Search Results

Search found 2134 results on 86 pages for 'ansi colors'.

Page 53/86 | < Previous Page | 49 50 51 52 53 54 55 56 57 58 59 60  | Next Page >

  • GetContactList stops reporting collisions on welded bodies

    - by Henrique Jung
    I have some strange problem with my game which uses Box2D as physics engine and I'm out of ideas on what I can do to solve it. My game is a class assignment where I need to build a simple game where the main character moves in a 2D environment while square blocks comes from below him. Each time a collision occurs, that block is attached to the character using a weld joint, when three blocks of the same colors are together, they annihilate themselves(an effect similar to Bejeweled). I'm using a recursive function to iterate through all the attached blocks of a given block to see if there are enough blocks for them to be deleted. I'm using GetContactList function to iterate through the list of contacts to see which blocks are adjacent to each other. The results are quite disappointing, the blocks only get annihilated in few cases. After a lot of debugging, I found the issue, but I still don't know how to solve. My issue is: after some time, GetContactList STOPS returning contacts (return NULL) to blocks that were already attached for some time. I spent some time reading the Box2D manual as well as some tutorials and still didn't find any clue of what is happening. Below there's some simplified version of the code that I wrote. for(int a = 0; a < blocksList.size(); a++) { blocksList[a].BuildConnections(); } And on BuildConnections b2ContactEdge* edge = body->GetContactList(); while(edge != NULL) { if (long_check_to_see_if_there's_a_block_nearby) { // add itself to the list to be anihilated globalList.push_back(this); //if there's, call BuildConnections again on the adjacent block adjacentBody->GetUserData()->BuildConnections; } edge = edge->next; } I know that there's another issue related to circular inclusions, but I fairly sure that this problem isn't causing the problem with the collisions. You can download my entire code from this page if you'd like http://code.google.com/p/fellz/source/list

    Read the article

  • Feasability of mobile 2D multiplayer RPG game with interactive bitmap background

    - by user2827214
    I'm looking to develop a 2D multiplayer RPG game for Android, with a bird's eye view similar to that of zelda/pokemon. The game is very simple in all ways since my intent is for thousands of players to occupy the same world which I imagine requires good performance. However, I am unsure about the performance requirements of two properties: the tile map that is used as a background is dynamic (interactive). For example, a player steps in the water, and the water turns black. Every tile in the game does this. the tile map is the same object used for all players, but it is displayed differently on each user's mobile device, even though the players exist in the same world. For example, the water that turned black is displayed as red on all other players' screens. I have knowledge of java, but almost none regarding game dev. tools. Is there a best process for these requirements? Should I develop in pure java, or use some tool like Slick2D etc.? How performance intensive are these properties, if even possible? Edit: There are no collisions in the game or difficult animations, I am imagining simply changing the colors of the tiles (like in the examples), and a client-server architecture

    Read the article

  • Oracle Supply Chain at Pella Showcase, April 24-25, 2012

    - by Stephen Slade
    Nothing promtes a product like a grest customer testimony! For nearly a decade, Pella has been holding these 'open-houses' or Showcases as they are called, to illustrate the utilization of Oracle products in their operations. Building custom windows and doors is not an easy task.  With about a trillion combinations of unique sizes, colors and features availalbe, getting the complex multi-unit custom order wrong can be easy to do. I've been to a few of these Showcases and each time,  continually impressed by the precision, best practices and lean disciplines enacted at Pella. Operations representatives and users at Pella, demonstrate the way in which they use Oracle Supply Chain products to deliver fulfillment excellence. Orders are all custom made and delivered in about a week.  Factory tours are conducted and visitors have a chance to see Oracle in operation on the shop floor, driving informational flow and order accuracy in the 99+% range.  It's a must see for anyone considering expansion of their supply chain footprint.  The event is April 24-25 in Pella Iowa, outside Des Moines.   This year, there is a seperate track for CIOs and executives. Register at 1.800.820.5592  - ask for event 10281

    Read the article

  • How AlphaBlend Blendstate works in XNA when accumulighting light into a RenderTarget?

    - by cubrman
    I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is how light gets accumulated: Game.GraphicsDevice.SetRenderTarget(LightRT); Game.GraphicsDevice.Clear(Color.Transparent); Game.GraphicsDevice.BlendState = BlendState.AlphaBlend; // Continuously draw 3d spheres with lighting pixel shader. ... Game.GraphicsDevice.BlendState = BlendState.Opaque; MSDN states that AlphaBlend field of the BlendState class uses the next formula for alphablending: (source × Blend.SourceAlpha) + (destination × Blend.InvSourceAlpha), where "source" is the color of the pixel returned by the shader and "destination" is the color of the pixel in the rendertarget. My question is why do my colors are accumulated correctly in the Light rendertarget even when the new pixels' alphas equal zero? As a quick sanity check I ran the following code in the light's pixel shader: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); if (light4.a == 0) light4 = 0; return light4; This prevents lighting from getting accumulated and, subsequently, drawn on the screen. But when I do the following: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); return light4; The light is accumulated and drawn exactly where it needs to be. What am I missing? According to the formula above: (source x 0) + (destination x 1) should equal destination, so the "LightRT" rendertarget must not change when I draw light spheres into it! It feels like the GPU is using the Additive blend instead: (source × Blend.One) + (destination × Blend.One)

    Read the article

  • What to include in metadata?

    - by shyam
    I'm wondering if there are any general guidelines or best practices regarding when to split data into a metadata format, as oppose to directly embedding it within the data. (Specific example below). My understanding of metadata is that it describes data (without the need to actually look at the data), allowing for data to be quickly search/filtered for easy access. Let's take for example a simple 3D model format. The actual data file itself is a binary file containing vertices and colors. Things like creation date, modified data and author name would be things that describe the binary data, so I would say these belong as metadata (outside of the binary file). But what if the application had no need to search or filter by these fields? Would it be acceptable to embed these fields directly into the binary data itself? Could they be duplicated in both the binary data and the meta data, or would this be considered bad practice? What about more ambiguous fields such as the model name, which could be considered part of the data itself, but also as data describing the binary data?... How do you decide which data to embed in the actual binary file, as opposed to separating into a more flexible metadata format? Thanks!

    Read the article

  • How to diagnose failing 6Gbps SATA connection?

    - by whitequark
    I have a Samsung RC530 notebook and OCZ Vertex-3 6Gbps SATA SSD working in AHCI mode. # dmesg | grep DMI SAMSUNG ELECTRONICS CO., LTD. RC530/RC730/RC530/RC730, BIOS 03WD.M008.20110927.PSA 09/27/2011 # lspci -nn 00:1f.2 SATA controller [0106]: Intel Corporation 6 Series/C200 Series Chipset Family 6 port SATA AHCI Controller [8086:1c03] (rev 04) # sdparm -a /dev/sda /dev/sda: ATA OCZ-VERTEX3 2.15 At the boot, the following messages are present in dmesg (I am running Debian wheezy @ Linux 3.2.8): # dmesg | grep -iE '(ata|ahci)' [ 5.179783] ahci 0000:00:1f.2: version 3.0 [ 5.179802] ahci 0000:00:1f.2: PCI INT B -> GSI 19 (level, low) -> IRQ 19 [ 5.179864] ahci 0000:00:1f.2: irq 42 for MSI/MSI-X [ 5.195424] ahci 0000:00:1f.2: AHCI 0001.0300 32 slots 6 ports 6 Gbps 0x5 impl SATA mode [ 5.195429] ahci 0000:00:1f.2: flags: 64bit ncq sntf pm led clo pio slum part ems apst [ 5.195436] ahci 0000:00:1f.2: setting latency timer to 64 [ 5.204035] scsi0 : ahci [ 5.204301] scsi1 : ahci [ 5.204447] scsi2 : ahci [ 5.204592] scsi3 : ahci [ 5.204682] scsi4 : ahci [ 5.204799] scsi5 : ahci [ 5.204917] ata1: SATA max UDMA/133 abar m2048@0xf7c06000 port 0xf7c06100 irq 42 [ 5.204920] ata2: DUMMY [ 5.204923] ata3: SATA max UDMA/133 abar m2048@0xf7c06000 port 0xf7c06200 irq 42 [ 5.204924] ata4: DUMMY [ 5.204926] ata5: DUMMY [ 5.204927] ata6: DUMMY [ 5.523039] ata3: SATA link up 1.5 Gbps (SStatus 113 SControl 300) [ 5.525911] ata3.00: ATAPI: TSSTcorp CDDVDW SN-208BB, SC00, max UDMA/100 [ 5.531006] ata1: SATA link up 6.0 Gbps (SStatus 133 SControl 300) [ 5.533703] ata3.00: configured for UDMA/100 [ 5.542790] ata1.00: ATA-8: OCZ-VERTEX3, 2.15, max UDMA/133 [ 5.542800] ata1.00: 117231408 sectors, multi 16: LBA48 NCQ (depth 31/32), AA [ 5.552751] ata1.00: configured for UDMA/133 [ 5.553050] scsi 0:0:0:0: Direct-Access ATA OCZ-VERTEX3 2.15 PQ: 0 ANSI: 5 [ 5.559621] scsi 2:0:0:0: CD-ROM TSSTcorp CDDVDW SN-208BB SC00 PQ: 0 ANSI: 5 [ 5.564059] sd 0:0:0:0: [sda] 117231408 512-byte logical blocks: (60.0 GB/55.8 GiB) [ 5.564127] sd 0:0:0:0: [sda] Write Protect is off [ 5.564131] sd 0:0:0:0: [sda] Mode Sense: 00 3a 00 00 [ 5.564158] sd 0:0:0:0: [sda] Write cache: enabled, read cache: enabled, doesn't support DPO or FUA [ 5.564582] sda: sda1 [ 5.564810] sd 0:0:0:0: [sda] Attached SCSI disk [ 5.572006] sr0: scsi3-mmc drive: 16x/24x writer dvd-ram cd/rw xa/form2 cdda tray [ 5.572010] cdrom: Uniform CD-ROM driver Revision: 3.20 [ 5.572189] sr 2:0:0:0: Attached scsi CD-ROM sr0 [ 6.717181] ata1.00: exception Emask 0x50 SAct 0x1 SErr 0x280900 action 0x6 frozen [ 6.717238] ata1.00: irq_stat 0x08000000, interface fatal error [ 6.717291] ata1: SError: { UnrecovData HostInt 10B8B BadCRC } [ 6.717342] ata1.00: failed command: READ FPDMA QUEUED [ 6.717395] ata1.00: cmd 60/50:00:20:39:58/00:00:00:00:00/40 tag 0 ncq 40960 in [ 6.717396] res 40/00:00:20:39:58/00:00:00:00:00/40 Emask 0x50 (ATA bus error) [ 6.717503] ata1.00: status: { DRDY } [ 6.717553] ata1: hard resetting link [ 7.033417] ata1: SATA link up 6.0 Gbps (SStatus 133 SControl 300) [ 7.055234] ata1.00: configured for UDMA/133 [ 7.055262] ata1: EH complete [ 7.147280] ata1.00: exception Emask 0x10 SAct 0xf8 SErr 0x280100 action 0x6 frozen [ 7.147340] ata1.00: irq_stat 0x08000000, interface fatal error [ 7.147393] ata1: SError: { UnrecovData 10B8B BadCRC } [ 7.147460] ata1.00: failed command: READ FPDMA QUEUED [ 7.147529] ata1.00: cmd 60/08:18:88:17:41/00:00:02:00:00/40 tag 3 ncq 4096 in [ 7.147531] res 40/00:38:50:99:64/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.147691] ata1.00: status: { DRDY } [ 7.147754] ata1.00: failed command: READ FPDMA QUEUED [ 7.147821] ata1.00: cmd 60/00:20:f8:42:4c/01:00:02:00:00/40 tag 4 ncq 131072 in [ 7.147822] res 40/00:38:50:99:64/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.147977] ata1.00: status: { DRDY } [ 7.148036] ata1.00: failed command: READ FPDMA QUEUED [ 7.148100] ata1.00: cmd 60/50:28:f8:43:4c/00:00:02:00:00/40 tag 5 ncq 40960 in [ 7.148101] res 40/00:38:50:99:64/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.148255] ata1.00: status: { DRDY } [ 7.148315] ata1.00: failed command: READ FPDMA QUEUED [ 7.148379] ata1.00: cmd 60/00:30:50:98:64/01:00:02:00:00/40 tag 6 ncq 131072 in [ 7.148380] res 40/00:38:50:99:64/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.148534] ata1.00: status: { DRDY } [ 7.148593] ata1.00: failed command: READ FPDMA QUEUED [ 7.148657] ata1.00: cmd 60/00:38:50:99:64/01:00:02:00:00/40 tag 7 ncq 131072 in [ 7.148658] res 40/00:38:50:99:64/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.148813] ata1.00: status: { DRDY } [ 7.148875] ata1: hard resetting link [ 7.464842] ata1: SATA link up 6.0 Gbps (SStatus 133 SControl 300) [ 7.486794] ata1.00: configured for UDMA/133 [ 7.486822] ata1: EH complete [ 7.546395] ata1.00: exception Emask 0x10 SAct 0x2f SErr 0x280100 action 0x6 frozen [ 7.546470] ata1.00: irq_stat 0x08000000, interface fatal error [ 7.546531] ata1: SError: { UnrecovData 10B8B BadCRC } [ 7.546588] ata1.00: failed command: READ FPDMA QUEUED [ 7.546648] ata1.00: cmd 60/00:00:e0:4b:61/01:00:02:00:00/40 tag 0 ncq 131072 in [ 7.546649] res 40/00:28:e0:4c:61/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.546794] ata1.00: status: { DRDY } [ 7.546847] ata1.00: failed command: READ FPDMA QUEUED [ 7.546906] ata1.00: cmd 60/00:08:90:2f:48/01:00:02:00:00/40 tag 1 ncq 131072 in [ 7.546907] res 40/00:28:e0:4c:61/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.547053] ata1.00: status: { DRDY } [ 7.547106] ata1.00: failed command: READ FPDMA QUEUED [ 7.547165] ata1.00: cmd 60/00:10:90:30:48/01:00:02:00:00/40 tag 2 ncq 131072 in [ 7.547166] res 40/00:28:e0:4c:61/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.547310] ata1.00: status: { DRDY } [ 7.547363] ata1.00: failed command: READ FPDMA QUEUED [ 7.547422] ata1.00: cmd 60/00:18:50:c7:64/01:00:02:00:00/40 tag 3 ncq 131072 in [ 7.547423] res 40/00:28:e0:4c:61/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.547568] ata1.00: status: { DRDY } [ 7.547621] ata1.00: failed command: READ FPDMA QUEUED [ 7.547681] ata1.00: cmd 60/00:28:e0:4c:61/01:00:02:00:00/40 tag 5 ncq 131072 in [ 7.547682] res 40/00:28:e0:4c:61/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.547825] ata1.00: status: { DRDY } [ 7.547882] ata1: hard resetting link [ 7.864408] ata1: SATA link up 6.0 Gbps (SStatus 133 SControl 300) [ 7.886351] ata1.00: configured for UDMA/133 [ 7.886375] ata1: EH complete [ 7.890012] ata1: limiting SATA link speed to 3.0 Gbps [ 7.890016] ata1.00: exception Emask 0x10 SAct 0x7 SErr 0x280100 action 0x6 frozen [ 7.890093] ata1.00: irq_stat 0x08000000, interface fatal error [ 7.890152] ata1: SError: { UnrecovData 10B8B BadCRC } [ 7.890210] ata1.00: failed command: READ FPDMA QUEUED [ 7.890272] ata1.00: cmd 60/00:00:90:33:48/01:00:02:00:00/40 tag 0 ncq 131072 in [ 7.890273] res 40/00:10:e0:4f:61/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.890418] ata1.00: status: { DRDY } [ 7.890472] ata1.00: failed command: READ FPDMA QUEUED [ 7.890530] ata1.00: cmd 60/00:08:90:34:48/01:00:02:00:00/40 tag 1 ncq 131072 in [ 7.890531] res 40/00:10:e0:4f:61/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.890672] ata1.00: status: { DRDY } [ 7.890724] ata1.00: failed command: READ FPDMA QUEUED [ 7.890781] ata1.00: cmd 60/78:10:e0:4f:61/00:00:02:00:00/40 tag 2 ncq 61440 in [ 7.890782] res 40/00:10:e0:4f:61/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.890925] ata1.00: status: { DRDY } [ 7.890981] ata1: hard resetting link [ 8.208021] ata1: SATA link up 3.0 Gbps (SStatus 123 SControl 320) [ 8.230100] ata1.00: configured for UDMA/133 [ 8.230124] ata1: EH complete Looks like the SATA interface tries to use 6Gbps link, then fails miserably and Linux fallbacks to 3Gbps. This is somewhat fine for me, as the system boots successfully each time and works under high load (cd linux-3.2.8; make -j16). I've also ran memtest86+ and it did not find any errors. What concerns me more is that Grub sometimes takes a long time to load the images and/or fails to load itself completely. The error is consistent and is probablistic: that is, each time I boot I have a certain chance to fail. Actually, I have a slight suspiction on the cause of the failure. Look at the cabling: What kind of engineer does it this way? Nah. Even 1Gbps Ethernet hardly tolerates cables bent over a small angle, and there you have 6Gbps SATA. How cound I determine and fix the cause of errors and/or switch the link to 3Gbps mode permanently?

    Read the article

  • What are the boundaries of the product owner in scrum?

    - by Saeed Neamati
    In another question, I asked about why I feel scrum turns active developers into passive developers, and it seems that the overall problem is not scrumy (related to scrum), and rather it's related to the bad implementation of scrum. So, here I have some questions about the scope of the responsibilities of PO (product owner) and the limitations he/she shouldn't pass. Should PO interfere the UI design, when there are designers at work in scrum team? (an example of this which has happened to us, is to replace checkboxes with a drop down list with two items, namely, yes and no; or to make some boxes larger, or to left-align some content instead of centering them on the page, or stuff like that). If yeah, to what extent? Colors? Layout? Should PO interfere in Design and architecture of coding? This hasn't happened to us yet, but I'm really curious about the boundaries. For example does PO has the right to change the platform (moving from ASP.NET MVC to PHP, or something like that), or choosing the count of servers (tier architecture), etc. Should PO interfere in validation mechanisms? For example, this field should be required, or we don't need to get this piece of information from user. Sometimes, analyzers and designers confirm that something can be handled behind the scene, like extracting the user profile info from another source, instead of asking for it in UI. How granular could/should PO get into the analysis and design? For example, a user story might be: "As a customer, I'd like to be able to buy new domains online". However, scrum team can implement this user story in a wizard of five steps, or in one single page. To which level PO should monitor, or govern, or supervise the technical analysis, design, and implementation? I asked these questions to judge whether our implementation is right or wrong?

    Read the article

  • Effects of the `extern` keyword on C functions

    - by Elazar Leibovich
    In C I did not notice any effect of the extern keyword used before function declaration. At first I thougth that when defining extern int f(); in a single file forces you to implement it outside of the files scope, however I found out that both extern int f(); int f() {return 0;} And extern int f() {return 0;} Compiles just fine, with no warnings from gcc. I used gcc -Wall -ansi, he wouldn't even accept // comments. Are there any effects for using extern before function definitions? Or is it just an optional keyword with no side effects for functions. In the latter case I don't understand why did the standard designers chose to litter the grammar with superfluous keywords. EDIT: to clarify, I know there's usage for extern in variables, but I'm only asking about extern in functions.

    Read the article

  • SQL syntax error

    - by Robert
    Im using Microsoft SQL Server which I think is T-SQL or ANSI SQL. I want to search a database with a string. The matches that fit the begging of the string should come first then sort alphabetically. I.e. If the table contains FOO, BAR and RAP a search for the string 'R' should yield: RAP BAR In that order. Here is my attempt: SELECT Name FROM MyTable WHERE (Name LIKE '%' + @name + '%') ORDER BY (IF(Name LIKE @name + '%',1,0)) The error message is: "must declare scalar variable @name"

    Read the article

  • Difficulty / Process for mobile 2D multiplayer RPG game

    - by user2827214
    I'm looking to develop a 2D multiplayer RPG game for Android, with a bird's eye view similar to that of zelda/pokemon. The game is very simple in all ways since my intent is for thousands of players to occupy the same world which I imagine requires good performance. However, I am unsure about the performance requirements of two properties: the tile map that is used as a background is dynamic (interactive). For example, a player steps in the water, and the water turns black. Every tile in the game does this. the tile map is the same object used for all players, but it is displayed differently on each user's mobile device, even though the players exist in the same world. For example, the water that turned black is displayed as red on all other players' screens. I have knowledge of java, but almost none regarding game dev. tools. Is there a best process for these requirements? Should I develop in pure java, or use some tool like Slick2D etc.? How performance intensive are these properties, if even possible? Edit: There are no collisions in the game or difficult animations, I imagining simply changing colors of the tiles like in the examples, and a client-server architecture

    Read the article

  • 12.04 LTS boot hangs at "SP5100 TCO timer: mmio address 0xfec000f0 already in use", didn't yesterday

    - by DarkIron112
    Dual-booting Windows 7 and Ubuntu 12.04 LTS. I went to reboot from Win to Ubu, and found a few interesting things. My POST screen is covered in blocks of epileptic colors until I hit GRUB, which continues when I try to boot into Ubuntu. These color blocks don't appear when I use my on-board VGA, so I'll just attribute to that. Grub dimensions are swapped (card vs onboard, probably), but, when interfacing with onboard VGA, the Grub Timeout Counter works and when using my card, it does not (see "[!!!]" below for more information) Booting into Ubuntu directly causes the error: SP5100 TCO timer: mmio address 0xfec000f0 already in use Booting into recovery mode, meanwhile, and then "resuming normal boot" gets me to the desktop without native 1440x900 resolution and graphic drivers can't tell the monitor it's looking at (I assume this is because it's not a full graphic boot, and as it says, some drivers won't run?) [!!!] When I reboot after going into recovery mode, the countdown timer works ONCE, puts me back into default ubuntu boot, and then does not work again until after another recovery-mode boot. Windows 7 can boot perfectly with no issues whatsoever from epilepsy color blocks or driver detection. This makes me wonder /why/ the POST screen can't handle my video card anymore. Amidst all the diagnostics, I opened my case and re-seated the videocard securely, ensuring it wasn't a loose connection-- But this did nothing to help me. Hardware I am running an NVidia GeForce GTX 8800 video card in a PCI slot. I have 4.8GiB memory, an AMD Athlon II Quad-core 640 Processor, on an MSI K9N6GM Series Mobo. Onboard video is an NVidia GeForce MCP61(V/S/P) card. Note: I did not have any of these problems yesterday, and I have been using Ubuntu intensively for a week, though it's been working flawlessly for months. I've recently been using it to mod my Android phone, perhaps I messed something up in the file system?

    Read the article

  • How to expose game data in the game without a singelton?

    - by zardon
    I'm quite new to cocos2d and games programming, and am currently I am writing a game that is currently in Prototype stage. Everything is going okay, but I've realized a potentially big problem and I am not sure how to solve it. I am using a singelton to store a bunch of arrays for everything, a global list of planets, a global list of troops, a global list of products, etc. And only now I'm realizing that all of this will be in memory and this is the wrong way to do it. I am not storing files or anything on the disk just yet, with exception to a save/load state, which is a capture of everything. My game makes use of a map which allows you to select a planet, then it will give you a breakdown of that planets troops and resources, Lets use this scenario: My game has 20 planets. On which you can have 20 troops. Straight away that's an array of 400! This does not add the NPC, which is another 10. So, 20x10 = 200 So, now we have 600 all in arrays inside a Singelton. This is obviously very bad, and very wrong. Especially as the game scales in the amount of data. But I need to expose pretty much everything, especially on the map page, and I am not sure how else to do it. I've been told that I can use a controller for the map page which has the information I need for each planet, and other controllers for other items I require global display for. I've also thought about storing each planet's data in a save file, using initWithCoder however there could be a boatload of files on the user's device? I really don't want to use a database, mainly because I would need to translate NSObjects and non-NSObjects like CGRects and CGPoints and Colors into/from SQL. I am open to other ideas on how to store and read game data to prevent using a singelton to store everything, everywhere. Thanks for your time.

    Read the article

  • How does one rein in the complexities of web development ?

    - by Rahul
    I have been a server-side programmer for most of my career and have only recently started spending more time on web development. I am amazed at the number of things I need to master in order to write a decent web application. Just to list down a few tools/technologies I need to learn, Server side programming language (Java/JSP, ASP, PHP, Ruby or something else) A decent web framework (for any medium to big size application). HTML & CSS Javascript Javascript library (JQuery/ExtJS etc. primarily for AJAX). Good to know even if not necessary. At least a basic knowledge of web design - layouts, colors, fonts etc. A good understanding of web security. A good understanding of Performance/scalability issues. Testing, browser compatibility issues etc. The list goes on. So, my question to seasoned web developers is - How do you guys manage to learn and keep yourself updated on so many things? While developing a web application, how do you handle the complexities involved in these areas and yet manage to write an application that is well designed, user friendly, secure, performant and scalable. As a web developer, does one have to be a jack of all trades or should one specialize in one or two areas and leave the rest to other members of the team ?

    Read the article

  • How AlphaBlend Blendstate works in XNA 4 when accumulighting light into a RenderTarget?

    - by cubrman
    I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is how light gets accumulated: Game.GraphicsDevice.SetRenderTarget(LightRT); Game.GraphicsDevice.Clear(Color.Transparent); Game.GraphicsDevice.BlendState = BlendState.AlphaBlend; // Continuously draw 3d spheres with lighting pixel shader. ... Game.GraphicsDevice.BlendState = BlendState.Opaque; MSDN states that AlphaBlend field of the BlendState class uses the next formula for alphablending: (source × Blend.SourceAlpha) + (destination × Blend.InvSourceAlpha), where "source" is the color of the pixel returned by the shader and "destination" is the color of the pixel in the rendertarget. My question is why do my colors are accumulated correctly in the Light rendertarget even when the new pixels' alphas equal zero? As a quick sanity check I ran the following code in the light's pixel shader: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); if (light4.a == 0) light4 = 0; return light4; This prevents lighting from getting accumulated and, subsequently, drawn on the screen. But when I do the following: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); return light4; The light is accumulated and drawn exactly where it needs to be. What am I missing? According to the formula above: (source x 0) + (destination x 1) should equal destination, so the "LightRT" rendertarget must not change when I draw light spheres into it! It feels like the GPU is using the Additive blend instead: (source × Blend.One) + (destination × Blend.One)

    Read the article

  • [C#] dotNet 4.0 Clipboard bug?

    - by Nayan
    Try this: 1. Create an app in VS Express Edition 2010 (.NET 4.0). 2. Put these lines in the code wherever u like - string text = Clipboard.GetText(); MessageBox.Show(text); 3. Copy some ANSI text (for simplicity) from notepad. 4. Run the app and see the result. I see "Clipboard.GetText()" (without quotes) instead of actual data! Can anyone confirm if this happens in Pro/Ultimate editions too?

    Read the article

  • What is the best way to marshal a char array function argument?

    - by Seh Hui 'Felix' Leong
    Let say that given the following signature in LegacyLib.dll: int Login(SysInst *inst, char username[8], char password[6]); The simple way to marshal this function in C# would be: [DllImport("LegacyLib.dll", CharSet=CharSet.Ansi)] public static extern int Login(ref SysInst inst, string username, string password); The problem of doing it in a such a naive way is that the managed string we passed into the username or password parameter could be longer than the array bounds and this could potentially cause a buffer overrun in LegacyLib.dll. Is there a better way which overcomes this problem? i.e. is there any quick [MarshalAs(…)] magic that I could use to counter that?

    Read the article

  • Relationships in a Chen ERD

    - by Nibroc A Rehpotsirhc
    I am working on a Chen ERD to model our organizations merchandise. Our central entity is a Style. We have supplemental entities of Color and Season. I am defining our assortment as the relationship between these three entities, and this relationship itself will have attributes and is defined by the three entities which participate in the mandatory relationship. The rules are; Many Styles can be offered in a Season, and a Style can be offered in many Seasons. Within a Season, a Style can be offered in Many Colors. I then have 2 other entities, one of which I believe is a weak entity, Climate, and the other may be weak, but I am not sure, this being Transaction Channel. I am thinking of these as relationships off of a relationship? Meaning, for a given Style/Color combination offered in a Season, it can be available through 1 or more Transaction Channels. Additionally, within a season, a given Style/Color combination can be intended for 1 or more Climates. Is it valid to have relationships off of relationships? Or does this requirement dictate that I should think of this Style/Color/Season relationship as an entity itself, and define the relationships to Climate and Transaction Channel off of this entity?

    Read the article

  • how to remove a few lines from a Unicode registry file using batch commands in Windows?

    - by Cosmin
    Hi. I have a program who's generating some data in registry. I save it with "reg export HKCU\Software\ProgramName\Data data.reg" (Unicode format). I need to take it to other computer and import it there so the program from that computer could use the data. But I have to remove some text lines from data.reg. The text lines are easy to find because they contain some strings. Now I'm doing this manually (using Wordpad) every few days but maybe there is another way... Oh and I can't install other programs on these computers (the access is restricted) so I have to use batch/cmd files. What I tried so far: - redirecting the export to "con" but is visual only not in a variable; - using "for /F ..." but this works only with ANSI and removes blank lines. Can somebody please help me...? Thank you.

    Read the article

  • How do I draw anti-aliased holes in a bitmap

    - by gyozo kudor
    I have an artillery game (hobby-learning project) and when the projectile hits it leaves a hole in the ground. I want this hole to have antialiased edges. I'm using System.Drawing for this. I've tried with clipping paths, and drawing with a transparent color using gfx.CompositingMode = CompositingMode.SourceCopy, but it gives me the same result. If I draw a circle with a solid color it works fine, but I need a hole, a circle with 0 alpha values. I have enabled these but they work only with solid colors: gfx.CompositingQuality = CompositingQuality.HighQuality; gfx.InterpolationMode = InterpolationMode.HighQualityBicubic; gfx.SmoothingMode = SmoothingMode.AntiAlias; In the two pictures consider black as being transparent. This is what I have (zoomed in): And what I need is something like this (made with photoshop): This will be just a visual effect, in code for collision detection I still treat everything with alpha 128 as solid. Edit: I'm usink OpenTK for this game. But for this question I think it doesn't really matter probably it is gdi+ related.

    Read the article

  • Why doesn't my grub background show?

    - by luri
    I've tried to change resolution, colors and background image for my grub menu, but I get no background (well, just a black one, no image).... What am I doing wrong? This is my grub.cfg (omitting the OS's part): # # DO NOT EDIT THIS FILE # # It is automatically generated by grub-mkconfig using templates # from /etc/grub.d and settings from /etc/default/grub # ### BEGIN /etc/grub.d/00_header ### if [ -s $prefix/grubenv ]; then set have_grubenv=true load_env fi set default="${saved_entry}" if [ "${prev_saved_entry}" ]; then set saved_entry="${prev_saved_entry}" save_env saved_entry set prev_saved_entry= save_env prev_saved_entry set boot_once=true fi function savedefault { if [ -z "${boot_once}" ]; then saved_entry="${chosen}" save_env saved_entry fi } function recordfail { set recordfail=1 if [ -n "${have_grubenv}" ]; then if [ -z "${boot_once}" ]; then save_env recordfail; fi; fi } function load_video { insmod vbe insmod vga } insmod part_msdos insmod ext2 set root='(hd1,msdos5)' search --no-floppy --fs-uuid --set 42509bf9-f3e6-460a-8947-ec0f5c1fbcc8 if loadfont /usr/share/grub/unicode.pf2 ; then set gfxmode=1280x1024x24 load_video insmod gfxterm fi terminal_output gfxterm insmod part_msdos insmod ext2 set root='(hd1,msdos5)' search --no-floppy --fs-uuid --set 42509bf9-f3e6-460a-8947-ec0f5c1fbcc8 set locale_dir=($root)/boot/grub/locale set lang=es insmod gettext if [ "${recordfail}" = 1 ]; then set timeout=-1 else set timeout=10 fi ### END /etc/grub.d/00_header ### ### BEGIN /etc/grub.d/05_debian_theme ### insmod part_msdos insmod ext2 set root='(hd1,msdos5)' search --no-floppy --fs-uuid --set 42509bf9-f3e6-460a-8947-ec0f5c1fbcc8 insmod jpeg if background_image /boot/grub/Serenity_Enchanted_by_sirpecangum.jpg ; then set color_normal=black/white set color_highlight=brown/light-gray else set menu_color_normal=white/black set menu_color_highlight=black/light-gray fi ### END /etc/grub.d/05_debian_theme ### The selected image has been copied to /boot/grub/Serenity_Enchanted_by_sirpecangum.jpg with no luck. I'm for sure missing something (probably something obvious) but I don't really get it...

    Read the article

  • Error C2491 on C source with Visual studio 8

    - by Tobia
    i'm really noob in C. I just need to compile a ANSI C source to get a dll. During compilation i get this error: C2491: 'SelectML': definition of dllimport function not allowed Where SelectML is a public function with this definition: int CALLINGCONV SelectML(WORD fid, int nSlot) { WORD SW; int x; BYTE pSend[2]; pSend[0]=(BYTE)((fid&0xff00)>>8); pSend[1]=(BYTE)(fid&0x00ff); x=SendAPDUML(hCards[nSlot],APDU_SELECT,2,0,pSend,0,&SW); if (x!=C_OK) return x; if (SW!=0x9000) return SW; return C_OK; } I'm sure the C source is good, maybe it is just a Visual Studio configuration...

    Read the article

  • How to make a scroller on a micro-processor/-controller?

    - by Louise
    I would like to write a text scroller on a micro-processor with 4 5x7 displays in ANSI-C. Does anyone know of example source code or anything that can help me get started? Update This is the user manual for the micro-processor board I have. On PDF page 17 is a picture of the board with the displays. The code is written in an IDE called "zds2_Z8Encore493.exe" and then flashed to the micro-controller over serial port. I would like the text to cascade from one to the next to the next column-by-column, so it is smooth.

    Read the article

  • Trying to configure HWIC-3G-HSPA

    - by user1174838
    I'm trying to configure a couple of Cisco 1941 routes. The are both identical routers. Each as a HWIC-1T (Smart Serial interface) and a HWIC-3G-HSPA 3G interface. These routers are to be sent to remote sites. We have connectivity to one of the sites but if remote site A gors down we lose connectivity to remote site B. The HWIC-1T is the primary WAN interface using frame relay joining the two remote sites We want the HWIC-3G-HSPA to be usable for direct connectivity from head office to remote site B, and also the HWIC-3G-HSPA is do be used for comms between the remote sites when the frame relay is down (happens quite a bit). I initialy tried to do dynamic routing using EIGRP however in my lab setup of laptop - 1941 - 1941 - laptop, I was unable to get end to end connectivity. I later settled on static routing and have got end to end connectivity but only over frame relay, not the HWIC-3G-HSPA. The sanitized running config for remote site A: version 15.1 service tcp-keepalives-in service tcp-keepalives-out service timestamps debug datetime msec service timestamps log datetime msec service password-encryption service udp-small-servers service tcp-small-servers ! hostname remoteA ! boot-start-marker boot-end-marker ! ! logging buffered 51200 warnings enable secret 5 censored ! no aaa new-model clock timezone wst 8 0 ! no ipv6 cef ip source-route ip cef ! ip domain name yourdomain.com multilink bundle-name authenticated ! chat-script gsm "" "ATDT*98*1#" TIMEOUT 30 "CONNECT" ! username admin privilege 15 secret 5 censored ! controller Cellular 0/1 ! interface Embedded-Service-Engine0/0 no ip address shutdown ! interface GigabitEthernet0/0 ip address 192.168.2.5 255.255.255.0 duplex auto speed auto ! interface GigabitEthernet0/1 no ip address shutdown duplex auto speed auto ! interface Serial0/0/0 ip address 10.1.1.2 255.255.255.252 encapsulation frame-relay cdp enable frame-relay interface-dlci 16 frame-relay lmi-type ansi ! interface Cellular0/1/0 ip address negotiated encapsulation ppp dialer in-band dialer idle-timeout 2147483 dialer string gsm dialer-group 1 async mode interactive ppp chap hostname censored ppp chap password 7 censored cdp enable ! interface Cellular0/1/1 no ip address encapsulation ppp ! interface Dialer0 no ip address ! ip forward-protocol nd ! no ip http server no ip http secure-server ! ip route 0.0.0.0 0.0.0.0 Serial0/0/0 210 permanent ip route 0.0.0.0 0.0.0.0 Cellular0/1/0 220 permanent ip route 172.31.2.0 255.255.255.0 Cellular0/1/0 permanent ip route 192.168.3.0 255.255.255.0 10.1.1.1 permanent ip route 192.168.3.0 255.255.255.0 Cellular0/1/0 210 permanent ! access-list 1 permit any dialer-list 1 protocol ip list 1 ! control-plane ! line con 0 logging synchronous login local line aux 0 line 2 no activation-character no exec transport preferred none transport input all transport output pad telnet rlogin lapb-ta mop udptn v120 ssh stopbits 1 line 0/1/0 exec-timeout 0 0 script dialer gsm login modem InOut no exec transport input all rxspeed 7200000 txspeed 5760000 line 0/1/1 no exec rxspeed 7200000 txspeed 5760000 line vty 0 4 access-class 23 in privilege level 15 password 7 censored login local transport input all line vty 5 15 access-class 23 in privilege level 15 password 7 censored login local transport input all line vty 16 1370 password 7 censored login transport input all ! scheduler allocate 20000 1000 end The sanitized running config for remote site B: version 15.1 service tcp-keepalives-in service tcp-keepalives-out service timestamps debug datetime msec service timestamps log datetime msec service password-encryption service udp-small-servers service tcp-small-servers ! hostname remoteB ! boot-start-marker boot-end-marker ! logging buffered 51200 warnings enable secret 5 censored ! no aaa new-model clock timezone wst 8 0 ! no ipv6 cef ip source-route ip cef ! no ip domain lookup ip domain name yourdomain.com multilink bundle-name authenticated ! chat-script gsm "" "ATDT*98*1#" TIMEOUT 30 "CONNECT" username admin privilege 15 secret 5 censored ! controller Cellular 0/1 ! interface Embedded-Service-Engine0/0 no ip address shutdown ! interface GigabitEthernet0/0 ip address 192.168.3.1 255.255.255.0 duplex auto speed auto ! interface GigabitEthernet0/1 no ip address shutdown duplex auto speed auto ! interface Serial0/0/0 ip address 10.1.1.1 255.255.255.252 encapsulation frame-relay clock rate 2000000 cdp enable frame-relay interface-dlci 16 frame-relay lmi-type ansi frame-relay intf-type dce ! interface Cellular0/1/0 ip address negotiated encapsulation ppp dialer in-band dialer idle-timeout 2147483 dialer string gsm dialer-group 1 async mode interactive ppp chap hostname censored ppp chap password 7 censored ppp ipcp dns request cdp enable ! interface Cellular0/1/1 no ip address encapsulation ppp ! interface Dialer0 no ip address ! ip forward-protocol nd ! no ip http server no ip http secure-server ! ip route 0.0.0.0 0.0.0.0 Serial0/0/0 210 permanent ip route 0.0.0.0 0.0.0.0 Cellular0/1/0 220 permanent ip route 172.31.2.0 255.255.255.0 Cellular0/1/0 permanent ip route 192.168.2.0 255.255.255.0 10.1.1.2 permanent ip route 192.168.2.0 255.255.255.0 Cellular0/1/0 210 permanent ! kron occurrence PING in 1 recurring policy-list ICMP ! access-list 1 permit any dialer-list 1 protocol ip list 1 ! control-plane ! line con 0 logging synchronous login local line aux 0 line 2 no activation-character no exec transport preferred none transport input all transport output pad telnet rlogin lapb-ta mop udptn v120 ssh stopbits 1 line 0/1/0 exec-timeout 0 0 script dialer gsm login modem InOut no exec transport input all rxspeed 7200000 txspeed 5760000 line 0/1/1 no exec rxspeed 7200000 txspeed 5760000 line vty 0 4 access-class 23 in privilege level 15 password 7 censored login transport input all line vty 5 15 access-class 23 in privilege level 15 password 7 censored login transport input all line vty 16 1370 password 7 censored login transport input all ! scheduler allocate 20000 1000 end The last problem I'm having is the 3G interfaces go down after only a few minutes of inactivity. I've tried using kron to ping the local HWIC-3G-HSPA interface (cellular 0/1/0) every minute but that hasn't been successful. Manually pinging the IP assigned (by the telco) to ce0/1/0 does bring the interface up. Any ideas? Thanks

    Read the article

  • Keeping Xv Overlay configuration throughout an X session.

    - by kriss
    After upgrading my Linux system from Ubuntu 9.04 to Ubuntu 10.10, I suceeded correcting most problems (all related to Intel 82865G Integrated Graphics Adapter support and compiz is still not working but that's another matter) but for one I only have a partial solution. Whenever I play a video the colors are much too saturated. This is really a problem for tones of skins that appears reddish (everyone seems to be coming back from a ski vacation with deep sun burns). As this effect only occurs with videos, not with pictures, I finally figured out it was related to Video Overlays configuration and I can correct it typing: xvattr -a XV_SATURATION -v 120 This change the default saturation value, which is 500 and much too high in my case, at eye sight the correct value seems to be between 100 and 150. Now my problem is that I have to type the above command each time I run a video. If I type it before running the video it has no effect, if I close the video and open a new one, I have to type it again, etc. I tried to put it in Xsession and (logically) it has no effect either. How could I do to get the correct setting whenever I run a video without typing the above command every time ?

    Read the article

  • Reading files using Windows API

    - by Eli Polonsky
    Hi I'm trying to write a console program that reads characters from a file. i want it to be able to read from a Unicode file as well as an ANSI one. how should i address this issue? do i need to programatically distinguish the type of file and read acoordingly? or can i somehow use the windows API data types like TCHAR and stuff like that. The only differnce between reading from the files is that in Unicode i have to read 2 bytes for a character and in ASNSI its 1 byte? im a little lost with this windows API. would appretiate any help thanks

    Read the article

< Previous Page | 49 50 51 52 53 54 55 56 57 58 59 60  | Next Page >