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  • How to correctly calculate FPS in XNA?

    - by Tomek Tarczynski
    I wrote a component to display current FPS. The most important part of it is: public override void Update(GameTime gameTime) { elapseTime += (float)gameTime.ElapsedRealTime.TotalSeconds; frameCounter++; if (elapseTime > 1) { FPS = frameCounter; frameCounter = 0; elapseTime = 0; } base.Update(gameTime); } In most cases it works ok, but recently I had a problem. When I put following code into Update method of game strange thing starts to happen. if (threadPath == null || threadPath.ThreadState != ThreadState.Running) { ThreadStart ts = new ThreadStart(current.PathFinder.FindPaths); threadPath = new Thread(ts); threadPath.Priority = ThreadPriority.Highest; threadPath.Start(); } Main idea of this code is to run pathFinding algorithm in different thread all the time. By strange things I mean that sometimes FPS drasticly decreases, this is obvious, but displayed FPS changes more often than once a second. If I understand this code FPS can't change more often than once a second. Can someone explain me what's going on?

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  • Android app resets on orientation change, best way to handle?

    - by Anthony Westover
    So I am making a basic chess app to play around with some various elements of android programming and so far I am learning a lot, but this time I am lost. When the orientation of the emulator changes the activity gets reset. Based on my research the same thing will happen anytime the application is paused/interrupted, ie. keyboard change, phone call, hitting the home key etc. Obviously, it is not viable to have a chess game constantly reset, so once again I find myself needing to learn how to fix this problem. My research brings up a few main things, overriding the onPaused method in my Activity, listening for Orientation, Keyboard changes in my manifest (via android:configChanges), using Parcelables, or Serialization. I have looked up a lot of sample code using Pacelables, but to be honest it is too confusing. Maybe coming back tomorrow with fresh eyes will be beneficial, but right now the more I look at Parcelables the less sense it makes. My application utilizes a Board object, which has 64 Cell Objects(in an 8x8 2D array), and each cell has a Piece Object, either an actual piece or null if the space is empty. Assuming that I use either Parcelable or Serialization I am assuming that I would have to Parcelize or Serialize each class, Board, Cell, and Piece. First and foremost, is Parcelable or Serialization even the right thing to be looking at for this problem? If so is either Parcelable or Serializable preferred for this? And am I correct in assuming that each of the three objects would have to be Parceled/Serialized? Finally, does anybody have a link to a simple to understand Parcelable tutorial? Anything to help me understand, and stop further headaches down the road when my application expands even further. Any help would be appreciated.

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  • Code Golf: 1x1 black pixel

    - by Joey Adams
    Recently, I used my favorite image editor to make a 1x1 black pixel (which can come in handy when you want to draw solid boxes in HTML cheaply). Even though I made it a monochrome PNG, it came out to be 120 bytes! I mean, that's kind of steep. 120 bytes. For one pixel. I then converted it to a GIF, which dropped the size down to 43 bytes. Much better, but still... Challenge The shortest image file or program that is or generates a 1x1 black pixel. A submission may be: An image file that represents a 1x1 black pixel. The format chosen must be able to represent larger images than 1x1, and cannot be ad-hoc (that is, it can't be an image format you just made up for code golf). Image files will be ranked by byte count. A program that generates such an image file. Programs will be ranked by character count, as usual in code golf. As long as an answer falls into one of these two categories, anything is fair game.

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  • How can I find the song position of a song being played with XACT?

    - by DJ SymBiotiX
    So I'm making a game in XNA and I need to use XACT for my songs (rather than media player). I need to use XACT because each song will have multiple layers that combine when played at the same time (bass, lead, drums) etc. I cant use the media player because the media player can only play one song at a time. Anyways, so lets say I have a song playing with XACT in my project with the following code public SongController() { audioEngine = new AudioEngine(@"Content\Song1\Song1.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Song1\Layers.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Song1\SongLayers.xsb"); songTime = new PlayTime(); Vox = soundBank.GetCue("Vox"); BG = soundBank.GetCue("BG"); Bass = soundBank.GetCue("Bass"); Lead = soundBank.GetCue("Lead"); Other = soundBank.GetCue("Other"); Vox.SetVariable("CueVolume", 100.0f); BG.SetVariable("CueVolume", 100.0f); Bass.SetVariable("CueVolume", 100.0f); Lead.SetVariable("CueVolume", 100.0f); Other.SetVariable("CueVolume", 100.0f); _bassVol = 100.0f; _voxVol = 100.0f; _leadVol = 100.0f; _otherVol = 100.0f; Vox.Play(); BG.Play(); Bass.Play(); Lead.Play(); Other.Play(); } So when I look at the variables in Vox, or BG (they are Cue's btw) I cant seem to find any play position in them. So I guess the question is: Is there a variable I can query to find that data, or do I need to make my own class that starts counting up from the time I start the song? Thanks

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  • Newbie, deciding Python or Erlang

    - by Joe
    Hi Guys, I'm a Administrator (unix, Linux and some windows apps such as Exchange) by experience and have never worked on any programming language besides C# and scripting on Bash and lately on powershell. I'm starting out as a service provider and using multiple network/server monitoring tools based on open source (nagios, opennms etc) in order to monitor them. At this moment, being inspired by a design that I came up with, to do more than what is available with the open source at this time, I would like to start programming and test some of these ideas. The requirement is that a server software that captures a stream of data and store them in a database(CouchDB or MongoDB preferably) and the client side (agent installed on a server) would be sending this stream of data on a schedule of every 10 minutes or so. For these two core ideas, I have been reading about Python and Erlang besides ruby. I do plan to use either Amazon or Rackspace where the server platform would run. This gives me the scalability needed when we have more customers with many servers. For that reason alone, I thought Erlang was a better fit(I could be totally wrong, new to this game) and I understand that Erlang has limited support in some ways compared to Ruby or Python. But also I'm totally new to the programming realm of things and any advise would be appreciated grately. Jo

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  • Android 2.2 and "Bad address family" on Socket Connect

    - by Josh
    I have a fairly simple game that works perfectly on every version now up through 2.1, but with the new 2.2 (Froyo) release I am unable to create a socket. I am using the mina package for nio, and get this exception: W/System.err( 263): java.net.SocketException: Bad address family W/System.err( 263): at org.apache.harmony.luni.platform.OSNetworkSystem.connectStreamWithTimeoutSocketImpl(Native Method) W/System.err( 263): at org.apache.harmony.luni.platform.OSNetworkSystem.connect(OSNetworkSystem.java:115) W/System.err( 263): at org.apache.harmony.nio.internal.SocketChannelImpl.connect(SocketChannelImpl.java:272) W/System.err( 263): at org.apache.harmony.nio.internal.PipeImpl$SinkChannelImpl.finishConnect(PipeImpl.java:164) W/System.err( 263): at org.apache.harmony.nio.internal.PipeImpl.(PipeImpl.java:48) W/System.err( 263): at org.apache.harmony.nio.internal.SelectorProviderImpl.openPipe(SelectorProviderImpl.java:51) W/System.err( 263): at org.apache.harmony.nio.internal.SelectorImpl.(SelectorImpl.java:141) W/System.err( 263): at org.apache.harmony.nio.internal.SelectorProviderImpl.openSelector(SelectorProviderImpl.java:58) W/System.err( 263): at java.nio.channels.Selector.open(Selector.java:48) W/System.err( 263): at org.apache.mina.transport.socket.nio.SocketConnector.startupWorker(SocketConnector.java:248) W/System.err( 263): at org.apache.mina.transport.socket.nio.SocketConnector.connect(SocketConnector.java:210) W/System.err( 263): at org.apache.mina.transport.socket.nio.SocketConnector.connect(SocketConnector.java:137) W/System.err( 263): at org.apache.mina.common.support.BaseIoConnector.connect(BaseIoConnector.java:40) Later in the log, usually immediately following I get this: W/System.err( 263): java.lang.NullPointerException W/System.err( 263): at org.apache.harmony.nio.internal.SelectorImpl.wakeup(SelectorImpl.java:418) W/System.err( 263): at org.apache.mina.transport.socket.nio.SocketConnector.connect(SocketConnector.java:222) W/System.err( 263): at org.apache.mina.transport.socket.nio.SocketConnector.connect(SocketConnector.java:137) W/System.err( 263): at org.apache.mina.common.support.BaseIoConnector.connect(BaseIoConnector.java:40) I have done all the googling and looking around I can think of and found nothing. The closest I have come seems to be an old JDK bug with ipv6 support on XP and Vista machines (I'm running Vista). Recommendations included disabling ipv6 (that did not work) and disabling ipv4 and leaving ipv6 (will not work for me as my router and ISP don't support it and so could not test anyway). Any thoughts, suggestions, things I have not tried? Thanks, Josh

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  • Java: How to have an ArrayList as instance variable of an object?

    - by JDelage
    All, I'm working on a class project to build a little Connect4 game in Java. My current thinking is to have a class of Columns that have as instance variable a few integers (index, max. length, isFull?) and one ArrayList to receive both the integers above and the plays of each players (e.g., 1's and 0's standing for X's and O's). This is probably going to be split between 2 classes but the question remains the same. My current attempt looks like this: import java.util.ArrayList; public class Conn4Col { public int hMax; public int index; public final int initialSize = 0; public final int fullCol = 0; public ArrayList<Integer>; (...)} Unfortunately, this doesn't compile. The compiler says an is missing where my ArrayList declaration stands. We're just starting objects and we haven't really looked into other instance variables than the basic types. Can someone tell me where my error is and how to correct it? Many thanks, JDelage

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  • Looking for a good world map generation algorithm

    - by FalconNL
    I'm working on a Civilization-like game and I'm looking for a good algorithm for generating Earth-like world maps. I've experimented with a few alternatives, but haven't hit on a real winner yet. One option is to generate a heightmap using perlin noise and add water at a level so that about 30% of the world is land. While perlin noise (or similar fractal-based techniques) are frequently used for terrain and is reasonably realistic, it doesn't offer much in the way of control over the number, size and position of the resulting continents, which I'd like to have from a gameplay perspective. See http://farm3.static.flickr.com/2792/4462870263_ff26c40365_o.jpg for an example (sorry, can't post pictures yet). A second option is to start with a randomly positioned one-tile seed (I'm working on a grid of tiles), determine the desired size for the continent and each turn add a tile that is horizontally or vertically adjacent to the existing continent until you've reached the desired size. Repeat for the other continents. This technique is part of the algorithm used in Civilization 4. The problem is that after placing the first few continents, it's possible to pick a starting location that's surrounded by other continents, and thus won't fit the new one. Also, it has a tendency to spawn continents too close together, resulting in something that looks more like a river than continents. See http://farm5.static.flickr.com/4069/4462870383_46e86b155c_o.jpg for an example. Does anyone happen to know a good algorithm for generating realistic continents on a grid-based map while keeping control over their number and relative sizes?

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  • C# Assembly not found at runtime

    - by Gustavo Cardoso
    A strange error begans to happen with my XNA project on a new pc. I have two projects on the solution and a library that is used by both of them. One of the projects, a XNA Game Project, runs perfectly. The other project is a mix of WindowsForm and XNA. The form launches a XNA class when a button is clicked. When I run the program, it works great till the moment I click the button which launch the XNA class. A FileNotFoundException is fired exactly at the moment that the constructor will be executed. System.IO.FileNotFoundException was unhandled Message="Could not load file or assembly 'Microsoft.Xna.Framework, Version=3.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d' or one of its dependencies. The system cannot find the path specified." The reference is correct, there is no problem on compilation. We already tried to delete the reference and add it again but it didn't work. Everything worked correctly in others teammate's pc. Anyone has any idea what is the problem?

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  • Algorithm to get through a maze

    - by Sam
    Hello, We are currently programming a game (its a pretty unknown language: modula 2), And the problem we encountered is the following: we have a maze (not a perfect maze) in a 17 x 12 grid. The computer has to generate a way from the starting point (9, 12) to the end point (9, 1). I found some algorithms but they dont work when the robot has to go back: xxxxx x => x x xxx or: xxxxx x xxxxxx x x x x x xxxxxx x => x xxxxxxxxx I found a solution for the first example type but then the second type couldn't be solved and the solution I made up for the second type would cause the robot to get stuck in the first type of situation. It's a lot of code so i'll give the idea: WHILE (end destination not reached) DO { try to go right, if nothing blocks you: go right if you encounter a block, try up until you can go right, if you cant go up anymore try going down until you can go right, (starting from the place you first were blocked), if you cant go down anymore, try one step left and fill the spaces you tested with blocks. } This works for the first type of problem ... not for the second one. Now it could be that i started wrong so i am open for better algorithms or solutions specificaly to how i could improve my algorithm. Thanks a lot!!

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  • Resources related to data-mining and gaming on social networks

    - by darren
    Hi all I'm interested in the problem of patterning mining among players of social networking games. For example detecting cheaters of a game, given a company's user database. So far I have been following the usual recipe for a data mining project: construct a data warehouse that aggregates significant information select a classifier, and train it with a subsectio of records from the warehouse validate classifier with another test set lather, rinse, repeat Surprisingly, I've found very little in this area regarding literature, best practices, etc. I am hoping to crowdsource the information gathering problem here. Specifically what I'm looking for: What classifiers have worked will for this type of pattern mining (it seems highly temporal, users playing games, users receiving rewards, users transferring prizes etc). Are there any highly agreed upon attributes specific to social networking / gaming data? What is a practical amount of information that should be considered? One problem I've run into is data overload, where queries and data cleansing may take days to complete. Related to point above, what hardware resources are required to produce results? I've found it difficult to estimate the amount of computing power I will require for production use. It has become apparent that a white box in the corner does not have enough horse-power for such a project. Are companies generally resorting to cloud solutions? Are they buying clusters? Basically, any resources (theoretical, academic, or practical) about implementing a social networking / gaming pattern-mining program would be very much appreciated. Thanks.

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  • why i add more insignificant code but cost less time

    - by user3714382
    i write a method and when i add some insignificant code it works faster, like these : array[1]=array[1]; array[0]=array[0]; array[3]=array[3]; array[2]=array[2]; i use double t=System.currentTimeMillis(); at first to record the time. then call the method and use System.out.println(System.currentTimeMillis()-t); in the end. when i delete the code (array[1]=array[1];...) the cost time is 1035.0 ms,but if i add these code, the cost time become 898.0ms. here is my method and my code. PS:this method is use for the game 2048, exp: {2,2,2,2} trans to {0,0,4,4} static void toRight2(int[] array){ if (array[2]==array[3] ) { array[3]=array[2]*2; if (array[0]==array[1]) { array[2]=array[1]*2; array[0]=0; array[1]=0; }else { array[2]=array[1]; array[1]=array[0]; array[0]=0; } } else{ if (array[0]==array[1]) { array[1]=array[1]*2; array[0]=0; array[3]=array[3]; array[2]=array[2]; }else { array[1]=array[1];//delete this cost more time array[0]=array[0];//delete this cost more time array[3]=array[3];//delete this cost more time array[2]=array[2];//delete this cost more time } } } public static void main(String[] args) { double t=System.currentTimeMillis(); int[] array={1,2,3,3}; for (int j = 2; j <400*1000000; j++) { toRight2(array); } System.out.println(System.currentTimeMillis()-t); }

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  • Nunit Relative Path failing

    - by levi.siebens
    I'm having an issue with Nunit where I cannot find an image file when I run my tests and each time it looks for images it looks in the Nunit folder instead of looking inside the folder where the binary resides. Below is a detailed description of what's happening. I'm building a binary that is under test which contains the definition for some game elements and png files which will define the sprites I'm using (for sanity sake call it Binary1) Nunit runs tests from a seperate binary (Binary1Test) executing test methods against the first binary (Binary1). All tests pass, unless the test executes code in Binary1 which then requires Binary1 to use one of the image files (which are defined via a relative path). When the method is called, Nunit throws a file not found exception stating that it cannot find the file and states it's looking inside of the Program Files\Nunit.net 2.0 folder So I have no idea why the code is doing this, and to make matters more confusing when I pull up Enviornment.CurrentDirectory it gives me the correct path (the path to my debug folder) and not the path to nunit. Also if I use this instead of using the relative path, my tests will run without issue. So my question is, does anyone know why in the case of loading relative paths from within my binary that nunit decides to use it's directory instead of the directory where the binary is located and where the images are stored? Thanks.

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  • SCM for Xcode?

    - by Gregor
    I am developing an application for the Mac as a small team (me + another person) effort. We are located in different cities, and have started to see the need for solid source control management. None of us have any experience with this, and both of us are relatively new to Cocoa/Obj-C/Xcode (but do have C knowledge). Does anyone have any recommendations as to which SCM system to choose? I understand that a lot of people are using Subversion, which is also supported in Xcode 3.1. Does anyone have experience with using Subversion through Xcode? Or is it a better option to chose a stand alone GUI alternative, such as Versions? Grateful for any input on this. Gregor Tomasevic, Sweden Update/personal experiences: Since this post, we have tried Versions and Cornerstone (both of which are SVN GUI-clients), as well as Xcodes built-in support for SVN. We were not particularly pleased with Versions, which seemed to have some problems with committing unversioned files/build files. The built-in SVN support in Xcode works quite well, although it probably has limitations that we have still not run into. Cornerstone is both simple to use and powerful, and does not seem to suffer from the problems we encountered with Versions. So far, we have just tried committing, updating repo, checking out latest/previous versions of our files and worked some with file comparison. It might be a whole different ball game once you start working extensively with branching, an area which we have been told both these GUI clients might have some weaknesses in. For what it's worth (and with only days of evaluation) Cornerstone seems to be a somewhat better alternative, although for simpler SCM, Xcode works well too. Thanks for all the comments.

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  • Scheme homework Black jack help....

    - by octavio
    So I need to do a game of blackjack simulator, butt can't seem to figure out whats wrong with the shuffle it's suppose to take a card randomly from the pack the put it on top of the pack. The delete it from the rest. so : (ace)(2)(3)(4)(5)...(k) if random card is let say 5 (5)(ace)(2)(3)(4)(5)...(k) then it deletes the 2nd 5 (5)(ace)(2)(3)(4)(6)...(k) here is the code: (define deck '((A . C) (2 . C) (3 . C) (4 . C) (5 . C) (6 . C) (7 . C) (8 . C) (9 . C) (10 . C) (V . C) (Q . C) (K . C))) ;auxilliary function for shuffle let you randomly select a card. (define shuffAux (lambda (t) (define cardR (lambda (t) (list-ref t (random 13)))) (cardR t))) ;auxilliary function used to remove the card after the car to prevent you from removing the randomly selected from the car(begining of the deck). (define (removeDupC card deck) (delete card (cdr deck)) ) (define shuffle2ndtry (lambda (deck seed) (define do-shuffle (lambda (deck seed) (if (> seed 0)( (cons (shuffAux deck) deck) (removeDupC (car deck) deck) (- 1 seed)) (write deck) ) ) ) (do-shuffle deck seed))) (define (shuffle deck seed) (define cards (cons (shuffAux deck) deck)) (write cards) (case (> seed 0) [(#t) (removeDupC (car cards) (cdr cards)) (shuffle cards (- seed 1))] [(#f) (write cards)])) (define random (let ((seed 0) (a 3141592653) (c 2718281829) (m (expt 2 35))) (lambda (limit) (cond ((and (integer? limit)) (set! seed (modulo (+ (* seed a) c) m)) (quotient (* seed limit) m)) (else (/ (* limit (random 34359738368)) 34359738368)))))) ;function in which you can delete an element from the list. (define delete (lambda (item list) (cond ((equal? item (car list)) (cdr list)) (else (cons (car list) (delete item (cdr list))))))) (

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  • Open Source Web Frameworks : Security

    - by trappedIntoCode
    How secure are popular open source web frameworks? I am particularly interested in popular frameworks like Rails and DJango. If I am building a site which is going to do heavy e-commerce, is it Ok to use frameworks like DJango and Satchmo? Is security compromised because their open architecture ? I know being OS does not mean being down right open to hackers, Linux uses superb authentication mechanism, but web is a different game. What can be done in this regard? UPDATE: Thanks for answers guys. I understand that I will have to find a suitable hosting service for a secure e-commerce application and that additional layers of security will be needed. I understand that Django and Rails have been designed keeping security aspects in mind, the most common form attacks like XSS, Injections etc. (Django book has a ch on Security) I was expecting comments from security Gurus. If you are a security Guru, would you recommend an important site, which is likely going to be popular, to be built on DJango or Rails?

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  • How do I check to see if my subview is being touched?

    - by Amy
    I went through this tutorial about how to animate sprites: http://icodeblog.com/2009/07/24/iphone-programming-tutorial-animating-a-game-sprite/ I've been attempting to expand on the tutorial by trying to make Ryu animate only when he is touched. However, the touch is not even being registered and I believe it has something to do with it being a subview. Here is my code: -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ UITouch *touch = [touches anyObject]; if([touch view] == ryuView){ NSLog(@"Touch"); } else { NSLog(@"No touch"); } } -(void) ryuAnims{ NSArray *imageArray = [[NSArray alloc] initWithObjects: [UIImage imageNamed:@"1.png"], [UIImage imageNamed:@"2.png"], [UIImage imageNamed:@"3.png"], [UIImage imageNamed:@"4.png"], [UIImage imageNamed:@"5.png"], [UIImage imageNamed:@"6.png"], [UIImage imageNamed:@"7.png"], [UIImage imageNamed:@"8.png"], [UIImage imageNamed:@"9.png"], [UIImage imageNamed:@"10.png"], [UIImage imageNamed:@"11.png"], [UIImage imageNamed:@"12.png"], nil]; ryuView.animationImages = imageArray; ryuView.animationDuration = 1.1; [ryuView startAnimating]; } -(void)viewDidLoad { [super viewDidLoad]; UIImageView *image = [[UIImageView alloc] initWithFrame: CGRectMake(100, 125, 150, 130)]; ryuView = image; ryuView.image = [UIImage imageNamed:@"1.png"]; ryuView.contentMode = UIViewContentModeBottomLeft; [self.view addSubview:ryuView]; [image release]; } This code compiles fine, however, when touching or clicking on ryu, nothing happens. I've also tried if([touch view] == ryuView.image) but that gives me this error: "Comparison of distinct Objective-C type 'struct UIImage *' and 'struct UIView *' lacks a cast." What am I doing wrong?

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  • Eliminate horizontal scrolling in div in favor of horizontal scrolling in browser window

    - by Casey Flynn
    I have a div, set to 800px wide, that will automatically scroll horizontally if the browser window is resized to < 800px. The behavior I would like, is to have the browser window scroll instead of the div. It would seem simple but for some reason I'm getting hung up on it. Any ideas? The page in question: http://www.caseyflynn.com/game/ The div CSS: div#main_container { border: 1px solid #FFF; width:800px; margin-left:auto; margin-right:auto; padding:0px; background-color:#FFF; overflow:hidden; } The BODY CSS: html, body { background-color:#000; border:0px; margin:0px; padding:0px; font-family : Arial, Helvetica, sans-serif; font-size : 62.5%; overflow:auto; } I'm assuming anyone looking at this will have the ability to see the HTML and the CSS. Thanks!

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  • iPhone openGLES performance tuning

    - by genesys
    Hey there! I'm trying now for quite a while to optimize the framerate of my game without really making progress. I'm running on the newest iPhone SDK and have a iPhone 3G 3.1.2 device. I invoke arround 150 drawcalls, rendering about 1900 Triangles in total (all objects are textured using two texturelayers and multitexturing. most textures come from the same textureAtlasTexture stored in pvrtc 2bpp compressed texture). This renders on my phone at arround 30 fps, which appears to me to be way too low for only 1900 triangles. I tried many things to optimize the performance, including batching together the objects, transforming the vertices on the CPU and rendering them in a single drawcall. this yelds 8 drawcalls (as oposed to 150 drawcalls), but performance is about the same (fps drop to arround 26fps) I'm using 32byte vertices stored in an interleaved array (12bytes position, 12bytes normals, 8bytes uv). I'm rendering triangleLists and the vertices are ordered in TriStrip order. I did some profiling but I don't really know how to interprete it. instruments-sampling using Instruments and Sampling yelds this result: http://neo.cycovery.com/instruments_sampling.gif telling me that a lot of time is spent in "mach_msg_trap". I googled for it and it seems this function is called in order to wait for some other things. But wait for what?? instruments-openGL instruments with the openGL module yelds this result: http://neo.cycovery.com/intstruments_openglES_debug.gif but here i have really no idea what those numbers are telling me shark profiling: profiling with shark didn't tell me much either: http://neo.cycovery.com/shark_profile_release.gif the largest number is 10%, spent by DrawTriangles - and the whole rest is spent in very small percentage functions Can anyone tell me what else I could do in order to figure out the bottleneck and could help me to interprete those profiling information? Thanks a lot!

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  • NSXMLParser: how do I wait until loading has finished?

    - by Archagon
    Let's say I'm using NSXMLParser to load a level (stored as an XML document, obviously) into my iPhone game. NSXMLParser works by assigning a delegate and sending it messages at key moments. How do I ensure that my entire level is loaded before doing anything else? I know I can make my main class the delegate and implement parserDidEndDocument, but this feels very hacky. My main class shouldn't have to know anything about the way the parsing is done! On the other hand, if I make a separate class/delegate for parsing my level, my main class has no way of knowing when the parsing is finished, unless it queries the parsing class continuously or the parsing class sends it a message. Either way, the main class would be tied to the implementation of the parsing class. Can I hide all this event-driven business from the main class and simply make the parser return the level object when it's done? (i.e., newLevel = [[GameLevel alloc] initFromXML:xmlfile], which would in turn use NSXMLParser to load the level and then somehow return when finished.) At the moment, I'm using an external DOM parser, but I'm curious how this would be done with NSXMLParser. Sorry if this is a stupid question -- I'm a bit new to this!

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  • Simulating aspects of static-typing in a duck-typed language

    - by Mike
    In my current job I'm building a suite of Perl scripts that depend heavily on objects. (using Perl's bless() on a Hash to get as close to OO as possible) Now, for lack of a better way of putting this, most programmers at my company aren't very smart. Worse, they don't like reading documentation and seem to have a problem understanding other people's code. Cowboy coding is the game here. Whenever they encounter a problem and try to fix it, they come up with a horrendous solution that actually solves nothing and usually makes it worse. This results in me, frankly, not trusting them with code written in duck typed language. As an example, I see too many problems with them not getting an explicit error for misusing objects. For instance, if type A has member foo, and they do something like, instance->goo, they aren't going to see the problem immediately. It will return a null/undefined value, and they will probably waste an hour finding the cause. Then end up changing something else because they didn't properly identify the original problem. So I'm brainstorming for a way to keep my scripting language (its rapid development is an advantage) but give an explicit error message when an an object isn't used properly. I realize that since there isn't a compile stage or static typing, the error will have to be at run time. I'm fine with this, so long as the user gets a very explicit notice saying "this object doesn't have X" As part of my solution, I don't want it to be required that they check if a method/variable exists before trying to use it. Even though my work is in Perl, I think this can be language agnostic.

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  • Raytracing (LoS) on 3D hex-like tile maps

    - by herenvardo
    Greetings, I'm working on a game project that uses a 3D variant of hexagonal tile maps. Tiles are actually cubes, not hexes, but are laid out just like hexes (because a square can be turned to a cube to extrapolate from 2D to 3D, but there is no 3D version of a hex). Rather than a verbose description, here goes an example of a 4x4x4 map: (I have highlighted an arbitrary tile (green) and its adjacent tiles (yellow) to help describe how the whole thing is supposed to work; but the adjacency functions are not the issue, that's already solved.) I have a struct type to represent tiles, and maps are represented as a 3D array of tiles (wrapped in a Map class to add some utility methods, but that's not very relevant). Each tile is supposed to represent a perfectly cubic space, and they are all exactly the same size. Also, the offset between adjacent "rows" is exactly half the size of a tile. That's enough context; my question is: Given the coordinates of two points A and B, how can I generate a list of the tiles (or, rather, their coordinates) that a straight line between A and B would cross? That would later be used for a variety of purposes, such as determining Line-of-sight, charge path legality, and so on. BTW, this may be useful: my maps use the (0,0,0) as a reference position. The 'jagging' of the map can be defined as offsetting each tile ((y+z) mod 2) * tileSize/2.0 to the right from the position it'd have on a "sane" cartesian system. For the non-jagged rows, that yields 0; for rows where (y+z) mod 2 is 1, it yields 0.5 tiles. I'm working on C#4 targeting the .Net Framework 4.0; but I don't really need specific code, just the algorithm to solve the weird geometric/mathematical problem. I have been trying for several days to solve this at no avail; and trying to draw the whole thing on paper to "visualize" it didn't help either :( . Thanks in advance for any answer

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  • Ideas for networking project

    - by Chris Thompson
    Hi all, I'm a graduating senior in computer science taking a computer networks class and I'm trying to figure out my final project. I normally am not at a loss for ideas but be it senioritis or straight burn out, I've got nothing. I've done some fun stuff in the past, but I just can't seem to come up with a good idea. Given the mass of brilliance on this site, I figured it would be a good place to request some suggestions. To give you an idea of scope, it's due in about a month and I would consider myself proficient with mobile architectures like Android (although I have no iPhone experience) along with Java, C++, etc. If you can suggest an idea, I'd be happy to make it work in whatever language I know. Like I said, I'm a senior and will be graduating so I'd rather not take on something that would kill me... Also, I'd be happy to make it open source if it's an idea you'd always wanted to work on but didn't have the time to start. Thanks in advance for the help! Chris Edit 1: Thanks so much for the suggestions everyone! Unfortunately I've actually already written a chat client (for a network security class) and I think I'd run into some honor code issues if I did that again, although that's always a great option. I like the game idea and that's actually something I've never attempted before (in any capacity) although given that, I'm a little scared about time...

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  • Android Scoreloop, OpenFeint etc al

    - by theblitz
    I am looking to use one of the social networks in my Android program. Most important for me is the ability to build a continuous leadership board in which players move up and down depending their wins/loses to others. The idea is for players to challenge others head-to-head. The winner gains points and the loser loses points. Equally important, I want this feature to include the possibility to "charge" the player game coins. Scoreloop includes the possibility of challenges but they are there in order to win coins off other players. In other words, they are the means to the end. In my case I need it to be the other way around. The "ends" is to be higher in the leadership board and the "means" are to play others with coins. Scoreloop do have a continuos leadership board but it is not accessible from the program. I tried looking at OpenFeint but their site is a real mess. It is impossible to understand from there exactly what is and isn't available. I signed up and tried to add my program. I ended up adding it four times and cannot delete it!

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  • Best cubicle toys for programming

    - by dlamblin
    I need some employee/co-worker Christmas gift ideas. Do you have any good cubicle toys that help you to do any of: think about programming problems solve programming problems by representing common abstractions can be directly programmed can interface with a PC based IDE to be programmed. it may present problems that can be solved, to kick start problem solving. Disallowed items are: reference material in book, pamphlet, poster or cheat-sheet form, even if it has kick ass pop-cultural references. edibles. [discuss separately] things that need their own lab-space and/or extensive tools to be worked with. So yes, Lego Mindstorms come to mind, but they aren't cubicle toys because they cost more than cubicle toys would, and they have too many losable parts. comments on the answers so far: The 20 Questions game sounds quite neat as it could get you thinking; The bean balls could be used as tokens in a problem, so I can see that working. The magnetic toys like ball of whacks or the ball-and-stick ones present hands on fun of a structural nature... now can there be a similar hands on fun toy that aids in representing a solution to a problem? The Gui Mags clearly could, but they're quite utility oriented. The AVR Butterfly is less of a toy but definitely priced attractively, cheaper and more responsive than a basic stamp. I'm not going to pick an answer; there's several great suggestions here. Thank you.

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