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  • Farseer Physics Samples and Krypton how to reference game

    - by Krell
    I'm sure this is totally simple and yes I am new at this. I am trying to set up Krypton inside farseer. 1. create a new Krypton engine in my sub screen aka AdvancedDemo1 : PhysicsGameScreen, IDemoScreen Via this.krypton = new KryptonEngine(this, "KryptonEffect"); The problem is the KryptonEngine(this wants reference to Game game, I cant seem to reference it from FarseerPhysicsGame : Game So how would I do that? or 2. I can put it directly in FarsserPhysicsGame but again I cant seem to figure out how to reference FarseerPhysicsGame in AdvancedDemo1. or 3. I can put it inside the public FarseerPhysicsGame() and do Componenets.Add(krypton) [which works] HOWEVER I cant figure out how to reference the compoenet once it is added. You should be able to stop reading here , but for more detail I simply took the Farseer XNA Samples went into FarseerPhysicsGame.cs and deleted all the screens and menus except AdvancedDemo1 so there is one option and I just click that to load into the advancedDemo1 and thats where I want to put the lights from krypton. Thanks. Edit: Figured out 1 solution though I am still curious about others. Solution 1 I was able to use ScreenManager.Game(not sure why it was there but Ill try to figure it out later)

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  • Game login authentication and security.

    - by Charles
    First off I will say I am completely new to security in coding. I am currently helping a friend develop a small game (in Python) which will have a login server. I don't have much knowledge regarding security, but I know many games do have issues with this. Everything from 3rd party applications (bots) to WPE packet manipulation. Considering how small this game will be and the limited user base, I doubt we will have serious issues, but would like to try our best to limit problems. I am not sure where to start or what methods I should use, or what's worth it. For example, sending data to the server such as login name and password. I was told his information should be encrypted when sending, so in-case someone was viewing it (with whatever means), that they couldn't get into the account. However, if someone is able to capture the encrypted string, wouldn't this string always work since it's decrypted server side? In other words, someone could just capture the packet, reuse it, and still gain access to the account? The main goal I am really looking for is to make sure the players are logging into the game with the client we provide, and to make sure it's 'secure' (broad, I know). I have looked around at different methods such as Public and Private Key encryption, which I am sure any hex editor could eventually find. There are many other methods that seem way over my head at the moment and leave the impression of overkill. I realize nothing is 100% secure. I am just looking for any input or reading material (links) to accomplish the main goal stated above. Would appreciate any help, thanks.

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  • Programming Technique: How to create a simple card game

    - by Shyam
    Hi, As I am learning the Ruby language, I am getting closer to actual programming. So I was thinking of creating a simple card game. My question isn't Ruby orientated, but I do know want to learn how to solve this problem with a genuine OOP approach. In my card game I want to have four players. Using a standard deck with 52 cards, no jokers/wildcards. In the game I won't use the Ace as a dual card, it is always the highest card. So, the programming problems I wonder about are the following: How can I sort/randomize the deck of cards? There are four types, each having 13 values. Eventually there can be only unique values, so picking random values could generate duplicates. How can I implement a simple AI? As there are tons of card games, someone would have figured this part out already, so references would be great. I am a truly Ruby nuby, and my goal here is to learn to solve problems, so pseudo code would be great, just to understand how to solve the problem programmatically. I apologize for my grammar and writing style if it's unclear, for it is not my native language. Also pointers to sites where such challenges are explained, would be a great resource! Thank you for your comments, answers and feedback!

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  • Algorithm for finding the best routes for food distribution in game

    - by Tautrimas
    Hello, I'm designing a city building game and got into a problem. Imagine Sierra's Caesar III game mechanics: you have many city districts with one market each. There are several granaries over the distance connected with a directed weighted graph. The difference: people (here cars) are units that form traffic jams (here goes the graph weights). Note: in Ceasar game series, people harvested food and stockpiled it in several big granaries, whereas many markets (small shops) took food from the granaries and delivered it to the citizens. The task: tell each district where they should be getting their food from while taking least time and minimizing congestions on the city's roads. Map example Sample diagram Suppose that yellow districts need 7, 7 and 4 apples accordingly. Bluish granaries have 7 and 11 apples accordingly. Suppose edges weights to be proportional to their length. Then, the solution should be something like the gray numbers indicated on the edges. Eg, first district gets 4 apples from the 1st and 3 apples from the 2nd granary, while the last district gets 4 apples from only the 2nd granary. Here, vertical roads are first occupied to the max, and then the remaining workers are sent to the diagonal paths. Question What practical and very fast algorithm should I use? I was looking at some papers (Congestion Games: Optimization in Competition etc.) describing congestion games, but could not get the big picture. Any help is very appreciated! P. S. I can post very little links and no images because of new user restriction.

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  • Design issue in Iphone Dev - Generic implementation for Game Bonuses

    - by Idan
    So, I thought consulting you guys about my design, cause I sense there might be a better way of doing it. I need to implement game bonuses mechanism in my app. Currently there are 9 bonuses available, each one is based of different param of the MainGame Object. What I had in mind was at app startup to initialize 9 objects of GameBonus while each one will have different SEL (shouldBonus) which will be responsible for checking if the bonus is valid. So, every end of game I will just run over the bonuses array and call the isBonusValid() function with the MainGame object(which is different after every game). How's that sound ? The only issue I have currently, is that I need to make sure that if some bonuses are accepted some other won't (inner stuff)... any advice how to do that and still maintain generic implementation ? @interface GameBonus : NSObject { int bonusId; NSString* name; NSString* description; UIImage* img; SEL shouldBonus; } @implementation GameBonus -(BOOL) isBonusValid(MainGame*)mainGame { [self shouldBonus:mainGame]; } @end

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  • word game ???? help please

    - by lolo
    Implement the “Word Decoder” game. This game will present the player with a series of scrambled words (up to 20 words) and challenge him/her to attempt to unscramble them. Each time a new word is displayed, and a text input is provided for the user to write the unscrambled word. Once the player thinks the word has been properly decoded, he clicks on the “Check answer” button. If the player’s answer is correct, his score is increased by one. If his answer is not correct, he is notified and he is then given a different word. For example: The word “tac” is displayed. The user inputs “cat”. The answer is correct, and the user’s score is 1. The word “niol” is then displayed. The user inputs “oinl”. The answer is not correct, the user is alerted, and the score stays the same. The game then displays the next word and so on. After the last word, the final score is given to the player. can you help me please???

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  • Are game engines developed in the USA?

    - by numerical25
    I just finished talking to a Flashpoint Academy recruiter about their curriculum. I told him that after I graduate, I would like to go more in-depth with learning game engines and how to make games. So I asked him did their school teach anything in regards to learning any graphics API such as DirectX. He asked me to elaborate a little more as if he was not sure what I was talking about. So I asked did their school teach on how to build game engines. He said "no we only teach with the tools at hand, such as XNA, or the Unreal engine". He further said "most jobs that deal with building game engines go overseas and most of creative work is done in the United States." To be honest, I really had no intentions of going to this school. I just wanted to learn more about the school in case I had second thoughts somewhere down the line. To me I thought it was a bunch of BS, but my question is to you guys, "is it" ??

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  • Choosing design method for ladder-like word game.

    - by owca
    I'm trying to build a simple application, with the finished program looking like this : I will also have to implement two different GUI layouts for this. Now I'm trying to figure out the best method to perform this task. My professor told me to introduce Element class with 4 states : - empty - invisible (used in GridLayout) - first letter - other letter I've thought about following solutions (by List I mean any sort of Collection) : 1. Element is a single letter, and each line is Element[]. Game class will be array of arrays Element[]. I guess that's the dumbest way, and the validation might be troublesome. 2. Like previously but Line is a List of Element. Game is an array of Lines. 3. Like previously but Game is a List of Lines. Which one should I choose ? Or maybe do you have better ideas ? What collection would be best if to use one ?

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  • Best way to implement game loop without freezing UI thread

    - by Matt H
    I'm trying to make a simple 2D game in Java. So far I have a JFrame, with a menubar, and a class which extends JPanel and overrides it's paint method. Now, I need to get a game loop going, where I will update the position of images and so on. However, I'm stuck at how best to achieve this. Should I use multi-threading, because surely, if you put an infinite loop on the main thread, the UI (and thus my menu bar) will freeze up? Here's my code so far: import java.awt.Color; import java.awt.Graphics; import javax.swing.JPanel; @SuppressWarnings("serial") public class GameCanvas extends JPanel { public void paint(Graphics g) { while (true) { g.setColor(Color.DARK_GRAY); try { Thread.sleep(100); } catch (InterruptedException e) { e.printStackTrace(); } } } } import javax.swing.JFrame; import javax.swing.JMenu; import javax.swing.JMenuBar; import javax.swing.JMenuItem; @SuppressWarnings("serial") public class Main extends JFrame { GameCanvas canvas = new GameCanvas(); final int FRAME_HEIGHT = 400; final int FRAME_WIDTH = 400; public static void main(String args[]) { new Main(); } public Main() { super("Game"); JMenuBar menuBar = new JMenuBar(); JMenu fileMenu = new JMenu("File"); JMenuItem startMenuItem = new JMenuItem("Pause"); menuBar.add(fileMenu); fileMenu.add(startMenuItem); super.add(canvas); super.setVisible(true); super.setSize(FRAME_WIDTH, FRAME_WIDTH); super.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); super.setJMenuBar(menuBar); } } Any pointers/tips? Also, where should I put my loop? In my main class, or my GameCanvas class? Any help is appreciated, thanks.

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  • Game Development: How do you make a story game?

    - by Martijn Courteaux
    Hi, I made already a few simple games: enter a level, get up to the end, continue to the next level. But I'm still wondering how "real" game developers create games with a story. Here are a few things what a story game has (and where I'm wondering about how they make it) : A sequence of places the player have to visit and do there that, that and that. The first time you see a guy, he says just hello. After a few hours game progress, he gives you a hint to go to a specific place. The first time you walk over a bridge nothing happens, a second time: the bridge falls and you will enter a new location under the bridge. The first time you enter a new location, you will get a lot of information from e.g. villagers, etc. Next time nothing happens The last points are a bit three times the same. But, I don't think they have a save-file with a lot of booleans and integers for holding things like: Player did the first time .... Player enters the tenth time that location Player talked for the ###th time to that person etc When I talk about story games, I'm thinking to: The Legend of Zelda (all games of the serie) Okami And this are a few examples of level-in-level-out games: Mario Braid Crayon Physics Thanks

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  • Java side scrolling game on android

    - by hanesjw
    I'm trying to make an easy side scrolling game just to learn the ropes of game programming on android. I came up with a solution of how to make it but I don't really think it is the most elegant solution. I wanted to get some different ideas on how to implement my game, as I really have no other solution right now. Here is a quick explanation of how it works.. I basically have blocks or objects fall from the top of the screen. The blocks are defined from a pre-defined string I create using a custom 'map-editor'. I create all the blocks at compile time, position them on or off the screen and simply increment their coordinates with each iteration of the gameloop. It is actually done a little bit better then that, but that gives a short easy explanation on the basic idea. I heard from a few people that instead of incrementing each block position, have the blocks stay there and simply change the viewable area. That makes sense, but I have no idea how to do it. Can anyone share some ideas or links on how I can implement something like this? I know my current solution isn't the greatest. Thanks!

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  • problem with a very simple tile based game

    - by newbieguy
    Hello, I am trying to create a pacman-like game. I have an array that looks like this: array: 1111111111111 1000000000001 1111110111111 1000000000001 1111111111111 1 = Wall, 0 = Empty space I use this array to draw tiles that are 16x16 in size. The Game character is 32x32. Initially I represented the character's position in array indexes, [1,1] etc. I would update his position if array[character.new_y][charater.new_x] == 0 Then I translated these array coordinates to pixels, [y*16, x*16] to draw him. He was lining up nicely, wouldn't go into walls, but I noticed that since I was updating him by 16 pixels each, he was moving very fast. I decided to do it in reverse, to store the game character's position in pixels instead, so that he could use less than 16 pixels per move. I thought that a simple if statement such as this: if array[(character.new_pixel_y)/16][(character.new_pixel_x)/16] == 0 would prevent him from going into walls, but unfortunately he eats a bit of the bottom and right side walls. Any ideas how would I properly translate pixel position to the array indexes? I guess this is something simple, but I really can't figure it out :(

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  • Generic rule parser for RPG board game rules - how to do it?

    - by burzum
    I want to build a generic rule parser for pen and paper style RPG systems. A rule can involve usually 1 to N entities 1 to N roles of a dice and calculating values based on multiple attributes of an entity. For example: Player has STR 18, his currently equipped weapon gives him a bonus of +1 STR but a malus of DEX -1. He attacks a monster entity and the game logic now is required to run a set of rules or actions: Player rolls the dice, if he gets for example 8 or more (base attack value he needs to pass is one of his base attributes!) his attack is successfully. The monster then rolls the dice to calculate if the attack goes through it's armor. If yes the damage is taken if not the attack was blocked. Besides simple math rules can also have constraints like applying only to a certain class of user (warrior vs wizzard for example) or any other attribute. So this is not just limited to mathematical operations. If you're familiar with RPG systems like Dungeon and Dragons you'll know what I'm up to. My issue is now that I have no clue how to exactly build this the best possible way. I want people to be able to set up any kind of rule and later simply do an action like selecting a player and a monster and run an action (set of rules like an attack). I'm asking less for help with the database side of things but more about how to come up with a structure and a parser for it to keep my rules flexible. The language of choice for this is php by the way.

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  • Best current framework for unit testing EJB3 / JPA

    - by kennygrimm
    Starting new project using EJB 3 / JPA, mainly stateless session beans and batch jobs. I've used JUnit in the past on standard Java webapps and it seemed to work pretty well. In EJB2 unit testing was a pain and required a running container such as JBoss to make the calls into. Now that we're going to be working in EJB3 / JPA I'd like to know what companies are using to write and run these tests. Are Junit and JMock still considered relevant or are there other newer frameworks that have come around that we should investigate?

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  • Unit Testing iPhone - Linker Errors

    - by sliver
    I've followed the Unit Testing Applications guide from the iPhone Development documentation. I followed all the steps and it worked with the TestCase from the documentation. But as soon as I changed the TestCase to test real Code from my project I ended up with linker errors. All classes that are used in the TestCase are reported as missing. I've already searched the internet and found that the Bundle Loader property must be set to "$(BUILT_PRODUCTS_DIR)/MyApplication.app/Contents/MacOS/MyApplication". But this also fails because the file could not be found. Any ideas what I have to do to tell the linker where to search for the missing files?

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  • iPhone - strange error when testing on simulator

    - by lostInTransit
    Hi I was testing my app on the simulator when it crashed on clicking a button of a UIAlertView. I stopped debugging there, made some changes to the code and built the app again. Now when I run the application, I get this error in the console Couldn't register com.myApp.debug with the bootstrap server. Error: unknown error code. This generally means that another instance of this process was already running or is hung in the debugger.Program received signal: “SIGABRT”. I tried removing the app from the simulator, doing a clean build but I still get this error when I try to run the app. Can someone please let me know what I should do to be able to run the app on my simulator again. Thanks.

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  • Nginx A/B testing

    - by Alex
    Hey, I'm trying to do A/B testing and I'm using Nginx fo this purpose. My Nginx config file looks like this: events { worker_connections 1024; } error_log /usr/local/experiments/apps/reddit_test/error.log notice; http { rewrite_log on; server { listen 8081; access_log /usr/local/experiments/apps/reddit_test/access.log combined; location / { if ($remote_addr ~ "[02468]$") { rewrite ^(.+)$ /experiment$1 last; } rewrite ^(.+)$ /main$1 last; } location /main { internal; proxy_pass http://www.reddit.com/r/lisp; } location /experiment { internal; proxy_pass http://www.reddit.com/r/haskell; } } } This is kind of working, but css and js files woon't load. Can anyone tell me what's wrong with this config file or what would be the right way to do it? Thanks, Alex

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  • Selecting Users For A/B (Champion/Challenger) Testing

    - by Gordon Guthrie
    We have a framework that offers A/B split testing. You have a 'champion' version of a page and you develop a 'challenger' version of it. Then you run the website and allocate some of your users the champion and some the challenger and measure their different responses. If the challenger is better than the champion at achieving your metrics then you dethrone the champion and develop a new challenger... My question is what mechanisms should I consider to allocate the versions? A number of options spring to mind: odd or even IP address (or sub-segments) ****.****.****.123 gets champion but .124 gets challenger cookie push - check for a champion/challenger cookie, if it doesn't exist randomly allocate the user to one and push the cookie Best practice? suggestions? comments? experience?

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  • Unit testing .Net CF apps on Windows Mobile 6.5.3 in Visual Studio 2008

    - by Johann Gerell
    Did anyone get that to work? I mean, unit testing .Net CF apps on Windows Mobile 6.5.3 in Visual Studio 2008. It works great for a WM 6 Pro target, but not for a WM 6.5.3 target. I get this error: The test adapter ('Microsoft.VisualStudio.TestTools.TestTypes.Unit.UnitTestAdapter, Microsoft.VisualStudio.QualityTools.Tips.UnitTest.Adapter, Version=9.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a') required to execute this test could not be loaded. Check that the test adapter is installed properly. Not enough storage is available to process this command. Yes, I can read the error text, but I don't understand the failed run. Any clues?

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  • Documenting user scenarios and measuring/testing

    - by Rimian
    Please forgive me as I don't quite remember the exact terms for what I am talking about... hence my question. Recently I worked on a large Agile team where I encountered a method of defining user scenarios (much like user stories). These scenarios were a few very basic short sentences with keywords and a structure that could be understood by humans (especially project managers) and could also be coded against using some Java Framework (for verifying tests). The exact structure of this mini language used keywords like "when" and "and" or "if" which was how the framework parsed and verified the result. The purpose of this framework was to interface between management and the acceptance testing framework. So essentially management could write the tests themselves using English. The scenario went something like this: "When a user visits URL and User clicks on X Something happens (that can be measured)" Can anyone help me remember exactly what I am talking about? Many thanks

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  • Testing harness for online teaching?

    - by candeira
    I have been asked to teach an online programming course, and I am looking for a test harness especially geared to education. Some students will have significant coding experience, but others will be total newbies. The course is an introduction to software development, mostly taught in C with some C++ and Java thrown in. In any case, I would like to read their source code only after a test suite has made sure that it compiles and executes properly. The students will also benefit from having a tool they can check their code against before submitting it. However, the Learning Management System my employer is using doesn't have such a system. Do you know of any LMS software that includes this feature? Which testing harness would you recommend in case I have to roll my own?

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  • Unit Testing Codeigniter Classes with fooStack - clashes

    - by DrPep
    I'm having 'fun' testing interactions in a CodeIgniter based web app. It seems when running the entire test suite "phpunit AllTests.php" it loads all of the test classes, their targets (Systems under Test) and creates a PHPUnit_Framework_TestSuite instance which presumably iterates over the classes which extend CIUnit_TestCase and runs them. The problem comes where you have multiple classes referencing another class (such as a library). As all the classes are loaded into the same process space, PHP reports "cannot redefine class xyz". Have I missed something here or doing something haenously wrong? In my test class i'm doing something like: include_once dirname(__FILE__).'/../CIUnit.php'; include_once dirname(__FILE__).'/../../libraries/ProductsService.php'; class testProductsService extends CIUnit_TestCase { public function testGetProducts_ReturnsArrayOfProducts(){ $service = new ProductsService(); $products = $service->getProducts(); $this->assertTrue(is_array($products)); } } The problem manifests as I have a controller which does: $this->load->library('ProductsService');

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  • Python unit-testing with nose: Making sequential tests

    - by cool-RR
    I am just learning how to do unit-testing. I'm on Python / nose / Wing IDE. (The project that I'm writing tests for is a simulations framework, and among other things it lets you run simulations both synchronously and asynchronously, and the results of the simulation should be the same in both.) The thing is, I want some of my tests to use simulation results that were created in other tests. For example, synchronous_test calculates a certain simulation in synchronous mode, but then I want to calculate it in asynchronous mode, and check that the results came out the same. How do I structure this? Do I put them all in one test function, or make a separate asynchronous_test? Do I pass these objects from one test function to another? Also, keep in mind that all these tests will run through a test generator, so I can do the tests for each of the simulation packages included with my program.

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  • Recommended Model Based Testing Tools

    - by ModelTester
    Does anyone have any suggestions on what Model Based Testing Tools to use? Is Spec Explorer/SPEC# worth it's weight in tester training? What I have traditionally done is create a Visio Model where I call out the states and associated variables, outputs and expected results from each state. Then in a completely disconnected way, I data drive my test scripts with those variables based on that model. But, they are not connected. I want a way to create a model, associate the variables in a business friendly way, that will then build the data parameters for the scripts. I can't be the first person to need this. Is there a tool out there that will do basically that? Short of developing it myself.

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  • Working with a Java Mail Server for Testing

    - by Charlie
    I'm in the process of testing an application that takes mail out of a mailbox, performs some action based on the content of that mail, and then sends a response mail depending on the result of the action. I'm looking for a way to write tests for this application. Ideally, I'd like for these tests to bring up their own mail server, push my test emails to a folder on this mail server, and have my application scrape the mail out of the mail server that my test started. Configuring the application to use the mailserver is not difficult, but I do not know where to look for a programatic way of starting a mail server in Java. I've looked at JAMES, but I am unable to figure out how to start the server from within my test. So the question is this: What can I use for a mail server in Java that I can configure and start entirely within Java?

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