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  • Where can I find a large body of *Python3* source code?

    - by Ira Baxter
    I'm testing a Python parser. I have Python 2.6/2.7 firmly under control, and some good (large) code samples on which I've tested it. I'm interested in testing my Python3 variant. I've been to various Python open source web sites (e.g., http://pythonsource.com/), which list lots of packages, but they are pretty unclear as whether these are Python 2.x vs 3.x source files. The several samples that I downloaded all turned out to be Python 2.x. Where can I find a number of large Python 3 software source codes? I don't really want 1000 little separate Python3 files; I prefer big applications.

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  • Classes to Entities; Like-class inheritence problems

    - by Stacey
    Beyond work, some friends and I are trying to build a game of sorts; The way we structure some of it works pretty well for a normal object oriented approach, but as most developers will attest this does not always translate itself well into a database persistent approach. This is not the absolute layout of what we have, it is just a sample model given for sake of representation. The whole project is being done in C# 4.0, and we have every intention of using Entity Framework 4.0 (unless Fluent nHibernate can really offer us something we outright cannot do in EF). One of the problems we keep running across is inheriting things in database models. Using the Entity Framework designer, I can draw the same code I have below; but I'm sure it is pretty obvious that it doesn't work like it is expected to. To clarify a little bit; 'Items' have bonuses, which can be of anything. Therefore, every part of the game must derive from something similar so that no matter what is 'changed' it is all at a basic enough level to be hooked into. Sounds fairly simple and straightforward, right? So then, we inherit everything that pertains to the game from 'Unit'. Weights, Measures, Random (think like dice, maybe?), and there will be other such entities. Some of them are similar, but in code they will each react differently. We're having a really big problem with abstracting this kind of thing into a database model. Without 'Enum' support, it is proving difficult to translate into multiple tables that still share a common listing. One solution we've depicted is to use a 'key ring' type approach, where everything that attaches to a character is stored on a 'Ring' with a 'Key', where each Key has a Value that represents a type. This works functionally but we've discovered it becomes very sluggish and performs poorly. We also dislike this approach because it begins to feel as if everything is 'dumped' into one class; which makes management and logical structure difficult to adhere to. I was hoping someone else might have some ideas on what I could do with this problem. It's really driving me up the wall; To summarize; the goal is to build a type (Unit) that can be used as a base type (Table per Type) for generic reference across a relatively global scope, without having to dump everything into a single collection. I can use an Interface to determine actual behavior so that isn't too big of an issue. This is 'roughly' the same idea expressed in the Entity Framework.

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  • ORM framework that extends base class with database-implementation.

    - by aioobe
    I have a game consisting of a client / server + a webpage. A central notion in both client and game-/webserver is an Account. Accounts are stored in a database thus I'm in need of some ORM and recently had a look at Hibernate and Cayenne. My understanding however, is that both frameworks provide an "DatabaseBackedAccount"-class which I extend with my other Account methods. My problem is that the Account class is reused heavily on the client side, and I would obviously not want to include database-related code on the client implementation. My current solution is to have an Account class (shared by server and client) and extend this with a DatabaseBackedAccount (overriding setter-methods and providing a commit method) on the server side. I find this quite natural and nice, however I've had to implement all gory sql-details and ORM myself. Is there any way to "turn the table" in any existing ORM framework, so that the generated classes extend my existing class?

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  • verilog or systemc for testbench

    - by Alphaneo
    I am assigned with the task of verifying some verilog based RTL code. Now, coding the RTL testbench using verilog seems to be very difficult (for me). So I would like to try one of the following. - Try providing a PLI interface to the RTL and thereby invoke 'C functions for testing - Using system 'C for interfacing the 'C functions PS: I already have a extensive 'C code that was used for testing the behavioral model. I am new to the world of hardware programming. Any pointers would be greatly appreciated.

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  • Ruby get inheriting class

    - by Brian D.
    I'm working on creating my first plugin for rails. I'm still pretty new to ruby and I was wondering if its possible to get the inheriting class? For example, I'm trying to create a plugin that will allow unit testing and functional testing when you are not using migrations. What I'm trying to do is initialize a class variable named controller to be initialized to the type of controller that is being tested. If I have a base class ControllerTest: class ControllerTest < Test::Unit::TestCase attr_accessor :controller def initialize super @controller = "call function that will find the inheriting classes name and create an instance of that controller type." end end So what I'm currently stuck on is getting the name of the inheriting class. Is this possible? And if not, does anyone know another way on how I could go about implementing this? Thanks in advance.

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  • How to do 'git status' on untracked directory?

    - by meowsqueak
    I have 6,000 untracked files in one subdirectory and I'm constructing .gitignore files to filter out the unwanted ones. I'm testing my gitignore filters as I go by running 'git status'. However, I have a larger number of untracked other files in a different subdirectory, so 'git status' shows all of those too, which makes it very hard to see what the .gitignore rules are doing. If the files were tracked, then I could just do 'git status .' and it would restrict the git-status output to only those files in the current directory, but because the current directory and all its contents are untracked, 'git status .' returns "error: pathspec . did not match any file(s) known to git." I'm using git-1.6.6.1 for this, although interestingly my testing shows that git-1.7.1 (on a different system) does actually let you do git-status on an untracked directory. Unfortunately I can't upgrade git on this system. Is there a known workaround for -1.6.6.1?

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  • Endianness manipulation - is there a C library for this?

    - by Malvineous
    Hi all, With the sort of programs I write (working with raw file data) I often need functions to convert between big and little endian. Usually I write these myself (which is covered by many other posts here) but I'm not that keen on doing this for a number of reasons - the main one being lack of testing. I don't really want to spend ages testing my code in a big endian emulator, and often just omit the code for big endian machines altogether. I also would rather make use of faster functions provided by various compilers, while still keeping my programs cross-platform. The only things I can find are socket calls like htons() but they require different #include files on each platform, and some GPL code like this, however that particular file, while comprehensive, seems to miss out on some of the high performance functions provided by some compilers. So, does anyone know of a library (ideally just a .h file) that is well tested and provides a standard set of functions for dealing with endianness across many compilers and platforms?

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  • 8bpp Bitmap format on the Compact Framework

    - by Kieran
    Hi friends. I am messing around with Conway's Game of Life - http://en.wikipedia.org/wiki/Conway's_Game_of_Life I started out coding algorithmns for winforms and now want to port my work onto windows mobile 6.1 (compact framework). I came across an article by Jon Skeet where he compared several different algorithmns for calculating next generations in the game. He used an array of bytes to store a cells state (alive or dead) and then he would copy this array to an 8bpp bitmap. For each new generation, he works out the state of each byte, then copies the array to a bitmap, then draws that bitmap to a picturebox. void CreateInitialImage() { bitmap = new Bitmap(Width, Height, PixelFormat.Format8bppIndexed); ColorPalette palette = bitmap.Palette; palette.Entries[0] = Color.Black; palette.Entries[1] = Color.White; bitmap.Palette = palette; } public Image Render() { Rectangle rect = new Rectangle(0, 0, Width, Height); BitmapData bmpData = bitmap.LockBits(rect, ImageLockMode.ReadWrite, bitmap.PixelFormat); Marshal.Copy(Data, 0, bmpData.Scan0, Data.Length); bitmap.UnlockBits(bmpData); return bitmap; } His code above is beautifully simple and very fast to render. Jon is using Windows Forms but now I want to port my own version of this onto Windows Mobile 6.1 (Compact Framework) but . . . .there is no way to format a bitmap to 8bpp in the cf. Can anyone suggest a way of rendering an array of bytes to a drawable image in the CF. This array is created in code on the fly (it is NOT loaded from an image file on disk). I basically need to store an array of cells represented by bytes, they are either alive or dead and I then need to draw that array as an image. The game is particularly slow on the CF so I need to implement clever optimised algoritmns but also need to render as fast as possible and the above solution would be pretty dam perfect if only it was available on the compact framework. Many thanks for any help Any suggestions?

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  • Trouble using SFML with GCC and OS X

    - by user1322654
    I've been trying to get SFML working for a while now and I've been trying to get it working using GCC. I'm on OS X by the way. I followed the standard Linux instructions and using the Linux 64-bit download however when it comes to compiling... g++ -o testing main.cpp -lsfml-system This happens: main.cpp: In function ‘int main()’: main.cpp:7: error: ‘class sf::Clock’ has no member named ‘GetElapsedTime’ main.cpp:9: error: ‘class sf::Clock’ has no member named ‘GetElapsedTime’ main.cpp:10: error: ‘Sleep’ is not a member of ‘sf’ So I thought it could be due to not using includes, so I changed my gcc compile command to: g++ -o testing main.cpp -I ~/SFML-1.6/include/ -lsfml-system and now I'm getting this error: ld: warning: ignoring file /usr/local/lib/libsfml-system.so, file was built for unsupported file format which is not the architecture being linked (x86_64) Undefined symbols for architecture x86_64: "sf::Clock::Clock()", referenced from: _main in ccZEiB7b.o "sf::Clock::GetElapsedTime() const", referenced from: _main in ccZEiB7b.o "sf::Sleep(float)", referenced from: _main in ccZEiB7b.o ld: symbol(s) not found for architecture x86_64 collect2: ld returned 1 exit status** And I have no idea what to do to fix it.

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  • Removing WS_BORDER and WS_CAPTION from windows styles doesn't work

    - by lordfrikk
    Hello, I created a small app in C# that removes border and caption from window, then it sets size to the user's resolution and centers it. It's a utility for me to use when I want to play games in windowed mode without being annoyed by the borders. Everything works fine with most games, but I tried to use it on a recently released game Alpha Protocol and it doesn't work. I could almost say that the game reverts my changes, but I'm not sure how to tell if that's true or not. I'm using imported API functions MoveWindow, SetWindowLong and SetWindowPos. Snippet: Win32.MoveWindow(hWnd, 0, 0, Convert.ToInt32(sizeXText.Text), Convert.ToInt32(sizeYText.Text), true); Win32.SetWindowLong(hWnd, GWL_STYLE, Win32.GetWindowLong(hWnd, GWL_STYLE) & ~WS_CAPTION & ~WS_BORDER); Win32.SetWindowPos(hWnd, 0, 0, 0, 0, SWP_NOZORDER|SWP_NOMOVE|SWP_NOSIZE|SWP_NOACTIVATE|SWP_DRAWFRAME);

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  • One to two relationship in Doctrine with YAML

    - by Jeremy DeGroot
    I'm working on my first Symfony project with Doctrine, and I've run into a hitch. I'm trying to express a game with two players. The relationship I want to have is PlayerOne and PlayerTwo each being keyed to an ID in the Users table. This is part of what I've got so far: Game: actAs: { Timestampable:- } columns: id: { type: integer, notnull: true, unique: true } startDate: { type: timestamp, notnull: true } playerOne: { type: integer, notnull: true } playerTwo: { type: integer, notnull: true } winner: { type: integer, notnull:true, default:0 } relations: User: { onUpdate: cascade, local: playerOne, foreign: id} User: { onUpdate: cascade, local: playerTwo, foreign: id} That doesn't work. It builds fine, but the SQL it generates only includes a constraint for playerTwo. I've tried a few other things: User: { onUpdate: cascade, local: [playerOne, playerTwo], foreign: id} Also: User: [{ onUpdate: cascade, local: playerOne, foreign: id}, { onUpdate: cascade, local: playerTwo, foreign: id}] Those last two throw errors when I try to build. Is there anyone out there who understands what I'm trying to do and can help me achieve it?

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  • What is "=C2=A0" in MIME encoded, quoted-printable text?

    - by TheSoftwareJedi
    This is an example raw email I am trying to parse: MIME-version: 1.0 Content-type: text/html; charset=UTF-8 Content-transfer-encoding: quoted-printable X-Mailer: Verizon Webmail X-Originating-IP: [x.x.x.x] =C2=A0test testing testing 123 What is =C2=A0? I have tried a half dozen quoted-printable parsers, but none handle this correctly. Honestly, for now, I'm coding: //TODO WTF encoded = encoded.Replace("=C2=A0", ""); Because I can't figure out why that text is there randomly within the MIME content, and isn't supposed to be rendered into anything. By just removing it, I'm getting the desired effect - but WHY?!

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  • Transposing a matrix

    - by ZaZu
    Hello, I want to transpose a matrix, its a very easy task but its not working with me : int testtranspose(testing *test,testing *test2){ int i,j; (*test2).colsmat2=(*test).rowsmat1; (*test2).rowsmat2=(*test).colsmat1 for(i=0;i<(*test).rowsmat1;i++){ for(j=0;j<(*test).colsmat1;j++){ ((*test2).mat[i][j])=((*test).mat[i][j]); } printf("\n"); } } I thought this is the correct method of doing it, but apparently for a matrix such as : 1 2 3 4 5 6 7 8 I get : 1 2 0 0 3 4 0 0 What is the problem ? Please help, Thanks !

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  • Initialization of components with interdependencies - possible antipattern?

    - by Rosarch
    I'm writing a game that has many components. Many of these are dependent upon one another. When creating them, I often get into catch-22 situations like "WorldState's constructor requires a PathPlanner, but PathPlanner's constructor requires WorldState." Originally, this was less of a problem, because references to everything needed were kept around in GameEngine, and GameEngine was passed around to everything. But I didn't like the feel of that, because it felt like we were giving too much access to different components, making it harder to enforce boundaries. Here is the problematic code: /// <summary> /// Constructor to create a new instance of our game. /// </summary> public GameEngine() { graphics = new GraphicsDeviceManager(this); Components.Add(new GamerServicesComponent(this)); //Sets dimensions of the game window graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 600; graphics.ApplyChanges(); IsMouseVisible = true; screenManager = new ScreenManager(this); //Adds ScreenManager as a component, making all of its calls done automatically Components.Add(screenManager); // Tell the program to load all files relative to the "Content" directory. Assets = new CachedContentLoader(this, "Content"); inputReader = new UserInputReader(Constants.DEFAULT_KEY_MAPPING); collisionRecorder = new CollisionRecorder(); WorldState = new WorldState(new ReadWriteXML(), Constants.CONFIG_URI, this, contactReporter); worldQueryUtils = new WorldQueryUtils(worldQuery, WorldState.PhysicsWorld); ContactReporter contactReporter = new ContactReporter(collisionRecorder, worldQuery, worldQueryUtils); gameObjectManager = new GameObjectManager(WorldState, assets, inputReader, pathPlanner); worldQuery = new DefaultWorldQueryEngine(collisionRecorder, gameObjectManager.Controllers); gameObjectManager.WorldQueryEngine = worldQuery; pathPlanner = new PathPlanner(this, worldQueryUtils, WorldQuery); gameObjectManager.PathPlanner = pathPlanner; combatEngine = new CombatEngine(worldQuery, new Random()); } Here is an excerpt of the above that's problematic: gameObjectManager = new GameObjectManager(WorldState, assets, inputReader, pathPlanner); worldQuery = new DefaultWorldQueryEngine(collisionRecorder, gameObjectManager.Controllers); gameObjectManager.WorldQueryEngine = worldQuery; I hope that no one ever forgets that setting of gameObjectManager.WorldQueryEngine, or else it will fail. Here is the problem: gameObjectManager needs a WorldQuery, and WorldQuery needs a property of gameObjectManager. What can I do about this? Have I found an anti-pattern?

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  • Does Google Analytics have peformance overhead?

    - by Mohit Nanda
    To what extent does Google Analytics impact performance? I'm looking for the following: Benchmarks (including response times/pageload times et al) Links or results to similar benchmarks One (possible) method of testing Google Analytics (GA) on your site: Serve ga.js (the Google Analytics JavaScript file) from your own server. Update from Google Daily (test 1) and Weekly (test 2). I would be interested to see how this reduces the communication between the client webserver and the GA server. Has anyone conducted any of these tests? If so, can you provide your results? If not, does anyone have a better method for testing the performance hit (or lack thereof) for using GA?

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  • "Cleanly" Deploying an ASP.NET Application with LINQ to SQL Server

    - by Bob Kaufman
    In my development environment, my SQL Server is PHILIP\SQLEXPRESS. In testing, it's ANNIE, and the live environment will have a third name yet to be determined. I would have assumed that updating the following statement in web.config would have been enough: <add name="MyConnectionString"providerName="System.Data.SqlClient" connectionString="Data Source=PHILIP\SQLEXPRESS;Initial Catalog=MyDtabase;Integrated Security=True" /> When using SqlConnection, SqlCommand, SqlDataReader and friends, that's all it took. Using LINQ, it doesn't seem to work that nicely. I see the servername repeated in my .dbml file as well as in Settings.settings. After changing it in all of those places, I get it to work. However if I'm doing a few deployments per day during testing, I want to avoid this regimen. My question is: is there a programmatic solution for LINQ to SQL that will allow me to specify the connection string once, preferably in web.config, and get everybody else to refer to it?

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  • error in mysql syntax in vb.net

    - by user225269
    I get this error, while I'm testing the code below: You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near '[student](ID, LASTNAME, FIRSTNAME, SCHOOL) VALUES ('333', 'aaa', 'aaa', 'aaa')' at line 1 I just recycled the code that I used in manipulating ms sql database. So the syntax must be wrong. What might be the correct syntax for adding records into mysql database? Here is my current code: idnum = TextBox1.Text lname = TextBox2.Text fname = TextBox3.Text skul = TextBox4.Text Using sqlcon As New MySqlConnection("Server=localhost; Database=testing;Uid=root;Pwd=nitoryolai123$%^;") sqlcon.Open() Dim sqlcom As New MySqlCommand() sqlcom.Connection = sqlcon sqlcom.CommandText = "INSERT INTO [student](ID, LASTNAME, FIRSTNAME, SCHOOL) VALUES (@ParameterID, @ParameterLastName, @ParameterFirstName, @ParameterSchool)" sqlcom.Parameters.AddWithValue("@ParameterID", TextBox1.Text) sqlcom.Parameters.AddWithValue("@ParameterLastName", TextBox2.Text) sqlcom.Parameters.AddWithValue("@ParameterFirstName", TextBox3.Text) sqlcom.Parameters.AddWithValue("@ParameterSchool", TextBox4.Text) sqlcom.ExecuteNonQuery() End Using Please help, thanks

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  • Ajax security problem

    - by coolboycsaba
    I want to create a browser based game and I have a huge problem, the game can be easily hacked. The problem is at a page where you can go to "work", I store in a file the work ending date and the amount of money what you will receive after finishing the work. There are 4 type of works. The problem is that I use ajax to send to a php file the necessary information. The URL looks like this x.php?date=....&pay=.... The javascript part of the page calculates the date and the pay but if you simply enter in your URL bar x.php?date=anynumber&pay=99999 you will receive that 99999 dollars. What should I do ? And sorry for my bad english :)

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  • Is there a recommended command for "hg bisect --command"?

    - by blokeley
    I have an emergent bug that I've got to track down tomorrow. I know a previous hg revision which was good so I'm thinking about using hg bisect. However, I'm on Windows and don't want to get into DOS scripting. Ideally, I'd be able to write a Python unit test and have hg bisect use that. This is my first attempt. bisector.py #!/usr/bin/env python import sys import unittest class TestCase(unittest.TestCase): def test(self): #raise Exception('Exception for testing.') #self.fail("Failure for testing.") pass def main(): suite = unittest.defaultTestLoader.loadTestsFromTestCase(TestCase) result = unittest.TestResult() suite.run(result) if result.errors: # Skip the revision return 125 if result.wasSuccessful(): return 0 else: return 1 if '__main__' == __name__: sys.exit(main()) Perhaps I could then run: hg bisect --reset hg bisect --bad hg bisect --good -r 1 hg bisect --command=bisector.py Is there a better way of doing it? Thanks for any advice.

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  • Can I prevent Flash's Input Events from stacking up when my framerate low?

    - by Matt W
    My Flash game targets 24 fps, but slows to 10 on slower machines. This is fine, except Flash decides to throttle the queue of incoming MouseEvent and KeyboardEvents, and they stack up and the Events fall behind. Way behind. It's so bad that, at 10 fps, if I spam the Mouse and Keyboard for a few seconds not much happens, then, after I stop, the game seems to play itself for the next 5 seconds as the Events trickle in. Spooky, I know. Does anyone know a way around this? I basically need to say to Flash, "I know you think we're falling behind, but throttling the input events won't help. Give them to me as soon as you get them, please."

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  • Creating an array & outputting its code definition for preloading

    - by user422318
    I want to create a 2d array that represents my 2d canvas. For each pixel, I will look up the value and then save an integer {0, 1, 2, 3, 4} as each element of the array. Unfortunately, this takes way too friggin' long to run each time I load the game. How can I write a script that creates this array for me and outputs the array code so I can just paste it in a js file and have it preloaded? (I'm prototyping a game, so I just need to run this for my test map or two.)

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  • XNA or C# Pop-up progress bar for the LoadContent() method

    - by Warlax
    Hey people, We wrote a small game using Microsoft's XNA Game Studio 3.1. The LoadContent() takes a long time because, other than loading models, and config files, we're also running some one-time (per run) terrain analysis. We are not C# or XNA programmers... we're Java programmers, and want to be able to give the user some feedback that the system is loading. Preferably, this will be through a simple pop-up with a progress bar that will say something simple like "loading please wait". The progress bar doesn't have to be a 0 to 1 progress bar, it can instead be one of those 'back and forth' progress bars. I was hoping for some quick copy-paste ready code to just do that - as it is not a central piece of our project, nor do we have a need to delve into too much documentation. I appreciate you time, effort, and possible donation. Thanks.

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  • PHP Launch Execute Files Concurrently

    - by Ozzy
    Hi all. Basically, I was doing some testing using apache bench. The file i was testing takes 2 seconds to execute (its optimised, it connects to an external server hence the slowdown) Basically I found that the more concurrent useres i emulated, the more executions of the file i could do per second. Is there anyway that i can do something like this in php? : <?php execute_file('file.php'); execute_file('file.php'); execute_file('file.php'); execute_file('file.php'); execute_file('file.php'); ?> That would execute the file 5 times but would NOT wait for the files to finish downloading so the above example would quickly call the 5 functions then exit. Im assuming somesort of timeout would be used?

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