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  • Some basic COM question...

    - by smwikipedia
    I have just finished my first COM server DLL. And it runs smoothly. So I'd like to show my understanding for now and hear your critics. 1- How COM simply works? COM - "The Call Chain" COM Lib methods - Traditional DLL exports - Classes encapsulated in the COM DLL 2- With C++, the benefits like "interface" in OOP can only be taken advantage of at the source level. With COM, these benefits can be used at a binary level. 3- Some illustration about interface &pInterface ------- pInterface ---------- Interface----------------- methods Ixx ** Ixx * (method table) (void **) A Interface is a data structure in memory. It's nothing but a memory area containg a method table. Is my understanding alright? Thanks for your revision.

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  • C++ double division by 0.0 versus DBL_MIN

    - by wonsungi
    When finding the inverse square root of a double, is it better to clamp invalid non-positive inputs at 0.0 or MIN_DBL? (In my example below double b may end up being negative due to floating point rounding errors and because the laws of physics are slightly slightly fudged in the game.) Both division by 0.0 and MIN_DBL produce the same outcome in the game because 1/0.0 and 1/DBL_MIN are effectively infinity. My intuition says MIN_DBL is the better choice, but would there be any case for using 0.0? Like perhaps sqrt(0.0), 1/0.0 and multiplication by 1.#INF000000000000 execute faster because they are special cases. double b = 1 - v.length_squared()/(c*c); #ifdef CLAMP_BY_0 if (b < 0.0) b = 0.0; #endif #ifdef CLAMP_BY_DBL_MIN if (b <= 0.0) b = DBL_MIN; #endif double lorentz_factor = 1/sqrt(b); double division in MSVC: 1/0.0 = 1.#INF000000000000 1/DBL_MIN = 4.4942328371557898e+307

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  • Scala - Enumeration vs. Case-Classes

    - by tzofia
    I've created akka actor called LogActor. The LogActors's receive method handling messages from other actors and logging them to the specified log level. I can distinguish between the different levels in 2 ways. The first one: import LogLevel._ object LogLevel extends Enumeration { type LogLevel = Value val Error, Warning, Info, Debug = Value } case class LogMessage(level : LogLevel, msg : String) The second: (EDIT) abstract class LogMessage(msg : String) case class LogMessageError(msg : String) extends LogMessage(msg) case class LogMessageWarning(msg : String) extends LogMessage(msg) case class LogMessageInfo(msg : String) extends LogMessage(msg) case class LogMessageDebug(msg : String) extends LogMessage(msg) Which way is more efficient? does it take less time to match case class or to match enum value? (I read this question but there isn't any answer referring to the runtime issue)

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  • How can I write a scrolling text in cocos2d ?

    - by srikanth rongali
    I have a text and it should be abled to scrolled only up and down to see entire text. and my application is a game and written in cocos2d. So, I have layers. There is also an image(CCSprite) adjacent to text. The text should be scrolled and the image have a touchesEnded: property. I used CCLabel for text and CCParallaxNode to add the text. But the text appears like a continues paragraph. But, my text should have different lines. My text is like this. //text starts Hey Player. Do you want to play the game right now then play. Do you want to practice or Play? what want to do? ...text continues //text ends What should I use for this ? Thank you.

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  • Console-like control that allows full control over individual text formatting

    - by Rich.Carpenter
    I'm tinkering with writing a simple text-based role-playing game. I would like to use WinForms, and utilize WinForm controls for the UI and simple text for the output. The catch is, I would like to have complete control over the formatting of the individual text - some words being different colors, etc. A simple console control would suffice, as that would provide control over text colors, but it would be nice to also be able to change style, font and size. Less important: it would be nice to have complete control over where text appears in the control through a coordinate system, as with DOS windows of old. I'd appreciate suggestions on the best method of implementing this. Perhaps there is a better method I had not considered for rendering the output of a text-based game.

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  • Getting a Target to run BEFORE anything else runs when building from Visual Studio

    - by damageboy
    Hi, I'm trying to get a one-time costly target to run only when building a certain top-level project (that has many dependencies). I have no problem on getting this working from plain msbuild / command line build. I do this with setting and InitialTargets on the project, or alternatively with < BeforeBuild /. The tricky part is with Visual Studio. When I build the same project from VS. VS runs the dependencies before even invoking my .csproj, so my target (which affects how the other projects are built) doesn't get to run until they have already been built. Is there someway to force VS to run a target before invoking the dependencies? I'm currently working around this, by running the same costly target from my most low-level project (the one that get's always built...) by using: Condition=" $(BuildingInsideVisualStudio) " Any ideas on how to get this done "properly"? Again, I'm looking for a solution that will work FROM VS.

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  • Why isn't Hadoop implemented using MPI?

    - by artif
    Correct me if I'm wrong, but my understanding is that Hadoop does not use MPI for communication between different nodes. What are the technical reasons for this? I could hazard a few guesses, but I do not know enough of how MPI is implemented "under the hood" to know whether or not I'm right. Come to think of it, I'm not entirely familiar with Hadoop's internals either. I understand the framework at a conceptual level (map/combine/shuffle/reduce and how that works at a high level) but I don't know the nitty gritty implementation details. I've always assumed Hadoop was transmitting serialized data structures (perhaps GPBs) over a TCP connection, eg during the shuffle phase. Let me know if that's not true.

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  • How should I measure Concurrent Licence Usage

    - by Andrew Wood
    Hi I have detailed stats on user access to my system detailing login and logout times as well as machine used, network username etc. I am in need of measuring what I would term a concurrent user licences level based on this information. Now I could take the maximum logged in for any 1 day in a 3 month period say 170 or I could take the average say 133. Does anyone have or know of a formula for working this out or is it as simple as the high water mark which is 170 in my example. A client has recently gone from an unlimited licence to a concurrent licence so I am faced with the task of setting the initial licence level. There is potential for more licence sales in the future so I don't want it set to high and I do want it based on historical data that the system collects rather than guess work.

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  • Open GL ES 2.0 co-ordinate systems

    - by Chris
    Hi, I want to use Open GL ES 2.0 for a new game, but I have two questions. Q: The first is how do I set up perspective views in Open GL ES 2.0 - do I need to include Open GL ES 1.0 and use glOrtho, or is there a new way? Q: I want to use the 4th quadrant of a Cartesian co-ordinate system for my game and not use -0.5 to +0.5 for values on screen, how once the first question is answered can I achieve this? Other resources: http://iphonedevelopment.blogspot.com/2009/04/opengl-es-from-ground-up-part-3.html Thanks Chris

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  • Rules Engine vs Expert System

    - by User1
    What is the difference between a rules engine and an expert system? Example1: Let's say that I have a program that determines the expiration date of a new driver's license. It takes inputs like visa expiration date, passport number, birthday, etc. It determines the expiration date of the driver's license from this input. It can even give an error if the input did not have enough valid identifications to allow a new driver's license. Example2: Let's say I am making an online version of the game Monopoly. I want the ability to change the rules of the game (say $400 for passing go or no one can buy properties until they land on the same property twice, etc). I have a module in the code to handle these rules. Are these both rules engines or are they expert systems? They both seem so similar. Is it just a synonym?

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  • Facebook API: How to let the php knows whether the user is a fan of the application or not?

    - by Unreality
    Facebook API: How to let the php knows whether the user is a fan of the application or not? Plan 1: failed is displayed at the html level only.. .it won't let the php level knows whether the user is a fan or not Plan 2: failed has got the same problem too Plan 3: failed fql permission table simply lacked the field of is_fan http://wiki.developers.facebook.com/index.php/Permissions_%28FQL%29 Plan 4: server lag calling restful API http://wiki.developers.facebook.com/index.php/Pages.isFan will bring a lot of lag to server... and I wonder if it can works on application page too. any suggestion to solve this problem?

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  • JQuery UI + tabs : How to kow to get the selected tab with imbricated tabs

    - by chris
    Hi, I'm new to Jquery. I'm using JQuery UI and i have imbricated Tabs : Tabs in tabs. ____ tab 1 | tab 2 | tab 3 | tab 4| tab 5 ______ tab 1-1 | tab 1-2 | tab 1-3 | tab 1-4| tab 1-5 I'm using $('#div').bind('tabsselect', function(event, ui) { selectedTab = ui.index; alert('selectedTab : ' + selectedTab); }); to kown the selected index. If i click on "tab "1 the selected index returned is correct. But when click on tabs in the second level ("tab 1-xx") the event is fired too. I want to resctriced the bind('tabsselect', function(event, ui) on the first level of tab (tab x). How can i do that ? Thanks

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  • GKPeerStateAvailable for non existing peers?

    - by Ernest
    Hi, used this website for the long time to find answers, now need to ask on myself! :) I have implemented multi player for my game using GKSession and client/server approach, not using peer picker (up to 4 player allowed). I have one big problem which I can't find solution for. If you disconnect/reconnect server peer quickly enough, client peer will "remember" that host and will show it in the list of all available peers permanently, only turning wifi/bluetooth off resets this. So if I do this 5 times in a row, my client will show 5 available hosts with the same name! Anyone had experience with this? Any idea of workarounds? I should note that requirements for my game is iPhone SDK 3.0 for Bluetooth and 3.1 for Wifi as GKSession supports both now.

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  • Good programming style when handling multiple objects

    - by Glitch
    I've been programming a software version of a board game. Thus far I have written the classes which will correspond to physical objects on the game board. I'm well into writing the program logic, however I've found that many of the logic classes require access to the same objects. At first I was passing the appropriate objects to methods as they were called, but this was getting very tedious, particularly when the methods required many objects to perform their tasks. To solve this, I created a class which initialises and stores all the objects I need. This allows me to access an object from any class by calling Assets.dice(), for example. But now that I've thought about it, this doesn't seem right. This is why I'm here, I fear that I've created some sort of god class. Is this fear unfounded, or have I created a recipe for disaster?

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  • How do i supress keypress being printed to console in .NET?

    - by cbsch
    Hello, I'm porting a small C++ console game to C# and it seems that I can't stop key presses from being printed to the console. In C++ I get the keystroke with this method, which also suppress the keystrokes from being printed to the console: bool Game::getInput(char *c) { if (_kbhit()) { *c = _getch(); return true; } return false; } I tried to do the equivalent in C# by doing: Key = Console.ReadKey(); But this does not suppress the character from being printed to the console, causing obvious problems. Any ideas on how to remedy this?

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  • Finding the best folder for all users on a Windows machine

    - by reallyjoel
    We are making a game which will add a level editor feature soon. We want the user to be able to put levels he's downloaded in a folder and then play it in the game, without any hassle. So, we're looking for a folder that anybody can find, open, write, read, and is multiuser. On Windows Vista / 7, the folder /Users/Public/ look like a great candidate. However, It's not listed in the .net enum System.Environment.SpecialFolder. I have went through them all, and checked what they yield on different Windows versions, and none live up to my requirements. I did find Environment.SpecialFolder.CommonApplicationData, that kinda works, but that folder is hidden (C:\ProgramData) and I assume most users don't display hidden folders. As it stands now, it looks like we'll have to settle for the personal documents folder, but we'd really like a multi user folder? Anyone have any tips? (Hard coding c:\Users\Public\ is out of the question, it will only work on english systems)

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  • How do I determine the revision number of an Android build?

    - by hermo
    I know how to get the API level, android.os.Build.VERSION.SDK_INT, but there are also several revisions of each level release, e.g. for 2.1 there's rev 1 and 2. How do I determine the revision of a build? The reason i'd like to know this is that I have a workaround for a bug in Android 2.1 (and 2.2), and this workaround will break the moment the corresponding bug is fixed. So right now i'm in the odd position of hoping that the bug won't be fixed (at least not until I can find an answer to above question).

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  • Java: omitting a data member from the equals method.

    - by cchampion
    public class GamePiece { public GamePiece(char cLetter, int nPointValue) { m_cLetter=cLetter; m_nPointValue=nPointValue; m_nTurnPlaced=0; //has not been placed on game board yet. } public char GetLetter() {return m_cLetter;} public int GetPointValue() {return m_nPointValue;} public int GetTurnPlaced() {return m_nTurnPlaced;} public void SetTurnPlaced(int nTurnPlaced) { m_nTurnPlaced=nTurnPlaced; } @Override public boolean equals(Object obj) { /*NOTE to keep this shorter I omitted some of the null checking and instanceof stuff. */ GamePiece other = (GamePiece) obj; //not case sensitive, and I don`t think we want it to be here. if(m_cLetter != other.m_cLetter) { return false; } if(m_nPointValue != other.m_nPointValue) { return false; } /* NOTICE! m_nPointValue purposely omitted. It does not affect hashcode or equals */ return true; } @Override public int hashCode() { /* NOTICE! m_nPointValue purposely omitted. It should not affect hashcode or equals */ final int prime = 41; return prime * (prime + m_nPointValue + m_cLetter); } private char m_cLetter; private int m_nPointValue; private int m_nTurnPlaced;//turn which the game piece was placed on the game board. Does not affect equals or has code! } Consider the given piece of code. This object has been immutable until the introduction of the m_nTurnPlaced member (which can be modified by the SetTurnPlaced method, so now GamePiece becomes mutable). GamePiece is used in an ArrayList, I call contains and remove methods which both rely on the equals method to be implemented. My question is this, is it ok or common practice in Java for some members to not affect equals and hashcode? How will this affect its use in my ArrayList? What type of java Collections would it NOT be safe to use this object now that it is mutable? I've been told that you're not supposed to override equals on mutable objects because it causes some collections to behave "strangely" (I read that somewhere in the java documentation).

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  • Using GLOrtho to view Side, Front, Top perspectives of a 3D scene

    - by talldan
    Dear all, I'm building a game level editing app as part of a university project. In my application I have multiple viewports, a Perspective viewport and three orthographic views all setup to view the same scene. I've successfuly setup the orthographic views and can translate and scale them to mimic scrolling and zooming. Unfortunately, I'm having one problem - my scene still contains 3 dimensions, so objects viewed in orthographic mode of certain depths are clipped when they fall outside of my clipping volume. Most 3D authoring tools or level editors allow you to view all objects in orthographic mode regardless of depth. I guess what I need to do is scale my scene in the appropriate dimension so that all values lie between 1 and -1, is there a straightforward way of going about this? Or is there a different better approach. Thanks very much for your help, Dan

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  • Markers in Google Maps Application

    - by Samuh
    I am supposed to display a certain location using Google Maps application. I have lat/long values and tried Intent.ACTION_VIEW with "geo:lat,long?z=15" uri. The Google Maps application loads centered on the supplied lat-long value but obviously does not display any marker(overlays) pin-pointing the location. Is it possible to request the Google Maps App to display markers? Also, the zoom level paramater doesnt seem to work. Maps load at the default zoom level of 10. I can easily achieve this using MapActivity but Google Map App is what is desired. Thanks

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  • Real-time Multiplayer Movement - Flash ActionScript 3 (AS3) - Flash Media Server

    - by Wild Phoenix
    Dear All, I am creating a simple game, where I would like more than one player to be able to connect and play. With regards to a single player game, I am more than comfortable with the coding. I cannot seem to figure out how to connect up more than one player and update their screens when the each player moves. So far I have the players connecting, but I still need to be able update the SharedObject when a player moves, then push it out to the other players. I have searched high and low for a good tutorial / source code to review. Code So Far A tutorial i found so far listened for a click as it was a mouse based movement, then this told the SHaredObject to tell the client (and the others) to update that clients movement. However all of my movement is listend and acted on in the playership class.

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  • map integration in iphone application

    - by Filthy Night
    Hi Guyz, i want to integrate maps using map kit in iphone, and i am successful at that, but now the problem which i am facing is i have 2 locations coordinates, Location1 and Location2, now i want those two points to be shown on map but i want that they appear on the screen both at 1 time, means if they are very far then the zoom level goes to that point and show those two points on the map, if they are near to each other then zoom level shows from that angel (i mean very near). now i know that using longitude delta and latitude delta i can fix this problem, but i cant find a way to make it dynamic, so that i dont have to hardcode the delta value Any Help appreciated. Thanks

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  • Getting "on the wire" Size of Messages in WCF

    - by Mystagogue
    While I'm making SOAP or REST invocations to WCF, I'd like to have the channel stack on either end (client and server) record the on-the-wire size of the data received. So I'm guessing I need to add a custom behavior to the channel stack on either side. That is, on the server side I'd record the IP-header advertised size that was received. On the client side I'd record the IP-header advertised size that was returned from the server. But this presupposes that this information is visible to a custom WCF behavior at the channel stack level. Perhaps it is only visible at the level of ASP.NET (at a layer beneath WCF)? In short, does anyone have any further insight on if and how this information is accessible? I must qualify that this "size" data will be collected in a production environment, as part of regular business logic calls. This question is related to my earlier bandwidth question.

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  • deep injection - spring

    - by Bob
    What is the best way (or options) for accessing spring components at layers deep within the application that aren't managed by spring? For example, I have a low level utility POJO class into which I need to autowire/inject a spring component. I'll call it LowLevelHelper. There are multiple classes that use LowLevelHelper - most are layers away from anything that is hooked up with spring. One option would be to make all the layers in to spring components, but that seems like I'm hacking my design to force spring to help me. I have some complex things going on that won't be nearly as clean if I have to @Autowire all the pieces and don't new anything. Another option might be to manually inject the component in the low level class, but I'm not really sure if this is possible or the right solution.

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