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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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  • How to move an element in Diagonal Movement in jQuery?

    - by Devyn
    Hi, I know how to move up and down an element in jQuery. $("#div").animate({"left": "+=100"}, 1000); //move 100px to the right But I have no idea to move in diagonal movement. I'm doing chess board and I don't know how to move Bishop with effect. Please have a look at following URL http://chess.diem-project.org/ I did like this... but it's not a proper way. for(var i = 0;i<50;i++){ // move down and move right 1 pixel at a time to get effect $("#div").animate({"left": "+="+x}, 1); $("#div").animate({"top": "+="+x}, 1); } Any idea? Really appreciate your helps!

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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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  • Good GUI Design Tool to mock up iPhone & Android applications

    - by Peter Delaney
    I am about to embark on developing a mobile application for both the iPhone and the Android based phone. I have most of my gui mock ups written down on a white board and some in my head. I need to put them down on paper so I can relay my designs to others in my team. I was wondering what the best on-line gui mockup tool I could use? I have a lot of experience with Visio and I truly like it. I want a tool that would be web based so I could collaborate with others on the team. Does anyone have a suggestion for an easy gui mockup tool that I could use?

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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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  • Generate unique hashes for django models

    - by becomingGuru
    I want to use unique hashes for each model rather than ids. I implemented the following function to use it across the board easily. import random,hashlib from base64 import urlsafe_b64encode def set_unique_random_value(model_object,field_name='hash_uuid',length=5,use_sha=True,urlencode=False): while 1: uuid_number = str(random.random())[2:] uuid = hashlib.sha256(uuid_number).hexdigest() if use_sha else uuid_number uuid = uuid[:length] if urlencode: uuid = urlsafe_b64encode(uuid)[:-1] hash_id_dict = {field_name:uuid} try: model_object.__class__.objects.get(**hash_id_dict) except model_object.__class__.DoesNotExist: setattr(model_object,field_name,uuid) return I'm seeking feedback, how else could I do it? How can I improve it? What is good bad and ugly about it?

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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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  • 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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  • Page looks good in most browsers except in IE7...why

    - by reinhat
    Hi, The following page looks good in Firefox, Safari, Chrome, IE6 and IE8... but it looks bad in IE7. I don't have IE7 but I need to fix this issue because someone seen it in IE7 and it looks bad. Does anyone has any idea why this page renders different in IE7?...and what is the solution to make it display correctly? http://www.aetna.com/2009annualreport/mainBoard.html Problem: When you click on the "Board of Directors" or "Management Team" link and the listing table panel opens up, the far right third of the panel is getting cut off. Also some information appears to be missing in the cells. Thanks, Attila

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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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  • Dolphin Smalltalk - adding method

    - by bialpio
    Hi, I am trying to create a custom class in Dolphin Smalltalk. When I open the Workspace, type in and evaluate the code: Object subclass: #Sudoku instanceVariableNames: 'board' classVariableNames: '' poolDictionaries: '' category: 'JiPP SudokuSolver'. everything works fine and the class is created and visible from Class Browser. The problem is, I want to add custom member method to this class, but without using Class Browser. Is it possible from the Workspace? I want to have one file with all the source code, so I don't have to worry about saving entire image.

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  • Why Won't the WebSocket.onmessage Event Fire?

    - by SumWon
    Hey guys, After toying around with this for hours, I simply cannot find a solution. I'm working on a WebSocket server using "node.js" for a canvas based online game I'm developing. My game can connect to the server just fine, it accepts the handshake and can even send messages to the server. However, when the server responds to the client, the client doesn't get the message. No errors, nothing, it just sits there peacefully. I've ripped apart my code, trying everything I could think of to fix this, but alas, nothing. Here's a stripped copy of my server code. As I said before, the handshake works fine, the server receives data fine, but sending data back to the client does not. var sys = require('sys'), net = require('net'); var server = net.createServer(function (stream) { stream.setEncoding('utf8'); var shaken = 0; stream.addListener('connect', function () { sys.puts("New connection from: "+stream.remoteAddress); }); stream.addListener('data', function (data) { if (!shaken) { sys.puts("Handshaking..."); //Send handshake: stream.write( "HTTP/1.1 101 Web Socket Protocol Handshake\r\n"+ "Upgrade: WebSocket\r\n"+ "Connection: Upgrade\r\n"+ "WebSocket-Origin: http://192.168.1.113\r\n"+ "WebSocket-Location: ws://192.168.1.71:7070/\r\n\r\n"); shaken=1; sys.puts("Handshaking complete."); } else { //Message received, respond with 'testMessage' var d = "testMessage"; var m = '\u0000' + d + '\uffff'; sys.puts("Sending '"+m+"' to client"); var result = stream.write(m, "utf8"); sys.puts(result); /* Result comes as true, meaning that it pushed the data out. Why isn't the client seeing it?!? */ } }); stream.addListener('end', function () { sys.puts("Connection closed!"); stream.end(); }); }); server.listen(7070); sys.puts("Server Started!");

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  • How can I use the Fisher-Yates shuffle while ensuring my permutation is even?

    - by Mithrax
    I'm interested making an implementation of the 14-15 puzzle: I'm creating an array with the values 0 - 15 in increasing order: S = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 } Now, what I want to do is shuffle them to create a new instance of the puzzle. However, I know that if I create a board with an "odd permutation" than it is unsolvable. Wikipedia says I need to create the puzzle with an even permutation. I believe this means that I simply have to do ensure I do an even number of swaps? How would I modify Fisher-Yates so I ensure I end up with an even permutation at the end? If I do a swap for every element in the array that would be 16 swaps which I believe would be an even permutation. However, do I need to be concerned about swapping with itself? Is there any other way to ensure I have a valid puzzle?

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  • XNA - Keyboard text input

    - by Sekhat
    Okay, so basically I want to be able to retrieve keyboard text. Like entering text into a text field or something. I'm only writing my game for windows. I've disregarded using Guide.BeginShowKeyboardInput because it breaks the feel of a self contained game, and the fact that the Guide always shows XBOX buttons doesn't seem right to me either. Yes it's the easiest way, but I don't like it. Next I tried using System.Windows.Forms.NativeWindow. I created a class that inherited from it, and passed it the Games window handle, implemented the WndProc function to catch WM_CHAR (or WM_KEYDOWN) though the WndProc got called for other messages, WM_CHAR and WM_KEYDOWN never did. So I had to abandon that idea, and besides, I was also referencing the whole of Windows forms, which meant unnecessary memory footprint bloat. So my last idea was to create a Thread level, low level keyboard hook. This has been the most successful so far. I get WM_KEYDOWN message, (not tried WM_CHAR yet) translate the virtual keycode with Win32 funcation MapVirtualKey to a char. And I get my text! (I'm just printing with Debug.Write at the moment) A couple problems though. It's as if I have caps lock on, and an unresponsive shift key. (Of course it's not however, it's just that there is only one Virtual Key Code per key, so translating it only has one output) and it adds overhead as it attaches itself to the Windows Hook List and isn't as fast as I'd like it to be, but the slowness could be more due to Debug.Write. Has anyone else approached this and solved it, without having to resort to an on screen keyboard? or does anyone have further ideas for me to try? thanks in advance. note: This is cross posted from the XNA Creators Forums, so if I get an answer there I'll post it here and Vice-Versa Question asked by Jimmy Maybe I'm not understanding the question, but why can't you use the XNA Keyboard and KeyboardState classes? My comment: It's because though you can read keystates, you can't get access to typed text as and how it is typed by the user. So let me further clarify. I want to implement being able to read text input from the user as if they are typing into textbox is windows. The keyboard and KeyboardState class get states of all keys, but I'd have to map each key and combination to it's character representation. This falls over when the user doesn't use the same keyboard language as I do especially with symbols (my double quotes is shift + 2, while american keyboards have theirs somewhere near the return key).

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  • Loading PNG textures to OpenGL

    - by Tamir
    Hello, I'm working on a game, and all of my graphics use magenta as transparent/magic color. They are all 32-bit and the magenta is just for conveniency. Anyway, I would appreciate if someone could advice me what library should I use to load my images (I need to load them in GL_RGBA format, both internal and texture specific).

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  • Graphical sandbox for pathfinding

    - by vrode
    If you needed a clean and consistent sandbox for pathfinding what would you use? I want to experiment with different pathfinding algorithms by sending virtual units (robots) around obstacles on a geometric plane. But I don't need a feature overkill like a game engine or Flash might have, just an animated report and native collision detector. I prefer it to be scripted in python, but if there are java or C++ alternatives I would appreciate them as well.

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  • Swing Grid Layout or JTable

    - by ikurtz
    greetngs, i am trying to learn Java and Swing by writing a simple game of connect4. i am hoping you could guide me regarding the following issue: to emulate the connect4 grid should i use a JTable or rely on Grid layout? thank you.

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  • Good Project Organization Software

    - by QAH
    Hello everyone! I am really having a hard time trying to set a schedule with development of my game. I would do better and quicker development if I had some sort of schedule to go by. What are some good programs out there, desktop or web, that allow you to easily organize your project and set development goals and milestones? I would prefer options that are free in cost, but feel free to mention non-free programs also. Thanks alot

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  • How can I ensure that when I shuffle my puzzle I still end up with an even permutation?

    - by Mithrax
    I'm interested making an implementation of the 14-15 puzzle: I'm creating an array with the values 0 - 15 in increasing order: S = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 } Now, what I want to do is shuffle them to create a new instance of the puzzle. However, I know that if I create a board with an "odd permutation" than it is unsolvable. Wikipedia says I need to create the puzzle with an even permutation. I believe this means that I simply have to do ensure I do an even number of swaps? How would I modify Fisher-Yates so I ensure I end up with an even permutation at the end? If I do a swap for every element in the array that would be 16 swaps which I believe would be an even permutation. However, do I need to be concerned about swapping with itself? Is there any other way to ensure I have a valid puzzle?

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  • Behavior of deployment tool in Visual Studio Express

    - by Bart Silverstrim
    I created a quick game in VS Express (2008) and used the built-in deployment tool (click once?) to create an installer. I took it to another computer, ran it (Windows XP) to install from a burned CD. It created the program but only for the logged in user. Is there a setting I'm missing for installing it to all users on an XP system? Or is this a limitation of the Express edition's installer?

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