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  • Odd background image resizing on animating UIView

    - by Woody
    I have a UIView in the middle of a view that I am using as a game playing area (in a 2d cocoa view). This image has a background image of the same size as the view. Resizing the view I use animation to make it look smooth (and that works fine). However, when the animation starts, the background image immediately changes size, tiling or being clipped to a size that when the animation finishes, the background image is physically the same size. I don't want this, I want the image to always fit the view, regardless of the view size. UIImage *bgImage = [UIImage imageNamed:@"head.png"]; ... // resize the image returning another image self.view.backgroundColor = [[UIColor alloc] initWithPatternImage:resizedImage]; [UIView beginAnimations:@"resizeView" context:nil]; [UIView setAnimationDuration:.5]; int localViewSize = ... // work out view sizes self.view.frame = CGRectMake(... ,localViewSize,localViewSize); [UIView commitAnimations]; It looks very odd as it jumps to a different size, then animates to the original size. I am guessing that maybe I would have to make a separate view underneath my main view but is that the only way?

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  • How important is managing memory in Objective-C?

    - by Alex Mcp
    Background: I'm (jumping on the bandwagon and) starting learning about iPhone/iPad development and Objective-C. I have a great background in web development and most of my programming is done in javascript (no libraries), Ruby, and PHP. Question: I'm learning about allocating and releasing memory in Objective-C, and I see it as quite a tricky task to layer on top of actually getting the farking thing to run. I'm trying to get a sense of applications that are out there and what will happen with a poorly memory-managed program. A) Are apps usually released with no memory leaks? Is this a feasible goal, or do people more realistically just excise the worst offenders and that's ok? B) If I make an NSString for a title of a view, let's say, and forget to deallocate it it, does this really only become a problem if I recreate that string repeatedly? I imagine what I'm doing is creating an overhead of the memory needed to store that string, so it's probably quite piddling (a few bytes?) However if I have a rapidly looping cycle in a game that 'leaks' an int every cycle or something, that would overflow the app quite quickly. Are these assumptions correct? Sorry if this isn't up the community-wiki alley, I'm just trying to get a handle on how to think about memory and how careful I'll need to be. Any anecdotes or App Store-submitted app experiences would be awesome to hear as well.

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  • Need help making a check statement to make sure al the controls are not blank

    - by Michael Quiles
    This is for a tic tac toe game. I need help making a check statement to see if all the controls' Texts are non-blank, and if they are, you have a draw (if someone had won the previous code would have discovered that). Can you give me a good example using my code. using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows.Forms; using System.Drawing; namespace MyGame { public class Result1 { static private int[,] Winners = new int[,] { // main gameplay Ex: if x is on 0,1,2 x is the winner {0,1,2}, {3,4,5}, {6,7,8}, {0,3,6}, {1,4,7}, {2,5,8}, {0,4,8}, {2,4,6}, }; static public bool CheckWinner(Button[] myControls) { //bolean statement to check for the winner bool gameOver = false; for (int i = 0; i < 8; i++) { int a = Winners[i, 0]; int b = Winners[i, 1]; int c = Winners[i, 2]; Button b1 = myControls[a], b2 = myControls[b], b3 = myControls[c]; if (b1.Text == "" || b2.Text == "" || b3.Text == "") continue; if (b1.Text == b2.Text && b2.Text == b3.Text) { b1.BackColor = b2.BackColor = b3.BackColor = Color.LightCoral; b1.Font = b2.Font = b3.Font = new System.Drawing.Font("Microsoft Sans Serif", 32F, System.Drawing.FontStyle.Italic & System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((System.Byte)(0))); gameOver = true; xWinnerForm xWinnerForm = new xWinnerForm(); xWinnerForm.ShowDialog(); //only works with show not showDialog method gets overloaded (b1.Text + " is the Winner"); to get around this I added and image showing the last player } } return gameOver; } } }

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  • Code Golf: Connect 4

    - by Matthieu M.
    If you don't know the Connect 4 game, follow the link :) I used to play it a lot when I was a child. At least until my little sister got bored with me winning... Anyway I was reading the Code Golf: Tic Tac Toe the other day and I thought that solving the Tic Tac Toe problem was simpler than solving the Connect 4... and wondered how much this would reflect on the number of characters a solution would yield. I thus propose a similar challenge: Find the winner The grid is given under the form of a string meant to passed as a parameter to a function. The goal of the code golf is to write the body of the function, the parameter will be b, of string type The image in the wikipedia article leads to the following representation: "....... ..RY... ..YYYR. ..RRYY. ..RYRY. .YRRRYR" (6 rows of 7 elements) but is obviously incomplete (Yellow has not won yet) There is a winner in the grid passed, no need to do error checking Remember that it might not be exactly 4 The expected output is the letter representing the winner (either R or Y) I expect perl mongers to produce the most unreadable script (along with Ook and whitespace, of course), but I am most interested in reading innovative solutions. I must admit the magic square solution for Tic Tac Toe was my personal fav and I wonder if there is a way to build a similar one with this. Well, happy Easter weekend :) Now I just have a few days to come up with a solution of my own!

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  • Looking for ideas how to refactor my (complex) algorithm

    - by _simon_
    I am trying to write my own Game of Life, with my own set of rules. First 'concept', which I would like to apply, is socialization (which basicaly means if the cell wants to be alone or in a group with other cells). Data structure is 2-dimensional array (for now). In order to be able to move a cell to/away from a group of another cells, I need to determine where to move it. The idea is, that I evaluate all the cells in the area (neighbours) and get a vector, which tells me where to move the cell. Size of the vector is 0 or 1 (don't move or move) and the angle is array of directions (up, down, right, left). This is a image with representation of forces to a cell, like I imagined it (but reach could be more than 5): Let's for example take this picture: Forces from lower left neighbour: down (0), up (2), right (2), left (0) Forces from right neighbour : down (0), up (0), right (0), left (2) sum : down (0), up (2), right (0), left (0) So the cell should go up. I could write an algorithm with a lot of if statements and check all cells in the neighbourhood. Of course this algorithm would be easiest if the 'reach' parameter is set to 1 (first column on picture 1). But what if I change reach parameter to 10 for example? I would need to write an algorithm for each 'reach' parameter in advance... How can I avoid this (notice, that the force is growing potentialy (1, 2, 4, 8, 16, 32,...))? Can I use specific design pattern for this problem? Also: the most important thing is not speed, but to be able to extend initial logic. Things to take into consideration: reach should be passed as a parameter i would like to change function, which calculates force (potential, fibonacci) a cell can go to a new place only if this new place is not populated watch for corners (you can't evaluate right and top neighbours in top-right corner for example)

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  • IBasic Accumulator

    - by Tara
    I am trying to do an accumulator in IBasic for a college assignment and I have the general stuff down but I cannot get it to accumulate. The code is below. My question is how do I get it to accumulate and pass to the different module. I'm trying to calculate how many right answers the user gets. Also, i need to calculate the percentage of right answers. so if the user gets 9 out of 10 right theyed answer 90% right. 'October 15, 2009 ' 'Lab 7.5 Programming Challenge 1 - Average Test Scores ' 'This is a dice game ' declare main() declare inputName(name:string) declare getAnswer(num1:int, num2:int) declare getResult(num1:int, num2:int, answer:int) declare avgRight(getRight:int) declare printInfo(name:string, getRight:int, averege:float) openconsole main() do:until inkey$<>"" closeconsole end sub main() def name:string def num1, num2, answer, total, getRight:int def averege:float inputName (name) getRight = 0 For counter = 1 to 10 getRight = getAnswer(num1, num2) getRight = getRight + 1 next counter average = avgRight (getRight) printInfo(Name, getRight, average) end sub inputName (name) Input "Please enter your name: " ,name return sub getAnswer(num1, num2) def answer, getRight:int num1 = rnd (10) + 1 num2 = rnd (10) + 1 Print num1, "+ " ,num2 Input "What is the answer to the equation? " ,answer getRight = getResult(num1, num2, answer) return getRight sub getResult(num1, num2, answer) def getRight:int if answer = num1 + num2 getRight = 1 else getRight = 0 endif return getRight sub avgRight(getRight) def average:float average = getRight / 10 return average sub printInfo(name, getRight, averege) Print "The students name is: " ,name Print "The number right is: " ,getRight Print Using ("&##.#&", "The average right is " ,averege * 100, "%") return

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  • Error when creating JFrame from JFrame

    - by Aly
    Hi, I have an application that is works fine and the JFrame for it is launched in the constructor of a GameInitializer class which takes in some config parameters. I have tried to create a GUI in which allows the user to specify these config parameters and then click submit. When the user clicks submit a new GameInitializer object is created. The error I am getting is: Exception in thread "AWT-EventQueue-0" java.lang.Error: Cannot call invokeAndWait from the event dispatcher thread at java.awt.EventQueue.invokeAndWait(Unknown Source) at javax.swing.SwingUtilities.invokeAndWait(Unknown Source) at game.player.humanplayer.view.HumanView.update(HumanView.java:43) once submit is called this code is executed: values assigned to parames... new GameInitializer(userName, player, Constants.BLIND_STRUCTURE_FILES.get(blindStructure), handState); Then code in the GameInitializer constructor is: public GameInitializer(String playerName, AbstractPlayer opponent, String blindStructureConfig, AbstractHandState handState){ beginGame(playerName, opponent, blindStructureConfig, handState); } public static void beginGame(String playerName, AbstractPlayer opponent, String blindStructureConfig, AbstractHandState handState){ AbstractDealer dealer; BlindStructure.initialize(blindStructureConfig); AbstractPlayer humanPlayer = new HumanPlayer(playerName, handState); AbstractPlayer[] players = new AbstractPlayer[2]; players[0] = humanPlayer; players[1] = opponent; handState.setTableLayout(players); for(AbstractPlayer player : players){ player.initialize(); } dealer = new Dealer(players, handState); dealer.beginGame(); } It basically cascades down and eventually calls this piece of code in the HumanView class: public void update(final Event event, final ReadableHandState handState, final AbstractPlayer player) { try { SwingUtilities.invokeAndWait(new Runnable() { public void run() { gamePanel.update(event, handState, player); validate(); } }); } catch (InterruptedException e) { e.printStackTrace(); } catch (InvocationTargetException e) { e.printStackTrace(); } if(event.equals(Event.HAND_ENDING)){ try { if(handState.wonByShowdown() || handState.isSplitPot()){ Thread.sleep(3500); } else{ Thread.sleep(1000); } } catch (InterruptedException e) { e.printStackTrace(); } } } Do you have any idea why?

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  • Abstract Base Class or Class?

    - by Mohit Deshpande
    For my semester project, my team and I are supposed to make a .jar file (library, not runnable) that contains a game development framework and demonstrate the concepts of OOP. Its supposed to be a FRAMEWORK and another team is supposed to use our framework and vice-versa. So I want to know how we should start. We thought of several approaches: 1. Start with a plain class public class Enemy { public Enemy(int x, int y, int health, int attack, ...) { ... } ... } public class UserDefinedClass extends Enemy { ... } 2. Start with an abstract class that user-defined enemies have to inherit abstract members public abstract class Enemy { public Enemy(int x, int y, int health, int attack, ...) { ... } public abstract void draw(); public abstract void destroy(); ... } public class UserDefinedClass extends Enemy { ... public void draw() { ... } public void destroy() { ... } } 3. Create a super ABC (Abstract Base Class) that ALL inherit from public abstract class VectorEntity { ... } public abstract class Enemy extends VectorEntity { ... } public class Player extends VectorEntity { ... } public class UserDefinedClass extends Enemy { ... } Which should I use? Or is there a better way?

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  • iPhone UI addSubview causing concurrency exception

    - by Eli
    This is really odd... I run my app, and while it is opening and the views are constructing I get: Collection <CALayerArray: 0x124650> was mutated while being enumerated. The code trace goes through the following: main UIApplicationMain -[UIApplication _run] CFRunLoopRunInMode CFRunLoopRunSpecific _UIApplicationHandleEvent -[UIApplication sendEvent:] -[UIApplication handleEvent:withNewEvent:] -[UIApplication _runWithURL:sourceBundleID:] -[UIApplication _performInitilizationWithURL:sourceBundleID:] -[AppDelegate applicationDidFinishLaunching:] +[Controller initializeController] //This is my own function [window addSubview: pauseMenuController.view] //This is the last point of my code it goes through -[UIView(Hierarchy) addSubview:] -[UIView(Internal) _addSubview:positioned:relativeTo:] -[UIView(Hierarchy) _makeSubtreePerformSelector:withObject:] -[UIView(Hierarchy) _makeSubtreePerformSelector:withObject:withObject:copySublayers:] -[UIView(Hierarchy) _makeSubtreePerformSelector:withObject:withObject:copySublayers:] _NSFastEnumerationMutationHandler objc_exception_throw I've run the game lots and lots and lots of times and I've never seen this, then suddenly it popped up. The weird thing is that I'm not creating any other threads (that I know of) until after this code all gets called. It'll be easier for me to debug this if someone can give me some explanation of what might be getting modified while it's being accessed in a UIView. Does it have something to do with adding something to the view while it's already adding something, maybe? Any ideas?

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  • MySQL stuck on "using filesort" when doing an "order by"

    - by noko
    I can't seem to get my query to stop using filesort. This is my query: SELECT s.`pilot`, p.`name`, s.`sector`, s.`hull` FROM `pilots` p LEFT JOIN `ships` s ON ( (s.`game` = p.`game`) AND (s.`pilot` = p.`id`) ) WHERE p.`game` = 1 AND p.`id` <> 2 AND s.`sector` = 43 AND s.`hull` > 0 ORDER BY p.`last_move` DESC Table structures: CREATE TABLE IF NOT EXISTS `pilots` ( `id` mediumint(5) unsigned NOT NULL AUTO_INCREMENT, `game` tinyint(3) unsigned NOT NULL DEFAULT '0', `last_move` int(10) NOT NULL DEFAULT '0', UNIQUE KEY `id` (`id`), KEY `last_move` (`last_move`), KEY `game_id_lastmove` (`game`,`id`,`last_move`) ) ENGINE=MyISAM DEFAULT CHARSET=latin1 AUTO_INCREMENT=8 ; CREATE TABLE IF NOT EXISTS `ships` ( `id` mediumint(5) unsigned NOT NULL AUTO_INCREMENT, `game` tinyint(3) unsigned NOT NULL DEFAULT '0', `pilot` mediumint(5) unsigned NOT NULL DEFAULT '0', `sector` smallint(5) unsigned NOT NULL DEFAULT '0', `hull` smallint(4) unsigned NOT NULL DEFAULT '50', UNIQUE KEY `id` (`id`), KEY `game` (`game`), KEY `pilot` (`pilot`), KEY `sector` (`sector`), KEY `hull` (`hull`), KEY `game_2` (`game`,`pilot`,`sector`,`hull`) ) ENGINE=MyISAM DEFAULT CHARSET=latin1 AUTO_INCREMENT=8 ; The explain: id select_type table type possible_keys key key_len ref rows Extra 1 SIMPLE p ref id,game_id_lastmove game_id_lastmove 1 const 7 Using where; Using filesort 1 SIMPLE s ref game,pilot,sector... game_2 6 const,fightclub_alpha.p.id,const 1 Using where; Using index edit: I cut some of the unnecessary pieces out of my queries/table structure. Anybody have any ideas?

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  • o3d javascript uncaught reference error

    - by David Menard
    hey, im new to javascript and am intersted in creating a small o3d script: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Test Game Website</title> </head> <body> <script type="text/javascript" src="o3djs/base.js"></script> <script type = "text/javascript" id="myscript"> o3djs.require('o3djs.camera'); window.onload = init; function init(){ document.write("jkjewfjnwle"); } </script> <div align="background"> <div id="game_container" style="margin: 0px auto; clear: both; background-image: url('./tmp.png'); width: 800px; height:600px; padding: 0px; background-repeat: no-repeat; padding-top: 1px;"></div> </div> </body> </html> the browser cant seem to find o3djs/base.js in this line <script type="text/javascript" src="o3djs/base.js"></script> and gives me an uncaught referenceerror at this line o3djs.require('o3djs.camera'); Obviously, because it can't find the o3djs/base.js... I have installed the o3d pluggin from google and they say that should be IT ive tried on firefox, ie and chrome thanks

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  • Concat LPSTR in C++

    - by Cat Man Do
    Trying to use as basic C++ as I can to build a list of numbers from 1-52 in a random order (deck of cards). Unfortauntely, all my attempts to concat the strings and get a result end in failure. Any suggestions? NOTE: This is not homework it's something I'm using to create a game. // Locals char result[200] = ""; // Result int card[52]; // Array of cards srand(time(0)); // Initialize seed "randomly" // Build for (int i=0; i<52; i++) { card[i] = i; // fill the array in order } // Shuffle cards for (int i=0; i<(52-1); i++) { int r = i + (rand() % (52-i)); int temp = card[i]; card[i] = card[r]; card[r] = temp; } // Build result for (int c=0; c<52; c++) { // Build sprintf(result, "%d", card[c]); // Comma? if ( c < 51 ) { sprintf(result, "%s", ","); } } My end result is always garbled text. Thanks for the help.

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  • Changing JButton background colour temporarily?

    - by sashep
    Hi, I'm super new to Java, and in need of some help. I'm making a little java desktop application where I basically have a grid of 4 JButtons ( 2 x 2 grid), and I need the background colour of individual JButtons to change, and after one second, change back to the original colour (the game I'm trying to make is like Simon, where you have to follow a pattern of buttons that light up). I have a vector that contains randomly generated numbers in the range of 1 to 4, and I want to be able to get each element from the vector and get the corresponding button to change to a different colour for one second (for example, if the vector contains 2 4 1, I would want button 2 to change, then button 4 to change, then button 1 to change). Is this possible or is there a better way to go about doing this with something other than JButtons? How do I implement this? Also, I'm running Mac OS X, which apparently (based on some things I've read on forums) doesn't like JButtons background changing (I think it's because of system look and feel), how can I change this so it works on mac? Thank you in advance for any help :)

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  • For commands to check duped/multiple mc's.

    - by Desmond
    Currently I'm working on a platform type game. I have a for loop in place to check weather or not the players feet are touching the ground. I had this; for (i=0; i<5; i++) { //There are 5 floors if (this.feet.hitTest(_root["g"+i])) { _root.mc.groundTouch = true; //triggers the mc falling } } This works fine only if one of the floors exist(IE if floor1 is on the stage, but floor2-5 aren't); So to try and counter it I tried using; for (i=0; i<5; i++) { if (this.feet.hitTest(_root["floor"+i])) { _root.mc.groundTouch = true; //triggers the mc falling } if (!this.feet.hitTest(_root["floor"+i])) { _root.mc.groundTouch = false; } } This obviously doesn't work because in order for it to function properly, _root.mc.feet would have to be touching all 5 instances of "floor". So my question is; How do I get the code to make _root.mc.groundTouch = true if _root.mc.feet is touching any of the floor instances, but make _root.mc.groundTouch = false only if its touching none of the floor instances? I know that if I really wanted to I could do something like if (_root.mc.feet.hitTest(_root.floor1) && !_root.mc.feet.hitTest(_root.floor2) && etc) But to save myself time, and to give myself the ability to add floors without altering more then i<5 to the amount of floors I have, I would prefer a easier method hopefully something to do with for loops. Thank you ahead of time and your help is very much appreciated

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  • Changing a sprites bitmap

    - by numerical25
    As of right now, I am trying to create a tiling effect for a game I am creating. I am using a tilesheet and I am loading the tiles to the sprite like so... this.graphics.beginBitmapFill(tileImage); this.graphics.drawRect(30, 0,tWidth ,tHeight ); var tileImage is the bitMapData. 30 is the Number of pixels to move retangle. then tWidth and tHeight is how big the rectangle is. which is 30x30 This is what I do to change the bitmap when I role over the tile this.graphics.clear(); this.graphics.beginBitmapFill(tileImage); this.graphics.drawRect(60, 0,tWidth ,tHeight ); I clear the sprite canvas. I then rewrite to another position on tileImage. My problem is.... It removes the old tile completely but the new tile positions farther to the right then where the old bitmap appeared. My tile sheet is only 90px wide by 30px height. On top of that, it appears my new tile is drawn behind the old tile. Is there any better way to perfect this. again, all i want is for the bitmap to change colors

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  • CCLabelAtlas setString doesn't update label

    - by JonnyFunFun
    Hello! I have a CCLabelAtlas that I have on a layer to display the current score within my game...the problem that I am having with it is that it does not update when I use [scoreLabel setString:]. Here's how I have it laid out: In the header: @interface GameScene : CCLayer { ... CCLabelAtlas* scoreLabel; } And in the init: scoreLabel = [[CCLabelAtlas alloc] initWithString:@"0" charMapFile:@"scoreCharMap.png" itemWidth:6 itemHeight:8 startCharMap:'.']; [scoreLabel setPosition:ccp(105, 414)]; [self addChild:scoreLabel z: 6]; scoreCharMap.png is a custom map that includes ./0123456789 of my desired font. When the score is changed, I attempt to do this to get the label to update with the current score: NSString* str = [[NSString alloc] initWithFormat:@"%d", [[GameRunner sharedInstance] currentScore]]; [scoreLabel setString: str]; [str release]; [scoreLabel draw]; Problem is that it doesn't ever update - it just sits there and displays 0. I know for a fact due to breakpoints and debugging that setString is being called, and that the string that it should be displaying is correct - but it just doesn't update. Hard-coding the value and saying [scoreLabel setString:@"1234"] does nothing, either. What am I doing wrong here? I am using Cocos2d 0.99 - thanks in advance!

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  • Lua Alien Module - Trouble using WriteProcessMemory function, unsure on types (unit32)

    - by jefferysanders
    require "alien" --the address im trying to edit in the Mahjong game on Win7 local SCOREREF = 0x0744D554 --this should give me full access to the process local ACCESS = 0x001F0FFF --this is my process ID for my open window of Mahjong local PID = 1136 --function to open proc local op = alien.Kernel32.OpenProcess op:types{ ret = "pointer", abi = "stdcall"; "int", "int", "int"} --function to write to proc mem local wm = alien.Kernel32.WriteProcessMemory wm:types{ ret = "long", abi = "stdcall"; "pointer", "pointer", "pointer", "long", "pointer" } local pRef = op(ACCESS, true, PID) local buf = alien.buffer("99") -- ptr,uint32,byte arr (no idea what to make this),int, ptr print( wm( pRef, SCOREREF, buf, 4, nil)) --prints 1 if success, 0 if failed So that is my code. I am not even sure if I have the types set correctly. I am completely lost and need some guidance. I really wish there was more online help/documentation for alien, it confuses my poor brain. What utterly baffles me is that it WriteProcessMemory will sometimes complete successfully (though it does nothing at all, to my knowledge) and will also sometimes fail to complete successfully. As I've stated, my brain hurts. Any help appreciated.

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  • How can I display the users profile pic using the facebook graph api?

    - by kielie
    Hi, I would like to display the users profile picture inside of my applications canvas page, is there a way to do that using the graph api? I know I can do it using FBML but I would also like to pass the profile pic to a flash game I am making, so I would have to get the profile pic from the api and send it as a variable, here is the code I have thus far, $facebook = new Facebook(array( 'appId' => FACEBOOK_APP_ID, 'secret' => FACEBOOK_SECRET_KEY, 'cookie' => true, 'domain' => 'myurl/facebook-test' )); $session = $facebook->getSession(); $uid = $facebook->getUser(); $me = $facebook->api('/me'); $updated = date("l, F j, Y", strtotime($me['updated_time'])); echo "Hello " . $me['name'] . $me['picture'] . "<br />"; echo "<div style=\"background:url(images/bg.jpg); width:760px; height:630px;\">" . "You last updated your profile on " . $updated . "</div>" . "<br /> your uid is" . $uid; Thanx in advance!

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  • Why calling Process.killProcess(Process.myPid()) is a bad idea?

    - by Tal Kanel
    I've read some posts saying using this method is "not good", shouldn't been use, it's not the right way to "close" the application and it's not how android works... I understand and accept the fact that Android OS knows better then me when it's the right time to terminate the process, but I didn't heard yet a good explanation why it's wrong using the killProcess() method?. after all - it's part of the android API... what I do know is that calling this method while other threads doing in potential an important work (operations on files, writing to DB, HTTP requests, running services..) can be terminated in the middle, and it's clearly not good. also I know I can benefit from the fact that "re-open" the application will be faster, cause the system maybe still "holds" in memory state from last time been used, and killProcess() prevents that. beside this reason, in assumption I don't have such operations, and I don't care my application will load from scratch each run, there are other reasons why not using the killProcess() method? I know about finish() method to close an Activity, so don't write me about that please.. finish() is only for Activity. not to all application, and I think I know exactly why and when to use it... and another thing - I'm developing also games with the Unity3D framework, and exporting the project to android. when I decompiled the generated apk, I was very suprised to find out that the java source code created from unity - implementing Unity's - Application.quit() method, with Process.killProcess(Process.myPid()). Application.quit() is suppose to be the right way to close game according to Unity3d guides (is it really?? maybe I'm wrong, and missed something), so how it happens that the Unity's framework developers which doing a very good work as it seems implemented this in native android to killProcess()? anyway - I wish to have a "list of reasons" why not using the killProcess() method, so please write down your answer - if you have something interesting to say about that. TIA

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  • Get "term is undefined” error when trying to assign arrayList to List component dataSource

    - by user1814467
    I'm creating an online game where people log in and then have the list of current players displayed. When the user enters a "room" it dispatches an SFSEvent which includes a Room object with the list of users as User objects in that room. As that event's callback function, I get the list of current users which is an Array, switch the View Stack child index, and then I wrap the user list array in an ArrayList before I assign it to the MXML Spark List component's dataSource. Here's my code: My Actionscript Code Section (PreGame.as): private function onRoomJoin(event:SFSEvent):void { const room:Room = this._sfs.getRoomByName(PREGAME_ROOM); this.selectedChild = waitingRoom; /** I know I should be using event listeners * but this is a temporary fix, otherwise * I keep getting null object errors * do to the li_users list not being * created in time for the dataProvider assignment **/ setTimeout(function ():void { const userList:ArrayList = new ArrayList(room.userList); this.li_users.dataProvider = userList; // This is where the error gets thrown },1000); } My MXML Code: <?xml version="1.0" encoding="utf-8"?> <mx:ViewStack xmlns:fx="http://ns.adobe.com/mxml/2009" xmlns:s="library://ns.adobe.com/flex/spark" xmlns:mx="library://ns.adobe.com/flex/mx" initialize="preGame_initializeHandler(event)" > <fx:Script source="PreGame.as"/> <s:NavigatorContent id="nc_loginScreen"> /** Login Screen Code **/ </s:NavigatorContent> /** Start of Waiting Room code **/ <s:NavigatorContent id="waitingRoom"> <s:Panel id="pn_users" width="400" height="400" title="Users"> /** This is the List in question **/ <s:List id="li_users" width="100%" height="100%"/> </s:Panel> </s:NavigatorContent> </mx:ViewStack> However, I keep getting this error: TypeError: Error #1010: A term is undefined and has no properties Any ideas what I'm doing wrong? The arrayList has data, so I know it's not empty/null.

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  • Implementing crossover in genetic programming

    - by Name
    Hi, I'm writing a genetic programming (GP) system (in C but that's a minor detail). I've read a lot of the literature (Koza, Poli, Langdon, Banzhaf, Brameier, et al) but there are some implementation details I've never seen explained. For example: I'm using a steady state population rather than a generational approach, primarily to use all of the computer's memory rather than reserve half for the interim population. Q1. In GP, as opposed to GA, when you perform crossover you select two parents but do you create one child or two, or is that a free choice you have? Q2. In steady state GP, as opposed to a generational system, what members of the population do the children created by crossover replace? This is what I haven't seen discussed. Is it the two parents, or is it two other, randomly-selected members? I can understand if it's the latter, and that you might use negative tournament selection to choose members to replace, but would that not create premature convergence? (After a crossover event the population contains the two original parents plus two children of those parents, and two other random members get removed. Elitism is inherent.) Q3. Is there a Web forum or mailing list focused on GP? Oddly I haven't found one. Yahoo's GP group is used almost exclusively for announcements, the Poli/Langdon Field Guide forum is almost silent, and GP discussions on general/game programming sites like gamedev.net are very basic. Thanks for any help you can provide!

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  • WDK build-process hooks: need incremental build with auto-versioning

    - by Mystagogue
    I've previously gotten incremental builds with auto-versioning working in a team build setting for user-mode code, but now I'm dealing with the builds of WDK device drivers. It's a whole new ball-game. I need to know what extension point, or hook, is available in the WDK build that occurs after the driver has been selected to be incrementally built, but before it actually starts building the object files. More specifically, I have a .rc file that contains the version of the device driver. I need to update the version in that file ONLY IF the driver is going to be built anyway. If I bump the value in the .rc file prematurely, it will cause the incremental build to kick-off (that is bad). If I wait too long, then the incremental build won't see that I've changed the .rc file. Either way, I do need the WDK to realize that the new version I've placed into the .rc file needs to be built into a new .res file and linked. How do I do this? What suggested extension points should I play with? Is there a link-tutorial on the WDK build process that is particularly revealing regarding this topic?

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  • What is a good standard exercise to learn the OO features of a language?

    - by FarmBoy
    When I'm learning a new language, I often program some mathematical functions to get used to the control flow syntax. After that, I like to implement some sorting algorithms to get used to the array/list constructs. But I don't have a standard exercise for exploring the languages OO features. Does anyone have a stock exercise for this? A good answer would naturally lend to inheritance, polymorphism, etc., for a programmer already comfortable with these concepts. An ideal answer would be one that could be communicated in a few words, without ambiguity, in the way that "implement mergesort" is completely unambiguous. (As an example, answering "design a game" is so vague as to be useless.) Any ideas? EDIT: I have to remark that the results here are somewhat ironic. 10 upvotes and (originally) 5 favorites suggest that this is a question others are interested in. Yet the most upvoted answer is one that says there is no good answer. Oh well. I think I'll look at the textbook below, I've found games useful in the past for OO.

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  • OpenGL - drawing 2D polygons shapes with texture

    - by plonkplonk
    I am trying to make a few effects in a C+GL game. So far I draw all my sprites as a quad, and it works. However, I am trying to make a large ring appear at times, with a texture following that ring, as it takes less memory than a quad with the ring texture inside. The type of ring I want to make is not a round-shaped GL mesh ring (the "tube" type) but a "paper" 2D ring. That way I can modify the "width" of the ring, getting more of the effect than a simple quad+ring texture. So far all my attempts have been...kind of ridiculous, as I don't understand GL's coordinates too well (and I can't really understand the available documentation...I am just a designer with no coder help or background. A n00b, basically). glBegin(GL_POLYGON); for(i = 0;i < 360; i += 10){ glTexCoord2f(0, 0); glVertex2f(Cos(i)*(H-10),Sin(i)H); glTexCoord2f(0, HP); glVertex2f(Sin(i)(H-10),Cos(i)*(H-10)); glTexCoord2f(WP, HP); glVertex2f(Cos(i)H,Sin(i)(H-10)); glTexCoord2f(WP, 0); glVertex2f(Sin(i)*H,Cos(i)*H); } glEnd(); This is my last attempt, and it seems to generate a "sunburst" from the right edge of the circle instead of a ring. It's an amusing effect but definitely not what I want. Other results included the circle looking exactly the same as the quad textured (aka drawing a sprite literally) or something that looked like a pop-art filter, by working on this train of thought. Seems like my logic here is entirely flawed, so, what would be the easiest way to obtain such a ring? No need to reply in code, just some guidance for a non-math-skilled user...

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  • Design to distribute work when generating task oriented input for legacy dos application?

    - by TheDeeno
    I'm attempting to automate a really old dos application. I've decided the best way to do this is via input redirection. The legacy app (menu driven) has many tasks within tasks with branching logic. In order to easily understand and reuse the input for these tasks, I'd like to break them into bit size pieces. Since I'll need to start a fresh app on each run, repeating a context to consume a bit might be messy. I'd like to create an object model that: allows me to concentrate on the task at hand allows me to reuse common tasks from different start points prevents me from calling a task from the wrong start point To be more explicit, given I have the following task hierarchy: START A A1 A1a A1b A2 A2a B B1 B1a I'd like an object model that lets me generate an input file for task "A1b" buy using building blocks like: START -> do_A, do_A1, do_A1b but prevents me from: START -> do_A1 // because I'm assuming a different call chain from above This will help me write "do_A1b" because I can always assume the same starting context and will simplify writing "do_A1a" because it has THE SAME starting context. What patterns will help me out here? I'm using ruby at the moment so if dynamic language features can help, I'm game.

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