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  • XNA RenderTarget2D Sample

    - by Michael B. McLaughlin
    I remember being scared of render targets when I first started with XNA. They seemed like weird magic and I didn’t understand them at all. There’s nothing to be frightened of, though, and they are pretty easy to learn how to use. The first thing you need to know is that when you’re drawing in XNA, you aren’t actually drawing to the screen. Instead you’re drawing to this thing called the “back buffer”. Internally, XNA maintains two sections of graphics memory. Each one is exactly the same size as the other and has all the same properties (such as surface format, whether there’s a depth buffer and/or a stencil buffer, and so on). XNA flips between these two sections of memory every update-draw cycle. So while you are drawing to one, it’s busy drawing the other one on the screen. Then the current update-draw cycle ends, it flips, and the section you were just drawing to gets drawn to the screen while the one that was being drawn to the screen before is now the one you’ll be drawing on. This is what’s meant by “double buffering”. If you drew directly to the screen, the player would see all of those draws taking place as they happened and that would look odd and not very good at all. Those two sections of graphics memory are render targets. All a render target is, is a section of graphics memory to which things can be drawn. In addition to the two that XNA maintains automatically, you can also create and set your own using RenderTarget2D and GraphicsDevice.SetRenderTarget. Using render targets lets you do all sorts of neat post-processing effects (like bloom) to make your game look cooler. It also just lets you do things like motion blur and lets you create mirrors in 3D games. There are quite a lot of things that render targets let you do. To go along with this post, I wrote up a simple sample for how to create and use a RenderTarget2D. It’s available under the terms of the Microsoft Public License and is available for download on my website here: http://www.bobtacoindustries.com/developers/utils/RenderTarget2DSample.zip . Other than the ‘using’ statements, every line is commented in detail so that it should (hopefully) be easy to follow along with and understand. If you have any questions, leave a comment here or drop me a line on Twitter. One last note. While creating the sample I came across an interesting quirk. If you start by creating a Windows Game, and then make a copy for Windows Phone 7, the drop-down that lets you choose between drawing to a WP7 device and the WP7 emulator stays grayed-out. To resolve this, you need to right click on the Windows Phone 7 version in the Solution Explorer, and choose “Set as StartUp Project”. The bar will then become active, letting you change the target you which to deploy to. If you want another version to be the one that starts up when you press F5 to start debugging, just go and right-click on that version and choose “Set as StartUp Project” for it once you’ve set the WP7 target (device or emulator) that you want.

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  • What You Can Learn from the NFL Referee Lockout

    - by Christina McKeon
    American football is a lot like religion. The fans are devoted followers that take brand loyalty to a whole new level. These fans that worship their teams each week showed that they are powerful customers whose voice has an impact. Yesterday, these fans proved that their opinion could force the hand of a large and powerful institution. With a three-month NFL referee lockout that seemed like it was nowhere close to resolution, the Green Bay Packers and the Seattle Seahawks competed last Monday night. For those of you that might have been out of the news cycle the past few days, Green Bay lost the game due to a controversial call that many experts and analysts agree should have resulted in Green Bay winning the game. Outrage ensued. The NFL had pulled replacement referees from the high school ranks, and these replacements did not have the knowledge and experience to handle high intensity NFL games. Fans protested about their customer experience. Their anger-filled rants were heard in social media, in the headlines of newspapers, on radio, and on national TV. Suddenly, the NFL was moved to reach an agreement with the referees. That agreement was reached late in the night on Wednesday with many believing that the referees had the upper hand forcing the owners into submission. Some might argue that the referees benefited, not the fans. Since the fans wanted qualified and competent referees, I would say the fans did benefit. The referees are scheduled to return to the field this Sunday, so the fans got what they wanted. What can you learn from this negative customer experience? Customers are in control. NFL owners thought they were controlling this situation with the upper hand over referees. The owners figured out they weren’t in control when their fans reacted negatively. Customers can make or break you more now than ever before, which is why it is more important to connect with them, engage them in a personal manner, and create rewarding relationships. Protect your brand. Whether knowingly or unknowingly, the NFL put their brand and each team’s brand at risk with replacement referees. Think about each business decision you make, and how it may impact your brand at different points in time. A decision that results in a gain today could result in a larger loss down the road. Customer experience matters. The NFL likely foresaw declining revenues in ticket sales, merchandising, advertising, and other areas if the lockout continued. While fans primarily spoke with their minds in the days following the Green Bay debacle, their wallets would be the next things to speak. Customer experience directly affects your success and is one of the few areas where you can differentiate your business. What would you do if your brand got such negative attention? Would you be prepared to navigate such stormy waters? Would you be able to prevent such a fiasco? If you don’t have a good answer to these questions, consider joining us October 3-5, 2012 at the Oracle Customer Experience Summit in San Francisco. You’ll have the opportunity to learn even more about customer experience from industry experts such as best-selling author Seth Godin, Paul Hagen and Kerry Bodine from Forrester Research, Inc., George Kembel from the Stanford d.School, Bruce Temkin of The Temkin Group, and Gene Alvarez from Gartner Inc.. There will also be plenty of your peers and customer experience experts available for networking and discussions.

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  • Deliberate Practice

    - by Jeff Foster
    It’s easy to assume, as software engineers, that there is little need to “practice” writing code. After all, we write code all day long! Just by writing a little each day, we’re constantly learning and getting better, right? Unfortunately, that’s just not true. Of course, developers do improve with experience. Each time we encounter a problem we’re more likely to avoid it next time. If we’re in a team that deploys software early and often, we hone and improve the deployment process each time we practice it. However, not all practice makes perfect. To develop true expertise requires a particular type of practice, deliberate practice, the only goal of which is to make us better programmers. Everyday software development has other constraints and goals, not least the pressure to deliver. We rarely get the chance in the course of a “sprint” to experiment with potential solutions that are outside our current comfort zone. However, if we believe that software is a craft then it’s our duty to strive continuously to raise the standard of software development. This requires specific and sustained efforts to get better at something we currently can’t do well (from Harvard Business Review July/August 2007). One interesting way to introduce deliberate practice, in a sustainable way, is the code kata. The term kata derives from martial arts and refers to a set of movements practiced either solo or in pairs. One of the better-known examples is the Bowling Game kata by Bob Martin, the goal of which is simply to write some code to do the scoring for 10-pin bowling. It sounds too easy, right? What could we possibly learn from such a simple example? Trust me, though, that it’s not as simple as five minutes of typing and a solution. Of course, we can reach a solution in a short time, but the important thing about code katas is that we explore each technique fully and in a controlled way. We tackle the same problem multiple times, using different techniques and making different decisions, understanding the ramifications of each one, and exploring edge cases. The short feedback loop optimizes opportunities to learn. Another good example is Conway’s Game of Life. It’s a simple problem to solve, but try solving it in a functional style. If you’re used to mutability, solving the problem without mutating state will push you outside of your comfort zone. Similarly, if you try to solve it with the focus of “tell-don’t-ask“, how will the responsibilities of each object change? As software engineers, we don’t get enough opportunities to explore new ideas. In the middle of a development cycle, we can’t suddenly start experimenting on the team’s code base. Code katas offer an opportunity to explore new techniques in a safe environment. If you’re still skeptical, my challenge to you is simply to try it out. Convince a willing colleague to pair with you and work through a kata or two. It only takes an hour and I’m willing to bet you learn a few new things each time. The next step is to make it a sustainable team practice. Start with an hour every Friday afternoon (after all who wants to commit code to production just before they leave for the weekend?) for month and see how that works out. Finally, consider signing up for the Global Day of Code Retreat. It’s like a daylong code kata, it’s on December 8th and there’s probably an event in your area!

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  • Working Towards Specialization? Your VAD Can Help You Score!

    - by Kristin Rose
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} TOUCH DOWN! That’s right folks, football is in full swing and what better way to kickoff football season than with a great Oracle play? Partners can now score big by side passing the ball to their VADs, enabling them to help in the process of becoming a Specialized partner. With the new functionality now available on the OPN Competency Center, Partner PRM Administrators can grant access to their VADs and have them assist in achieving their Specialization requirements. Here are the rules of the game: Partner Administrator must provide authorization Details do not include individual users data Access can be removed anytime Follow the steps below to grant your VAD access to your company Specialization progress reports. It’s as simple as 1,2,3…Go team go! Login to the OPN Competency Center and go to “My Preferences” on the top right corner of the screen. Under “My VAD”, select your Region, Country and Value Added Distributor name, then simple click in “ADD VAD”. Your VAD can now access your Specialization Tracker report! For those MVP’s who want to learn more, be sure to watch this 3 minute play by play video on the new OPN Competency Center VAD/VAR Specialization Tracker below, and click here before game day! Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} Are You Ready For Some Oracle Football? The OPN Communications Team Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";}

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  • Learn Many Languages

    - by Jeff Foster
    My previous blog, Deliberate Practice, discussed the need for developers to “sharpen their pencil” continually, by setting aside time to learn how to tackle problems in different ways. However, the Sapir-Whorf hypothesis, a contested and somewhat-controversial concept from language theory, seems to hold reasonably true when applied to programming languages. It states that: “The structure of a language affects the ways in which its speakers conceptualize their world.” If you’re constrained by a single programming language, the one that dominates your day job, then you only have the tools of that language at your disposal to think about and solve a problem. For example, if you’ve only ever worked with Java, you would never think of passing a function to a method. A good developer needs to learn many languages. You may never deploy them in production, you may never ship code with them, but by learning a new language, you’ll have new ideas that will transfer to your current “day-job” language. With the abundant choices in programming languages, how does one choose which to learn? Alan Perlis sums it up best. “A language that doesn‘t affect the way you think about programming is not worth knowing“ With that in mind, here’s a selection of languages that I think are worth learning and that have certainly changed the way I think about tackling programming problems. Clojure Clojure is a Lisp-based language running on the Java Virtual Machine. The unique property of Lisp is homoiconicity, which means that a Lisp program is a Lisp data structure, and vice-versa. Since we can treat Lisp programs as Lisp data structures, we can write our code generation in the same style as our code. This gives Lisp a uniquely powerful macro system, and makes it ideal for implementing domain specific languages. Clojure also makes software transactional memory a first-class citizen, giving us a new approach to concurrency and dealing with the problems of shared state. Haskell Haskell is a strongly typed, functional programming language. Haskell’s type system is far richer than C# or Java, and allows us to push more of our application logic to compile-time safety. If it compiles, it usually works! Haskell is also a lazy language – we can work with infinite data structures. For example, in a board game we can generate the complete game tree, even if there are billions of possibilities, because the values are computed only as they are needed. Erlang Erlang is a functional language with a strong emphasis on reliability. Erlang’s approach to concurrency uses message passing instead of shared variables, with strong support from both the language itself and the virtual machine. Processes are extremely lightweight, and garbage collection doesn’t require all processes to be paused at the same time, making it feasible for a single program to use millions of processes at once, all without the mental overhead of managing shared state. The Benefits of Multilingualism By studying new languages, even if you won’t ever get the chance to use them in production, you will find yourself open to new ideas and ways of coding in your main language. For example, studying Haskell has taught me that you can do so much more with types and has changed my programming style in C#. A type represents some state a program should have, and a type should not be able to represent an invalid state. I often find myself refactoring methods like this… void SomeMethod(bool doThis, bool doThat) { if (!(doThis ^ doThat)) throw new ArgumentException(“At least one arg should be true”); if (doThis) DoThis(); if (doThat) DoThat(); } …into a type-based solution, like this: enum Action { DoThis, DoThat, Both }; void SomeMethod(Action action) { if (action == Action.DoThis || action == Action.Both) DoThis(); if (action == Action.DoThat || action == Action.Both) DoThat(); } At this point, I’ve removed the runtime exception in favor of a compile-time check. This is a trivial example, but is just one of many ideas that I’ve taken from one language and implemented in another.

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  • Delegates: A Practical Understanding

    - by samerpaul
    It's been a while since I have written on this blog, and I'm planning on reviving it this summer, since I have more time to do so again.I've also recently started working on the iPhone platform, so I haven't been as busy in .NET as before.In either case, today's blog post applies to both C# and Objective-C, because it's more about a practical understanding of delegates than it is about code. When I was learning coding, I felt like delegates was one of the hardest things to conceptually understand, and a lot of books don't really do a good job (in my opinion) of explaining it. So here's my stab at it.A Real Life Example of DelegatesLet's say there are three of you. You, your friend, and your brother. You're each in a different room in your house so you can't hear each other, even if you shout. 1)You are playing a computer game2) Friend is building a puzzle3) Brother is nappingNow, you three are going to stay in your room but you want to be informed if anything interesting is happening to the one of you. Let's say you (playing the computer game) want to know when your brother wakes up.You could keep walking to the room, checking to see if he's napping, and then walking back to your room. But that would waste a lot of time / resources, and what if you miss when he's awake before he goes back to sleep? That would be bad.Instead, you hand him a 2-way radio that works between your room and his room. And you inform him that when he wakes up, he should press a button on the radio and say "I'm awake". You are going to be listening to that radio, waiting for him to say he's awake. This, in essence, is how a delegate works.You're creating an "object" (the radio) that allows you to listen in on an event you specify. You don't want him to send any other messages to you right now, except when he wakes up. And you want to know immediately when he does, so you can go over to his room and say hi. (the methods that are called when a delegate event fires). You're also currently specifying that only you are listening on his radio.Let's say you want your friend to come into the room at the same time as you, and do something else entirely, like fluff your brother's pillow. You will then give him an identical radio, that also hooks into your brother's radio, and inform him to wait and listen for the "i'm awake" signal.Then, when your brother wakes up, he says "I'm awake!" and both you and your friend walk into the room. You say hi, and your friend fluffs the pillow, then you both exit.Later, if you decide you don't care to say hi anymore, you turn off your radio. Now, you have no idea when your brother is awake or not, because you aren't listening anymore.So again, you are each classes in this example, and each of you have your own methods. You're playing a computer game (PlayComputerGame()), your friend is building a puzzle (BuildPuzzle()) and your brother is napping (Napping()). You create a delegate (ImAwake) that you set your brother to do, when he wakes up. You listen in on that delegate (giving yourself a radio and turning it on), and when you receive the message, you fire a new method called SayHi()). Your friend is also wired up to the same delegate (using an identical radio) and fires the method FluffPillow().Hopefully this makes sense, and helps shed some light on how delegates operate. Let me know! Feel free to drop me a line at Twitter (preferred method of contact) here: samerabousalbi

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  • XNA vs SlimDX for offscreen renderer

    - by Groky
    Hello, I realise there are numerous questions on here asking about choosing between XNA and SlimDX, but these all relate to game programming. A little background: I have an application that renders scenes from XML descriptions. Currently I am using WPF 3D and this mostly works, except that WPF has no way to render scenes offscreen (i.e. on a server, without displaying them in a window), and also rendering to a bitmap causes WPF to fallback to software rendering. So I'm faced with having to write my own renderer. Here are the requirements: Mix of 3D and 2D elements. Relatively few elements per scene (tens of meshes, tens of 2D elements). Large scenes (up to 3000px square for print). Only a single frame will be rendered (i.e. FPS is not an issue). Opacity masks. Pixel shaders. Software fallback (servers may or may not have a decent gfx card). Possibility of being rendered offscreen. As you can see it's pretty simple stuff and WPF can manage it quite nicely except for the not-being-able-to-export-the-scene problem. In particular I don't need many of the things usually needed in game development. So bearing that in mind, would you choose XNA or SlimDX? The non-rendering portion of the code is already written in C#, so want to stick with that.

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  • C#: Delegate syntax?

    - by Rosarch
    I'm developing a game. I want to have game entities each have their own Damage() function. When called, they will calculate how much damage they want to do: public class CombatantGameModel : GameObjectModel { public int Health { get; set; } /// <summary> /// If the attack hits, how much damage does it do? /// </summary> /// <param name="randomSample">A random value from [0 .. 1]. Use to introduce randomness in the attack's damage.</param> /// <returns>The amount of damage the attack does</returns> public delegate int Damage(float randomSample); public CombatantGameModel(GameObjectController controller) : base(controller) {} } public class CombatantGameObject : GameObjectController { private new readonly CombatantGameModel model; public new virtual CombatantGameModel Model { get { return model; } } public CombatantGameObject() { model = new CombatantGameModel(this); } } However, when I try to call that method, I get a compiler error: /// <summary> /// Calculates the results of an attack, and directly updates the GameObjects involved. /// </summary> /// <param name="attacker">The aggressor GameObject</param> /// <param name="victim">The GameObject under assault</param> public void ComputeAttackUpdate(CombatantGameObject attacker, CombatantGameObject victim) { if (worldQuery.IsColliding(attacker, victim, false)) { victim.Model.Health -= attacker.Model.Damage((float) rand.NextDouble()); // error here Debug.WriteLine(String.Format("{0} hits {1} for {2} damage", attacker, victim, attackTraits.Damage)); } } The error is: 'Damage': cannot reference a type through an expression; try 'HWAlphaRelease.GameObject.CombatantGameModel.Damage' instead What am I doing wrong?

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  • What's a good way to teach my son to program Java

    - by Software Monkey
    OK, so I've read through various posts about teaching beginner's to program, and there were some helpful things I will look at more closely. But what I want to know is whether there are any effective tools out there to teach a kid Java specifically? I want to teach him Java specifically because (a) with my strong background in C I feel that's too complex, (b) Java is the other language I know extremely well and therefore I can assist meaningfully without needing to teach myself a new but (to me) useless language, and (c) I feel that managed languages are the future, and lastly (d) Java is one of the simplest of all the languages I know well (aside from basic). I learned in basic, and I am open to teaching that first, but I am unaware of a decent free basic shell for Windows (though I haven't really searched, yet since it's not my first choice), and would anyway want to progress quickly to Java. My son is 8, so that's a couple of years earlier than I started - but he has expressed an interest in learning to program (possibly because I work from home a lot and he sees me programming all the time). If no-one can suggest a tool designed for this purpose, I will probably start him off with text/console based apps to teach the basics, and then progress to GUI building. Oh, one last thing, I am not a fan of IDE's (old school text editor type), so I would not be put off at all by a system that has him typing real code, and would likely prefer that to a toy drag/drop system. EDIT: Just to clarify; I really am specifically after ways to teach him Java; there are already a good many posts with good answers for other language alternatives - but that's not what I am looking for here. EDIT: What about Java frameworks for 2D video games - can anyone recommend any of them from personal experience? I like the idea of him starting with the mechanics in place (main game loop, scoring, etc) and adding the specifics for a game of his own imagining - that's what I did, though for me it was basic on a Commodore VIC-20 and a Sinclair ZX-81.

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  • Rails: Single Table Inheritance and models subdirectories

    - by Chris
    I have a card-game application which makes use of Single Table Inheritance. I have a class Card, and a database table cards with column type, and a number of subclasses of Card (including class Foo < Card and class Bar < Card, for the sake of argument). As it happens, Foo is a card from the original printing of the game, which Bar is a card from an expansion. In an attempt to rationalise my models, I have created a directory structure like so: app/ + models/ + card.rb + base_game/ + foo.rb + expansion/ + bar.rb And modified environment.rb to contain: Rails::Initializer.run do |config| config.load_paths += Dir["#{RAILS_ROOT}/app/models/**"] end However, when my reads a card from the database, Rails throws the following exception: ActiveRecord::SubclassNotFound (The single-table inheritance mechanism failed to locate the subclass: 'Foo'. This error is raised because the column 'type' is reserved for storing the class in case of inheritance. Please rename this column if you didn't intend it to be used for storing the inheritance class or overwrite Card.inheritance_column to use another column for that information.) Is it possible to make this work, or am I doomed to a flat directory structure?

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  • Bluetooth development on Windows mobile 6 C#

    - by cheesebunz
    Hi everyone, i recently started on a project which is a puzzle slider game. This application will be using the Bluetooth, and i'm working on the mobile,Samsung omnia i900. This is how my application will work. Any user with this Samsung device plays the game and starts sliding the tiles. There is an option to search and connect to other users with the same device and application, so that they can solve the puzzle together. Right now, i'm working on the Bluetooth Part but am still new to the API. I'm using the 32feet.NET inthehandpersonal.net class library while encountering much difficulties. I am able to search for devices by using: private void btnSearch_Click(object sender, EventArgs e) { BluetoothRadio.PrimaryRadio.Mode = RadioMode.Discoverable; BluetoothRadio myRadio = BluetoothRadio.PrimaryRadio; lblSearch.Text = "" + myRadio.LocalAddress.ToString(); bluetoothClient = new BluetoothClient(); Cursor.Current = Cursors.WaitCursor; BluetoothDeviceInfo[] bluetoothDeviceInfo = { }; bluetoothDeviceInfo = bluetoothClient.DiscoverDevices(10); comboBox1.DataSource = bluetoothDeviceInfo; comboBox1.DisplayMember = "DeviceName"; comboBox1.ValueMember = "DeviceAddress"; comboBox1.Focus(); Cursor.Current = Cursors.Default; } Well, to be honest this is a rip off from some sources i found on the internet but i do understand this part. Next i went on to trying to sending a simple "testing.txt" file and i'm stucked at it. I think i will be using something like the OBEX and Obexwebrequest, obexwebresponse, Uri etc. Could anyone explain it in simple terms for me so that i could understand what they are so that i could continue pairing and etc on Bluetooth development. Sorry making it this long, really appreciate if anyone did waste some time reading it :). Hope alanM sees this :) i'm using their bluetooth library.

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  • Should I use OpenGL for chess with animations?

    - by fhucho
    At the moment I am experimenting with SurfaceView for my chess game with animations. I am getting only about 8 FPS in the emulator. I draw a chess board and 32 chess pieces and rotate everything (to see how smooth it is), I am using antialiasing. On the Droid I'm getting about 20FPS, so it's not very smooth. Is it possible to implement a game with very scarce and simple animations without having to use OpenGL? This is what I do every frame: // scale and rotate matrix.setScale(scale, scale); rotation += 3; matrix.postRotate(rotation, 152, 152); canvas = surfaceHolder.lockCanvas(); canvas.setDrawFilter(new PaintFlagsDrawFilter(0, Paint.FILTER_BITMAP_FLAG)); canvas.setMatrix(matrix); canvas.drawARGB(255, 255, 255, 255); // fill the canvas with white for (int i = 0; i < sprites.size(); i++) { sprites.get(i).draw(canvas); // draws chessboard and chess pieces }

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  • Differing paths for lua script and app

    - by Person
    My problem is that I'm having trouble specifying paths for Lua to look in. For example, in my script I have a require("someScript") line that works perfectly (it is able to use functions from someScript when the script is run standalone. However, when I run my app, the script fails. I believe this is because Lua is looking in a location relative to the application rather than relative to the script. Hardcoding the entire path down to the drive isn't an option since people can download the game wherever they like so the highest I can go is the root folder for the game. We have XML files to load in information on objects. In them, when we specify the script the object uses, we only have to do something like Content\Core\Scripts\someScript.lua where Content is in the same directory as Debug and the app is located inside Debug. If I try putting that (the Content\Core...) in Lua's package.path I get errors when I try to run the script standalone. I'm really stuck, and am not sure how to solve this. Any help is appreciated. Thanks. P.S. When I print out the default package.path in the app I see syntax like ;.\?.lua in a sequence like... ;.\?.lua;c:...(long file path)\Debug\?.lua; I assume the ; means the end of the path, but I have no idea what the .\?.lua means. Any Lua file in the directory?

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  • Constant NSDictionary/NSArray for class methods.

    - by Jeff B
    I am trying to code a global lookup table of sorts. I have game data that is stored in character/string format in a plist, but which needs to be in integer/id format when it is loaded. For instance, in the level data file, a "p" means player. In the game code a player is represented as the integer 1. This let's me do some bitwise operations, etc. I am simplifying greatly here, but trying to get the point across. Also, there is a conversion to coordinates for the sprite on a sprite sheet. Right now this string-integer, integer-string, integer-coordinate, etc. conversion is taking place in several places in code using a case statement. This stinks, of course, and I would rather do it with a dictionary lookup. I created a class called levelInfo, and want to define the dictionary for this conversion, and then class methods to call when I need to do a conversion, or otherwise deal with level data. NSString *levelObjects = @"empty,player,object,thing,doohickey"; int levelIDs[] = [0,1,2,4,8]; // etc etc @implementation LevelInfo +(int) crateIDfromChar: (char) crateChar { int idx = [[crateTypes componentsSeparatedByString:@","] indexOfObject: crateChar]; return levelIDs[idx]; } +(NSString *) crateStringFromID: (int) crateID { return [[crateTypes componentsSeparatedByString:@","] objectAtIndex: crateID]; } @end Is there a better way to do this? It feels wrong to basically build these temporary arrays, or dictionaries, or whatever for each call to do this translation. And I don't know of a way to declare a constant NSArray or NSDictionary. Please, tell me a better way....

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  • Groovy XmlSlurper

    - by Langali
    I am trying to parse a html file using Groovy XmlSlurper. <div id="users"> <h1>Name: Joe Doe</h1> <div id="user"> <div id="user_summary">Game: 1</div> <object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/DApLO_HDhD0&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/DApLO_HDhD0&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object> </div> <div id="user"> <div id="user_summary">Game: 2</div> ... </div> <div id="user"> .... </div> </div> <div id="featured_users"> <div id="user"> ... </div> <div id="user"> .... </div> </div> I need to grab each user (and not featured user) with his name, summary and object tag (which the video embed code). Anybody wanna give it a shot? Here's a start: def parser =new XmlSlurper(new org.ccil.cowan.tagsoup.Parser()) def response = parser.parseText(htmlString) def users = response.depthFirst().collect { it }.findAll { it.@id == "users" } users.each { ...... } I cant seem to be able to get much further:

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  • WinForms Application Form "Shakes" When Audio Playing

    - by ikurtz
    I have a C# game program that i'm developing. it uses sound samples and winsock. when i test run the game most of the audio works fine but from time to time if it is multiple samples being played sequentially the application form shakes a little bit and then goes back to its old position. how do i go about debugging this or present it to you folks in a manageable manner? i'm sure no one is going to want the whole app code in fear of virus attacks. please guide me.. EDIT: i have not been able to pin down any code section that produces this result. it just does and i cannot explain it. EDIT: no the x/y position are not changing. the window like shakes around a few pixels and then goes back to the position were it was before the shake. if (audio) { Stream stream; SoundPlayer player; stream = Properties.Resources.ResourceManager.GetStream("_home"); player = new System.Media.SoundPlayer(stream); player.PlaySync(); player.Dispose(); string ShipID = fireResult.DestroyedShipType.ToString(); stream = Properties.Resources.ResourceManager.GetStream("_" + ShipID); player = new System.Media.SoundPlayer(stream); player.PlaySync(); player.Dispose(); stream = Properties.Resources.ResourceManager.GetStream("_destroyed"); player = new System.Media.SoundPlayer(stream); player.PlaySync(); player.Dispose(); } can you see anything in the above code that would produce this shake?

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  • Simple way to decrease values without making a new attribute?

    - by Jam
    I'm making a program where you're firing a 'blaster', and I have 5 ammo. I'm blasting an alien who has 5 health. At the end I instantiate the player and make him blast 6 times to check that the program works correctly. But the way I've done it makes it so that the amount won't decrease. Is there an easy fix to this, or do I just have to make a new attribute for ammo and health? Here's what I have: class Player(object): """ A player in a shooter game. """ def blast(self, enemy, ammo=5): if ammo>=1: ammo-=1 print "You have blasted the alien." print "You have", ammo, "ammunition left." enemy.die(5) else: print "You are out of ammunition!" class Alien(object): """ An alien in a shooter game. """ def die(self, health=5): if health>=1: health-=1 print "The alien is wounded. He now has", health, "health left." elif health==0: health-=1 print "The alien gasps and says, 'Oh, this is it. This is the big one. \n" \ "Yes, it's getting dark now. Tell my 1.6 million larvae that I loved them... \n" \ "Good-bye, cruel universe.'" else: print "The alien's corpse sits up momentarily and says, 'No need to blast me, I'm dead already!" # main print "\t\tDeath of an Alien\n" hero = Player() invader = Alien() hero.blast(invader) hero.blast(invader) hero.blast(invader) hero.blast(invader) hero.blast(invader) hero.blast(invader) raw_input("\n\nPress the enter key to exit.")

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  • jeditable not working

    - by zurna
    I did not make any changes on the code. I dont receive any errors but its not working. I must be missing something very very simple here. Any suggestion appreciated... Test link. http://www.aslanyurek.com/inner.asp?Section=commentary&CommentaryID=1 $('.GameStory').editable('content/commentary/index.cs.asp?Process=EditLiveCommentary&CommentaryID=<%=Request.QueryString("CommentaryID")%>', { type : 'textarea', id : 'elementid', name : 'CommentaryDesc', cancel : 'Cancel', submit : 'OK', indicator : '<img src="img/indicator.gif">', tooltip : 'Click to edit...', cssclass : 'someclass' }); <div class="GameStory"> <p><span class="minute">36'</span>Here comes the pressure as Chelsea suddenly begin to up the tempo and Bolton can't keep the ball or clear it out of their own half.</p> <p><span class="minute">34'</span>Yuri Zhirkov, despite his head wound, is having a really good game and seems to be enjoying the freedom that he has been given to attack from his left back berth tonight.</p> <p><span class="minute">27'</span>Drogba whips in a free-kick that Jaaskelainen, for some reason, decides to punch straight into the face of Salomon Kalou who watches on as the ball rolls agonisingly of the post. Scare for Bolton.</p> <p><span class="minute">4'</span>Chelsea face Bolton at 8pm on Tuesday, April 13th.</p> <p><span class="minute">3'</span>Lively start at the Bridge with both sides looking to attack - it is by no means a defensive lineup from Owen Coyle so this could be an interesting game.</p> <p><span class="minute">0'</span>Nicolas Anelka gets the first shot of the match in on goal but its very tamely struck and Jaaskelainen gathers easily.</p> </div>

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  • Visual C++ Testing problem

    - by JamesMCCullum
    Hi there I have installed VisualAssert and cFix. I have been using Visual Studio C++ and programming in CLI/C++. I have a working Chess Game Program that works perfectly by itself.....and I have been studying testing and have many examples(with tutorials) I have found on the net, that compile and run in Visual Studio..... But as soon as I try and implement those tests on my chess game......I get this problem.... This is what its telling me 1>------ Build started: Project: ChessRound1, Configuration: Debug Win32 ------ 1>Compiling... 1>stdafx.cpp 1>C:\Program Files\VisualAssert\include\cfixpe.h(137) : error C3641: 'CfixpCrtInitEmbedding' : invalid calling convention '__cdecl ' for function compiled with /clr:pure or /clr:safe 1>C:\Program Files\VisualAssert\include\cfixpe.h(235) : error C4394: 'CfixpCrtInitEmbeddingRegistration' : per-appdomain symbol should not be marked with __declspec(allocate) 1>C:\Program Files\VisualAssert\include\cfixpe.h(235) : error C2393: 'CfixpCrtInitEmbeddingRegistration' : per-appdomain symbol cannot be allocated in segment '.CRT$XCX' 1>C:\Program Files\VisualAssert\include\cfixpe.h(244) : error C2440: 'initializing' : cannot convert from 'void (__cdecl *)(void)' to 'const CFIX_CRT_INIT_ROUTINE' 1> Address of a function yields __clrcall calling convention in /clr:pure and /clr:safe; consider using __clrcall in target type 1>C:\Program Files\VisualAssert\include\cfixpe.h(137) : error C3641: 'CfixpCrtInitEmbedding' : invalid calling convention '__cdecl ' for function compiled with /clr:pure or /clr:safe 1>Build log was saved at "file://c:\Users\james\Documents\Visual Studio 2008\Projects\ChessRound1\ChessRound1\Debug\BuildLog.htm" 1>ChessRound1 - 4 error(s), 0 warning(s) ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== Any ideas what I'm doing wrong? Im working with windows forms and have a heap of cpp source files. Any help would be appreciated. Thanks

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  • Animate multiple UIView in a cicle

    - by Giovanni
    Hi all, i'm creating a card game on iphone. My problem is that i want to animate the cards at the beginning of the game making the cards animate from a point to another point in a deck. I move my cards that are UIView, in afor cicle. this is what i do With this code, alla tha cards move together, i need to move the cards separately one after another CGPoint point; // Create the deck of playing cards for (int i = 0; i < 28; i++) { CardView *aCardView = [self.mazzo objectAtIndex:i]; point.x = -100; point.y = 200; aCardView.center = point; aCardView.zPosition = i; [self.viewGioco addSubview:aCardView]; [aCardView release]; //Here i call the method to position the card [aCardView positionCard]; } in the card view there are this methods -(void)positionCard{ [self performSelector:@selector(_positionCard) withObject:nil afterDelay:0.0]; } -(void)_positionCard{ [UIView beginAnimations:@"posizionacarta" context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; [UIView setAnimationDuration:0.3f]; CGPoint point; point.x = 280 + ((arc4random() % 2) - 1); point.y = 240 + ((arc4random() % 2) - 1); self.center = point; [UIView commitAnimations]; [self setNeedsLayout]; }

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  • Fixed mouse pointer with jQuery draggable

    - by MikeWyatt
    I'm building a little game in HTML5. The canvas element is a viewport into the game world. The user can move the viewport's position in the world by clicking and dragging with the mouse on a small icon. The problem is that the scrolling stops when the mouse pointer hits the edge of the screen. In all likelihood, that will limit scrolling in one of the directions severely, since the icon will be in one of the corners of the page. The only technical solution I can think of would be to somehow fix the mouse pointer's position on the icon and detect the relative movement each frame. Basically I would just reset the pointer position back to the center of the icon after each drag event. Unfortunately, I'm fairly positive that this is not possible. Playing with the user's pointer is a big no-no from a usability and security standpoint. So, is there any other way to do what I want? I'm primarily looking for technical ideas here, but suggestions for a more appropriate interface would also be welcome.

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  • Mac OS X: Getting detailed process information (specifically its launch arguments) for arbitrary run

    - by Jasarien
    I am trying to detect when particular applications are launched. Currently I am using NSWorkspace, registering for the "did launch application" notification. I also use the runningApplications method to get apps that are currently running when my app starts. For most apps, the name of the app bundle is enough. I have a plist of "known apps" that I cross check with the name of that passed in the notification. This works fine until you come across an app that acts as a proxy for launching another application using command line arguments. Example: The newly released Portal on the Mac doesn't have a dedicated app bundle. Steam can create a shortcut, which serves as nothing more than to launch the hl2_osx app with the -game argument and portal as it's parameter. Since more Source based games are heading to the Mac, I imagine they'll use the same method to launch, effectively running the hl2_osx app with the -game argument. Is there a nice way to get a list of the arguments (and their parameters) using a Cocoa API? NSProcessInfo comes close, offering an `-arguments' method, but only provides information for its own process... NSRunningApplication offers the ability to get information about arbitrary apps using a PID, but no command line args... Is there anything that fills the gap between the two? I'm trying not to go down the route of spawning an NSTask to run ps -p [pid] and parsing the output... I'd prefer something more high level.

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  • UILabel applying CGAffineTransformMakeRotation causing mysterious crash

    - by quantumpotato
    In -(id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil parentController:(GameViewController *)myGameController{ Have a series of transforming labels like so: deg90 = 1.570796326794897; //....transforms background.center = CGPointMake(160,230); background.transform = CGAffineTransformMakeRotation(deg90); BetLabel.text = @"test"; BetLabel.transform = CGAffineTransformMakeRotation(deg90); That last line is crashing me with: 2010-04-13 21:04:47.858 Game[1204:207] * Terminating app due to uncaught exception 'NSRangeException', reason: '* -[NSCFArray objectAtIndex:]: index (1) beyond bounds (1)' 2010-04-13 21:04:47.893 Game[1204:207] Stack: ( 864992541, 859229716, (lots of numbers) But if I comment it out, I get the text changing fine. Uh oh, just did a test.. turns out the other transforms were on UIImageViews. Apparently rotating a label in this xib is causing the crash. But in another file the transforms are working fine: newprofileentry.transform = CGAffineTransformMakeRotation(1.570796326794897); playerb0.transform = CGAffineTransformMakeRotation(1.570796326794897); playerb1.transform = CGAffineTransformMakeRotation(1.570796326794897); Tried substituting deg90 with the full float value, still the same crash. Tried cleaning cache, restarting IB and Xcode, cleaning all targets. Program has been running fine until I just added these labels. Tried deleting the label, readding and reconnecting the Outlet, too. Thanks for reading, hope someone has an idea about this. Cheers!

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  • Javascript working in chrome but not in explorer

    - by Greg
    Hello, I am writing this code in html: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <script language="javascript" type="text/javascript"> function setVisibility(id, visibility) { document.getElementById(id).style.display = visibility; } </script> <title>Welcome to the memory game</title> </head> <body> <h1>Welcome to the memory game!</h1> <input type="button" name="type" value='Show Layer' onclick="setVisibility('sub3', 'inline');"/> <input type="button" name="type" value='Hide Layer' onclick="setVisibility('sub3', 'none');"/> <div id="sub3">Message Box</div> </body> </html> It suppose to make the "div" disappear and reapper, but it works in chrome and not in explorer. Anyone has any idea how can I make it work in explorer (I tried allowing blocked content when that message about activeX appears in explorer)? Thanks, Greg

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  • Are lambda expressions/delegates in C# "pure", or can they be?

    - by Bob
    I recently asked about functional programs having no side effects, and learned what this means for making parallelized tasks trivial. Specifically, that "pure" functions make this trivial as they have no side effects. I've also recently been looking into LINQ and lambda expressions as I've run across examples many times here on StackOverflow involving enumeration. That got me to wondering if parallelizing an enumeration or loop can be "easier" in C# now. Are lambda expressions "pure" enough to pull off trivial parallelizing? Maybe it depends on what you're doing with the expression, but can they be pure enough? Would something like this be theoretically possible/trivial in C#?: Break the loop into chunks Run a thread to loop through each chunk Run a function that does something with the value from the current loop position of each thread For instance, say I had a bunch of objects in a game loop (as I am developing a game and was thinking about the possibility of multiple threads) and had to do something with each of them every frame, would the above be trivial to pull off? Looking at IEnumerable it seems it only keeps track of the current position, so I'm not sure I could use the normal generic collections to break the enumeration into "chunks". Sorry about this question. I used bullets above instead of pseudo-code because I don't even know enough to write pseudo-code off the top of my head. My .NET knowledge has been purely simple business stuff and I'm new to delegates and threads, etc. I mainly want to know if the above approach is good for pursuing, and if delegates/lambdas don't have to be worried about when it comes to their parallelization.

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