/IP is enabled under SSCM - SS Network Configuration

    - by ebel
    I get error 10048. and this in event history: The SQL server service terminated with server-specific error. Only one usage of each socket (protcol/network address/port) is normall permitted. Any idea howto fix this ? Port set is the default 1433... If this is turned off, which is default of course, SQL service starts like a champ. I have done this config many times on other servers with no problem.

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  • How do i supress keypress being printed to console in .NET?

    - by cbsch
    Hello, I'm porting a small C++ console game to C# and it seems that I can't stop key presses from being printed to the console. In C++ I get the keystroke with this method, which also suppress the keystrokes from being printed to the console: bool Game::getInput(char *c) { if (_kbhit()) { *c = _getch(); return true; } return false; } I tried to do the equivalent in C# by doing: Key = Console.ReadKey(); But this does not suppress the character from being printed to the console, causing obvious problems. Any ideas on how to remedy this?

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  • Chrome "New Tab Page" not showing most frequently visited pages

    - by Ian Boyd
    Google Chrome's*New Tab Page* is not populating the most frequented visted sites grid with anything: It's been sitting like that1 for months. My work machine populates them fine. Edit: Google Chrome Version 4.0.249.892 Edit 2: (Possibly related) Chrome is not storing any history 1i even tried clicking Restore all removed thumbnails 2Updated to 4.0.249.89 just now. Previous build was 78.

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  • Repair Firefox SQLite databases

    - by Bobby
    I had some problems with my RAM (bluescreen several times, Windows XP) and now are my Firefox databases damaged. Firefox is working, but my history is gone and it's reporting several inconsistencies and errors when executing pragma integrity_check on places.sqlite. Now the question, how do I repair SQLite-Databases?

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  • Real-time Multiplayer Movement - Flash ActionScript 3 (AS3) - Flash Media Server

    - by Wild Phoenix
    Dear All, I am creating a simple game, where I would like more than one player to be able to connect and play. With regards to a single player game, I am more than comfortable with the coding. I cannot seem to figure out how to connect up more than one player and update their screens when the each player moves. So far I have the players connecting, but I still need to be able update the SharedObject when a player moves, then push it out to the other players. I have searched high and low for a good tutorial / source code to review. Code So Far A tutorial i found so far listened for a click as it was a mouse based movement, then this told the SHaredObject to tell the client (and the others) to update that clients movement. However all of my movement is listend and acted on in the playership class.

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  • Finding the best folder for all users on a Windows machine

    - by reallyjoel
    We are making a game which will add a level editor feature soon. We want the user to be able to put levels he's downloaded in a folder and then play it in the game, without any hassle. So, we're looking for a folder that anybody can find, open, write, read, and is multiuser. On Windows Vista / 7, the folder /Users/Public/ look like a great candidate. However, It's not listed in the .net enum System.Environment.SpecialFolder. I have went through them all, and checked what they yield on different Windows versions, and none live up to my requirements. I did find Environment.SpecialFolder.CommonApplicationData, that kinda works, but that folder is hidden (C:\ProgramData) and I assume most users don't display hidden folders. As it stands now, it looks like we'll have to settle for the personal documents folder, but we'd really like a multi user folder? Anyone have any tips? (Hard coding c:\Users\Public\ is out of the question, it will only work on english systems)

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  • Java: omitting a data member from the equals method.

    - by cchampion
    public class GamePiece { public GamePiece(char cLetter, int nPointValue) { m_cLetter=cLetter; m_nPointValue=nPointValue; m_nTurnPlaced=0; //has not been placed on game board yet. } public char GetLetter() {return m_cLetter;} public int GetPointValue() {return m_nPointValue;} public int GetTurnPlaced() {return m_nTurnPlaced;} public void SetTurnPlaced(int nTurnPlaced) { m_nTurnPlaced=nTurnPlaced; } @Override public boolean equals(Object obj) { /*NOTE to keep this shorter I omitted some of the null checking and instanceof stuff. */ GamePiece other = (GamePiece) obj; //not case sensitive, and I don`t think we want it to be here. if(m_cLetter != other.m_cLetter) { return false; } if(m_nPointValue != other.m_nPointValue) { return false; } /* NOTICE! m_nPointValue purposely omitted. It does not affect hashcode or equals */ return true; } @Override public int hashCode() { /* NOTICE! m_nPointValue purposely omitted. It should not affect hashcode or equals */ final int prime = 41; return prime * (prime + m_nPointValue + m_cLetter); } private char m_cLetter; private int m_nPointValue; private int m_nTurnPlaced;//turn which the game piece was placed on the game board. Does not affect equals or has code! } Consider the given piece of code. This object has been immutable until the introduction of the m_nTurnPlaced member (which can be modified by the SetTurnPlaced method, so now GamePiece becomes mutable). GamePiece is used in an ArrayList, I call contains and remove methods which both rely on the equals method to be implemented. My question is this, is it ok or common practice in Java for some members to not affect equals and hashcode? How will this affect its use in my ArrayList? What type of java Collections would it NOT be safe to use this object now that it is mutable? I've been told that you're not supposed to override equals on mutable objects because it causes some collections to behave "strangely" (I read that somewhere in the java documentation).

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  • C++ double division by 0.0 versus DBL_MIN

    - by wonsungi
    When finding the inverse square root of a double, is it better to clamp invalid non-positive inputs at 0.0 or MIN_DBL? (In my example below double b may end up being negative due to floating point rounding errors and because the laws of physics are slightly slightly fudged in the game.) Both division by 0.0 and MIN_DBL produce the same outcome in the game because 1/0.0 and 1/DBL_MIN are effectively infinity. My intuition says MIN_DBL is the better choice, but would there be any case for using 0.0? Like perhaps sqrt(0.0), 1/0.0 and multiplication by 1.#INF000000000000 execute faster because they are special cases. double b = 1 - v.length_squared()/(c*c); #ifdef CLAMP_BY_0 if (b < 0.0) b = 0.0; #endif #ifdef CLAMP_BY_DBL_MIN if (b <= 0.0) b = DBL_MIN; #endif double lorentz_factor = 1/sqrt(b); double division in MSVC: 1/0.0 = 1.#INF000000000000 1/DBL_MIN = 4.4942328371557898e+307

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  • Rules Engine vs Expert System

    - by User1
    What is the difference between a rules engine and an expert system? Example1: Let's say that I have a program that determines the expiration date of a new driver's license. It takes inputs like visa expiration date, passport number, birthday, etc. It determines the expiration date of the driver's license from this input. It can even give an error if the input did not have enough valid identifications to allow a new driver's license. Example2: Let's say I am making an online version of the game Monopoly. I want the ability to change the rules of the game (say $400 for passing go or no one can buy properties until they land on the same property twice, etc). I have a module in the code to handle these rules. Are these both rules engines or are they expert systems? They both seem so similar. Is it just a synonym?

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