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  • Is there a name for a mini class that is not a struct?

    - by user1555300
    I have a couple of mini-classes that are not nested classes. They need to be passed around between different larger classes to use. In a way, they act like Tuples, storing fields in them. For example, [Serializable] public class TransformObject { public GameObject GameObj; public tk2dCameraAnchor Anchor; public ManagerTransform MTransform; } I have a few of them for my game I have been developing. They have to be classes, not struct because the Unity3d editor will not show in the inspector if so. I was just wondering if there is a official name for these kind of mini classes.

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  • HTML5 / Native / C# & Mono [closed]

    - by iainjames88
    My apologies for the subjective nature of this question but I'm unsure as to which path to follow. I would like to do a bit of indie game development for the iPhone (nothing serious, just something I've wanted to pursue). At my university we aren't taught Java or Objective-C but C#/.NET and HTML5/JavaScript. Is it worth taking what I already know and try to accomplish my goal using, for example, C# and Mono or should I invest the time and learn Objective-C? I don't have a problem learning something new alongside my course (I love learning new stuff) and time isn't a factor. I'm slightly in favor of learning Objective-C for as it would be another string to my bow in the workplace, but it would be nice to stay with C# because it is what I'm used to.

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  • Wine not working in 12.04?

    - by Thunderbug
    I updated to Ubuntu 12.04 by doing a clean install from a CD. I installed Wine, Q4wine, WineTricks, PlayOnLinux all from the Software Center. After installing Kindle For PC(I ran it in 11.10 as well) Wine doesn't open it. Then I tried to install a game (Eastside Hockey Manager 2007) that I have had Installed on all my previous versions of Ubuntu, again Wine returned an error saying that the installer GUI would not load. So far I'm lost as to why this is happening. Does anyone have an idea?

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  • Why do int when add up in java keeps on adding? [closed]

    - by Trycon
    I'm developing a game. I'm really new in java and researched google: why does an int when added, keeps on adding java Most of the times, it always adds even: STOP_DAMAGE+=1; Even sometimes, it subtract till negative. I'm annoyed. Sometimes it doesn't add too much. I do not understand. Here is my code: if(isPressed==true) { if(STOP_DAMAGE<=5) { if(WAIT_DAMAGE>=3000) { ENEMY_SHIP_HEALTH-=SHIP_DAMAGE_ENEMY; STOP_DAMAGE+=1; } } } for(;WAIT_DAMAGE>=3003;) { WAIT_DAMAGE-=WAIT_DAMAGE;//time is deducted } //WAIT_DAMAGE is a time int

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  • Either I'm not confident I just don't know anything [on hold]

    - by zoomerzoom25
    My name is Sael and I'm 14 years old. Since I was 12 and I got my first computer I instantly go interested in making games. So of course like any other I googled it, got discouraged and forgot about it for a few months. When I was 13 I decided to continue programming, and decided that java would best suit me. Now after a year, I have a basic understanding of java and how it works (it just clicked instantly one day). Anyways, my problem is that I know how I'm going to make a simple game in my head, but as soon as I click that "New Project" button on eclipse, I'm instantly lost and can't figure out where to start. I can't do much without a tutorial beside me since my mind is so dependent on it. So here's the question : what can I do to get past this problem of mine, and have any of you felt like this before? sorry if my English is a bit incorrect, Spanish is my main language* I've made Minecraft mods before

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  • Nginx http_mp4_module seam installed but dont work

    - by Tahola
    I try to use the http_mp4_module on my Ubuntu server but that didnt seem to work at all. When i check nginx -V i get : nginx version: nginx/1.1.19 TLS SNI support enabled configure arguments: --prefix=/etc/nginx --conf-path=/etc/nginx/nginx.conf --error-log-path=/var/log/nginx/error.log --http-client-body-temp-path=/var/lib/nginx/body --http-fastcgi-temp-path=/var/lib/nginx/fastcgi --http-log-path=/var/log/nginx/access.log --http-proxy-temp-path=/var/lib/nginx/proxy --http-scgi-temp-path=/var/lib/nginx/scgi --http-uwsgi-temp-path=/var/lib/nginx/uwsgi --lock-path=/var/lock/nginx.lock --pid-path=/var/run/nginx.pid --with-debug --with-http_addition_module --with-http_dav_module --with-http_flv_module --with-http_geoip_module --with-http_gzip_static_module --with-http_image_filter_module --with-http_mp4_module --with-http_perl_module --with-http_random_index_module --with-http_realip_module --with-http_secure_link_module --with-http_stub_status_module --with-http_ssl_module --with-http_sub_module --with-http_xslt_module --with-ipv6 --with-sha1=/usr/include/openssl --with-md5=/usr/include/openssl --with-mail --with-mail_ssl_module --add-module=/build/buildd/nginx-1.1.19/debian/modules/nginx-auth-pam --add-module=/build/buildd/nginx-1.1.19/debian/modules/chunkin-nginx-module --add-module=/build/buildd/nginx-1.1.19/debian/modules/headers-more-nginx-module --add-module=/build/buildd/nginx-1.1.19/debian/modules/nginx-development-kit --add-module=/build/buildd/nginx-1.1.19/debian/modules/nginx-echo --add-module=/build/buildd/nginx-1.1.19/debian/modules/nginx-http-push --add-module=/build/buildd/nginx-1.1.19/debian/modules/nginx-lua --add-module=/build/buildd/nginx-1.1.19/debian/modules/nginx-upload-module --add-module=/build/buildd/nginx-1.1.19/debian/modules/nginx-upload-progress --add-module=/build/buildd/nginx-1.1.19/debian/modules/nginx-upstream-fair --add-module=/build/buildd/nginx-1.1.19/debian/modules/nginx-dav-ext-module --with-http_mp4_module and --with-http_flv_module are there, I also add on sites-available/domaine.conf location ~ .mp4$ { mp4; mp4_buffer_size 4M; mp4_max_buffer_size 10M; } location ~ .flv$ { flv; } and Nginx restarted witout error, everything seem ok but when i check my urls myvideo.mp4?start=60 return a 404 error (what i think is normal) and video.mp4?starttime=60 return the video but whatever the starttime number is i get the full video from the begining, did i miss something ?

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  • Creating an Objective-C++ Static Library in Xcode

    - by helixed
    So I've developed an engine for the iPhone with which I'd like to build a couple different games. Rather than copy and paste the files for the engine inside of each game's project directory, I'd a way to link to the engine from each game, so if I need to make a change to it I only have to do so once. After reeding around a little bit, it seems like static libraries are the best way to do this on the iPhone. I created a new project called Skeleton and copied all of my engine files over to it. I used this guide to create a static library, and I imported the library into a project called Chooser. However, when I tried to compile the project, Xcode started complaining about some C++ data structures I included in a file called ControlScene.mm. Here's my build errors: "operator delete(void*)", referenced from: -[ControlScene dealloc] in libSkeleton.a(ControlScene.o) -[ControlScene init] in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t>::deallocate(operation_t*, unsigned long)in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t*>::deallocate(operation_t**, unsigned long)in libSkeleton.a(ControlScene.o) "operator new(unsigned long)", referenced from: -[ControlScene init] in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t*>::allocate(unsigned long, void const*)in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t>::allocate(unsigned long, void const*)in libSkeleton.a(ControlScene.o) "std::__throw_bad_alloc()", referenced from: __gnu_cxx::new_allocator<operation_t*>::allocate(unsigned long, void const*)in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t>::allocate(unsigned long, void const*)in libSkeleton.a(ControlScene.o) "___cxa_rethrow", referenced from: std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_create_nodes(operation_t**, operation_t**)in libSkeleton.a(ControlScene.o) std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_initialize_map(unsigned long)in libSkeleton.a(ControlScene.o) "___cxa_end_catch", referenced from: std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_create_nodes(operation_t**, operation_t**)in libSkeleton.a(ControlScene.o) std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_initialize_map(unsigned long)in libSkeleton.a(ControlScene.o) "___gxx_personality_v0", referenced from: ___gxx_personality_v0$non_lazy_ptr in libSkeleton.a(ControlScene.o) ___gxx_personality_v0$non_lazy_ptr in libSkeleton.a(MenuLayer.o) "___cxa_begin_catch", referenced from: std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_create_nodes(operation_t**, operation_t**)in libSkeleton.a(ControlScene.o) std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_initialize_map(unsigned long)in libSkeleton.a(ControlScene.o) ld: symbol(s) not found collect2: ld returned 1 exit status If anybody could offer some insight as to why these problems are occuring, I'd appreciate it. Thanks, helixed

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  • Accelerometer & Calibration - iPhone SDK

    - by Kevin
    Hello everyone, I need to use the functionality of an accelerometer in my iphone game. I just have to move an image by tilting the device. However most videos on youtube just show the tilt feature that is somehow inverted and forget to include the calibration. I want the user to calibrate their device to whatever position they're in. Does anyone know how I should get started on this? Your help is greatly appreciated, Kevin

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  • General purpose physics engine

    - by Lucas
    Is there any general purpose physics engine that allows huge simulations of rigid bodies? I'm using PhysX from Nvidia, but the focus of this engine is game development, soft bodies. I want to know if exists physics engine that runs on top of PS3 cell processors or CUDA cores allowing massive scientific physics simulations.

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  • Why is drawing to OnPaint graphics faster than image graphics?

    - by Tesserex
    I'm looking for a way to speed up the drawing of my game engine, which is currently the significant bottleneck, and is causing slowdowns. I'm on the verge of converting it over to XNA, but I just noticed something. Say I have a small image that I've loaded. Image img = Image.FromFile("mypict.png"); We have a picturebox on the screen we want to draw on. So we have a handler. pictureBox1.Paint += new PaintEventHandler(pictureBox1_Paint); I want our loaded image to be tiled on the picturebox (this is for a game, after all). Why on earth is this code: void pictureBox1_Paint(object sender, PaintEventArgs e) { for (int y = 0; y < 16; y++) for (int x = 0; x < 16; x++) e.Graphics.DrawImage(image, x * 16, y * 16, 16, 16); } over 25 TIMES FASTER than this code: Image buff = new Bitmap(256, 256, PixelFormat.Format32bppPArgb); // actually a form member void pictureBox1_Paint(object sender, PaintEventArgs e) { using (Graphics g = Graphics.FromImage(buff)) { for (int y = 0; y < 16; y++) for (int x = 0; x < 16; x++) g.DrawImage(image, x * 16, y * 16, 16, 16); } e.Graphics.DrawImage(buff, 0, 0, 256, 256); } To eliminate the obvious, I've tried commenting out the last e.Graphics.DrawImage (which means I don't see anything, but it gets rid a call that isn't in the first example). I've also left in the using block (needlessly) in the first example, but it's still just as blazingly fast. I've set properties of g to match e.Graphics - things like InterpolationMode, CompositingQuality, etc, but nothing I do bridges this incredible gap in performance. I can't find any difference between the two Graphics objects. What gives? My test with a System.Diagnostics.Stopwatch says that the first code snippet runs at about 7100 fps, while the second runs at a measly 280 fps. My reference image is VS2010ImageLibrary\Objects\png_format\WinVista\SecurityLock.png, which is 48x48 px, and which I modified to be 72 dpi instead of 96, but those made no difference either.

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  • Wacom consumer tablet driver service may crash while opening Bamboo Preferences, often after resuming computer from sleep

    - by DragonLord
    One of the ExpressKeys on my Wacom Bamboo Capture graphics tablet is mapped to Bamboo Preferences, so that I can quickly access the tablet settings and view the battery level (I have the Wireless Accessory Kit installed). However, when I connect the tablet to the computer, in wired or wireless mode, and attempt to open Bamboo Preferences, the Wacom consumer tablet driver service may crash, most often when I try to do so after resuming the computer from sleep. There is usually no direct indication of the crash (although I once did get Tablet Service for consumer driver stopped working and was closed), only that the cursor shows that the system is busy for a split second. When this happens, the pen no longer tracks on the screen when in proximity of the tablet (even though it is detected by the tablet itself); however, touch continues to function correctly. To recover from this condition, I need to restart the tablet driver services. I got tired of having to go through Task Manager to restart the service every time this happens, so I ended up writing the following command script, with a shortcut on the desktop for running it with elevated privileges: net stop TabletServicePen net start TabletServicePen net stop TouchServicePen net start TouchServicePen Is there something I can do to prevent these crashes from happening in the first place, or do I have have to deal with this issue until the driver is updated? Windows 7 Home Premium 64-bit. Tablet drivers are up to date. Technical details Action Center gives the following details about the crash in Reliability Monitor: Source Tablet Service for consumer driver Summary Stopped working Date ?10/?15/?2012 2:48 PM Status Report sent Description Faulting Application Path: C:\Program Files\Tablet\Pen\Pen_Tablet.exe Problem signature Problem Event Name: APPCRASH Application Name: Pen_Tablet.exe Application Version: 5.2.5.5 Application Timestamp: 4e694ecd Fault Module Name: Pen_Tablet.exe Fault Module Version: 5.2.5.5 Fault Module Timestamp: 4e694ecd Exception Code: c0000005 Exception Offset: 00000000002f6cde OS Version: 6.1.7601.2.1.0.768.3 Locale ID: 1033 Additional Information 1: 9d4f Additional Information 2: 9d4f1c8d2c16a5d47e28521ff719cfba Additional Information 3: 375e Additional Information 4: 375ebb9963823eb7e450696f2abb66cc Extra information about the problem Bucket ID: 45598085 Exception code 0xC0000005 means STATUS_ACCESS_VIOLATION. The event log contains essentially the same information.

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  • Greasemonkey Submit Form

    - by magixx
    I'm trying to autosubmit a form with greasemonkey however I'm not sure how to do it with this button. The button seems to have the following properties a class="blue-button" href="javascript:void(0)" onclick="Form.submit(this);" and the only form I see above is <form xmlns="http://www.w3.org/1999/xhtml" xmlns:s="http://www.blizzard.com/ns/store" action="/account/management/add-game.xml" autocomplete="off" method="post"> The page is here you can use "[email protected]" and "a1a1a1a1" as a login.

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  • Subversion Apache Ubuntu - Remote Access?

    - by Hollowsteps
    Okay, a couple days ago I built a bare bones kit into a machine. I've been running through tutorials to get it to work and right now I've gotten as far as making it available in my lan, hooray! However, I cannot access the repositories remotely. Any machine on the lan can easily access it through the hostname or, using 'outbound ip/hostname' or 'outbound ip/machine ip'. The machine can be pinged from a remote, non-lan machine and responds. I just can't get anyone into it outside of my lan. I've been trying to figure it out but I'm lost. I'm breaking a few rules and if any of these would be my problem, please indicate. I don't think I have a static IP (However I check my outbound IP whenever I do testing, is that not enough? It has stayed the same for 5+ days) I have not discussed this set-up with my service provider (Does Optimum Online block port 80? If so, can I just switch apache to listen on a different port?) I am in the DMZ of my router. This is what allowed it to be pinged remotely. For security reasons the machine that is in that zone is turned off most of the time until I can get it locked down. Any help would be appreciated, even if it's just a couple of words I could google to understand what I'm doing wrong. Tortoise SVN does not allow access remotely, but it does within the LAN as well.

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  • Warning flagged by the 'rkhunter'

    - by gkt.pro
    when I scanned my Ubuntu 10.04 with rkhunter a root kit hunter toolkit, it gave following warning: Is there something that I have to worry about. [23:06:19] /usr/sbin/adduser [ Warning ] [23:06:19] Warning: The command '/usr/sbin/adduser' has been replaced by a script: /usr/sbin/adduser: a /usr/bin/perl script text executable [23:06:20] /usr/sbin/rsyslogd [ Warning ] [23:06:20] Warning: The file properties have changed: [23:06:22] /usr/bin/dpkg [ Warning ] [23:06:22] Warning: The file properties have changed: [23:06:22] /usr/bin/dpkg-query [ Warning ] [23:06:22] Warning: The file properties have changed: [23:06:24] /usr/bin/ldd [ Warning ] [23:06:24] Warning: The file properties have changed: [23:06:24] Warning: The command '/usr/bin/ldd' has been replaced by a script: /usr/bin/ldd: Bourne-Again shell script text executable [23:06:24] /usr/bin/logger [ Warning ] [23:06:24] Warning: The file properties have changed: [23:06:25] /usr/bin/mail [ Warning ] [23:06:25] Warning: The file '/usr/bin/mail' exists on the system, but it is not present in the rkhunter.dat file. [23:06:27] /usr/bin/sudo [ Warning ] [23:06:27] Warning: The file properties have changed: [23:06:29] /usr/bin/whereis [ Warning ] [23:06:29] Warning: The file properties have changed: [23:06:29] /usr/bin/lwp-request [ Warning ] [23:06:29] Warning: The command '/usr/bin/lwp-request' has been replaced by a script: /usr/bin/lwp-request: a /usr/bin/perl -w script text executable [23:06:29] /usr/bin/bsd-mailx [ Warning ] [23:06:29] Warning: The file '/usr/bin/bsd-mailx' exists on the system, but it is not present in the rkhunter.dat file. [23:06:30] /sbin/fsck [ Warning ] [23:06:30] Warning: The file properties have changed: [23:06:30] /sbin/ifdown [ Warning ] [23:06:30] Warning: The file properties have changed: [23:06:31] /sbin/ifup [ Warning ] [23:06:31] Warning: The file properties have changed: [23:06:34] /bin/dmesg [ Warning ] [23:06:34] Warning: The file properties have changed: [23:06:35] /bin/more [ Warning ] [23:06:35] Warning: The file properties have changed: [23:06:36] /bin/mount [ Warning ] [23:06:36] Warning: The file properties have changed: [23:06:37] /bin/which [ Warning ] [23:06:37] Warning: The command '/bin/which' has been replaced by a script: /bin/which: POSIX shell script text executable [23:08:58] Checking /dev for suspicious file types [ Warning ] [23:08:58] Warning: Suspicious file types found in /dev: [23:08:58] Checking for hidden files and directories [ Warning ] [23:08:58] Warning: Hidden directory found: /etc/.java [23:08:58] Warning: Hidden directory found: /dev/.udev [23:08:58] Warning: Hidden directory found: /dev/.initramfs [23:09:01] Checking version of Exim MTA [ Warning ] [23:09:01] Warning: Application 'exim', version '4.71', is out of date, and possibly a security risk. [23:09:01] Checking version of GnuPG [ Warning ] [23:09:01] Warning: Application 'gpg', version '1.4.10', is out of date, and possibly a security risk. [23:09:01] Checking version of OpenSSL [ Warning ] [23:09:01] Warning: Application 'openssl', version '0.9.8k', is out of date, and possibly a security risk.

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  • Java Graphics2D DrawString....

    - by user69514
    Hey guys I have a little issue here. I have a panel where I am drawing a string. This is a game so I keep redrawing the score in order to update it. However when I draw it again it is drawn on top of the previous score so it looked all garbled up. Any ideas how to fix this? comp2d.drawString(GetScore(Score),ScoreX,ScoreY);

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  • DirectX 9 or DirectX 10 for starters ??

    - by numerical25
    I want to do projects to make my resume more appealing to game companies. So I am going to start buying books. But I don't know rather to read DirectX 9 or 10 api books to start off with. DirectX10 is great, but it seems the industry is moving slow to 10. so should I use 9 or go with 10 ??

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  • Intel Wireless 4965AGN not achieving N throughput when connected to an Airport Express N network

    - by BenA
    I have an Intel Wireless WiFi Link 4965AGN adaptor in my laptop (HP Pavillion dv2000 series) which is connecting to a 5Ghz-only 802.11n network provided by an Apple Airport Express. The network is using WPA2 encryption. My desktop is also connected the Airport, via a Linksys WUSB600N USB adaptor. Both are running with the latest drivers, and the Airport is running the latest firmware. The Airport is also configured to use wide channels. The problem I have is that I never get throughput above 4MB/s when transferring files between the two machines. Even a pessimistic calculation shows a 270Mbps network as being capable of transfer rates at well above 10MB/s. I'm pretty sure I've isolated the issue to being the Intel adaptor, as wiring the desktop to the AP, and using the Linksys adaptor on the laptop immediately yielded speeds limited by the 100MB/s ethernet connection. I know that 802.11n is still a draft standard, and so mixing kit from different manufacturers can easily lead to poor results, but I was just wondering if anybody else out there has had success with this Intel adaptor on an N network? Or even better, connecting it to an Airport Express? Can anybody give me any advice on how to troubleshoot this issue? I should also mention that the Airport Express doesn't allow you to manually specify channels when running in N mode, and that I've been able to rule out interference from other Wireless LANs by scanning. There aren't any other 5GHz networks in my area. All ideas welcome! Update: A while later, I've just updated to the most recent drivers for both the Intel chip in the laptop, and the USB adaptor. Unfortunately this hasn't improved things :(. If anybody has any advice it would be be gratefully received.

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  • Rotating pictures

    - by Samuel
    Hello! I am currently programming a Tower Defence game for university and i stumbled upon a problem: i want my towers to rotate towards the monster it is shooting at. The towers are bitmaps and we are supposed to program in a language called Modula 2: If you have heard of it any help is welcome to rotate bitmaps, if you havent it might still be helpful to know how i could start, how image rotation is done in general. Thanks in advance, Samuel

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  • Unbind Key Presses

    - by Doug
    I'm making a game that involves, like all games, key presses. Only left and right arrow and the Space Bar. They work, but the browser is pre-set to scroll left, right, or jump down on those keys. Is there any way to unbind those keys in the code? Thanks.

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  • How do i rotate a CALayer around a diagonal line?

    - by Mattias Wadman
    Hi. I'm trying to implement a flip animation to be used in board game like iPhone-application. The animation is supposed to look like a game piece that rotates and changes to the color of its back (kind of like an Reversi piece). I've managed to create an animation that flips the piece around its orthogonal axis, but when I try to flip it around a diagonal axis by changing the rotation around the z-axis the actual image also gets rotated (not surprisingly). Instead I would like to rotate the image "as is" around a diagonal axis. I have tried to change layer.sublayerTransform but with no success. Here is my current implementation. It works by doing a trick to resolve the issue of getting a mirrored image at the end of the animation. The solution is to not actually rotate the layer 180 degrees, instead it rotates it 90 degrees, changes image and then rotates it back. + (void)flipLayer:(CALayer *)layer toImage:(CGImageRef)image withAngle:(double)angle { const float duration = 0.5f; CAKeyframeAnimation *diag = [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.z"]; diag.duration = duration; diag.values = [NSArray arrayWithObjects: [NSNumber numberWithDouble:angle], [NSNumber numberWithDouble:0.0f], nil]; diag.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:1.0f], nil]; diag.calculationMode = kCAAnimationDiscrete; CAKeyframeAnimation *flip = [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.y"]; flip.duration = duration; flip.values = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:M_PI / 2], [NSNumber numberWithDouble:0.0f], nil]; flip.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:0.5f], [NSNumber numberWithDouble:1.0f], nil]; flip.calculationMode = kCAAnimationLinear; CAKeyframeAnimation *replace = [CAKeyframeAnimation animationWithKeyPath:@"contents"]; replace.duration = duration / 2; replace.beginTime = duration / 2; replace.values = [NSArray arrayWithObjects:(id)image, nil]; replace.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], nil]; replace.calculationMode = kCAAnimationDiscrete; CAAnimationGroup *group = [CAAnimationGroup animation]; group.removedOnCompletion = NO; group.duration = duration; group.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]; group.animations = [NSArray arrayWithObjects:diag, flip, replace, nil]; group.fillMode = kCAFillModeForwards; [layer addAnimation:group forKey:nil]; }

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  • Android: how to place a button at an x,y position over top of Canvas

    - by Ben Mc
    Is it possible to place buttons at an X,Y position over the top of a Canvas? For example, on the opening screen of my game, I would like to place buttons for "Play Now", "Instructions", etc, right on top of the canvas. Right now, I'm looking at Touch locations on the Canvas and comparing them to various X,Y bounds. It works, but adding a button with a click listener would probably be much more efficient.

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  • realtime logging

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

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  • Unable to install Perl Crypt::OpenSSL::RSA module, please help

    - by Willy
    Hi Everyone, I spent several hours but unable to install CPAN Crypt::OpenSSL::RSA module. It's required for Postfix's dkimproxy add-on. What I do is to run the following command in the shell: $ perl -MCPAN -e 'install Crypt::OpenSSL::RSA' When I run this command, several lines displayed and at the end, this is displayed: Checking if your kit is complete... Looks good Warning: prerequisite Crypt::OpenSSL::Random 0 not found. Writing Makefile for Crypt::OpenSSL::RSA ---- Unsatisfied dependencies detected during [I/IR/IROBERTS/Crypt-OpenSSL-RSA-0.26.tar.gz] ----- Crypt::OpenSSL::Random Shall I follow them and prepend them to the queue of modules we are processing right now? [yes] Then I hit enter (yes) and tens of lines generated with error. At the end I get this: ... ... RSA.xs:579: warning: implicit declaration of function ‘RSA_sign’ RSA.xs:579: error: ‘rsaData’ has no member named ‘hashMode’ RSA.xs:579: error: ‘rsaData’ has no member named ‘hashMode’ RSA.xs:579: error: ‘rsaData’ has no member named ‘rsa’ RSA.xs: In function ‘XS_Crypt__OpenSSL__RSA_verify’: RSA.xs:605: error: ‘rsaData’ has no member named ‘rsa’ RSA.xs:610: error: ‘rsaData’ has no member named ‘hashMode’ RSA.xs:611: warning: implicit declaration of function ‘RSA_verify’ RSA.xs:611: error: ‘rsaData’ has no member named ‘hashMode’ RSA.xs:613: error: ‘rsaData’ has no member named ‘hashMode’ RSA.xs:616: error: ‘rsaData’ has no member named ‘rsa’ RSA.xs:619: warning: implicit declaration of function ‘ERR_peek_error’ RSA.xs: In function ‘boot_Crypt__OpenSSL__RSA’: RSA.xs:214: warning: implicit declaration of function ‘ERR_load_crypto_strings’ make: *** [RSA.o] Error 1 /usr/bin/make -- NOT OK Running make test Can't test without successful make Running make install make had returned bad status, install seems impossible What am I doing wrong? Please guide me. Thanks.

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