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  • VS2010 Text Editor: How do I set the default formatting style for inline code blocks?

    - by nukefusion
    I've got a problem with the formatting of inline code blocks within the VS2010 text editor and wonder if anyone else has had similar problems and found the 'magic' setting I'm looking for. I'm working my way through tutorials in an MVC book. Whenever I add some inline code blocks to a view I want them formatted like so: <% foreach (var link in Model) { %> <a href="<%=Url.RouteUrl(link.RouteValues)%>"> <%=link.Text%> </a> <% } %> What I'm actually getting is this (auto-formatted by the IDE when I finish writing the code): <% foreach (var link in Model) { %> <a href="<%=Url.RouteUrl(link.RouteValues)%>"> <%=link.Text%> </a> <% } %> It's pretty irritating. Any ideas on how I can instruct the IDE to leave my <% % tags alone? I've been fiddling with options under "Tools - Options - Text Editor" for ages but alas am getting nowhere...

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  • Flash CS 4 / AS 2 + Dynamic Text + Html + Embedded fonts...

    - by AndreMiranda
    I have this scenario: 1) I have a dynamic text that receives its data from a XML. 2) The texts showed get theirs style from a CSS file. 3) My dynamic text has a html 'span' tag and it's formatted according to the CSS class that it's passed via the XML file. Ok... so far so good. It's something like: _root.txt.txtDica = "<span class='"+ node.childNodes[_global.auxCont].attributes.myStyle +"'>" + node.childNodes[_global.auxCont].attributes.myText+ "</span>"; The problem is that the swf has a poor quality text. So, I've been looking around, found some things about embedded fonts, Flash TextField() and etc. But, nothing seems to work. Does anyone know how can I generate this html tag in a dynamic text with a good quality? It's worth to say that I'm using regular fonts, such as Verdana and Arial. Thanks a lot!

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  • How to animate button text? (loading type of animation) - jquery?

    - by AL
    I got something that I want to do and want to see what you guys think and how can it be implemented. I got a form in a page and the form will submit to itself to perform some process (run functions) in a class. Upon clicking the submit button, I want to animate the button text to “SUBMIT .” -> “SUBMIT ..” -> “SUBMIT …” -> “SUBMIT ….” -> “SUBMIT ….” and then back again. Sort of “animate” the button text. Once the whole process is done, the button text will goes back to be “SUBMIT” text again. Please note that I am not looking for image button solution, meaning that I do not want to implement gif animated button image. Anyone done this before or know how this can be done? I have google but seems nothing of this kind to be found. Thanks! AL

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  • How Exactly Is One Linux OS “Based On” Another Linux OS?

    - by Jason Fitzpatrick
    When reviewing different flavors of Linux, you’ll frequently come across phrases like “Ubuntu is based on Debian” but what exactly does that mean? Today’s Question & Answer session comes to us courtesy of SuperUser—a subdivision of Stack Exchange, a community-driven grouping of Q&A web sites. The Question SuperUser reader PLPiper is trying to get a handle on how Linux variants work: I’ve been looking through quite a number of Linux distros recently to get an idea of what’s around, and one phrase that keeps coming up is that “[this OS] is based on [another OS]“. For example: Fedora is based on Red Hat Ubuntu is based on Debian Linux Mint is based on Ubuntu For someone coming from a Mac environment I understand how “OS X is based on Darwin”, however when I look at Linux Distros, I find myself asking “Aren’t they all based on Linux..?” In this context, what exactly does it mean for one Linux OS to be based on another Linux OS? So, what exactly does it mean when we talk about one version of Linux being based off another version? The Answer SuperUser contributor kostix offers a solid overview of the whole system: Linux is a kernel — a (complex) piece of software which works with the hardware and exports a certain Application Programming Interface (API), and binary conventions on how to precisely use it (Application Binary Interface, ABI) available to the “user-space” applications. Debian, RedHat and others are operating systems — complete software environments which consist of the kernel and a set of user-space programs which make the computer useful as they perform sensible tasks (sending/receiving mail, allowing you to browse the Internet, driving a robot etc). Now each such OS, while providing mostly the same software (there are not so many free mail server programs or Internet browsers or desktop environments, for example) differ in approaches to do this and also in their stated goals and release cycles. Quite typically these OSes are called “distributions”. This is, IMO, a somewhat wrong term stemming from the fact you’re technically able to build all the required software by hand and install it on a target machine, so these OSes distribute the packaged software so you either don’t need to build it (Debian, RedHat) or they facilitate such building (Gentoo). They also usually provide an installer which helps to install the OS onto a target machine. Making and supporting an OS is a very complicated task requiring a complex and intricate infrastructure (upload queues, build servers, a bug tracker, and archive servers, mailing list software etc etc etc) and staff. This obviously raises a high barrier for creating a new, from-scratch OS. For instance, Debian provides ca. 37k packages for some five hardware architectures — go figure how much work is put into supporting this stuff. Still, if someone thinks they need to create a new OS for whatever reason, it may be a good idea to use an existing foundation to build on. And this is exactly where OSes based on other OSes come into existence. For instance, Ubuntu builds upon Debian by just importing most packages from it and repackaging only a small subset of them, plus packaging their own, providing their own artwork, default settings, documentation etc. Note that there are variations to this “based on” thing. For instance, Debian fosters the creation of “pure blends” of itself: distributions which use Debian rather directly, and just add a bunch of packages and other stuff only useful for rather small groups of users such as those working in education or medicine or music industry etc. Another twist is that not all these OSes are based on Linux. For instance, Debian also provide FreeBSD and Hurd kernels. They have quite tiny user groups but anyway. Have something to add to the explanation? Sound off in the the comments. Want to read more answers from other tech-savvy Stack Exchange users? Check out the full discussion thread here.     

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  • Vertical Scrolling In Tile Based XNA Platformer

    - by alec100_94
    I'm making a 2D platformer in XNA 4.0. I have created a working tile engine, which works well for my purposes, and Horizontal Scrolling works flawlessly, however I am having great trouble with Vertical scrolling. I Basically want the camera to scroll up (world to scroll down) when the player reaches a certain Y co-ordinate, and I would also like to automatically scroll back down if coming down, and that co-ordinate is passed. My biggest problem is I have no real way of detecting the direction the player is moving in using only the Y Co-ord. Here Is My Code Code For The Camera Class (which appears to be a very different approach to most camera classes I have seen). using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace Marvin { class Camera : TileEngine { public static bool startReached; public static bool endReached; public static void MoveRight(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X -= speed; } } } public static void MoveLeft(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X += speed; } } } public static void MoveUp(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y += speed; } } } public static void MoveDown(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y -= speed; } } } public static void Restrain() { if(tiles.Last().position.X<Main.graphics.PreferredBackBufferWidth-tiles.Last().size.X) { MoveLeft(); endReached = true; } else { endReached = false; } if(tiles[1].position.X>0) { MoveRight(); startReached = true;} else { startReached = false; } } } } Here is My Player Code for Left and Right Scrolling/Moving if (Main.currentKeyState.IsKeyDown(Keys.Right)) { Camera.MoveRight(); if(Camera.endReached) { MoveRight(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveRight(2); Camera.MoveLeft(); } } } if(Main.currentKeyState.IsKeyDown(Keys.Left)) { Camera.MoveLeft(); if(Camera.startReached) { MoveLeft(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveLeft(2); Camera.MoveRight(); } } } Camera.Restrain(); if(marvin.GetRectangle().X>Main.graphics.PreferredBackBufferWidth-marvin.GetRectangle().Width) { MoveLeft(2); } if(marvin.GetRectangle().X<0) { MoveRight(2); } And Here Is My Player Jumping/Falling Code which may cause some conflicts with the vertical camera movement. if (!jumping) { if(!TileEngine.TopOfTileCollidingWith(footBounds)) { MoveDown(5); } else { if(marvin.GetRectangle().Y != TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) { float difference = (TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) - (marvin.GetRectangle().Y); marvin.SetRectangle(marvin.GetRectangle().X,(int)(marvin.GetRectangle().Y+difference)); armR.SetRectangle(armR.GetRectangle().X,(int)(armR.GetRectangle().Y+difference)); armL.SetRectangle(armL.GetRectangle().X,(int)(armL.GetRectangle().Y+difference)); eyeL.SetRectangle(eyeL.GetRectangle().X,(int)(eyeL.GetRectangle().Y+difference)); eyeR.SetRectangle(eyeR.GetRectangle().X,(int)(eyeR.GetRectangle().Y+difference)); } } } if (Main.currentKeyState.IsKeyDown(Keys.Up) && Main.previousKeyState.IsKeyUp(Keys.Up) && TileEngine.TopOfTileCollidingWith(footBounds)) { jumping = true; } if(jumping) { if(TileEngine.LastPlatformStoodOnTop()>0 && (TileEngine.LastPlatformStoodOnTop() - footBounds.Bottom)<120) { MoveUp(5); } else { jumping = false; } } All player code I have tried for vertical movements has failed, or caused weird results (like falling through platforms), and most have been a variation on the method I described above, hence I have not included it. I would really appreciate some help implementing a simple vertical scrolling into this game, Thanks.

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  • How to Animate Text and Objects in PowerPoint 2010

    - by DigitalGeekery
    Are you looking for an eye catching way to keep your audience interested in your PowerPoint presentations? Today we’ll take a look at how to add animation effects to objects in PowerPoint 2010. Select the object you wish to animate and then click the More button in the Animation group of the Animation tab.   Animations are grouped into four categories. Entrance effects, Exit effects, Emphasis effects, and Motion Paths. You can get a Live Preview of how the animation will look by hovering your mouse over an animation effect.   When you select a Motion Path, your object will move along the dashed path line as shown on the screen. (This path is not displayed in the final output) Certain aspects of the Motion Path effects are editable. When you apply a Motion Path animation to an object, you can select the path and drag the end to change the length or size of the path. The green marker along the motion path marks the beginning of the  path and the red marks the end. The effects can be rotated by clicking and the bar near the center of the effect.   You can display additional effects by choosing one of the options at the bottom. This will pop up a Change Effect window. If you have Preview Effect checked at the lower left you can preview the effects by single clicking.   Apply Multiple Animations to an Object Select the object and then click the Add Animation button to display the animation effects. Just as we did with the first effect, you can hover over to get a live preview. Click to apply the effect. The animation effects will happen in the order they are applied. Animation Pane You can view a list of the animations applied to a slide by opening the Animation Pane. Select the Animation Pane button from the Advanced Animation group to display the Animation Pane on the right. You’ll see that each animation effect in the animation pane has an assigned number to the left.    Timing Animation Effects You can change when your animation starts to play. By default it is On Click. To change it, select the effect in the Animation Pane and then choose one of the options from the Start dropdown list. With Previous starts at the same time as the previous animation and After Previous starts after the last animation. You can also edit the duration that the animations plays and also set a delay.   You can change the order in which the animation effects are applied by selecting the effect in the animation pane and clicking Move Earlier or Move Later from the Timing group on the Animation tab. Effect Options If the Effect Options button is available when your animation is selected, then that particular animation has some additional effect settings that can be configured. You can access the Effect Option by right-clicking on the the animation in the Animation Pane, or by selecting Effect Options on the ribbon.   The available options will vary by effect and not all animation effects will have Effect Options settings. In the example below, you can change the amount of spinning and whether the object will spin clockwise or counterclockwise.   Under Enhancements, you can add sound effects to your animation. When you’re finished click OK.   Animating Text Animating Text works the same as animating an object. Simply select your text box and choose an animation. Text does have some different Effect Options. By selecting a sequence, you decide whether the text appears as one object, all at once, or by paragraph. As is the case with objects, there will be different available Effect Options depending on the animation you choose. Some animations, such as the Fly In animation, will have directional options.   Testing Your Animations Click on the Preview button at any time to test how your animations look. You can also select the Play button on the Animation Pane. Conclusion Animation effects are a great way to focus audience attention on important points and hold viewers interest in your PowerPoint presentations. Another cool way to spice up your PPT 2010 presentations is to add video from the web. What tips do you guys have for making your PowerPoint presentations more interesting? Similar Articles Productive Geek Tips Center Pictures and Other Objects in Office 2007 & 2010Preview Before You Paste with Live Preview in Office 2010Embed True Type Fonts in Word and PowerPoint 2007 DocumentsHow to Add Video from the Web in PowerPoint 2010Add Artistic Effects to Your Pictures in Office 2010 TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 24 Million Sites Windows Media Player Glass Icons (icons we like) How to Forecast Weather, without Gadgets Outlook Tools, one stop tweaking for any Outlook version Zoofs, find the most popular tweeted YouTube videos Video preview of new Windows Live Essentials

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  • HTML5 or Javascript game engine to develop a browser game

    - by Jack Duluoz
    I would like to start developing a MMO browser game, like Travian or Ogame, probably involving also a bit of more sophisticated graphical features such as players interacting in real time with a 2d map or something like that. My main doubt is what kind of development tools I should use: I've a good experience with PHP and MySQL for the server side and Javascript (and jQuery) regarding the client side. Coding everything from scratch would be of course really painful so I was wondering if I should use a javascript game engine or not. Are there (possibly free) game engine you would recommend? Are they good enough to develop a big game? Also, I saw a lot of HTML5 games popping up lately but I'm now sure if using HTML5 is a good idea or not. Would you recommend it? What are the pro and cons about using HTML5? If you'd recommend it, do you have any good links regarding game development with HTML5? (PS: I know that HTML5 and a Javascript engine are not mutually exclusive, I just didn't know how to formulate a proper title since English is not my main language. So, please, answer addressing HTML5 and a game engine pro and cons separately)

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  • Organizing an entity system with external component managers?

    - by Gustav
    I'm designing a game engine for a top-down multiplayer 2D shooter game, which I want to be reasonably reuseable for other top-down shooter games. At the moment I'm thinking about how something like an entity system in it should be designed. First I thought about this: I have a class called EntityManager. It should implement a method called Update and another one called Draw. The reason for me separating Logic and Rendering is because then I can omit the Draw method if running a standalone server. EntityManager owns a list of objects of type BaseEntity. Each entity owns a list of components such as EntityModel (the drawable representation of an entity), EntityNetworkInterface, and EntityPhysicalBody. EntityManager also owns a list of component managers like EntityRenderManager, EntityNetworkManager and EntityPhysicsManager. Each component manager keeps references to the entity components. There are various reasons for moving this code out of the entity's own class and do it collectively instead. For example, I'm using an external physics library, Box2D, for the game. In Box2D, you first add the bodies and shapes to a world (owned by the EntityPhysicsManager in this case) and add collision callbacks (which would be dispatched to the entity object itself in my system). Then you run a function which simulates everything in the system. I find it hard to find a better solution to do this than doing it in an external component manager like this. Entity creation is done like this: EntityManager implements the method RegisterEntity(entityClass, factory) which registers how to create an entity if that class. It also implements the method CreateEntity(entityClass) which would return an object of type BaseEntity. Well now comes my problem: How would the reference to a component be registered to the component managers? I have no idea how I would reference the component managers from a factory/closure.

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  • Bit-Twiddling in SQL

    - by Mike C
    Someone posted a question to the SQL Server forum the other day asking how to count runs of zero bits in an integer using SQL. Basically the poster wanted to know how to efficiently determine the longest contiguous string of zero-bits (known as a run of bits) in any given 32-bit integer. Here are a couple of examples to demonstrate the idea: Decimal = Binary = Zero Run 999,999,999 decimal = 00 111011 1 00 11010 11 00 1 00 1 11111111 binary = 2 contiguous zero bits 666,666,666 decimal = 00100111 10111100...(read more)

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  • Speed, delta time and movement

    - by munchor
    player.vx = scroll_speed * dt /* Update positions */ player.x += player.vx player.y += player.vy I have a delta time in miliseconds, and I was wondering how I can use it properly. I tried the above, but that makes the player go fast when the computer is fast, and the player go slow when the computer is slow. The same thing happens with jumping. The player can jump really high when the computer is faster. This is sort of unfair, I think, because. Should I be doing this someway else? Thanks.

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  • How can I store spell & items using a std::vector implementation?

    - by Vladimir Marenus
    I'm following along with a book from GameInstitute right now, and it's asking me to: Allow the player to buy and carry healing potions and potions of fireball. You can add an Item array (after you define the item class) to the Player class for storing them, or use a std::vector to store them. I think I would like to use the std::vector implementation, because that seems to confuse me less than making an item class, but I am unsure how to do so. I've heard from many people that vectors are great ways to store dynamic values (such as items, weapons, etc), but I've not seen it used.

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  • Implementing features in an Entity System

    - by Bane
    After asking two questions on Entity Systems (1, 2), and reading some articles on them, I think that I understand them much better than before. But, I still have some uncertainties, and mainly they are about building a Particle Emitter, an Input system, and a Camera. I obviously still have some problems understanding Entity Systems, and they might apply to a whole other range of objects, but I chose these three because they are very different concepts and should cover a pretty big ground, and help me understand Entity Systems and how to handle problems like these myself, as they come along. I am building an engine in Javascript, and I've implemented most of the core features, which include: input handling, flexible animation system, particle emitter, math classes and functions, scene handling, a camera and a render, and a whole bunch of other things that engines usually support. Then, I read Byte56's answer that got me interested into making the engine into an Entity System one. It would still remain an HTML5 game engine with the basic Scene philosophy, but it should support dynamic creation of entities from components. These are some of the definitions from the previous questions, updated: An Entity is an identifier. It doesn't have any data, it's not an object, it's a simple id that represents an index in the Scene's list of all entities (which I actually plan to implement as a component matrix). A Component is a data holder, but with methods that can operate on that data. The best example is a Vector2D, or a "Position" component. It has data: x and y, but also some methods that make operating on the data a bit easier: add(), normalize(), and so on. A System is something that can operate on a set of entities that meet the certain requirements, usually they (the entities) need to have a specified (by the system itself) set of components to be operated upon. The system is the "logic" part, the "algorithm" part, all the functionality supplied by components is purely for easier data management. The problem that I have now is fitting my old engine concept into this new programming paradigm. Lets start with the simplest one, a Camera. The camera has a position property (Vector2D), a rotation property and some methods for centering it around a point. Each frame, it is fed to a renderer, along with a scene, and all the objects are translated according to it's position. Then the scene is rendered. How could I represent this kind of an object in an Entity System? Would the camera be an entity or simply a component? A combination (see my answer)? Another issues that is bothering me is implementing a Particle Emitter. For what exactly I mean by that, you can check out my video of it: http://youtu.be/BObargIMQsE. The problem I have with this is, again, what should be what. I'm pretty sure that particles themselves shouldn't be entities, as I want to support 10k+ of them, and creating that much entities would be a heavy blow on my performance, I believe. Or maybe not? Depends on the implementation, but anyone with experience: please, do answer. The last bit I wan't to talk about, which is also bugging me the most, is how input should be handled. In my current version of the engine, there is a class called Input. It's a handler that subscribes to browser's events, such as keypresses, and mouse position changes, and also it maintains an internal state. Then, the player class has a react() method, which accepts an input object as an argument. The advantage of this is that the input object could be serialized into JSON and then shared over the network, allowing for smooth multiplayer simulations. But how does this translate into an Entity System?

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  • Is there a way to use scala with html5?

    - by Maik Klein
    I want to create a very simple 2d multiplayer browsergame in html5. Something like Scalatron I mainly want to do this to improve my scala skills, the problem is I would have to code the clientside code in javascript and the serverside code in scala. This would result in duplicated code. Another option would be to ignore the html5 part and write it in opengl. But I would still prefer to have a html5 game. I could do this is in javascript, but then it would destroy the whole purpose of learning scala. Is there a way to use scala with html5? Or what would you recommend me to do?

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  • What word processor can manage left and right pages separately?

    - by chtfn
    I was after a word processor that can manage left and right pages separately so I can have my text on the right pages and my illustrations on the left pages. I know LibeOffice can set "left page" and "right page" formats, but there is no simple way to make the text jump from right page to right page when writing. I don't know what would be the best way to do that, but I guess I need an app that is designed for writing books and do that kind of thing, or an app that can associate a page format with an object format (so the "illustration" format can be exclusively associated with "left page" format, and "text body" exclusively associated with "right page", for example). Or is there an extension for LO or OOo out there that I didn't hear about? Cheers!

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  • What&rsquo;s new in Subtext 2.5: full-text search, related posts and more

    In Subtext 2.5 we changed the internal search provider from the like %term% SQL based one to a more mature and powerful one powered by Lucene.net. I wrote about how Lucene.net is implemented inside Subtext, but it didnt show the benefits for the users. In this post Im explaining the visible features of the full-text search. There are 4 places where the new Lucene.net based search engine has its effect: Full-text search Related links More Results for the search OpenSearch provider...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Role of systems in entity systems architecture

    - by bio595
    I've been reading a lot about entity components and systems and have thought that the idea of an entity just being an ID is quite interesting. However I don't know how this completely works with the components aspect or the systems aspect. A component is just a data object managed by some relevant system. A collision system uses some BoundsComponent together with a spatial data structure to determine if collisions have happened. All good so far, but what if multiple systems need access to the same component? Where should the data live? An input system could modify an entities BoundsComponent, but the physics system(s) need access to the same component as does some rendering system. Also, how are entities constructed? One of the advantages I've read so much about is flexibility in entity construction. Are systems intrinsically tied to a component? If I want to introduce some new component, do I also have to introduce a new system or modify an existing one? Another thing that I've read often is that the 'type' of an entity is inferred by what components it has. If my entity is just an id how can I know that my robot entity needs to be moved or rendered and thus modified by some system? Sorry for the long post (or at least it seems so from my phone screen)!

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  • Game component causes game to freeze

    - by ChocoMan
    I'm trying to add my camera component to Game1 class' constructor like so: Camera camera; // from class Camera : GameComponent .... public Game1() { graphics = new GraphicsDeviceManager(this); this.graphics.PreferredBackBufferWidth = screenWidth; this.graphics.PreferredBackBufferHeight = screenHieght; this.graphics.IsFullScreen = true; Content.RootDirectory = "Content"; camera = new Camera(this); Components.Add(camera); } From the just adding the last two lines, when I run the game, the screen freezes then gives me this message: An unhandled exception of type 'System.ComponentModel.Win32Exception' occurred in System.Drawing.dll Additional information: The operation completed successfully

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  • Entity Component System, weapon

    - by Heorhiy
    I'm new to game programming and currently trying to understand Entity Component System design by implementing simple 2d game. By ECS I mean design, described here for example In my game I have different kind of weapons: automatic, gun, grenade, etc... Each type of weapon has it's own affect area (gun shots along the straight line and grenade explodes and covers some spherical area) , damage impact, visual effect and bullet amount, delay between shots. So I don't completely understand how to implement weapons. Should weapon be an Entity or it should be a component? And how the player should pick up a weapon, switch between different types of weapons and etc.

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  • How to extract a record in a text on string match in a file using bash

    - by private
    Hi I have a text file sample.txt as =====record1 title:javabook price:$120 author:john path:d: =====record2 title:.netbook author:paul path:f: =====record3 author:john title:phpbook subject:php path:f: price:$150 =====record4 title:phpbook subject:php path:f: price:$150 from this I want to split the data based on author, it should split into 2 files which contains test1.txt =====record1 title:javabook price:$120 author:john path:d: =====record3 author:john title:phpbook subject:php path:f: price:$150 and test2.txt =====record2 title:.netbook author:paul path:f: like above I want to classify the main sample.txt file into sub files based on author field dynamically. Please suggest me a way to do it.

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  • Physics/Graphics Components

    - by Brett Powell
    I have spent the last 48 hours reading up on Object Component systems, and feel I am ready enough to start implementing it. I got the base Object and Component classes created, but now that I need to start creating the actual components I am a bit confused. When I think of them in terms of HealthComponent or something that would basically just be a property, it makes perfect sense. When it is something more general as a Physics/Graphics component, I get a bit confused. My Object class looks like this so far (If you notice any changes I should make please let me know, still new to this)... typedef unsigned int ID; class GameObject { public: GameObject(ID id, Ogre::String name = ""); ~GameObject(); ID &getID(); Ogre::String &getName(); virtual void update() = 0; // Component Functions void addComponent(Component *component); void removeComponent(Ogre::String familyName); template<typename T> T* getComponent(Ogre::String familyName) { return dynamic_cast<T*>(m_components[familyName]); } protected: // Properties ID m_ID; Ogre::String m_Name; float m_flVelocity; Ogre::Vector3 m_vecPosition; // Components std::map<std::string,Component*> m_components; std::map<std::string,Component*>::iterator m_componentItr; }; Now the problem I am running into is what would the general population put into Components such as Physics/Graphics? For Ogre (my rendering engine) the visible Objects will consist of multiple Ogre::SceneNode (possibly multiple) to attach it to the scene, Ogre::Entity (possibly multiple) to show the visible meshes, and so on. Would it be best to just add multiple GraphicComponent's to the Object and let each GraphicComponent handle one SceneNode/Entity or is the idea to have one of each Component needed? For Physics I am even more confused. I suppose maybe creating a RigidBody and keeping track of mass/interia/etc. would make sense. But I am having trouble thinking of how to actually putting specifics into a Component. Once I get a couple of these "Required" components done, I think it will make a lot more sense. As of right now though I am still a bit stumped.

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  • ZeroBin Is an Encrypted PasteBin Alternative

    - by Jason Fitzpatrick
    ZeroBin is like the heavily armored sibling of PasteBin; You can still paste large chunks of text but that text is encrypted with client-side encryption. PasteBin is great when you need to share snippets of code or log files, the only problem is the service is essentially wide open. Not such a big deal if you’re sharing your XBMC logs on the support forum to get a little help figuring out why your movie list won’t update, but less than idea if you’re sharing more sensitive information. ZeroBin steps in to fill that gap by offering client-side encryption where ZeroBin has no knowledge of the content of your shared text snippets. In addition you can set up the ZeroBin content to self destruct after a set amount of time. Hit up the link below to take ZeroBin for a spin. ZeroBin [via One Thing Well] How to Stress Test the Hard Drives in Your PC or Server How To Customize Your Android Lock Screen with WidgetLocker The Best Free Portable Apps for Your Flash Drive Toolkit

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  • Executing Components in an Entity Component System

    - by John
    Ok so I am just starting to grasp the whole ECS paradigm right now and I need clarification on a few things. For the record, I am trying to develop a game using C++ and OpenGL and I'm relatively new to game programming. First of all, lets say I have an Entity class which may have several components such as a MeshRenderer,Collider etc. From what I have read, I understand that each "system" carries out a specific task such as calculating physics and rendering and may use more that one component if needed. So for example, I would have a MeshRendererSystem act on all entities with a MeshRenderer component. Looking at Unity, I see that each Gameobject has, by default, got components such as a renderer, camera, collider and rigidbody etc. From what I understand, an entity should start out as an empty "container" and should be filled with components to create a certain type of game object. So what I dont understand is how the "system" works in an entity component system. http://docs.unity3d.com/ScriptReference/GameObject.html So I have a GameObject(The Entity) class like class GameObject { public: GameObject(std::string objectName); ~GameObject(void); Component AddComponent(std::string name); Component AddComponent(Component componentType); }; So if I had a GameObject to model a warship and I wanted to add a MeshRenderer component, I would do the following: warship->AddComponent(new MeshRenderer()); In the MeshRenderers constructor, should I call on the MeshRendererSystem and "subscribe" the warship object to this system? In that case, the MeshRendererSystem should probably be a Singleton("shudder"). From looking at unity's GameObject, if each object potentially has a renderer or any of the components in the default GameObject class, then Unity would iterate over all objects available. To me, this seems kind of unnecessary since some objects might not need to be rendered for example. How, in practice, should these systems be implemented?

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  • Is knowledge of hacking mechanisms required for an MMO?

    - by Gabe
    Say I was planning on, in the future (not now! There is alot I need to learn first) looking to participating in a group project that was going to make a massively multiplayer online game (mmo), and my job would be the networking portion. I'm not that familiar with network programming (I've read a very basic book on PHP, MYSQL and I messed around a bit with WAMP). In the course of my studying of PHP and MYSQL, should I look into hacking? Hacking as in port scanning, router hacking, etc. In MMOs people are always trying to cheat, bots and such, but the worst scenario would be having someone hack the databases. This is just my conception of this, I really don't know. I do however understand networking fairly well, like subnetting/ports/IP's (local/global)/etc. In your professional opinion, (If you understand the topic, enlighten me) Should I learn about these things in order to counter the possibility of this happening? Also, out of the things I mentioned (port scanning, router hacking) Is there anything else that pertains to hacking that I should look into? I'm not too familiar with the malicious/Security aspects of Networking. And a note: I'm not some kid trying to learn how to hack. I just want to learn as much as possible before I go to college, and I really need to know if I need to study this or not.

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  • Load order in XNA?

    - by marc wellman
    I am wondering whether the is a mechanism to manually control the call-order of void Game.LoadContent() as it is the case with void Game.Draw(GameTime gt) by setting int DrawableGameComponent.DrawOrder ? except the order that results from adding components to the Game.Components container and maybe there exists something similar with Game.Update(GameTime gt) ? UPDATE To exemplify my issue consider you have several game components which do depends to each other regarding their instantiation. All are inherited from DrawableGameComponent. Now suppose that in one of these components you are loading a Model from the games content pipeline and add it to some static container in order to provide access to it for other game components. public override LoadContent() { // ... Model m = _contentManager.Load<Model>(@"content/myModel"); // GameComponents is a static class with an accessible list where game components reside. GameComponents.AddCompnent(m); // ... } Now it's easy to imagine that this components load method has to precede other game components that do want to access the model m in their own load method.

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  • How do I do Collisions in my JavaScript Game Code Below?

    - by Henry
    I'm trying to figure out how would I add collision detection to my code so that when the "Man" character touches the "RedHouse" the RedHouse disappears? Thanks. By the way, I'm new to how things are done on this site, so thus, if there is anything else needed or so, let me know. <title>HMan</title> <body style="background:#808080;"> <br> <canvas id="canvasBg" width="800px" height="500px"style="display:block;background:#ffffff;margin:100px auto 0px;"></canvas> <canvas id="canvasRedHouse" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasEnemy" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasEnemy2" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasMan" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <script> var isPlaying = false; var requestAnimframe = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.msRequestAnimationFrame || window.oRequestAnimationFrame; var canvasBg = document.getElementById('canvasBg'); var ctxBg = canvasBg.getContext('2d'); var canvasRedHouse = document.getElementById('canvasRedHouse'); var ctxRedHouse = canvasRedHouse.getContext('2d'); var House1; House1 = new RedHouse(); var canvasMan = document.getElementById('canvasMan'); var ctxMan = canvasMan.getContext('2d'); var Man1; Man1 = new Man(); var imgSprite = new Image(); imgSprite.src = 'SpritesI.png'; imgSprite.addEventListener('load',init,false); function init() { drawBg(); startLoop(); document.addEventListener('keydown',checkKeyDown,false); document.addEventListener('keyup',checkKeyUp,false); } function drawBg() { var SpriteSourceX = 0; var SpriteSourceY = 0; var drawManOnScreenX = 0; var drawManOnScreenY = 0; ctxBg.drawImage(imgSprite,SpriteSourceX,SpriteSourceY,800,500,drawManOnScreenX, drawManOnScreenY,800,500); } function clearctxBg() { ctxBg.clearRect(0,0,800,500); } function Man() { this.SpriteSourceX = 10; this.SpriteSourceY = 540; this.width = 40; this.height = 115; this.DrawManOnScreenX = 100; this.DrawManOnScreenY = 260; this.speed = 10; this.actualFrame = 1; this.speed = 2; this.isUpKey = false; this.isRightKey = false; this.isDownKey = false; this.isLeftKey = false; } Man.prototype.draw = function () { clearCtxMan(); this.updateCoors(); this.checkDirection(); ctxMan.drawImage(imgSprite,this.SpriteSourceX,this.SpriteSourceY+this.height* this.actualFrame, this.width,this.height,this.DrawManOnScreenX,this.DrawManOnScreenY, this.width,this.height); } Man.prototype.updateCoors = function(){ this.leftX = this.DrawManOnScreenX; this.rightX = this.DrawManOnScreenX + this.width; this.topY = this.DrawManOnScreenY; this.bottomY = this.DrawManOnScreenY + this.height; } Man.prototype.checkDirection = function () { if (this.isUpKey && this.topY > 240) { this.DrawManOnScreenY -= this.speed; } if (this.isRightKey && this.rightX < 800) { this.DrawManOnScreenX += this.speed; } if (this.isDownKey && this.bottomY < 500) { this.DrawManOnScreenY += this.speed; } if (this.isLeftKey && this.leftX > 0) { this.DrawManOnScreenX -= this.speed; } if (this.isRightKey && this.rightX < 800) { if (this.actualFrame > 0) { this.actualFrame = 0; } else { this.actualFrame++; } } if (this.isLeftKey) { if (this.actualFrame > 2) { this.actualFrame = 2; } function checkKeyDown(var keyID = e.keyCode || e.which; if (keyID === 38) { Man1.isUpKey = true; e.preventDefault(); } if (keyID === 39 ) { Man1.isRightKey = true; e.preventDefault(); } if (keyID === 40 ) { Man1.isDownKey = true; e.preventDefault(); } if (keyID === 37 ) { Man1.isLeftKey = true; e.preventDefault(); } } function checkKeyUp(e) { var keyID = e.keyCode || e.which; if (keyID === 38 || keyID === 87) { Man1.isUpKey = false; e.preventDefault(); } if (keyID === 39 || keyID === 68) { Man1.isRightKey = false; e.preventDefault(); } if (keyID === 40 || keyID === 83) { Man1.isDownKey = false; e.preventDefault(); } if (keyID === 37 || keyID === 65) { Man1.isLeftKey = false; e.preventDefault(); } } function clearCtxMan() { ctxMan.clearRect(0,0,800,500); } function RedHouse() { this.srcX = 135; this.srcY = 525; this.width = 265; this.height = 245; this.drawX = 480; this.drawY = 85; } RedHouse.prototype.draw = function () { clearCtxRedHouse(); ctxRedHouse.drawImage(imgSprite,this.srcX,this.srcY, this.width,this.height,this.drawX,this.drawY,this.width,this.height); }; function clearCtxRedHouse() { ctxRedHouse.clearRect(0,0,800,500); } function loop() { if (isPlaying === true){ Man1.draw(); House1.draw(); requestAnimframe(loop); } } function startLoop(){ isPlaying = true; loop(); } function stopLoop(){ isPlaying = false; } </script> <style> .top{ position: absolute; top: 4px; left: 10px; color:black; } .top2{ position: absolute; top: 60px; left: 10px; color:black; } </style> <div class="top"> <p><font face="arial" color="black" size="4"><b>HGame</b><font/><p/> <p><font face="arial" color="black" size="3"> My Game Here <font/><p/> </div> <div class="top2"> <p><font face="arial" color="black" size="3"> It will start now <font/><p/> </div>

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