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  • To be effective on your home projects is it better using the same technologies used at work?

    - by systempuntoout
    To be more productive and effective, is it better to start developing an home project using the same technologies used at work? I'm not talking about a simple hello world web page but an home project with all bells and whistles that one day, maybe, you could sell on internet. This dilemma is often subject of flames between me and a friend. He thinks that if you want to make a great home-made project you need to use the same technologies used daily at work staying in the same scope too; for example, a c++ computer game programmer should develope an home-made c++ game. I'm pretty sure that developing using the same technologies used at work can be more productive at beginning, but surely less exciting and stimulating of working with other languages\ides\libraries out of your daily job. What's your opinion about that?

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  • Display the form again ?

    - by noralain
    Hi all, I want to ask about the form in javascript .. I want to do a game that the user enter the correct word, then alert message will apeared for correct word.. When the user do the first word correctly, the program will display another word (to be corrected) .. but the problem which i faced that i can't make the form display again to continue play the game .. i used : var d = document.getElementById("form1"); d.style.visibility = "visible"; but it doesn't work !! This is my code: <title>Word Decoder</title> <script type="text/javascript"> function checkWord(word, score){ var ok = words[score].valueOf(); var ok1 = document.getElementById("wordid"); if(ok1.value == ok){ score ++; alert("Correct, your score is: " + score); var d = document.getElementById("form1"); d.style.visibility = "visible"; return false; } else { alert("Wrong Spelling"); return false; } } </script> </head> <body> <script type="text/javascript"> var words = new Array ("apple", "orange", "banana", "manago", "table"); var reWords = new Array ("alpep", "ergano", "aaabnn", "goamna", "lbeat"); var count = 0; var score = 0; "</br>"; </script> <form id="form1"> <br> <dir id="displayForm" style="position: relative; visibility: visible; display: block"> <h3><b> <script> document.write(reWords[score]);</script> </b></h3> <br> Enter the correct word: <input type="text" value="" id="wordid"/> <input type="submit" value="Check Answer ??" onclick="return checkWord(wordid, score);" /> </dir> </form> </body> Can help me to solve the problem? Again: I want the game will display a scrambled word and the user must unscrambled the word to move to the other word. The problem is i can't display the form again to make the user unscrambled the second, third ..etc words..

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  • Procedural music generation?

    - by anon
    Anyone have good book / article recommendation for procedural generation of background music? (No vocals, just instruments). I'm not interested in: How do I generate the sound of a particular note on a particular instrument I'm interested in: How do I generate the melody / score for the music. Thanks! EDIT: Thanks for the reference to Brian Eno. I'm definitely looking into the ambient/user can ignore type of music. I.e. think the background music of a game. It's there to provide some basic mood, but the focus is the game.

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  • Default Database Collations PenTesting Env

    - by dominicdinada
    I am using Ubuntu 9.10 with XAMPP ( Lampp "MYSQL 5.1.45 PHPMYADMIN 3.3.1 PHP 5.3.2 ) What my problem is, is that I set up my testing env to debug my scripts locally and when I did so there arose a problem. This problem is that I used firefox's addon SQLinject ME to test for weakness' and upon doing so it caused mysql to change the default local collations; character sets dir /opt/lampp/share/mysql/charsets/ collation connection latin1_general_ci (Global value) latin1_swedish_ci collation database latin1_swedish_ci collation server latin1_swedish_ci I have searched for quite sometime in regards to a solution to this problem and have come up with searching for the db.opt file which stores this information without success. Upon not finding a solution I removed lampp with the "sudo rm -fR /opt" command and reinstall and the problem still persists. I have tried to change the collations manually and still come up with the database displaying latin1_swedish_ci as the default language. Why is this a problem?? Why is it a problem with mysql? Because the application I am testing and debugging locally is built on the CodeIgnitor with Smarty framework and since this combination of framework is built to detect the LOCALES, Rather what the database defaults are I keep getting errors saying no language file for swedish...... Of course I could get the swedish language file to work around this problem but I do not feel the need to make this work around a perminant solution as with time when I move on to projects I will run into simular problems every time that A; When importing database files, backups etc it will default to import such databases as the locale swedish. B; As time passes on I might completly forget of this error and will be back to square one. I have found this code in searches for a fix,which seems to alter the tables to a desired Collaion; $value) { mysql_query("ALTER TABLE $value COLLATE latin1_general_ci"); }} echo "The collation of your database has been successfully changed!"; ? Which is handy to switch collations in One Schema at a time however this is not a fix when a framework doesnt care that the said database is in one langugae. It tests for the Default of the entire server. Someone with any knowledge of a purge or fix to this I would greatly appricate the help. One more final note is that when I was testing I only figured to back up the applications DataBase and not the entire Schema of the install. No matter if I uninstall or reinstall the database still seems to carry these problems.

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  • MySQL Volleyball Standings

    - by Torez
    I have a database table full of game by game results and want to know if I can calculate the following: GP (games played) Wins Loses Points (2 points for each win, 1 point for each lose) Here is my table structure: CREATE TABLE `results` ( `id` int(10) unsigned NOT NULL auto_increment, `home_team_id` int(10) unsigned NOT NULL, `home_score` int(3) unsigned NOT NULL, `visit_team_id` int(10) unsigned NOT NULL, `visit_score` int(3) unsigned NOT NULL, PRIMARY KEY (`id`) ) ENGINE=MyISAM DEFAULT CHARSET=latin1 AUTO_INCREMENT=7 ; And a few testing results: INSERT INTO `results` VALUES(1, 1, 21, 2, 25); INSERT INTO `results` VALUES(2, 3, 21, 4, 17); INSERT INTO `results` VALUES(3, 1, 25, 3, 9); INSERT INTO `results` VALUES(4, 2, 7, 4, 22); INSERT INTO `results` VALUES(5, 1, 19, 4, 20); INSERT INTO `results` VALUES(6, 2, 24, 3, 26); Here is what a final table would look like: +-------------------+----+------+-------+--------+ | Team Name | GP | Wins | Loses | Points | +-------------------+----+------+-------+--------+ | Spikers | 4 | 4 | 0 | 8 | | Leapers | 4 | 2 | 2 | 6 | | Ground Control | 4 | 1 | 3 | 5 | | Touch Guys | 4 | 0 | 4 | 4 | +-------------------+----+------+-------+--------+

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  • right usage of std::uncaught_exception in a destructor

    - by Vokuhila-Oliba
    There are some articles concluding "never throw an exception from a destructor", and "std::uncaught_exception() is not useful", for example: http://www.gotw.ca/gotw/047.htm (written by Herb Sutter) But it seems that I am not getting the point. So I wrote a small testing example (see below). Since everything is fine with the testing example I would very appreciate some comments regarding what might be wrong with it. testing results: ./main Foo::~Foo(): caught exception - but have pending exception - ignoring int main(int, char**): caught exception: from int Foo::bar(int) ./main 1 Foo::~Foo(): caught exception - but *no* exception is pending - rethrowing int main(int, char**): caught exception: from Foo::~Foo() // file main.cpp // build with e.g. "make main" // tested successfully on Ubuntu-Karmic with g++ v4.4.1 #include <iostream> class Foo { public: int bar(int i) { if (0 == i) throw(std::string("from ") + __PRETTY_FUNCTION__); else return i+1; } ~Foo() { bool exc_pending=std::uncaught_exception(); try { bar(0); } catch (const std::string &e) { // ensure that no new exception has been created in the meantime if (std::uncaught_exception()) exc_pending = true; if (exc_pending) { std::cerr << __PRETTY_FUNCTION__ << ": caught exception - but have pending exception - ignoring" << std::endl; } else { std::cerr << __PRETTY_FUNCTION__ << ": caught exception - but *no* exception is pending - rethrowing" << std::endl; throw(std::string("from ") + __PRETTY_FUNCTION__); } } } }; int main(int argc, char** argv) { try { Foo f; // will throw an exception in Foo::bar() if no arguments given. Otherwise // an exception from Foo::~Foo() is thrown. f.bar(argc-1); } catch (const std::string &e) { std::cerr << __PRETTY_FUNCTION__ << ": caught exception: " << e << std::endl; } return 0; }

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  • Logictech USB HID controller message

    - by rross
    I have a Logitech game controller(http://www.amazon.com/Logitech-Dual-Action-Game-Pad/dp/B0000ALFCI). I'm using c# and Microsoft's HID driver to track what buttons are being pressed. Each button press sends a Byte Array that has 8 values. The problems is that I don't know what those 8 value represent. Here is an example: 0, 128, 126, 127, 130, 24, 24, 0, 4, 252 0, 128, 126, 127, 130, 40, 40, 0, 4, 252 0, 128, 126, 127, 127, 72, 72, 0, 4, 252 0, 128, 126, 127, 127, 136, 136, 0, 4, 252 Those are the values of the Byte Array for button press 1, 2, 3, 4 respectively. I see where the values are changing, but I'm unsure what they represent. I'm unable to find any specs on Microsoft HID driver. Can someone point me in the right direction?

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  • Handling inverse kinematics: animation blending or math?

    - by meds
    I've been working for the past four days on inverse kinematics for my game engine. I'm working on a game with a shoestring budget so when the idea of inverse kinematics came up I knew I had to make it such that the 3D models bones would be mathematically changed to appear to be stepping on objects. This is causing some serious problems with my animation, after it was technically implemented the animations started looking quite bad when the character was wlaking up inclines or steps even though mathematically the stepping was correct and was even smoothly interpolating. So I was wondering, is it actually possible to get a smooth efficient inverse kinematic system based exclusively on math where bones are changed or is this just a wild goose chase and I should either solve the inverse kinematics problem with animation blending or don't do it at all?

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  • wrong operator() overload called

    - by user313202
    okay, I am writing a matrix class and have overloaded the function call operator twice. The core of the matrix is a 2D double array. I am using the MinGW GCC compiler called from a windows console. the first overload is meant to return a double from the array (for viewing an element). the second overload is meant to return a reference to a location in the array (for changing the data in that location. double operator()(int row, int col) const ; //allows view of element double &operator()(int row, int col); //allows assignment of element I am writing a testing routine and have discovered that the "viewing" overload never gets called. for some reason the compiler "defaults" to calling the overload that returns a reference when the following printf() statement is used. fprintf(outp, "%6.2f\t", testMatD(i,j)); I understand that I'm insulting the gods by writing my own matrix class without using vectors and testing with C I/O functions. I will be punished thoroughly in the afterlife, no need to do it here. Ultimately I'd like to know what is going on here and how to fix it. I'd prefer to use the cleaner looking operator overloads rather than member functions. Any ideas? -Cal the matrix class: irrelevant code omitted class Matrix { public: double getElement(int row, int col)const; //returns the element at row,col //operator overloads double operator()(int row, int col) const ; //allows view of element double &operator()(int row, int col); //allows assignment of element private: //data members double **array; //pointer to data array }; double Matrix::getElement(int row, int col)const{ //transform indices into true coordinates (from sorted coordinates //only row needs to be transformed (user can only sort by row) row = sortedArray[row]; result = array[usrZeroRow+row][usrZeroCol+col]; return result; } //operator overloads double Matrix::operator()(int row, int col) const { //this overload is used when viewing an element return getElement(row,col); } double &Matrix::operator()(int row, int col){ //this overload is used when placing an element return array[row+usrZeroRow][col+usrZeroCol]; } The testing program: irrelevant code omitted int main(void){ FILE *outp; outp = fopen("test_output.txt", "w+"); Matrix testMatD(5,7); //construct 5x7 matrix //some initializations omitted fprintf(outp, "%6.2f\t", testMatD(i,j)); //calls the wrong overload }

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  • Pause and Resume AsyncTasks? (Android)

    - by Matt Swanson
    I have an AsyncTask that acts as a countdown timer for my game. When it completes the countdown it displays the out of time end screen and it also updates the timer displayed on the screen. Everything works fine, except I need to be able to pause and resume this when the pause button in the game is pressed. If I cancel it and try to re-execute it, it crashes with an IllegalStateException. If I cancel it and instantiate a new AsyncTask in its place the old one begins to run again and the new one runs at the same time. Is there a way to cancel/pause the timer and restart it using AsyncTasks or is there a different way I should be going about doing this?

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  • Access variables from a number of sources

    - by mac_55
    I'm creating my first game, and I've currently set up a 'GameState' class, to store player health etc. inside. This class is currently instantiated from the AppDelegate as I need to access it from all over my game. This is fine. For each class I'm working in, I can access the app delegate, and then find the GameState object... however, it seems very messy. I'm tempted to find a way (I'm still a newbie) to define the GameState instance as being some sort of global variable so that I can access it from all over with ease... but my little bit of reading on variable scope makes me uneasy about doing this, even if I knew how. Any ideas of the best way to define and access this class? It'll be used for everything from player health, to items they've found, any personalisation etc. Thanks!

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  • Link errors loading a Python extension for i386 MacOS that was compiled on a PPC

    - by deekoo
    I'm trying to compile a Python extension (written in C) on a PPC mac (running OS X 10.4, XCode 2.5), to run under Ren'Py on both PPC and i386 MacOS. The PPC version works; the i386 version fails to load with ImportError: dlopen(./fasttint_macos_i386.dylib, 2): Symbol not found: _PyType_GenericNew Referenced from: /Applications/Games/Demos/CuteKnightKingdom-demo-0.9.25.1-mac/CuteKnightKingdom-demo.app/Contents/Resources/autorun/game/fasttint_macos_i386.dylib Expected in: /Applications/Games/Demos/CuteKnightKingdom-demo-0.9.25.1-mac/CuteKnightKingdomdemo.app/Contents/Resources/autorun/game/fasttint_macos_i386.dylib As best I can tell, _PyType_GenericNew should be defined by Ren'Py's python - why is it trying to find an internal declaration for the symbol instead of the external one?

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  • Memory leak - debugger and memory analyzer disagreeing

    - by Joe
    There is a memory leak in my android game - I've managed to narrow it down to a certain object, which has a list of objects to render on a texture. This object clears the list every time it draws though - so I can't work out how its managed to get thousands of elements in the list. I checked in the debugger and it doesn't have all these thousands of elements - usually about 2-20 which is what I'd expect... The game definitely slows down progressively only if I have rendering to texturing on. Here is a picture of Memory Analyzer showing 6,111 items: Memory Analyzer Here is a picture of the debugger showing 2: Debugger Can anyone help me find out whats wrong?

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  • Best Image Replacement Technique

    - by Josh Stodola
    What is the best (as in cross-browser) technique to do image replacement in CSS? I am using sprites to do my navigation, but I want the markup to remain SEO friendly. Given the following HTML structure... <div id="menu"> <ul> <li><a href="#">Test</a></li> <li><a href="#">Tester</a></li> <li><a href="#">Testing Testing</a></li> </ul> </div> What is the best way to replace the text with a background image using CSS only? I am currently using this... text-indent: -9999px; But, it fails with CSS on, and images off.

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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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  • What software development process do you use and how do you implement it?

    - by clyfe
    Post only what you do use not what you would like to use, so we can see what is the most popular in real life. I am interested only in theese issues: Project Model (waterfall, agile...) How are requirements gathered (and stored)? Revision control - what software, what workflow Build automation, what software, where does it fit ? How is the testing done ? How is the documentation done ? How is the quality assurance done ? Please provide short objective answers, don't speak from the books. EXAMPLE: In my company we are a small team of 5 people and we develop webapps using ruby. agile PM cucumber requirements git SCM - Integration Manager Workflow integrity CI rspec automated tests the project lead creats the documentation skeleton then it is filled by the developers ensure quality by peer reviewing code and manual peer-testing

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  • Headless gem: webkit_server: cannot connect to X server

    - by 23tux
    I've got some problems running capybara-webkit with the Headless gem, Xvfb and our ci server. We use this setup for automatic integration testing and javascript testing of our Ruby on Rails 3.2 app. During the tests it complains that webkit_server: cannot connect to X server But when I ps aux | grep Xvfb deploy 1602 0.0 0.1 61696 1912 pts/2 S+ Jul10 0:00 /usr/bin/Xvfb :99 -screen 0 1280x1024x24 -ac I see the Xvfb running. If I run the tests with --trace it also only shows the error log above and I can't debug the error. Any ideas how I could get some more information, or even a solution?

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  • SQL Like question

    - by mike
    Is there a way to reverse the SQL Like operator so it searches a field backwards? For example, I have a value in a field that looks like this "Xbox 360 Video Game". If I write a query like below, it returns the result fine. SELECT id FROM table WHERE title like "%Xbox%Game%" However, when I search like this, it doesn't find any results. SELECT id FROM table WHERE title like "%Video%Xbox%" I need it to match in any direction. How can I get around this?

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  • Custom Grails Environments?

    - by tinny
    I have been developing several Grails applications over the past couple of years. I am increasingly finding that the three grails environments (dev, test, prod) aren't enough to satisfy my needs. The more "enterprisey" your application gets, the more environments you tend to have. I tend to use 6 environments for my development cycle... DEVA //My dev DEVB //Team mates dev CI_TEST //CI like Hudson QA_TEST //Testing team environment UAT_TEST //Customers testing environment PROD //Production Im wondering if there is a way to define custom Grails environments? I dont think there is, but the feature could be handy. The way I am getting around this right now is by externalising the config to a properties file. Id imagine that this is a pretty common requirement, so how have you been dealing with your environments?

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  • Static Access To Multiple Instance Variable

    - by Qua
    I have a singleton instance that is referenced throughout the project which works like a charm. It saves me the trouble from having to pass around an instance of the object to every little class in the project. However, now I need to manage multiple instances of the previous setup, which means that the singleton pattern breaks since each instance would need it's own singleton instance. What options are there to still maintain static access to the singleton? To be more specific, we have our game engine and several components and plugins reference the engine through a static property. Now our server needs to host multiple game instances each having their own engine, which means that on the server side the singleton pattern breaks. I'm trying to avoid all the classes having the engine in the constructor.

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  • MySQL UNION query from one table + ORDER BY

    - by ilnur777
    I have one table with two queries and I need to sort it with descending type using ORDER BY. Here is my MySQL query that does not work properly: (SELECT `text` FROM `comments` WHERE user_fr='".$user."' && archive='1' ORDER BY `is_new_fr` DESC) UNION (SELECT `text` FROM `message` WHERE user_to='".$user."' && archive='1' ORDER BY `is_new_to` DESC) Description! is_new_fr and is_new_to counts total new messages. Here is my table contant: user_fr | user_to | archive | is_new_fr | is_new_to| text name1 | name2 | 1 | 2 | 0 | testing... name2 | name1 | 1 | 0 | 5 | testing ... I want to make an order that 1st will display note that has more messages to few, or by another words using DESCending type. This is the display on the page I want to do: Open dialog with name2. Messages (5) Open dialog with name1. Messages (2) Thank you!

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  • Issue with SOAPUI: running test for concurrency

    - by Kangkan
    I am trying to test my web service using SOAPUI (the free version). For testing concurrency, I wished to fire concurrent threads from SOAPUI onto the service. But with the options, the thread count increases gradually (even in the burst mode). The machine where SOAPUI is installed is a WinXP machine. Can I actually do the concurrency testing? If so how? Please guide me. I am waiting for your answers and help.

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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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  • 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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