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  • Predicate crashing iPhone App!

    - by DVG
    To preface, this is a follow up to an inquiry made a few days ago: http://stackoverflow.com/questions/2981803/iphone-app-crashes-when-merging-managed-object-contexts Short Version: EXC_BAD_ACCESS is crashing my app, and zombie-mode revealed the culprit to be my predicate embedded within the fetch request embedded in my Fetched Results Controller. How does an object within an object get released without an explicit command to do so? Long Version: Application Structure Platforms View Controller - Games View Controller (Predicated upon platform selection) - Add Game View Controller When a row gets clicked on the Platforms view, it sets an instance variable in Games View for that platform, then the Games Fetched Results Controller builds a fetch request in the normal way: - (NSFetchedResultsController *)fetchedResultsController{ if (fetchedResultsController != nil) { return fetchedResultsController; } //build the fetch request for Games NSFetchRequest *request = [[NSFetchRequest alloc] init]; NSEntityDescription *entity = [NSEntityDescription entityForName:@"Game" inManagedObjectContext:context]; [request setEntity:entity]; //predicate NSPredicate *predicate = [NSPredicate predicateWithFormat:@"platform == %@", selectedPlatform]; [request setPredicate:predicate]; //sort based on name NSSortDescriptor *sortDescriptor = [[NSSortDescriptor alloc] initWithKey:@"name" ascending:YES]; NSArray *sortDescriptors = [[NSArray alloc] initWithObjects:sortDescriptor, nil]; [request setSortDescriptors:sortDescriptors]; //fetch and build fetched results controller NSFetchedResultsController *aFetchedResultsController = [[NSFetchedResultsController alloc] initWithFetchRequest:request managedObjectContext:context sectionNameKeyPath:nil cacheName:@"Root"]; aFetchedResultsController.delegate = self; self.fetchedResultsController = aFetchedResultsController; [sortDescriptor release]; [sortDescriptors release]; [predicate release]; [request release]; [aFetchedResultsController release]; return fetchedResultsController; } At the end of this method, the fetchedResultsController's _fetch_request - _predicate member is set to an NSComparisonPredicate object. All is well in the world. By the time - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section gets called, the _predicate is now a Zombie, which will eventually crash the application when the table attempts to update itself. I'm more or less flummoxed. I'm not releasing the fetched results controller or any of it's parts, and the only part getting dealloc'd is the predicate. Any ideas?

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  • Can't get screen pixel from a specific full screen game with any language?

    - by user1007059
    Okay, I know this might seem like I'm posting a duplicate question since I've asked something similar like a day ago HOWEVER, if anyone sees any problem with this, please read my question first before judging: Yesterday I tried getting a specific pixel from a fullscreen game in C#. I thought my C# code was faulty but when I tried with multiple full screen games today they all worked except for that specific game. I literally tried with 10 different full screen games, a couple being mmofps, mmorpg, mmotps, regular rpg games, regular shooters, regular action adventure games, etc. I tried with multiple programming languages, and with every game except that specific game I'm dealing with, it returns the pixel color to me like I wanted. So let me explain what I tried: first I tried returning an IntPtr with C# using GetDC(IntPtr.Zero) before invoking GetPixel(int x, int y) and then getting the color out of it. Then I tried using the Robot class in Java and using the getPixelColor(int x, int y) method. I also tried using GetDC(0) to return an HDC object in C++ and then invoking GetPixel(int x, int y) before again extracting the color. These three methods worked EXACTLY the same in every single game except that specific game I was talking about. They returned the pixel perfectly, and extracted the exact same color perfectly. I don't feel it's necessary to tell you the game name or anything, since you probably don't even know it, but what could possibly be causing this malfunction in 1 specific game? PS: The game ALWAYS returns an RGB color of: A = 255, R = 0, G = 0, B = 0. Also, I tried taking a snapshot of the game with the 3 programming languages, and then getting the pixel which actually works in all 3 languages, but since I need to get this pixel every 30 ms, it kind of makes my game lag a bit (+ I think it takes up a lot of memory)

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  • Why doesn't my UIViewController class keep track of an NSArray instance variable.

    - by TaoStoner
    Hey, I am new to Objective-C 2.0 and Xcode, so forgive me if I am missing something elementary here. Anyways, I am trying to make my own UIViewController class called GameView to display a new view. To work the game I need to keep track of an NSArray that I want to load from a plist file. I have made a method 'loadGame' which I want to load the correct NSArray into an instance variable. However it appears that after the method executes the instance variable loses track of the array. Its easier if I just show you the code.... @interface GameView : UIViewController { IBOutlet UIView *view IBOutlet UILabel *label; NSArray *currentGame; } -(IBOutlet)next; -(void)loadDefault; ... @implementation GameView - (IBOutlet)next{ int numElements = [currentGame count]; int r = rand() % numElements; NSString *myString = [currentGame objectAtIndex:(NSUInteger)r]; [label setText: myString]; } - (void)loadDefault { NSDictionary *games; NSString *path = [[NSBundle mainBundle] bundlePath]; NSString *finalPath = [path stringByAppendingPathComponent:@"Games.plist"]; games = [NSDictionary dictionaryWithContentsOfFile:finalPath]; currentGame = [games objectForKey:@"Default"]; } when loadDefault gets called, everything runs perfectly, but when I try to use the currentGame NSArray later in the method call to next, currentGame appears to be nil. I am also aware of the memory management issues with this code. Any help would be appreciated with this problem.

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  • Playing craps, asking and printing

    - by Angelo Mejia
    How do I ask the amount of games of craps someone wants to play and print the number of wins as a result of n number of games? Also How do I make a table in the main method using the previous methods I have? A table like this but shows the results: Percent Wins Games Experiment Number 1 2 3 4 5 6 7 8 9 10 100 1000 10000 100000 1000000 public class CrapsAnalysis { public static int rollDie( int n) { return (int)(Math.random()*n) + 1 ; } public static int rollDice( ) { int die1 ; int die2 ; die1 = rollDie(6) ; die2 = rollDie(6) ; return die1 + die2 ; } public static boolean playOneGame( ) { int newDice ; //repeated dice rolls int roll ; //first roll of the dice int playerPoint = 0 ; //player point if no win or loss on first roll newDice = rollDice() ; roll = rollDice() ; if (roll == 7 || roll == 11) return true; else if (roll == 2 || roll == 3 || roll == 12) return false; else { playerPoint = roll; newDice = rollDice(); do { newDice = rollDice(); } while (newDice != playerPoint || newDice != 7) ; if (newDice == 7) return false; else return true; } } public static int playGames ( int n ) { int numWon = 0; for (int i = 1; i <= n; i++) if(playOneGame()) numWon++; return numWon; } public static void main(String[] args) { //Don't know how to ask and print out the results of the number of wins depending on the n number of games played } }

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  • Dealloc'd Predicate crashing iPhone App!

    - by DVG
    To preface, this is a follow up to an inquiry made a few days ago: http://stackoverflow.com/questions/2981803/iphone-app-crashes-when-merging-managed-object-contexts Short Version: EXC_BAD_ACCESS is crashing my app, and zombie-mode revealed the culprit to be my predicate embedded within the fetch request embedded in my Fetched Results Controller. How does an object within an object get released without an explicit command to do so? Long Version: Application Structure Platforms View Controller - Games View Controller (Predicated upon platform selection) - Add Game View Controller When a row gets clicked on the Platforms view, it sets an instance variable in Games View for that platform, then the Games Fetched Results Controller builds a fetch request in the normal way: - (NSFetchedResultsController *)fetchedResultsController{ if (fetchedResultsController != nil) { return fetchedResultsController; } //build the fetch request for Games NSFetchRequest *request = [[NSFetchRequest alloc] init]; NSEntityDescription *entity = [NSEntityDescription entityForName:@"Game" inManagedObjectContext:context]; [request setEntity:entity]; //predicate NSPredicate *predicate = [NSPredicate predicateWithFormat:@"platform == %@", selectedPlatform]; [request setPredicate:predicate]; //sort based on name NSSortDescriptor *sortDescriptor = [[NSSortDescriptor alloc] initWithKey:@"name" ascending:YES]; NSArray *sortDescriptors = [[NSArray alloc] initWithObjects:sortDescriptor, nil]; [request setSortDescriptors:sortDescriptors]; //fetch and build fetched results controller NSFetchedResultsController *aFetchedResultsController = [[NSFetchedResultsController alloc] initWithFetchRequest:request managedObjectContext:context sectionNameKeyPath:nil cacheName:@"Root"]; aFetchedResultsController.delegate = self; self.fetchedResultsController = aFetchedResultsController; [sortDescriptor release]; [sortDescriptors release]; [predicate release]; [request release]; [aFetchedResultsController release]; return fetchedResultsController; } At the end of this method, the fetchedResultsController's _fetch_request - _predicate member is set to an NSComparisonPredicate object. All is well in the world. By the time - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section gets called, the _predicate is now a Zombie, which will eventually crash the application when the table attempts to update itself. I'm more or less flummoxed. I'm not releasing the fetched results controller or any of it's parts, and the only part getting dealloc'd is the predicate. Any ideas?

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  • Is Steam for Mac effectively running as superuser?

    - by godDLL
    When you download the client it does not weigh too much, and seems to do very little. Inside the app bundle there is a script that—upon inspecting the environment and deciding you're not running Linux—launches the client, which downloads the full support environment and resources. For this to happen (all of this is saved inside the bundle, the app bundle gets updated in this process) Steam wants Universal Access for Assistive Devices, and your password. Cacheable resources, preferences (like keyboard shortcuts), support files (like game hardware requirement lookup tables) live inside the bundle, not in ~/Library/{Application Support|Preferences|Cache}; games' data get dumped into ~/Documents/Steam Content. I'd describe myself as a bit OCD (which really says a lot), and I wouldn't care that much still. I'd go comb this hairy mess and find out where stuff is, when and if I need to, even if it's in an unfamiliar place; that does not actually tick me off. Well, a little bit. What makes me concerned is the way Steam needs both Access for Assistive Devices, and my password to run. The former gives it the ability to talk very intimately with running apps and the underlying system; while the latter (admin account) could very well give it and it's publishers unrestricted access to all my software, hardware and data. With publishers like Rockstar using scene NOCD cracks to publish their games on Steam, I'm not so sure I'm OK with this. I'd like more games made available for the MacOS X and all the pretty machines that run it, but this arrangement does not seem very Mac-like to me. It looks like Valve is going around system security measures and best practices, foregoing sandboxing, code signing, relatively sane structured organization; all the things that would appeal to someone who's no fun at parties at all, and will die alone, in his long dead mother's basement… wait. Right. Anyway. Can we get some input on Steam for Mac security at the end-user machine, from someone who understands how Accessibility API works, whether games distributed on Steam can read and write outside the user homefolder, collect data from other running apps, or similar?

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  • Software for managing a gamenet

    - by Isaac
    I need a software for managing gamenet (Gamenet is like a cybercafe except people play games in gamenet instead of surfing the web!) The software should have this basic features: Accounting features (defining users, assigning a usage time to them, etc) Denying access to regular windows features (windows explorer, creating/editing/deleting files) Showing a list of available games to users to run. Creating login report I've tested a software named GamePort but it has some bugs and shortcomings.

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  • Software for managing a gamenet

    - by Isaac
    I need a software for managing gamenet (Gamenet is like a cybercafe except people play games in gamenet instead of surfing the web!) The software should have this basic features: Accounting features (defining users, assigning a usage time to them, etc) Denying access to regular windows features (windows explorer, creating/editing/deleting files) Showing a list of available games to users to run. Creating login report I've tested a software named GamePort but it has some bugs and shortcomings.

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  • I know it is a VLC know issue, but cant find a workaround

    - by Fladur
    I installed VLC player, because it works better that other video player on HD videos, but know I have an issue all most of my games (All of those using Bink Video, that means all Unreal Engine games, Call of duty, and more). When I load the game, I can hear the videos, the audio is working, so I know the videos is loading, but there is no image on the screen! Once I read that it was a known VLC issue with DivX or something like that, cant remember, does anyone, know a way to fix it? Thanks in advance

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  • Proxy within a proxy, tunneling?

    - by joeblogger
    At work there is a proxy that (understandably) blocks all ports except web ones. However, during lunch hours you are allowed to play online games. But as ports are blocked, multiplayer games are out of the question. So I was wondering, could I set up a tunnel on a web port, that would then allow me to access those blocked ports, through the port 80 tunnel whilst still being behind the work proxy? This is in a Windows environment.

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  • Developing for Mac, without a Mac.

    - by speeder
    Hello I am a "lone wolf" game developer, and games sell more on Mac (because noone make Mac games... bizarre), so I need to make Mac games. My problem is: I don't own a Mac, and I have no way to get one (unless someone donate one to me...), I don't have money even to upgrade my crappy 3 year old PC, or buy a netbook... So, how I develop for Mac without a Mac? I guess that if I installed Mac OS on my machine, it would do, or can I just use Open Darwin instead? Or Mac OS run on virtual machines?

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  • Trimming GIT Checkins

    - by yar
    I check my code into a GIT branch every few minutes or so, and the comments end up being things like "Everything broken starting again" and other absurdities. Then every few minutes/hours/days I do a serious checkin with a real comment like, "Fixed bug #22.55, 3rd time." How can I separate these two concepts? I would like to be able to remove all my frequent-checkins and just leave the serious ones.

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  • Blackjack game reshuffling problem-edited

    - by Jam
    I am trying to make a blackjack game where before each new round, the program checks to make sure that the deck has 7 cards per player. And if it doesn't, the deck clears, repopulates, and reshuffles. I have most of the problem down, but for some reason at the start of every deal it reshuffles the deck more than once, and I can't figure out why. Help, please. Here's what I have so far: (P.S. the imported cards and games modules aren't part of the problem, I'm fairly sure my problem lies in the deal() function of my BJ_Deck class.) import cards, games class BJ_Card(cards.Card): """ A Blackjack Card. """ ACE_VALUE = 1 def get_value(self): if self.is_face_up: value = BJ_Card.RANKS.index(self.rank) + 1 if value > 10: value = 10 else: value = None return value value = property(get_value) class BJ_Deck(cards.Deck): """ A Blackjack Deck. """ def populate(self): for suit in BJ_Card.SUITS: for rank in BJ_Card.RANKS: self.cards.append(BJ_Card(rank, suit)) def deal(self, hands, per_hand=1): for rounds in range(per_hand): if len(self.cards)>=7*(len(hands)): print "Reshuffling the deck." self.cards=[] self.populate() self.shuffle() for hand in hands: top_card=self.cards[0] self.give(top_card, hand) class BJ_Hand(cards.Hand): """ A Blackjack Hand. """ def __init__(self, name): super(BJ_Hand, self).__init__() self.name = name def __str__(self): rep = self.name + ":\t" + super(BJ_Hand, self).__str__() if self.total: rep += "(" + str(self.total) + ")" return rep def get_total(self): # if a card in the hand has value of None, then total is None for card in self.cards: if not card.value: return None # add up card values, treat each Ace as 1 total = 0 for card in self.cards: total += card.value # determine if hand contains an Ace contains_ace = False for card in self.cards: if card.value == BJ_Card.ACE_VALUE: contains_ace = True # if hand contains Ace and total is low enough, treat Ace as 11 if contains_ace and total <= 11: # add only 10 since we've already added 1 for the Ace total += 10 return total total = property(get_total) def is_busted(self): return self.total > 21 class BJ_Player(BJ_Hand): """ A Blackjack Player. """ def is_hitting(self): response = games.ask_yes_no("\n" + self.name + ", do you want a hit? (Y/N): ") return response == "y" def bust(self): print self.name, "busts." self.lose() def lose(self): print self.name, "loses." def win(self): print self.name, "wins." def push(self): print self.name, "pushes." class BJ_Dealer(BJ_Hand): """ A Blackjack Dealer. """ def is_hitting(self): return self.total < 17 def bust(self): print self.name, "busts." def flip_first_card(self): first_card = self.cards[0] first_card.flip() class BJ_Game(object): """ A Blackjack Game. """ def __init__(self, names): self.players = [] for name in names: player = BJ_Player(name) self.players.append(player) self.dealer = BJ_Dealer("Dealer") self.deck = BJ_Deck() self.deck.populate() self.deck.shuffle() def get_still_playing(self): remaining = [] for player in self.players: if not player.is_busted(): remaining.append(player) return remaining # list of players still playing (not busted) this round still_playing = property(get_still_playing) def __additional_cards(self, player): while not player.is_busted() and player.is_hitting(): self.deck.deal([player]) print player if player.is_busted(): player.bust() def play(self): # deal initial 2 cards to everyone self.deck.deal(self.players + [self.dealer], per_hand = 2) self.dealer.flip_first_card() # hide dealer's first card for player in self.players: print player print self.dealer # deal additional cards to players for player in self.players: self.__additional_cards(player) self.dealer.flip_first_card() # reveal dealer's first if not self.still_playing: # since all players have busted, just show the dealer's hand print self.dealer else: # deal additional cards to dealer print self.dealer self.__additional_cards(self.dealer) if self.dealer.is_busted(): # everyone still playing wins for player in self.still_playing: player.win() else: # compare each player still playing to dealer for player in self.still_playing: if player.total > self.dealer.total: player.win() elif player.total < self.dealer.total: player.lose() else: player.push() # remove everyone's cards for player in self.players: player.clear() self.dealer.clear() def main(): print "\t\tWelcome to Blackjack!\n" names = [] number = games.ask_number("How many players? (1 - 7): ", low = 1, high = 8) for i in range(number): name = raw_input("Enter player name: ") names.append(name) print game = BJ_Game(names) again = None while again != "n": game.play() again = games.ask_yes_no("\nDo you want to play again?: ") main() raw_input("\n\nPress the enter key to exit.") Since someone decided to call this 'psychic-debugging', I'll go ahead and tell you what the modules are then. Here's the cards module: class Card(object): """ A playing card. """ RANKS = ["A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"] SUITS = ["c", "d", "h", "s"] def __init__(self, rank, suit, face_up = True): self.rank = rank self.suit = suit self.is_face_up = face_up def __str__(self): if self.is_face_up: rep = self.rank + self.suit else: rep = "XX" return rep def flip(self): self.is_face_up = not self.is_face_up class Hand(object): """ A hand of playing cards. """ def init(self): self.cards = [] def __str__(self): if self.cards: rep = "" for card in self.cards: rep += str(card) + "\t" else: rep = "<empty>" return rep def clear(self): self.cards = [] def add(self, card): self.cards.append(card) def give(self, card, other_hand): self.cards.remove(card) other_hand.add(card) class Deck(Hand): """ A deck of playing cards. """ def populate(self): for suit in Card.SUITS: for rank in Card.RANKS: self.add(Card(rank, suit)) def shuffle(self): import random random.shuffle(self.cards) def deal(self, hands, per_hand = 1): for rounds in range(per_hand): for hand in hands: if self.cards: top_card = self.cards[0] self.give(top_card, hand) else: print "Can't continue deal. Out of cards!" if name == "main": print "This is a module with classes for playing cards." raw_input("\n\nPress the enter key to exit.") And here's the games module: class Player(object): """ A player for a game. """ def __init__(self, name, score = 0): self.name = name self.score = score def __str__(self): rep = self.name + ":\t" + str(self.score) return rep def ask_yes_no(question): """Ask a yes or no question.""" response = None while response not in ("y", "n"): response = raw_input(question).lower() return response def ask_number(question, low, high): """Ask for a number within a range.""" response = None while response not in range(low, high): response = int(raw_input(question)) return response if name == "main": print "You ran this module directly (and did not 'import' it)." raw_input("\n\nPress the enter key to exit.")

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  • Advice needed: What tech expertise do I need to accomplish my goal?

    - by quaternion
    I have a business plan & money to hire a developer - the essentials involve simple online games for children (played via traditional computer over the internet) such that their scores are uploaded to a database that can be viewed via a nice portal. What I don't know is: what technologies I would want my developer to know (the only somewhat unusual requirement I have is that the games have relatively accurate timing of keypresses/mouse presses) how much I should expect to pay (in general, what is the appropriate range) how many hours a program of the complexity of a simple tower defense -type game should take to develop (to be clear, the idea is not to implement TD, but rather other games of similar complexity) whether I should go with capable acquaintances, some online kind of online web-dev bidding site, or just try to find a capable undergraduate at the local university who I can wow with his/her first big paycheck, how I should communicate the software's specifications to my hired developer... Is there a standard I should be using? whether I should hire a webdev consultant for a few hours to help me answer these questions, instead of asking stackoverflow Thanks for any advice!

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  • What first game did you program, and did it make you a better developer?

    - by thenonhacker
    What first game did you program? Name your game, the OS and language, and even a Website URL to get your game. Old DOS Games and Flash Games with ActionScript are allowed. Game kits are allowed, too. ...and did it make you a better developer? Programming games can be addicting, and it will bring out the best in us as we create our first game. What lessons did you learn form most? Algorithm and/or AI's? Graphics? User Interface? File Formats and Data Storage? Project and Time Management? Can you say that because you practiced programming by creating this game, you became more immersed with the programming language you used and helped you become a better developer?

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  • cant use Activerecord find method with associations.

    - by fenec
    here are my models: #game class Game < ActiveRecord::Base #relationships with the teams for a given game belongs_to :team_1,:class_name=>"Team",:foreign_key=>"team_1_id" belongs_to :team_2,:class_name=>"Team",:foreign_key=>"team_2_id" def self.find_games(name) items = Game.find(:all,:include=>[:team_1,:team_2] , :conditions => ["team_1.name = ?", name] ) end end #teams class Team < ActiveRecord::Base #relationships with games has_many :games, :foreign_key =>'team_1' has_many :games, :foreign_key =>'team_2' end When i execute Game.find_games("real") i get : ActiveRecord::StatementInvalid: SQLite3::SQLException: no such column: team_1.name How can i fix the problem i thought that using :include would fix the problem.

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  • How do I use Criteria to make a join on a date field (in DB2) based on the year.

    - by HtmlTableGuru
    I have a java.util.Date field in my Object. I would like to use Criteria to select all rows that have a date field with a given year. The SQL would look like the following: SELECT * FROM GAME GM WHERE YEAR(GM.GAME_DATE) = 2010 How can I use Criteria to accomplish this? Thanks in advance. public Collection<Game> getGamesByDate(Date date){ Collection<Game> games = null; try { session.beginTransaction(); Criteria criteria = session.createCriteria(Game.class); criteria .... ... ... games = criteria.list(); } catch (HibernateException e) { e.printStackTrace(); } return games; }

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  • Conceptually, how does replay work in a game?

    - by SnOrfus
    I was kind of curious as to how replay might be implemented in a game. Initially, I thought that there would be just a command list of every player/ai action that was taken in the game, and it then 're-plays' the game and lets the engine render as usual. However, I have looked at replays in FPS/RTS games, and upon careful inspection even things like the particles and graphical/audible glitches are consistent (and those glitches are generally *in*consistent). So How does this happen. In fixed camera angle games I though it might just write every frame of the whole scene to a stream that gets stored and then just replays the stream back, but that doesn't seem like enough for games that allow you to pause and move the camera around. You'd have to store the locations of everything in the scene at all points in time (No?). So for things like particles, that's a lot of data to push which seems like a significant draw on the game's performance whilst playing.

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  • Zend Framework Db Select Join table help

    - by tester2001
    I have this query: SELECT g.title, g.asin, g.platform_id, r.rank FROM games g INNER JOIN ranks r ON ( g.id = r.game_id ) ORDER BY r.rank DESC LIMIT 5` Now, this is my JOIN using Zend_Db_Select but it gives me array error $query = $this-select(); $query-from(array('g' = 'games'), array()); $query-join(array('r' = 'ranks'), 'g.id = r.game_id', array('g.title', 'g.asin', 'g.platform_id', 'r.rank')); $query-order('r.rank DESC'); $query-limit($top); $resultRows = $this-fetchAll($query); return $resultRows; Anyone know what I could be doing wrong? I want to get all the columns in 'games' to show and the 'rank' column in the ranks table.

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  • Trimming GIT Checkins/Squashing GIT History

    - by yar
    I check my code into a GIT branch every few minutes or so, and the comments end up being things like "Everything broken starting again" and other absurdities. Then every few minutes/hours/days I do a serious checkin with a real comment like, "Fixed bug #22.55, 3rd time." How can I separate these two concepts? I would like to be able to remove all my frequent-checkins and just leave the serious ones.

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  • htaccess mod rewrite files to go through php first?

    - by jiexi
    I have a directory full of files. Originally people were allowed to direct link to these files. Now i would like to run all files through a php file first. Could someone help me with the .htaccess needed to do that? The phpfile used to handle the downloads will be called download.php and it will have a get variable called $ref So i need noob.com/games.zip to goto noob.com/download.php?ref=games.zip BUT still retaining the url of noob.com/games.zip Thanks!

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  • What did they program this toy with?

    - by Trix
    A rather strange question: I'm often asking myself with what programming languages things were created. I recently found this toy mini computer I played with when I was 13 or so at home. (Note: It is not one of those toy "notebooks", it's really small and came as an extra with a magazine) "Features": Hadware: LCD with a small field of pixels where the games were going on, besides that some stats such as score, highscore etc. Sounds and horrible music when started A really small "keyboard" with a wire Software: At least 14 or so games, from Snake over Tetris and Breakdown to some abomination of a car racing game A calculator Game selecting menu An alarm clock Inside there is a really small circuit board, I don't want to open the thing up now, though. Can you imagine if the games and "Operating System" of this thing where actually programmed using a language? If yes, what language could it be? If not with a programming language, how else was it created?

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  • What things can I teach a group of children about programming in one day?

    - by Rich Bradshaw
    I'm running a day for 30 kids aged 11-18 about computer game programming. They have all opted to do it, but they have no experience at all of programming. My main aim is for them to learn a few things: programming is hard/challenging programming is something they can learn to do being a computer games programmer != playing games all day a little more insight into how games actually work I'd thought of splitting them into two groups, of younger/less experience and older/more experience, then doing slightly different things. I'd considered showing them Scratch, Game Maker, before showing them the basics of Python and getting them to write a simple text based game (perhaps something like, computer picks a random number, you have to guess it in as few guesses as possible, computer says higher/lower for each guess). Does anyone have any ideas of things to do/show them/ways to teach them?

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