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  • Silverlight with MVVM Inheritance: ModelView and View matching the Model

    - by moonground.de
    Hello Stackoverflowers! :) Today I have a special question on Silverlight (4 RC) MVVM and inheritance concepts and looking for a best practice solution... I think that i understand the basic idea and concepts behind MVVM. My Model doesn't know anything about the ViewModel as the ViewModel itself doesn't know about the View. The ViewModel knows the Model and the Views know the ViewModels. Imagine the following basic (example) scenario (I'm trying to keep anything short and simple): My Model contains a ProductBase class with a few basic properties, a SimpleProduct : ProductBase adding a few more Properties and ExtendedProduct : ProductBase adding another properties. According to this Model I have several ViewModels, most essential SimpleProductViewModel : ViewModelBase and ExtendedProductViewModel : ViewModelBase. Last but not least, according Views SimpleProductView and ExtendedProductView. In future, I might add many product types (and matching Views + VMs). 1. How do i know which ViewModel to create when receiving a Model collection? After calling my data provider method, it will finally end up having a List<ProductBase>. It containts, for example, one SimpleProduct and two ExtendedProducts. How can I transform the results to an ObservableCollection<ViewModelBase> having the proper ViewModel types (one SimpleProductViewModel and two ExtendedProductViewModels) in it? I might check for Model type and construct the ViewModel accordingly, i.e. foreach(ProductBase currentProductBase in resultList) if (currentProductBase is SimpleProduct) viewModels.Add( new SimpleProductViewModel((SimpleProduct)currentProductBase)); else if (currentProductBase is ExtendedProduct) viewModels.Add( new ExtendedProductViewModels((ExtendedProduct)currentProductBase)); ... } ...but I consider this very bad practice as this code doesn't follow the object oriented design. The other way round, providing abstract Factory methods would reduce the code to: foreach(ProductBase currentProductBase in resultList) viewModels.Add(currentProductBase.CreateViewModel()) and would be perfectly extensible but since the Model doesn't know the ViewModels, that's not possible. I might bring interfaces into game here, but I haven't seen such approach proven yet. 2. How do i know which View to display when selecting a ViewModel? This is pretty the same problem, but on a higher level. Ended up finally having the desired ObservableCollection<ViewModelBase> collection would require the main view to choose a matching View for the ViewModel. In WPF, there is a DataTemplate concept which can supply a View upon a defined DataType. Unfortunately, this doesn't work in Silverlight and the only replacement I've found was the ResourceSelector of the SLExtensions toolkit which is buggy and not satisfying. Beside that, all problems from Question 1 apply as well. Do you have some hints or even a solution for the problems I describe, which you hopefully can understand from my explanation? Thank you in advance! Thomas

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  • Programming graphics and sound on PC - Total newbie questions, and lots of them!

    - by Russel
    Hello, This isn't exactly specifically a programming question (or is it?) but I was wondering: How are graphics and sound processed from code and output by the PC? My guess for graphics: There is some reserved memory space somewhere that holds exactly enough room for a frame of graphics output for your monitor. IE: 800 x 600, 24 bit color mode == 800x600x3 = ~1.4MB memory space Between each refresh, the program writes video data to this space. This action is completed before the monitor refresh. Assume a simple 2D game: the graphics data is stored in machine code as many bytes representing color values. Depending on what the program(s) being run instruct the PC, the processor reads the appropriate data and writes it to the memory space. When it is time for the monitor to refresh, it reads from each memory space byte-for-byte and activates hardware depending on those values for each color element of each pixel. All of this of course happens crazy-fast, and repeats x times a second, x being the monitor's refresh rate. I've simplified my own likely-incorrect explanation by avoiding talk of double buffering, etc Here are my questions: a) How close is the above guess (the three steps)? b) How could one incorporate graphics in pure C++ code? I assume the practical thing that everyone does is use a graphics library (SDL, OpenGL, etc), but, for example, how do these libraries accomplish what they do? Would manual inclusion of graphics in pure C++ code (say, a 2D spite) involve creating a two-dimensional array of bit values (or three dimensional to include multiple RGB values per pixel)? Is this how it would be done waaay back in the day? c) Also, continuing from above, do libraries such as SDL etc that use bitmaps actual just build the bitmap/etc files into machine code of the executable and use them as though they were build in the same matter mentioned in question b above? d) In my hypothetical step 3 above, is there any registers involved? Like, could you write some byte value to some register to output a single color of one byte on the screen? Or is it purely dedicated memory space (=RAM) + hardware interaction? e) Finally, how is all of this done for sound? (I have no idea :) )

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  • Looking for Fiddler2 help. connection to gateway refused? Just got rid of a virus

    - by John Mackey
    I use Fiddler2 for facebook game items, and it's been a great success. I accessed a website to download some dat files I needed. I think it was eshare, ziddu or megaupload, one of those. Anyway, even before the rar file had downloaded, I got this weird green shield in the bottom right hand corner of my computer. It said a Trojan was trying to access my computer, or something to that extent. It prompted me to click the shield to begin anti-virus scanning. It turns out this rogue program is called Antivirus System Pro and is pretty hard to get rid of. After discovering the rogue program, I tried using Fiddler and got the following error: [Fiddler] Connection to Gateway failed.Exception Text: No connection could be made because the target machine actively refused it 127.0.0.1:5555 I ended up purchasing SpyDoctor + Antivirus, which I'm told is designed specifically for getting rid of these types of programs. Anyway, I did a quick-scan last night with spydoctor and malware bytes. Malware picked up 2 files, and Spydoctor found 4. Most were insignificant, but it did find a worm called Worm.Alcra.F, which was labeled high-priority. I don’t know if that’s the Anti-Virus Pro or not, but SpyDoctor said it got rid of all of those successfully. I tried to run Fiddler again before leaving home, but was still getting the "gateway failed" error. Im using the newest version of firefox. When I initially set up the Fiddler 2.2.8.6, I couldn’t get it to run at first, so I found this faq on the internet that said I needed to go through ToolsOptionsSettings and set up an HTTP Proxy to 127.0.0.1 and my Port to 8888. Once I set that up and downloaded this fiddler helper as a firefox add-on, it worked fine. When I turn on fiddler, it automatically takes my proxy setting from no proxy (default) to the 127.0.0.1 with Port 8888 set up. It worked fine until my computer detected this virus. Anyway, hopefully I've given you sufficient information to offer me your best advice here. Like I said, Spydoctor says the bad stuff is gone, so maybe the rogue program made some type of change in my fiddler that I could just reset or uncheck or something like that? Or will I need to completely remove fiddler and those dat files and rar files I downloaded? Any help would be greatly appreciated. Thanks for your time.

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  • Countdown timer using NSTimer in "0:00" format

    - by Joey Pennacchio
    I have been researching for days on how to do this and nobody has an answer. I am creating an app with 5 timers on the same view. I need to create a timer that counts down from "15:00" (minutes and seconds), and, another that counts down from "2:58" (minutes and seconds). The 15 minute timer should not repeat, but it should stop all other timers when it reaches "00:00." The "2:58" timer should repeat until the "15:00" or "Game Clock" reaches 0. Right now, I have scrapped almost all of my code and I'm working on the "2:58" repeating timer, or "rocketTimer." Does anyone know how to do this? Here is my code: #import <UIKit/UIKit.h> @interface FirstViewController : UIViewController { //Rocket Timer int totalSeconds; bool timerActive; NSTimer *rocketTimer; IBOutlet UILabel *rocketCount; int newTotalSeconds; int totalRocketSeconds; int minutes; int seconds; } - (IBAction)Start; @end and my .m #import "FirstViewController.h" @implementation FirstViewController - (NSString *)timeFormatted:(int)newTotalSeconds { int seconds = totalSeconds % 60; int minutes = (totalSeconds / 60) % 60; return [NSString stringWithFormat:@"%i:%02d"], minutes, seconds; } -(IBAction)Start { newTotalSeconds = 178; //for 2:58 newTotalSeconds = newTotalSeconds-1; rocketCount.text = [self timeFormatted:newTotalSeconds]; if(timerActive == NO){ timerActive = YES; newTotalSeconds = 178; [rocketTimer scheduledTimerWithTimeInterval:1.0 target:self selector:@selector(timerLoop) userInfo:nil repeats:YES]; } else{ timerActive = NO; [rocketTimer invalidate]; rocketTimer = nil; } } -(void)timerLoop:(id)sender { totalSeconds = totalSeconds-1; rocketCount.text = [self timeFormatted:totalSeconds]; } - (void)dealloc { [super dealloc]; [rocketTimer release]; } - (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; // Release any cached data, images, etc that aren't in use. } - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view from its nib. timerActive = NO; } - (void)viewDidUnload { [super viewDidUnload]; // Release any retained subviews of the main view. // e.g. self.myOutlet = nil; } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { // Return YES for supported orientations return (interfaceOrientation == UIInterfaceOrientationPortrait); } @end

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  • Strange behaviour of NSString in NSView

    - by Mee
    Trying to create a Skat-Game, I encountered the following problem: isBidding is a Boolean value indicationg, the program is in a certain state, [desk selected] is a method calling returning the current selected player, chatStrings consists of dictionaries, saving strings with the player, who typed, and what he typed - (void)drawRect:(NSRect)rect { NSMutableDictionary * attributes = [NSMutableDictionary dictionary]; [attributes setObject:[NSFont fontWithName:playerFont size:playerFontSize] forKey:NSFontAttributeName]; [attributes setObject:playerFontColor forKey:NSForegroundColorAttributeName]; [[NSString stringWithFormat:@"Player %i",[desk selected] + 1]drawInRect:playerStringRect withAttributes:attributes]; if (isBidding) { [attributes setObject:[NSFont fontWithName:chatFont size:chatFontSize] forKey:NSFontAttributeName]; [attributes setObject:chatFontColor forKey:NSForegroundColorAttributeName]; int i; for (i = 0; i < [chatStrings count]; i++, yProgress -= 20) { if (isBidding) [[NSString stringWithFormat:@"Player %i bids: %@",[[[chatStrings objectAtIndex:i]valueForKey:@"Player"]intValue], [[chatStrings objectAtIndex:i]valueForKey:@"String"]] drawAtPoint:NSMakePoint([self bounds].origin.x, yProgress) withAttributes:attributes]; else [[NSString stringWithFormat:@"Player %i: %@",[[[chatStrings objectAtIndex:i]valueForKey:@"Player"]intValue], [[chatStrings objectAtIndex:i]valueForKey:@"String"]] drawAtPoint:NSMakePoint([self bounds].origin.x, yProgress) withAttributes:attributes]; } if (isBidding) [[NSString stringWithFormat:@"Player %i bids: %@",[desk selected] + 1, displayString] drawAtPoint:NSMakePoint([self bounds].origin.x, yProgress) withAttributes:attributes]; else [[NSString stringWithFormat:@"Player %i: %@",[desk selected] + 1, displayString] drawAtPoint:NSMakePoint([self bounds].origin.x, yProgress) withAttributes:attributes]; yProgress = chatFontBegin; } } This is the part determining the string's content, the string is contributed by an [event characters] method. -(void)displayChatString:(NSString *)string { displayString = [displayString stringByAppendingString:string]; [self setNeedsDisplay:YES]; } The problem if have is this: when typing in more than two letters the view displays NSRectSet{{{471, 574},{500, 192}}} and returns no more discription when I try to print it. then I get an EXC_BAD_ACCESS message, though I have not released it (as far as I can see) I also created the string with alloc and init, so I cannot be in the autorelease pool. I also tried to watch the process when it changes with the debugger, but I couldn't find any responsible code. As you can see I am still a beginner in Cocoa (and programming in general), so I would be really happy if somebody would help me with this.

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  • Troubles with list "dropdowns" and which list item gets the dropdown

    - by Andrew
    I'm working on a project for an MMO "guild" that gives members of the guild randomly generated tasks for the game. They can "block" three tasks from being assigned. The lists will look something like this: <ul> <li class="blocked">Task that is blocked</li> <li class="blocked-open">Click to block a task</li> <li class="blocked-open">Click to block a task</li> </ul> The blocked-open class means they haven't chosen a task to block yet. The blocked task means they've already blocked a task. When they click the list item, I want this to appear: <ul class="tasks-dropdown no-display"> <li><h1>Click a Task to Block</h1></li> <ul class="task-dropdown-inner"> <?php //output all tasks foreach($tasks as $task) { echo '<li class="blocked-option"><span id="'.$task.'">'.$task.'</span></li>'; } ?> <br class="clear" /> </ul> </ul> I don't quite know how, when the user clicks the .blocked-open line-item, to show that dropdown under only the one they clicked. My jQuery looked like this before I became confused. $("li.blocked-open").click(function() { $("ul.no-display").slideToggle("900"); }); $(".blocked-option span").click(function() { var task = $(this).attr('id'); alert("You have blocked: " + task); location.reload(true); }); I tested it by putting the dropdown under a line item in the code, and it worked fine, but when I have more than one dropdown in the code, clicking on one line item toggles all the dropdowns. I'm not sure what to do. :-p.

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  • Adding GestureOverlayView to my SurfaceView class, how to add to view hierarchy?

    - by Codejoy
    I was informed in a later answer that I have to add the GestureOverlayView I create in code to my view hierarchy, and I am not 100% how to do that. Below is the original question for completeness. I want my game to be able to recognize gestures. I have this nice SurfaceView class that I do an onDraw to draw my sprites, and I have a thread thats running it to call the onDraw etc . This all works great. I am trying to add the GestureOverlayView to this and it just isn't working. Finally hacked to where it doesn't crash but this is what i have public class Panel extends SurfaceView implements SurfaceHolder.Callback, OnGesturePerformedListener { public Panel(Context context) { theContext=context; mLibrary = GestureLibraries.fromRawResource(context, R.raw.myspells); GestureOverlayView gestures = new GestureOverlayView(theContext); gestures.setOrientation(gestures.ORIENTATION_VERTICAL); gestures.setEventsInterceptionEnabled(true); gestures.setGestureStrokeType(gestures.GESTURE_STROKE_TYPE_MULTIPLE); gestures.setLayoutParams(new LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT)); //GestureOverlayView gestures = (GestureOverlayView) findViewById(R.id.gestures); gestures.addOnGesturePerformedListener(this); } ... ... onDraw... surfaceCreated(..); ... ... public void onGesturePerformed(GestureOverlayView overlay, Gesture gesture) { ArrayList<Prediction> predictions = mLibrary.recognize(gesture); // We want at least one prediction if (predictions.size() > 0) { Prediction prediction = predictions.get(0); // We want at least some confidence in the result if (prediction.score > 1.0) { // Show the spell Toast.makeText(theContext, prediction.name, Toast.LENGTH_SHORT).show(); } } } } The onGesturePerformed is never called. Their example has the GestureOverlay in the xml, I am not using that, my activity is simple: @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_NO_TITLE); Panel p = new Panel(this); setContentView(p); } So I am at a bit of a loss of the missing piece of information here, it doesn't call the onGesturePerformed and the nice pretty yellow "you are drawing a gesture" never shows up.

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  • Is do-notation specific to "base:GHC.Base.Monad"?

    - by yairchu
    The idea that the standard Monad class is flawed and that it should actually extend Functor or Pointed is floating around. I'm not necessarily claiming that it is the right thing to do, but suppose that one was trying to do it: import Prelude hiding (Monad(..)) class Functor m => Monad m where return :: a -> m a join :: m (m a) -> m a join = (>>= id) (>>=) :: m a -> (a -> m b) -> m b a >>= t = join (fmap t a) (>>) :: m a -> m b -> m b a >> b = a >>= const b So far so good, but then when trying to use do-notation: whileM :: Monad m => m Bool -> m () whileM iteration = do done <- iteration if done then return () else whileM iteration The compiler complains: Could not deduce (base:GHC.Base.Monad m) from the context (Monad m) Question: Does do-notation work only for base:GHC.Base.Monad? Is there a way to make it work with an alternative Monad class? Extra context: What I really want to do is replace base:Control.Arrow.Arrow with a "generalized" Arrow class: {-# LANGUAGE TypeFamilies #-} class Category a => Arrow a where type Pair a :: * -> * -> * arr :: (b -> c) -> a b c first :: a b c -> a (Pair a b d) (Pair a c d) second :: a b c -> a (Pair a d b) (Pair a d c) (***) :: a b c -> a b' c' -> a (Pair a b b') (Pair a c c') (&&&) :: a b c -> a b c' -> a b (Pair a c c') And then use the Arrow's proc-notation with my Arrow class, but that fails like in the example above of do-notation and Monad. I'll use mostly Either as my pair type constructor and not the (,) type constructor as with the current Arrow class. This might allow to make the code of my toy RTS game (cabal install DefendTheKind) much prettier.

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  • AJAX response not valid in C++ but Apache

    - by fehergeri
    I want to make a server written in C++ to power my game. I learned the basics of sockets and wrote a basic chat program that worked well. Now I want to create an HTTP server like Apache, but only for the AJAX request-response part. I think just for the beginning i copied one Apache response text, and i sent the exact response with the C++ server program. The problem that is that the browser (Firefox) connnects to the apache and everything works fine, except all of the requests get a correct response. But if i send this with the C++ client, then FireBug tells me that the response status is OK (200) but there is no actual response text. (How is this possible?) This response-text is exactly the same what apache sends. I made a bit-bit comparison and they were the same. The php file wich is the original response <?php echo "AS";echo rand(0,9); ?> And the origional source code: Socket.h http://pastebin.com/bW9qxtrR Socket.cpp http://pastebin.com/S3c8RFM7 main.cpp http://pastebin.com/ckExuXsR index.html http://pastebin.com/mcfEEqPP < this is the requester file. ajax.js http://pastebin.com/uXJe9hVC benchmark.js http://pastebin.com/djSYtKg9 jQuery is not needed. The main.cpp there is lot of trash code like main3 and main4 functions, these do not affect the result. I know that the response stuff in the C++ code is not really good because the connection closing is not the best; I will fix that later now I want to send a success response first. UPDATE: now i tested today a lot again and i find out there is no problem with the socket. I used the fiddler program to capture the the good answer and to capture the bad. They were the same. After this i turned off my socket application, and forced fiddler to auto respond, and the answer from the 'bad' answer still bat. So after that i replaced the bad with the good and nothing happedned. The bad answer with the good text still bad on the :8888 port but the other on the original :80 port was good, but they were absolutly the same and the same program sended it (fiddler) i think there is something missing if the response is not on the same server address (even not the same port). UPDATE: oh my god! i cant send ajax request to a remote server. now i know this.

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  • How do I add values to semi-complex JSON object?

    - by Nick Verheijen
    I'm fairly new to using JSON objects and I'm kinda stuck. I've got an JSON object that was converted from this array: Array ( [status] => success [id] => 1 [name] => Zone 1 [description] => Awesome zone deze.. [tiles] => Array ( // Column for the tile grid [0] => Array ( // Row for the tile grid [0] => Array ( [tileID] => 1 [rotation] => 0 ) [1] => Array ( [tileID] => 1 [rotation] => 0 ) // Etc.. ) [1] => Array // etc.. etc.. ) ) I use this object to render out an isometric grid for my HTML5 Canvas game. I'm building a map editor and to put more tiles on the map, i'll have to add values to this json object. This is how I would do it in PHP: mapData[column][row] = array( 'tileID' => 1, 'rotation' => 0 ); So my question is, how do I achieve this with a JSON object in javascript? Thanks in advance! Nick Update I've ran into an error: can't convert undefined to object mapDataTiles[mouseY][mouseX] = { tileID: editorSelectedTile, rotation: 0 }; This is the code i use for clicking & then saving the new tile to the JSON object. At first I though that one of my parameters was 'undefined', so i logged those to the console but they came out perfectly.. // If there is already a tile placed on these coordinates if( mapDataTiles[mouseX] && mapDataTiles[mouseX][mouseY] ) { mapDataTiles[mouseX][mouseY]['tileID'] = editorSelectedTile; } // If there is no tile placed on these coordinates else { mapDataTiles[mouseX][mouseY] = { tileID: editorSelectedTile, rotation: 0 }; } My variables have the following values: MouseX: 5 MouseY: 17 tileID: 2 Also weird fact, that for some coordinates it does actually work and save new data to the array. mapDataTiles[mouseY][mouseX] = { tileID: editorSelectedTile, rotation: 0 };

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  • Collision point of 2 curves in a 3d-room

    - by Frank
    Hello, i am programming a small game for quite some time. We started coding a small FPS-Shooter inside of a project at school to get a bit experience using directX. I dont know why, but i couldnt stop the project and started programming at home aswell. At the moment i am trying to create some small AI. Of cause thats definatlly not easy, but thats my personal goal anyways. The topic could prolly fill multiple books hehe. I've got the walking part of my bots done so far. They walk along a scriped path. I am not working on the "aiming" of the bots. While programming that i hit on some math problem i couldnt solve yet. I hope of your input on this to help me get further. Concepts, ideas and everything else are highly appreciated. Problem: Calculate the position (D3DXVECTOR3) where the curve of the projectile (depends on gravity, speed), hit the curved of the enemys walking path (depends on speed). We assume that the enemy walks in a constant line. Known variables: float projectilSpeed = 2000 m/s //speed of the projectile per second float gravitation = 9.81 m/s^2 //of cause the gravity lol D3DXVECTOR3 targetPosition //position of the target stored in a vector (x,y,z) D3DXVECTOR3 projectilePosition //position of the projectile D3DXVECTOR3 targetSpeed //stores the change of the targets position in the last second Variabledefinition ProjectilePosition at time of collision = ProjectilePos_t TargetPosition at time of collision = TargetPos_t ProjectilePosition at time 0, now = ProjectilePos_0 TargetPosition at time 0, now = TargetPos_0 Time to impact = t Aim-angle = theta My try: Found a formular to calculate "drop" (Drop of the projectile based on the gravity) on Wikipedia: float drop = 0.5f * gravity * t * t The speed of the projectile has a horizontal and a vertical part.. Found a formular for that on wikipedia aswell: ProjectilVelocity.x = projectilSpeed * cos(theta) ProjectilVelocity.y = projectilSpeed * sin(theta) So i would assume this is true for the projectile curve: ProjectilePos_t.x = ProjectilePos_0.x + ProjectileSpeed * t ProjectilePos_t.y = ProjectilePos_0.y + ProjectileSpeed * t + 0.5f * gravity * t * t ProjectilePos_t.z = ProjectilePos_0.z + ProjectileSpeed * t The target walk with a constant speed, so we can determine his curve by this: TargetPos_t = TargetPos_0 + TargetSpeed * D3DXVECTOR3(t, t, t) Now i dont know how to continue. I have to solve it somehow to get a hold on the time to impact somehow. As a basic formular i could use: float time = distanz / projectileSpeed But that wouldnt be truly correct as it would assume a linear "Trajectory". We just find this behaivor when using a rocket. I hope i was able to explain the problem as much as possible. If there are questions left, feel free to ask me! Greets from germany, Frank

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  • sorry for asking again the same user here help me out

    - by jazz
    i copied a game from a book which name is paratrooper i ask this question again i also provide the code of the objects which i create there i want to change the color of these objects but i didn't understand how to do that so can any one plz help me how to do that.Listen guys they are not the standard functions but i use the graphics library for these functions and i can't find the function in the library file of graphics. i hope u understand know.this code will not run properly so plz tell me something about the function which color it i can't put the image other wize i show u the image it will make alot easieer #include "graphics.h" #include "stdio.h" #include "conio.h" #include "process.h" #include "alloc.h" #include "stdlib.h" #include "math.h" #include "dos.h" main() { int gm=CGAHI, gd=CGA, key=0, area; initgraph(&gd, &gm, "C:\tc\bgi"); helidraw(246,50,-1); getch(); return 0; } helidraw ( int x, int y, int d ) { int direction, i, j ; if ( d ) direction = -1 ; else direction = 1 ; i = 3 ; j = 8 ; line ( x - j - 8, y - i - 2, x + j + 8, y - i - 2 ) ; line ( x - j + 5, y - i - 1, x + j - 5, y - i - 1 ) ; line ( x - j, y - i, x + j, y - i ) ; for ( ; i 0 ; i--, j += 2 ) { putpixel ( x - ( direction * j ), y - i, 1 ) ; line ( x + ( direction * j ), y - i, x + ( direction * ( j - 8 ) ), y - i ) ; } i = 0 ; j -= 2 ; line ( x - ( direction * j ), y - i, x - ( direction * ( j + 17 ) ), y - i ) ; line ( x - ( direction * j ), y - i + 1, x - ( direction * ( j + 7 ) ), y - i + 1 ) ; putpixel ( x - ( direction * ( j + 19 ) ), y - i - 1, 1 ) ; for ( ; i < 3 ; i++, j -= 2 ) { putpixel ( x - j, y + i, 1 ) ; putpixel ( x + j, y + i, 1 ) ; } line ( x - j, y + i, x + j, y + i ) ; putpixel ( x - j + 3, y + i + 1, 1 ) ; putpixel ( x + j - 3, y + i + 1, 1 ) ; line ( x - j - 10, y + i + 2, x + j + 10, y + i + 2 ) ; putpixel ( x + ( direction * ( j + 12 ) ), y + i + 1, 1 ) ; }

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  • jquery How to refresh pages when resize happens?

    - by Maju
    I have some indicator displays settings which float above a menu. Problem is when someone resizes the 'indicators stays on the same place', the page needs to 'refreshed to position correctly'. How to have a page refresh by itself when it detects the page is being resized? or is there any better way to do it? jQuery function findPosY(b) { var a = 0; if (b.offsetParent) { while (1) { a += b.offsetTop; if (!b.offsetParent) { break } b = b.offsetParent } } else { if (b.y) { a += b.y } } return a } function findPosX(b) { var a = 0; if (b.offsetParent) { while (1) { a += b.offsetLeft; if (!b.offsetParent) { break } b = b.offsetParent } } else { if (b.x) { a += b.x } } return a } function setNotifications() { $("#shortcut_notifications span").each(function () { if ($(this).attr("rel") != "") { target = $(this).attr("rel"); if ($("#" + target).length > 0) { var a = findPosY(document.getElementById(target)); var b = findPosX(document.getElementById(target)); $(this).css("top", a - 31 + "px");//-24 $(this).css("left", b + 83 + "px")//+60 } } }); $("#shortcut_notifications").css("display", "block") } CSS #shortcut_notifications { display:none; } .notification { color:#fff; font-weight:700; text-shadow:1px 0 0 #333; background:transparent url(../images/bg_notification.png) no-repeat center; position: absolute;/*absolute*/ width:37px;/*37*/ height:37px; display:block; text-align:center; padding-top:17px; color:#ffffff; } #nav li { display:block; float:right; padding:19px 21px; text-align: left; position:relative; height:24px; font-size:16px; } HTML <li class="settings"><a class="settings" href="#">Settings</a> <ul> <li><a href="#">Game Settings</a></li> <li><a href="#">Transactions </a></li> </ul> </li>

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  • CakePHP 1.3.4: EmailComponent error - Undefined property: EmailComponent::$Controller

    - by Kevin S.
    I'm trying to develop an invitation system for my website which runs on CakePHP 1.3.4. I am trying to use the built in EmailComponent to send an email. I'm getting this error (expanded): Notice (8): Undefined property: EmailComponent::$Controller [CORE/cake/libs/controller/components/email.php, line 428] Code | Context */ function _render($content) { $viewClass = $this-Controller-view; $content = array( "", "" ) EmailComponent::_render() - CORE/cake/libs/controller/components/email.php, line 428 EmailComponent::send() - CORE/cake/libs/controller/components/email.php, line 368 UsersController::send_quick_add_email() - APP/controllers/users_controller.php, line 77 UsersController::quick_add() - APP/controllers/users_controller.php, line 104 SinglesResultsController::quick_add() - APP/controllers/singles_results_controller.php, line 63 Dispatcher::_invoke() - CORE/cake/dispatcher.php, line 204 Dispatcher::dispatch() - CORE/cake/dispatcher.php, line 171 [main] - APP/webroot/index.php, line 83 I also get the following, which I can expand if necessary: Notice (8): Trying to get property of non-object [CORE/cake/libs/controller/components/email.php, line 428] Notice (8): Undefined property: EmailComponent::$Controller [CORE/cake/libs/controller/components/email.php, line 433] Notice (8): Trying to get property of non-object [CORE/cake/libs/controller/components/email.php, line 433] Notice (8): Undefined property: View::$webroot [CORE/cake/libs/view/view.php, line 805] Warning (2): Cannot modify header information - headers already sent by (output started at /Applications/MAMP/htdocs/cake/cake/libs/debugger.php:673) [CORE/cake/libs/controller/controller.php, line 746] I think that the EmailComponent object holds a reference to the controller it's being called from. I don't know why it's undefined in this case. Here is the code that fails (specifically, it errors on the call to $this-Email-send()): function send_quick_add_email($email) { if($email) { $this->Email->reset(); $this->Email->to = $email; $this->Email->subject = 'Some subject text'; $this->Email->from = '[email protected]'; $this->Email->template = 'email_template'; $this->set('user', $user); $this->set('token', $token); $this->Email->delivery = 'debug'; $this->Email->send(); } } Ok, for more clarification: The main data I am collecting on the site is results of a game played in meatspace. SinglesResultsController has an action, quick_add, which expects email addresses of people not already registered on the site. If the email addresses aren't associated with Users, UsersController::quick_add is called, which creates an inactive user, and sends an invitation email in UsersController::send_quick_add_email() I think the problem is related to the fact that the email isn't being sent in the first controller initialized (SinglesResultsController). Any thoughts on how to make it work? The Email component is declared at the top of both Controllers.

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  • shuffling array javascript

    - by Dennis Callanan
    <!doctype html> <html lang="en"> <head> <meta charset="utf=8" /> <title>Blackjack</title> <link rel="stylesheet" href="blackjack.css" /> <script type="text/javascript"> var H2 = 2; var S2 = 2; var D2 = 2; var C2 = 2; var H3 = 3; var S3 = 3; var D3 = 3; var C3 = 3; var deck = new Array(H2, S2, D2, C2, H3, S3, D3, C3); var new_deck = new Array(); var r; document.write("deck = ") for (r =0; r<deck.length; r++){ document.write(deck[r]); } document.write("</br>") document.write("new deck = ") for (r=0; r<new_deck.length; r++){ document.write(new_deck[r]); } document.write("</br>") for (r=0;r<deck.length;r++){ var randomindex = Math.floor(Math.random()*deck.length); new_deck.push(randomindex) deck.pop(randomindex) } document.write("deck = ") for (r =0; r<deck.length; r++){ document.write(deck[r]); } document.write("</br>") document.write("new deck = ") for (r=0; r<new_deck.length; r++){ document.write(new_deck[r]); } document.write("</br>") </script> </head> <body> </body> </html> Obviously this isn't the full Blackjack game here. It's just a test to see if shuffling the array works by printing the contents of both decks (arrays) before and after the shuffle. I'm only using 8 cards at the moment, 4 2's and 4 3's. What I am getting from this is: deck = 22223333 new deck = deck = 2222 new deck = 7502 What I'm hoping to get is: deck = 22223333 new deck = deck = new deck = 23232323 (or any of the 8 numbers, generated randomly) So it should be shuffling those 8 cards, what am I doing wrong? I'm only new to javascript but I've used some python before. I've done something similar in python and worked perfectly, but I'm not sure what's wrong here. Thanks for any answers in advance!!

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  • SDL Video Init causes Exception on Mac OS X 10.8

    - by ScrollerBlaster
    I have just ported my C++ game to OS X and the first time it ran I get the following exception when trying to call SDL_SetVideoMode. 2012-09-28 15:01:05.437 SCRAsteroids[28595:707] * Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Error (1000) creating CGSWindow on line 259' * First throw call stack: ( 0 CoreFoundation 0x00007fff8b53b716 __exceptionPreprocess + 198 1 libobjc.A.dylib 0x00007fff90e30470 objc_exception_throw + 43 2 CoreFoundation 0x00007fff8b53b4ec +[NSException raise:format:] + 204 3 AppKit 0x00007fff8a26a579 _NSCreateWindowWithOpaqueShape2 + 655 4 AppKit 0x00007fff8a268d70 -[NSWindow _commonAwake] + 2002 5 AppKit 0x00007fff8a2277e2 -[NSWindow _commonInitFrame:styleMask:backing:defer:] + 1763 6 AppKit 0x00007fff8a22692f -[NSWindow _initContent:styleMask:backing:defer:contentView:] + 1568 7 AppKit 0x00007fff8a2262ff -[NSWindow initWithContentRect:styleMask:backing:defer:] + 45 8 libSDL-1.2.0.dylib 0x0000000107c228f6 -[SDL_QuartzWindow initWithContentRect:styleMask:backing:defer:] + 294 9 libSDL-1.2.0.dylib 0x0000000107c20505 QZ_SetVideoMode + 2837 10 libSDL-1.2.0.dylib 0x0000000107c17af5 SDL_SetVideoMode + 917 11 SCRAsteroids 0x0000000107be60fb _ZN11SDLGraphics4initEP6IWorldii + 291 ) libc++abi.dylib: terminate called throwing an exception Abort trap: 6 My init code looks like this: if (SDL_Init(SDL_INIT_EVERYTHING) < 0) return false; const SDL_VideoInfo *videoInfo = SDL_GetVideoInfo(); if (!videoInfo) { fprintf(stderr, "Video query failed: %s\n", SDL_GetError()); return false; } /* the flags to pass to SDL_SetVideoMode */ videoFlags = SDL_OPENGL; /* Enable OpenGL in SDL */ videoFlags |= SDL_GL_DOUBLEBUFFER; /* Enable double buffering */ videoFlags |= SDL_HWPALETTE; /* Store the palette in hardware */ /* This checks to see if surfaces can be stored in memory */ if (videoInfo->hw_available) videoFlags |= SDL_HWSURFACE; else videoFlags |= SDL_SWSURFACE; if (w == 0) { widthViewport = videoInfo->current_w; heightViewport = videoInfo->current_h; cout << "Will use full screen resolution of "; videoFlags |= SDL_FULLSCREEN; } else { cout << "Will use full user supplied resolution of "; widthViewport = w; heightViewport = h; videoFlags |= SDL_RESIZABLE; /* Enable window resizing */ } cout << widthViewport << "x" << heightViewport << "\n"; /* This checks if hardware blits can be done */ if (videoInfo->blit_hw) videoFlags |= SDL_HWACCEL; /* Sets up OpenGL double buffering */ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); /* get a SDL surface */ surface = SDL_SetVideoMode(widthViewport, heightViewport, SCREEN_BPP, videoFlags); It gets into that last SDL call and throws the exception above. I have tried it in both full screen and resizable window mode, same thing. I build my app old school, on the command line, as opposed to using Xcode.

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  • My first c# app and first null object exception

    - by Fresheyeball
    Total noob here. This is my first c# attempt, its a console application that simulates a drinking game called 'Left Right Center'. In the console I receive the following: CONSOLE Unhandled Exception: System.NullReferenceException: Object reference not set to an instance of an object at LeftRightCenter.MainClass.Main (System.String[] args) [0x00038] in /Users/apple/Projects/LearningC/LearningC/Main.cs:80 [ERROR] FATAL UNHANDLED EXCEPTION: System.NullReferenceException: Object reference not set to an instance of an object at LeftRightCenter.MainClass.Main (System.String[] args) [0x00038] in /Users/apple/Projects/LearningC/LearningC/Main.cs:80 C# using System; namespace LeftRightCenter { class Player { //fields private int _quarters = 4; public int Quarters { get{ return _quarters; } set{ _quarters += value; } } public Player (string name) { } } class Dice { Random random = new Random(); public int Roll () { random = new Random (); int diceSide; diceSide = random.Next (0, 6); diceSide = (diceSide > 2) ? 3 : diceSide; return diceSide; } } class MainClass { static int activePlayer = 0; static int theCup = 0; static Player[] thePlayers = { new Player ("Jessica"), new Player ("Isaac"), new Player ("Ed"), new Player ("Bella"), new Player ("Elisa"), new Player ("Fake RedHead"), new Player ("Linda"), new Player ("MJ"), new Player ("Irene"), new Player("Devin") }; static Dice[] theDice = new Dice[2]; private static void MoveQuarter (int direction) { int numberOfPlayers = thePlayers.Length - 1; switch (direction) { case 0: thePlayers [activePlayer].Quarters = -1; theCup++; break; case 1: thePlayers [activePlayer].Quarters = -1; int leftPlayer = (activePlayer == 0) ? numberOfPlayers : activePlayer - 1; thePlayers [leftPlayer].Quarters = +1; break; case 2: thePlayers [activePlayer].Quarters = -1; int rightPlayer = (activePlayer == numberOfPlayers) ? 0 : activePlayer + 1; thePlayers [rightPlayer].Quarters = +1; break; } } public static void Main (string[] args) { int cupEndPoint = thePlayers.Length * 4 - 1; while (theCup < cupEndPoint) { foreach (Dice rattle in theDice) { if (thePlayers [activePlayer].Quarters > 0) { MoveQuarter (rattle.Roll ()); // this line seems to be the problem } } Console.WriteLine ("{0} Quarters In the Cup", theCup); } } } } I have no idea what the problem is or why, and my googling have proven more use confusing than helpful.

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  • Flipping OpenGL texture

    - by Mk12
    When I load textures from images normally, they are upside down because of OpenGL's coordinate system. What would be the best way to flip them? glScalef(1.0f, -1.0f, 1.0f); vertically flipping the image files manually (in Photoshop) flipping them programatically after loading them (I don't know how) This is the method I'm using to load png textures, in my Utilities.m file (Objective-C): + (GLuint)loadPngTexture:(NSString *)name { CFURLRef textureURL = CFBundleCopyResourceURL( CFBundleGetMainBundle(), (CFStringRef)name, CFSTR("png"), CFSTR("Textures")); NSAssert(textureURL, @"Texture name invalid"); CGImageSourceRef imageSource = CGImageSourceCreateWithURL(textureURL, NULL); NSAssert(imageSource, @"Invalid Image Path."); NSAssert((CGImageSourceGetCount(imageSource) > 0), @"No Image in Image Source."); CFRelease(textureURL); CGImageRef image = CGImageSourceCreateImageAtIndex(imageSource, 0, NULL); NSAssert(image, @"Image not created."); CFRelease(imageSource); NSUInteger width = CGImageGetWidth(image); NSUInteger height = CGImageGetHeight(image); void *data = malloc(width * height * 4); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); NSAssert(colorSpace, @"Colorspace not created."); CGContextRef context = CGBitmapContextCreate( data, width, height, 8, width * 4, colorSpace, kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Host); NSAssert(context, @"Context not created."); CGColorSpaceRelease(colorSpace); CGContextDrawImage(context, CGRectMake(0, 0, width, height), image); CGImageRelease(image); CGContextRelease(context); GLuint textureId; glGenTextures(1, &textureId); glBindTexture(GL_TEXTURE_2D, textureId); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE_SGIS); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE_SGIS); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); free(data); return textureId; } Also, another thing I was wondering about: If I made a simple 2d game, with pixels mapped to units, would it be alright to set it up so that the origin is in the top-left corner, or would I run in to problems with other things (e.g. text rendering)? Thanks.

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  • Java app makes screen display unresponsive after 10 minutes of user idle time

    - by Ross
    I've written a Java app that allows users to script mouse/keyboard input (JMacro, link not important, only for the curious). I personally use the application to automate character actions in an online game overnight while I sleep. Unfortunately, I keep coming back to the computer in the morning to find it unresponsive. Upon further testing, I'm finding that my application causes the computer to become unresponsive after about 10 minutes of user idle time (even if the application itself it simulating user activity). I can't seem to pin-point the issue, so I'm hoping somebody else might have a suggestion of where to look or what might be causing the issue. The relevant symptoms and characteristics: Unresponsiveness occurs after user is idle for 10 minutes User can still move the mouse pointer around the screen Everything but the mouse appears frozen... mouse clicks have no effect and no applications update their displays, including the Windows 7 desktop I left the task manager up along the with the app overnight so I could see the last task manager image before the screen freezes... the Java app is at normal CPU/Memory usage and total CPU usage is only ~1% After moving the mouse (in other words, the user comes back from being idle), the screen image starts updating again within 30 minutes (this is very hit and miss... sometimes 10 minutes, sometimes no results after two hours) User can CTRL-ALT-DEL to get to Windows 7's CTRL-ALT-DEL screen (after a 30 second pause). User is still able to move mouse pointer, but clicking any of the button options causes the screen to appear to freeze again On some very rare occasions, the system never freezes, and I come back to it in the morning with full responsiveness The Java app automatically stops input scripting in the middle of the night, so Windows 7 detects "real" idleness and turns the monitors into Standby mode... which they successfully come out of upon manually moving the mouse in the morning when I wake up, even though the desktop display still appears frozen Given the symptoms and characteristics of the issue, it's as if the Java app is causing the desktop display of the logged in user to stop updating, including any running applications. Programming concepts and Java packages used: Multi-threading Standard out and err are rerouted to a javax.swing.JTextArea The application uses a Swing GUI awt.Robot (very heavily used) awt.PointerInfo awt.MouseInfo System Specs: Windows 7 Professional Java 1.6.0 u17 In conclusion, I should stress that I'm not looking for any specific solutions, as I'm not asking a very specific question. I'm just wondering if anybody has run into a similar problem when using the Java libraries that I'm using. I would also gladly appreciate any suggestions for things to try to attempt to further pinpoint what is causing my problem. Thanks! Ross PS, I'll post an update/answer if I manage to stumble across anything else while I continue to debug this.

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  • Trying to create an infinite for loop that can stop using function doIt()

    - by JoeOzz
    Hey guys, I'm new to javascript and I'm doing a project for my final in class. I need to make it so this game engine I manipulated causes the generation button to go for an infinite loop. I also need to stop it using (Reset==1). Any help? Here's the code I have so far if that helps: function generation() { for(y2=0; y2<2500; y2++) { tempmapactual[y2]=mapactual[y2]; } for (g=0;g<2500;g++) { neighbours=0; for (h=0;h<8;h++) { if (g+coords[h]>0 && g+coords[h]<2499 && mapactual[g+coords[h]]=="white.gif") {neighbours=neighbours+1;} } if (neighbours>=4 || neighbours==1 || neighbours==0) {tempmapactual[g]="black.gif";} if (neighbours==3) {tempmapactual[g]="white.gif";} } for(y3=0; y3<2500; ++y3) { if (mapactual[y3]!=tempmapactual[y3]) { mapactual[y3]=tempmapactual[y3]; document.images[y3+offset].src=mapactual[y3]; } } } </script> <script> function doIt() { for (i=0; i<X; i++) { // This is where I have trouble. What part of generation() do I call? } if (Reset==1) break; // This will kill the loop instantly. } } </script> <script> window.onload(doIt($(X).value))); </script> <form> <input type="button" value="generate" onClick="generation();"> </form> <form> <input type="text"> </form> <form> <input type="button" value="Infinite Loop!" onclick="doIt();"> </form> <form> <input type="button" value="Reset" onclick="doIt();"> </form>

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  • color objects in C or C ++ [closed]

    - by jazz
    Possible Duplicate: Colors in C language i copied a game from a book which name is paratrooper i ask this question again i also provide the code of the objects which i create there i want to change the color of these objects but i didn't understand how to do that so can any one plz help me how to do that.Listen guys they are not the standard functions but i use the graphics library for these functions and i can't find the function in the library file of graphics. i hope u understand know.this code will not run properly so plz tell me something about the function which color it i can't put the image other wize i show u the image it will make alot easieer #include "graphics.h" #include "stdio.h" #include "conio.h" #include "process.h" #include "alloc.h" #include "stdlib.h" #include "math.h" #include "dos.h" main() { int gm=CGAHI, gd=CGA, key=0, area; initgraph(&gd, &gm, "C:\\tc\\bgi"); helidraw(246,50,-1); getch(); return 0; } helidraw ( int x, int y, int d ) { int direction, i, j ; if ( d ) direction = -1 ; else direction = 1 ; i = 3 ; j = 8 ; line ( x - j - 8, y - i - 2, x + j + 8, y - i - 2 ) ; line ( x - j + 5, y - i - 1, x + j - 5, y - i - 1 ) ; line ( x - j, y - i, x + j, y - i ) ; for ( ; i > 0 ; i--, j += 2 ) { putpixel ( x - ( direction * j ), y - i, 1 ) ; line ( x + ( direction * j ), y - i, x + ( direction * ( j - 8 ) ), y - i ) ; } i = 0 ; j -= 2 ; line ( x - ( direction * j ), y - i, x - ( direction * ( j + 17 ) ), y - i ) ; line ( x - ( direction * j ), y - i + 1, x - ( direction * ( j + 7 ) ), y - i + 1 ) ; putpixel ( x - ( direction * ( j + 19 ) ), y - i - 1, 1 ) ; for ( ; i < 3 ; i++, j -= 2 ) { putpixel ( x - j, y + i, 1 ) ; putpixel ( x + j, y + i, 1 ) ; } line ( x - j, y + i, x + j, y + i ) ; putpixel ( x - j + 3, y + i + 1, 1 ) ; putpixel ( x + j - 3, y + i + 1, 1 ) ; line ( x - j - 10, y + i + 2, x + j + 10, y + i + 2 ) ; putpixel ( x + ( direction * ( j + 12 ) ), y + i + 1, 1 ) ; }

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  • iPhone app works hundreds of times, then crashes from memory error on startup, then never works unti

    - by peter
    I have a Cocos2d/openGL iPhone game. It's a universal app and I'm dealing with an occasional but nasty error on the iPad. We are loading a lot of textures up front (3 2048x2048 textures). I'm working on reducing this up front load, but what worries me is I really don't understand the root cause of this crash that permanently breaks the app. This is the deal: 1. App works fine for hundreds of plays on the iPad 2. Eventually (I'm guessing due to other programs using up some memory and not letting go or whatever) the app starts crashing on startup. It just closes again in the middle of loading. 3. The App will now never work again on that iPad, closing immediately every time, until the iPad is restarted. Obviously my app is demanding too much memory up front to work reliably every time, I get that. What I don't get is why when it fails once, it has failed forever until the iPad is restarted. Can anyone explain what is going on here? EDIT: forgot to add organizer crash lags just say low memory, like this every time (I changed my app name to MyAppName below). Again, I know it's low memory, but why does it stay low memory until restart?: Incident Identifier: E7A2507C-3FB1-4E3B-B315-09F094236541 CrashReporter Key: 0fda9d667f2c6073f20a76809aa25438b6854d15 OS Version: iPhone OS 3.2 (7B367) Date: 2010-04-30 16:59:44 -0400 Free pages: 437 Wired pages: 17228 Purgeable pages: 0 Largest process: MyAppName Processes Name UUID Count resident pages MyAppName <6307ce41802850944baa78d29224fa7f> 22385 (jettisoned) (active) mediaserverd <ea8bac28b06fe3980fdd44b5caceb563> 242 DTMobileIS <a0f651e43881e66f50f8a95abea72921> 5826 notification_pro <4c9a7ee0a5bbe160465991228f2d2f2e> 67 syslog_relay <4ceaed776d2df957fa130712f4ef21d0> 66 notification_pro <4c9a7ee0a5bbe160465991228f2d2f2e> 67 notification_pro <4c9a7ee0a5bbe160465991228f2d2f2e> 67 afcd <4f3c9566e33b4463f05603d990584e5d> 72 ptpd <83de0f774bd6553d513ae9e19b0f9b56> 181 syslogd <66247e305d5c0bf6f1ce1cc950653263> 81 lsd <a4d852c1c8da2b3d231bdc90887b52ba> 130 iapd <a8534cbde4b90ad5915dd26ab03ff3e3> 204 notifyd <5e9d5bee7c3eae1c8b494c79eb11406e> 71 BTServer <64e4a6ea6b1240db2331e05a29caa862> 108 CommCenter <97bf297944ac4bde19bcee96dd23bd5f> 181 SpringBoard <c7a5904c12db7b14334a4edaa4cabaa9> 5339 (active) configd <aca9fa3380322669164fd6b1a3864300> 373 fairplayd.K48 <2d997ffca1a568f9c5400ac32d8f0782> 84 locationd <dd1ea88105c62173908ce767db5c4d37> 599 mDNSResponder <820560222d47a1f2a0dce98a7f8a9721> 108 lockdownd <497fd54c79a680bf29f5d9320f514613> 303 MobileStorageMou <c277b79c2157c4dc5cfc5c3ca35bd5f2> 69 launchd <66972eee4d865c4383b33d985d22994b> 98 **End**

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  • Using XAML + designer to edit Plain Old CLR Objects?

    - by Joe White
    I want to write a POCO in XAML, and use a DataTemplate to display that object in the GUI at runtime. So far, so good; I know how to do all that. Since I'll already have a DataTemplate that can transform my POCO into a WPF visual tree, is there any way to get the Visual Studio designer to play along, and have the Design View show me the POCO+DataTemplate's resulting GUI, as I edit the POCO's XAML? (Obviously the designer wouldn't know how to edit the "design view"; I wouldn't expect the Toolbox or click-and-drag to work on the design surface. That's fine -- I just want to see a preview as I edit.) If you're curious, the POCOs in question would be level maps for a game. (At this point, I'm not planning to ship an end-user map editor, so I'll be doing all the editing myself in Visual Studio.) So the XAML isn't WPF GUI objects like Window and UserControl, but it's still not something where I would want to blindly bang out some XAML and hope for the best. I want to see what I'm doing (the GUI map) as I'm doing it. If I try to make a XAML file whose root is my map object, the designer shows "Intentionally Left Blank - The document root element is not supported by the visual designer." It does this even if I've defined a DataTemplate in App.xaml's <Application.Resources>. But I know the designer can show my POCO, when it's inside a WPF object. One possible way of accomplishing what I want would be to have a ScratchUserControl that just contains a ContentPresenter, and write my POCO XAML inside that ContentPresenter's Content property, e.g.: <UserControl ...> <ContentPresenter> <ContentPresenter.Content> <Maps:Map .../> </ContentPresenter.Content> </ContentPresenter> </UserControl> But then I would have to be sure to copy the content back out into its own file when I was done editing, which seems tedious and error-prone, and I don't like tedious and error-prone. And since I can preview my XAML this way, isn't there some way to do it without the UserControl?

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  • GLKit Memory Leak copywithZone

    - by TommyT39
    Running the instruments utility against the game I'm writing shows a bunch of memory leaks related to copy with Zone when I cycle through an array and draw some simple cube objects. Im not sure the best way to track this down as I'm new to OpenGL programming. My program is using ARC and is set to build for IOS 5. I am initializing GLKit to use OPenGl 2.0 and using the BafeEffect so I don't have to write my own shaders etc.. This shouldn't be rocket science. Im guessing that I must be not releasing something within the draw function. Below is the code to my draw function. Could you guys take a look and see if anything stands out as the problem? One other thing to note is that I'm using 15 different textures, the cubes can be 1 of 15 different ones. I have a property set on the cube class for the texture and I set it as I create the cube in there array. But I do load all 15 when my programs view did load starts.They are small .jps files that are less than 75k each and each cube uses the same texture all the way around so shouldn't be too big of an issue. Here is the code to my draw function: - (void)draw { GLKMatrix4 xRotationMatrix = GLKMatrix4MakeXRotation(rotation.x); GLKMatrix4 yRotationMatrix = GLKMatrix4MakeYRotation(rotation.y); GLKMatrix4 zRotationMatrix = GLKMatrix4MakeZRotation(rotation.z); GLKMatrix4 scaleMatrix = GLKMatrix4MakeScale(scale.x, scale.y, scale.z); GLKMatrix4 translateMatrix = GLKMatrix4MakeTranslation(position.x, position.y, position.z); GLKMatrix4 modelMatrix = GLKMatrix4Multiply(translateMatrix,GLKMatrix4Multiply(scaleMatrix,GLKMatrix4Multiply(zRotationMatrix, GLKMatrix4Multiply(yRotationMatrix, xRotationMatrix)))); GLKMatrix4 viewMatrix = GLKMatrix4MakeLookAt(0, 0, 1, 0, 0, -5, 0, 1, 0); effect.transform.modelviewMatrix = GLKMatrix4Multiply(viewMatrix, modelMatrix); effect.transform.projectionMatrix = GLKMatrix4MakePerspective(0.125*M_TAU, 1.0, 2, 0); effect.texture2d0.name = wallTexture.name; [effect prepareToDraw]; glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glEnableVertexAttribArray(GLKVertexAttribPosition); glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 0, triangleVertices); glEnableVertexAttribArray(GLKVertexAttribTexCoord0); glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinates); glDrawArrays(GL_TRIANGLES, 0, 18); glDisableVertexAttribArray(GLKVertexAttribPosition); glDisableVertexAttribArray(GLKVertexAttribTexCoord0); }

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  • Java: Preventing array going out of bounds.

    - by Troy
    I'm working on a game of checkers, if you want to read more about you can view it here; http://minnie.tuhs.org/I2P/Assessment/assig2.html When I am doing my test to see if the player is able to get to a certain square on the grid (i.e. +1 +1, +1 -1 .etc) from it's current location, I get an java.lang.ArrayIndexOutOfBoundsException error. This is the code I am using to make the move; public static String makeMove(String move, int playerNumber) { // variables to contain the starting and destination coordinates, subtracting 1 to match array size int colStart = move.charAt(1) - FIRSTCOLREF - 1; int rowStart = move.charAt(0) - FIRSTROWREF - 1; int colEnd = move.charAt(4) - FIRSTCOLREF - 1; int rowEnd = move.charAt(3) - FIRSTROWREF - 1; // variable to contain which player is which char player, enemy; if (playerNumber==1) { player= WHITEPIECE; enemy= BLACKPIECE; } else { player= BLACKPIECE; enemy= WHITEPIECE; } // check that the starting square contains a player piece if (grid [ colStart ] [ rowStart ] == player) { // check that the player is making a diagonal move if (grid [ colEnd ] [ rowEnd ] == grid [ (colStart++) ] [ (rowEnd++) ] && grid [ colEnd ] [ rowEnd ] == grid [ (colStart--) ] [ (rowEnd++) ] && grid [ colEnd ] [ rowEnd ] == grid [ (colStart++) ] [ (rowEnd--) ] && grid [ colEnd ] [ rowEnd ] == grid [ (colStart--) ] [ (rowEnd--) ]) { // check that the destination square is free if (grid [ colEnd ] [ rowEnd ] == BLANK) { grid [ colStart ] [ rowStart ] = BLANK; grid [ colEnd ] [ rowEnd ] = player; } } // check if player is jumping over a piece else if (grid [ colEnd ] [ rowEnd ] == grid [ (colStart+2) ] [ (rowEnd+2) ] && grid [ colEnd ] [ rowEnd ] == grid [ (colStart-2) ] [ (rowEnd+2) ] && grid [ colEnd ] [ rowEnd ] == grid [ (colStart+2) ] [ (rowEnd-2) ] && grid [ colEnd ] [ rowEnd ] == grid [ (colStart-2) ] [ (rowEnd-2) ]) { // check that the piece in between contains an enemy if ((grid [ (colStart++) ] [ (rowEnd++) ] == enemy ) && (grid [ (colStart--) ] [ (rowEnd++) ] == enemy ) && (grid [ (colStart++) ] [ (rowEnd--) ] == enemy ) && (grid [ (colStart--) ] [ (rowEnd--) ] == enemy )) { // check that the destination is free if (grid [ colEnd ] [ rowEnd ] == BLANK) { grid [ colStart ] [ rowStart ] = BLANK; grid [ colEnd ] [ rowEnd ] = player; } } } } I'm not sure how I can prevent the error from happening, what do you recommend?

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