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  • List display names from django models

    - by Ed
    I have an object: POP_CULTURE_TYPES = ( ('SG','Song'), ('MV', 'Movie'), ('GM', 'Game'), ('TV', 'TV'), ) class Pop_Culture(models.Model): name = models.CharField(max_length=30, unique=True) type = models.CharField(max_length=2, choices = POP_CULTURE_TYPES, blank=True, null=True) Then I have a function: def choice_list(request, modelname, field_name): mdlnm = get.model('mdb', modelname.lower()) mdlnm = mdlnm.objects.values_list(field_name, flat=True).distinct().order_by(field_name) return render_to_response("choice_list.html", { 'model' : modelname, 'field' : field_name, 'field_list' : mdlnm }) This gives me a distinct list of all the "type" entries in the database in the "field_list" variable passed in render_to_response. But I don't want a list that shows: SG MV I want a list that shows: Song Movie I can do this on an individual object basis if I was in the template object.get_type_display But how do I get a list of all of the unique "type" entries in the database as their full names for output into a template? I hope this question was clearly described. . .

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  • How can I place a SurfaceView inside one or more scrollviews ?

    - by Mervin
    Hello, I'm making a 2D game for Android and I've encountered the following problem: - I have made a class that extends SurfaceView and draws my graphics (the size of the canvas that I use has to be 1664x864). This is ofcourse too big for the screen so I needed scrolling, I chose to use google's ScrollView and HorizontalScrollView (nested) for this, But whenever I add my SurfaceView to a ScrollView (whether it's 1 or 2) via AddChild it only draws the ScrollView , SurfaceCreated() isn't even called on the SurfaceView. (Drawing the SurfaceView in a layout without adding it to a ScrollView does work.) I realize that there are other options for scrolling like a screen-sized canvas and bitmap offsets but this would really be my preferred way to go. I would really appreciate some help to make this work.

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  • Minimax algorithm: Cost/evaluation function?

    - by Dave
    Hi guys, A school project has me writing a Date game in C++ (example at http://www.cut-the-knot.org/Curriculum/Games/Date.shtml) where the computer player must implement a Minimax algorithm with alpha-beta pruning. Thus far, I understand what the goal is behind the algorithm in terms of maximizing potential gains while assuming the opponent will minify them. However, none of the resources I read helped me understand how to design the evaluation function the minimax bases all it's decisions on. All the examples have had arbitrary numbers assigned to the leaf nodes, however, I need to actually assign meaningful values to those nodes. Intuition tells me it'd be something like +1 for a win leaf node, and -1 for a loss, but how do intermediate nodes evaluate? Any help would be most appreciated.

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  • Is it possible to connect iPhones through NAT traversal techniques over 3G for peer 2 peer gaming

    - by Dougnukem
    Is it possible to connect an iPhone to another iPhone or any other network client talking that game's protocol. I was thinking that I could use the same NAT Traversal technique used in the XBox 360 to host games on users XBox's through Firewalls. For NAT traversal to work effectively I'd have to have a central server that would allow clients to "broadcast" that they were hosting so that another client could initiate the NAT connection. In the link provided this is called relaying. Is there any inherent limitation of the US AT&T 3G network that will block the NAT traversal techniques (would you be limited to wifi firewall NAT traversal)? NAT Traversal Projects: - PJSIP - providing NAT traversal functionalities by using standard based protocols such as STUN, TURN, and ICE. - Freecast using Apache MINA Java network library for NAT Traversal

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  • OnVisualChildrenChanged in silverlight?

    - by user275561
    WPF has a method that you can override which is the OnVisualChildrenChanged so when Children are added or removed you know about them. However, it silverlight there is no such method. So how would I go implementing this? I am trying to create a BubbleBreaker type of game and so I have a class that extends the Canvas. The canvas will lay out those said bubbles in a matrix grid. When they pop I need to know to move the bubbles to the left.

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  • Good projects to learn OCaml and F#

    - by Yin Zhu
    After learning the basic syntax, reading some non-trivial code is a fast way to learn a language. We can also learn how to design a library/software during reading others' code. I have following lists. A Chess program in OCaml by Tomek Czajka. Hal Daumé has written several machine learning libraries in Ocaml. Including decision trees, logistic regression and SVM. All of them are near-production-quality code. A Chess Game Analysis program in F# in Microsoft Research. The above three are my favorites. Will you suggest some other sources? General purpose open source software are good, specialized open source like the three I list here are even more welcome.

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  • Brainstorming - MIDI over LAN

    - by Hunter Bridges
    I'm planning out a summer coding project for myself. I work with a lot of MIDI and have been researching it a lot. I know it's an old technology, but it works with a lot of music hardware/software so in my eyes, it's still viable. Anyway, I haven't ever worked with writing drivers or anything, so I don't know where I would start with this. So, provided I have MIDI data already being sent over LAN to a server (I know how to do that part), what steps would it take for the server to channel those received messages to an emulated MIDI device, that could then be accessed in music software and so on? Also, what would it take to also send MIDI data back through the LAN to be received by the device that originally received the message? I'm not really looking for too specific a solution. Really I am just trying to come up with a game plan right now and I need to figure out where/what to research.

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  • LWJGL not working

    - by Jesse Welch
    I'm working on a homework assignment to modify code given by my professor using LightWeight Java Game Library. The problem is that I can't fully load the test code to begin testing modifications. I've linked against the jar file as it says to in the modifications, but I still have one lingering error. The import statement import org.lwjgl.util.glu.*; Cannot be resolved, so I have errors on the following lines, spread throughout the code: textures[0] = GLApp.makeTexture("green.bmp"); GLU.gluPerspective(45.0f, (float)Display.getDisplayMode().getWidth() / (float)Display.getDisplayMode().getHeight(), 0.1f, 100.0f); GLU.gluLookAt(cameraX, cameraY, cameraZ, lookX, lookY, lookZ, 0.0f, 1.0f, 0.0f);` Any ideas on what is going wrong?

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  • Getting Started with UDK

    - by Sean Edwards
    I've been trying for a couple of days now to learn UDK, but I seem to be stuck at making that leap to understanding how everything works together. I understand the syntax, that's all well and good, and I pretty much get how classes and .ini files interact. As for the API, I have the entire reference as pretty decent Doxygen-style HTML output. What I'm looking for is a sort of intermediate tutorial on game creation from scratch (as opposed to modding UT3 itself), more advanced than just learning language syntax, but not yet to the level of going through the API step by step. I'm looking for some guide to the structure of the internals - how GameInfo and PlayerController interact, where Pawn comes in, etc. - a way to visualize the big picture. Does anyone have a particular favorite intermediate-level tutorials (or set of tutorials) that they used when first learning UDK?

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  • How can I detect touch events on a UIImageView inside a deep hierarchy of UIViews?

    - by jester
    I am developing a simple game on iPhone and I started with a View based application, and through the UIViewController I am loading a custom UIView that contains some more UIViews and some UIImageViews. I want to detect touch events on some of the UIImageViews, but I wasn't able so far. I've created a second project for testing purposes and figured that UIImageViews handle touch events when the hierarchy is like : UIViewController - UIView - UIImageView, but when it's like : UIViewController - UIView - UIView - UIImageView they are not detected. Notes: - userInteractionEnabled is YES in all cases - all UIViews and UIImageViews I mention above are custom subclasses. Can you think of any reason why, when a custom UIImageView gets deeper in the view hierarchy can't receive touch events?

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  • How to specify Wireless or Bluetooth in GameKit when using my own custom interface

    - by DonnaLea
    Hi, I've decided to implement my own interface for connecting two devices running my game, as opposed to using the GKPeerPickerController. This is actually working quite well. But I just realised that in my creating of the GKSession I'm not actually specifying whether the connection should be Wireless or Bluetooth. I have an option in my interface to let the user specify which connection method they'd like to use. How do I tell GKSession whether I want it to connect via Bluetooth or Wireless? I think what is currently happening is that it defaults to Wireless if wireless is enabled otherwise it uses Bluetooth. But I'd like to let the user specify which connection method, is this possible? Thanks, Donna

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  • Core Data grouping data in table

    - by OscarTheGrouch
    I am using core data trying to create a simple database app, I have an entity called "Game" which has a "creator". I have basically used the iPhone table view template and replaced the names. I have the games listed by creator. Currently the tableview looks like this... Chris Ryder Chris Ryder Chris Ryder Chris Ryder Dan Grimaldi Dan Grimaldi Dan Grimaldi Scott Ricardo Tim Thermos Tim Thermos I am trying to group the tableview, so that each creator has only one cell in the tableview and is listed once and only once like this... Chris Ryder Dan Grimaldi Scott Ricardo Tim Thermos any help or suggestions would be greatly appreciated.

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  • What should I use - Mako or Django?

    - by mridang
    Hi guys, I'm making a website that mail users when a movie or a pc game has released. It isn't too complex - users can sign up, choose movies/music or a genre and save the settings. When the movie/music is released - it mails the user. Some other functionality too but this is the jist. Now, I've been working with Python for a bit but mainly in the area of console apps. For web: what should I use, the web framework Django or the templating engine Mako? I can't seem to decide between the two. :( Thanks

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  • Multiple threads or process with threads

    - by sergiobuj
    Hi, this is for an assignment so I'm not looking for code. I have to simulate a game where each player has turns and needs to 'pay attention' to what's going on. So far, i know I'll need two threads for each player, one that will sleep until the player's turn and the other paying attention. My question is: Should I work each player as a 'fork' and the threads on the fork, or just create some threads for the player and associate them somehow? It's the first time I've worked with concurrency, semaphores and threads so I'm not sure about the good practices and programming style. Thanks!

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  • Why don't Direct2D and DirectWrite use traditional COM objects?

    - by David Brown
    I'm toying with a little 2D game engine in C# and decided to use Direct2D and DirectWrite for rendering. I know there's the Windows API Code Pack and SlimDX, but I'd really like to dig in and write an interface from scratch. I'm trying to do it without Managed C++, but Direct2D and DirectWrite don't appear to use traditional COM objects. They define interfaces that derive from IUnknown, but there appears to be no way to actually use them from C# with COM interop. There are IIDs in d2d1.h, but no CLSID. Of course, I'm really new to COM interop, so perhaps I'm just missing something. Can someone shed some light on this situation?

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  • How do I keep music playing after the user presses the hold button on the iPhone?

    - by Carlos Vargas
    Hey guys how can I make an app keep playing an mp3 after pressed the hold/power button. Here is the code I use for preparing the AVAudioPlayer: - (void)PrepareAudio:(int)index { NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:[NSString stringWithFormat:@"%@",[_Audio objectAtIndex:Game]] ofType:@"mp3"]; NSURL *newURL = [[NSURL alloc] initFileURLWithPath: soundFilePath]; MusicPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL: newURL error: nil]; [newURL release]; [MusicPlayer setVolume: 1.5]; } And this is the code when I press the button play: - (IBAction)PushPlay: (id)sender { if(!MusicPlayer.playing) [MusicPlayer play]; } Best Regards Carlos Vargas

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  • Rosetta Stone: Great example projects

    - by Adam Bellaire
    In your opinion, what is a great example application which demonstrates the best techniques for its language and problem domain, and could be used as a reference for other programmers? Please provide answers where the source is readily available for viewing (i.e. open-source projects), and provide a link. The first line of each answer should indicate the language and the problem domain in bold, e.g.: Java - Web Application ... or ... C# - DX Game As with other Rosetta Stone questions, the answers here should demonstrate the language/technology in the example in such a way that programmers who aren't familiar with them can get an impression of what they're like.

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  • wamp appache - polling server continuously

    - by stone
    I've heard polling the server is not the best of ideas. Let's say I make a client-server application. A simple game for example. Where each client polls the server every half a minute. How many clients is it possible to have before it overlaods a wamp server? Basically how robust is Apache for this kind of stuff? Getting a request, aggregating data from mysql server, and then returning the data in an xml format.

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  • Three ways to upload/post/convert iMovie to YouTube

    - by user351686
    For Mac users, iMovie is probably a convenient tool for making, editing their own home movies so as to upload to YouTube for sharing with more people. However, uploading iMovie files to YouTube can't be always a smooth run, I did notice many people complaining about it. This article is delivered for guiding those who are haunted by the nightmare by providing three common ways to upload iMovie files to YouTube. YouTube and iMovie YouTube is the most popular video sharing website for users to upload, share and view videos. It empowers anyone with an Internet connection the ability to upload video clips and share them with friends, family and the world. Users are invited to leave comments, pick favourites, send messages to each other and watch videos sorted into subjects and channels. YouTube accepts videos uploaded in most container formats, including WMV (Windows Media Video), 3GP (Cell Phones), AVI (Windows), MOV (Mac), MP4 (iPod/PSP), FLV (Adobe Flash), MKV (H.264). These include video codecs such as MP4, MPEG and WMV. iMovie is a common video editing software application comes with every Mac for users to edit their own home movies. It imports video footage to the Mac using either the Firewire interface on most MiniDV format digital video cameras, the USB port, or by importing the files from a hard drive where users can edit the video clips, add titles, and add music. Since 1999, eight versions of iMovie have been released by Apple, each with its own functions and characteristic, and each of them deal with videos in a way more or less different. But the most common formats handled with iMovie if specialty discarded as far as to my research are MOV, DV, HDV, MPEG-4. Three ways for successful upload iMovie files to YouTube Solution one and solution two suitable for those who are 100 certainty with their iMovie files which are fully compatible with YouTube. For smooth uploading, you are required to get a YouTube account first. Solution 1: Directly upload iMovie to YouTube Step 1: Launch iMovie, select the project you want to upload in YouTube. Step 2: Go to the file menu, click Share, select Export Movie Step 3: Specify the output file name and directory and then type the video type and video size. Solution 2: Post iMovie to YouTube straightly Step 1: Launch iMovie, choose the project you want to post in YouTube Step 2: From the Share menu, choose YouTube Step 3: In the pop-up YouTube windows, specify the name of your YouTube account, the password, choose the Category and fill in the description and tags of the project. Tick Make this movie more private on the bottom of the window, if possible, to limit those who can view the project. Click Next, and then click Publish. iMovie will automatically export and upload the movie to YouTube. Step 4: Click Tell a Friend to email friends and your family about your film. You are also allowed to copy the URL from Tell a Friend window and paste it into an email you created in your favourite email application if you like. Anyone you send to email to will be able to follow the URL directly to your movie. Note: Videos uploaded to YouTube are limited to ten minutes in length and a file size of 2GB. Solution 3: Upload to iMovie after conversion If neither of the above mentioned method works, there is still a third way to turn to. Sometimes, your iMovie files may not be recognized by YouTube due to the versions of iMovie (settings and functions may varies among versions), video itself (video format difference because of file extension, resolution, video size and length), compatibility (videos that are completely incompatible with YouTube). In this circumstance, the best and reliable method is to convert your iMovie files to YouTube accepted files, iMovie to YouTube converter will be inevitably the ideal choice. iMovie to YouTube converter is an elaborately designed tool for convert iMovie files to YouTube workable WMV, 3GP, AVI, MOV, MP4, FLV, MKV for smooth uploading with hard-to-believe conversion speed and second to none output quality. It can also convert between almost all popular popular file formats like AVI, WMV, MPG, MOV, VOB, DV, MP4, FLV, 3GP, RM, ASF, SWF, MP3, AAC, AC3, AIFF, AMR, WAV, WMA etc so as to put on various portable devices, import to video editing software or play on vast amount video players. iMovie to YouTube converter can also served as an excellent video editing tool to meet your specific program requirements. For example, you can cut your video files to a certain length, or split your video files to smaller ones and select the proper resolution suitable for demands of YouTube by Clip or Settings separately. Crop allows you to cut off unwanted black edges from your videos. Besides, you can also have a good command of the whole process or snapshot your favourite pictures from the preview window. More can be expected if you have a try.

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  • What can I do with Java for Blu Ray or BD-J?

    - by Jay Askren
    I have a Blu Ray player which can connect to the internet to play media from netflix and youtube. I am intrigued by the possibilities of BD-J and wondering just how far the technology can be taken. For instance: Could I write a twitter, facebook, rss reader, or email client? Can I write a game which would allows people to play each other over the web from their own tv? Could I write a DVR app which stored tv shows on the thumbdrive plugged into the player. Can I run my applications from a thumbdrive or do I need to put them on a Blu Ray disk? Does anyone have real experience with BD-J? How do you like it as a development platform? How would you recommend getting started? Can I develop in BD-J using open source tools like Eclipse, Maven, etc...

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  • How to round CGFloat

    - by Johannes Jensen
    I made this method + (CGFloat) round: (CGFloat)f { int a = f; CGFloat b = a; return b; } It works as expected but it only rounds down. And if it's a negative number it still rounds down. This was just a quick method I made, it isn't very important that it rounds correctly, I just made it to round the camera's x and y values for my game. Is this method okay? Is it fast? Or is there a better solution?

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  • Tracking fitness in a genetic algorithm

    - by Chuck Vose
    I'm still hacking on my old ruby for the undead post (I know, I know, stop trying to bring the post back from the dead Chuck). But the code has gotten a little out of hand and now I'm working on a genetic algorithm to create the ultimate battle of living and dead with the fitness being how long the battle lasts. So, I've got the basics of it down; how to adjust attributes of the game and how to acquire the fitness of a solution, what I can't figure out is how to store the fitness so that I know when I've tried a combination before. I've not been able to find much genetic code to look at let alone code that I can read well enough to tell what's going on. Does anyone have an idea how this is normally done or just simply an algorithm that could help point me in the right direction?

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  • Test Case Design and Responsibility

    - by Sakamoto Kazuma
    So it seems like a lot of people are playing the blame game around where I work, and it brings up an interesting question. Knowns: Requirements team writes requirements for product. Developers create their own unit tests out of requirements. Testing team creates their general tests out of requirements and past customer issues. Product released if and only if X% of testcases from Testing team passes Customer response team gets bugs from the field, and lets the testing team know about these issues. Question: If the customer ends up filing a lot of defects, who is to blame? Is it the Testing team for not covering those? Or is it the requirements team for not writing better requirements? And how does one improve upon the system?

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  • jQuery animate() and appendTo() problem

    - by Devyn
    Hi! I'm doing a chess game. In there, I want to move an element with effect and then append it to new div. Following is my code. //--> #p70 is just ablove #p80 //--> each square is 64px $('#p80').animate({bottom:'+=64px'},500); //--> move one square above $('#b70').append($('#p80')); //--> append the animated element to owner 'div' The problem is, it moves 2 square( equivalent to 128px) where I only did is 64px. Here is my page and if you click the white square just above the pawn, you'll see the problem. I've tried adding delay(1000) and even javascript setTimeout but nothing works :( Really appreciate your helps in advance!

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  • Repairing malformatted html attributes using c#

    - by jhoefnagels
    I have a web application with an upload functionality for HTML files generated by chess software to be able to include a javascript player that reproduces a chess game. I do not like to load the uploaded files in a frame so I reconstruct the HTML and javascript generated by the software by parsing the dynamic parts of the file. The problem with the HTML is that all attributes values are surrounded with an apostrophe instead of a quotation mark. I am looking for a way to fix this using a library or a regex replace using c#. The html looks like this: <DIV class='pgb'><TABLE class='pgbb' CELLSPACING='0' CELLPADDING='0'><TR><TD> and I would transform it into: <DIV class="pgb"><TABLE class="pgbb" CELLSPACING="0" CELLPADDING="0"><TR><TD>

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