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  • What are good sites that provide free media resources for hobby game development?

    - by m_oLogin
    (Note : This question is being transfered from stackoverflow to gamedev.stackexchange where it belongs) I really suck at graphics / music / 3D modeling / animation and it's a must-have when you have a hundred hobby game development projects you're working on. I'm looking for different quality sources on the web that provide free resources. [EDIT] Some resources given by the answers, in bold the biggest resource per section: MODELS TurboSquid archive3d 3Dvia Google Sketchup ShareCG SPRITES OpenGameArt (also contains textures and 3D models) LostGarden (a couple of isometric tilesets) The Protagonist Domain (2 sprite sets) Reiner's Tilesets (also contains a couple of 3D models) Flying Yogi (3 sprite sets) Has Graphics (a couple of links to tile sets) ANIMATED SPRITES The Spriters Resource (mostly sprites from released games) CLIPART / VECTOR BASED Clker OpenClipArt PHOTOS EveryStockPhoto TEXTURES CG Textures OpenFrag MUSIC Jamendo OpSound SOUND EFFECTS FreeSound StoneWashed MySoundFx OTHER PRECOMPILED LISTS FreeGameDev.net

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  • XNA Notes 005

    - by George Clingerman
    Another week and another crazy amount of activity going on in the XNA community. I’m fairly certain I missed over half of it. In fact, if I am missing things, make sure to email me and I’ll try and make sure I catch it next week! ([email protected]). Also, if you’ve got any advice, things you like/don’t like about the way these XNA Notes are going let me know. I always appreciate feedback (currently spammers are leaving me the nicest comments so you guys have work to do!) Without further ado, here’s this week’s notes! Time Critical XNA News The XNA Team Blob reminds us that February 7th is the last day to submit XNA 3.1 games to peer review! http://blogs.msdn.com/b/xna/archive/2011/01/31/7-days-left-to-submit-xna-gs-3-1-games-on-app-hub.aspx XNA MVPS Chris Williams kicks off the marketing campaign for our book http://geekswithblogs.net/cwilliams/archive/2011/01/28/143680.aspx Catalin Zima posts the comparison cheat sheet for why Angry Birds is different than Chickens Can’t Fly http://www.amusedsloth.com/2011/02/comparison-cheat-sheet-for-chickens-cant-fly-and-angry-birds/ Jim Perry congratulates the developers selected by Game Developer Magazine for Best Xbox LIVE Indie Games of 2010 http://machxgames.com/blog/?p=24 @NemoKrad posts his XNAKUUG talks for all to enjoy http://twitter.com/NemoKrad/statuses/33142362502864896 http://xna-uk.net/blogs/randomchaos/archive/2011/02/03/xblig-uk-2011-january-amp-february-talk.aspx George  (that’s me!) preps for his XNA talk coming up on the 8th http://twitter.com/clingermangw/statuses/32669550554124288 http://www.portlandsilverlight.net/Meetings/Details/15 XNA Developers FireFly posts the last tutorial in his XNA Tower Defense tutorial series http://forums.create.msdn.com/forums/p/26442/451460.aspx#451460 http://xnatd.blogspot.com/2011/01/tutorial-14-polishing-game.html @fredericmy posts the main difference when porting a game from Windows Phone 7 to Xbox 360 http://fairyengine.blogspot.com/2011/01/main-differences-when-porting-game-from.html @ElementCy creates a pretty rad video of a MineCraft type terrain created using XNA http://www.youtube.com/watch?v=Waw1f7wnl9I Andrew Russel gets the first XNA badge on gamedev.stackexchange http://twitter.com/_AndrewRussell/statuses/32322877004972032 http://gamedev.stackexchange.com/badges?tab=tags And his funding for ExEn has passed $7000 only $3000 to go http://twitter.com/_AndrewRussell/statuses/33042412804771840 Subodh Pushpak blogs about his Windows Phone 7 XNA talk http://geekswithblogs.net/subodhnpushpak/archive/2011/02/01/windows-phone-7-silverlight--xna-development-talk.aspx Slyprid releases the latest version of Transmute and needs more people to test http://twitter.com/slyprid/statuses/32452488418299904 http://forgottenstarstudios.com/ SpynDoctorGames celebrates the 1 year anniversary of Your Doodles Are Bugged! Congrats! http://twitter.com/SpynDoctorGames/statuses/32511689068908544 Noogy (creator of Dust the Elysian Tail) prepares his conversion to XNA 4.0 http://twitter.com/NoogyTweet/statuses/32522008449253376 @philippedasilva posts about the Indiefreaks Game Framework v0.2.0.0 Input management system http://twitter.com/philippedasilva/statuses/32763393957957632 http://indiefreaks.com/2011/02/02/behind-smart-input-system-feature/ Mommy’s Best Games debates what to do about High Scores with their new update http://mommysbest.blogspot.com/2011/02/high-score-shake-up.html @BinaryTweedDeej want to know if there’s anything the community needs to make XNA games for the PC. Give him some feedback! http://twitter.com/BinaryTweedDeej/status/32895453863354368 @mikebmcl promises to write us all a book (I can’t wait to read it!) http://twitter.com/mikebmcl/statuses/33206499102687233 @werezompire is going to live, LIVE, thanks to all the generosity and support from the community! http://twitter.com/werezompire/statuses/32840147644977153 Xbox LIVE Indie Games (XBLIG) Making money in Xbox 360 indie game development. Is it possible? http://www.bitmob.com/articles/making-money-in-xbox-360-indie-game-development-is-it-possible @AlejandroDaJ posts some thoughts abut the bitmob article http://twitter.com/AlejandroDaJ/statuses/31068552165330944 http://www.apathyworks.com/blog/view.php?id=00215 Kobun gets my respect as an XBLIG champion. I’m not sure who Kobun is, but if you’ve every read through the comment sections any time Kotaku writes about XBLIGs you’ll see a lot of confusion, disinformation in there. Kobun has been waging a secret war battling that lack of knowledge and he does it well. Also he’s running a pretty kick ass site for Xbox LIVE Indie Game reviews http://xboxindies.teamkobun.com/ @radiangames releases his last Xbox LIVE Indie Game...for now http://bit.ly/gMK6lE Playing Avaglide with the Kinect controller http://www.youtube.com/watch?v=UqAYbHww53o http://www.joystiq.com/2011/01/30/kinect-hacks-take-to-the-skies-with-avaglide/ Luke Schneider of Radiangames interviewed in Edge magazine http://www.next-gen.biz/features/radiangames-venture Digital Quarters posts thoughts on why XBLIG’s online requirement kills certain genres http://digitalquarters.blogspot.com/2011/02/thoughts-why-xbligs-online-requirement.html Mommy’s Best Games shares the news that several XBLIGs were featured in the March 2011 issue of Famitsu 360 http://forums.create.msdn.com/forums/p/33455/451487.aspx#451487 NaviFairy continues with his Indie-Game-A-Day http://gaygamer.net/2011/02/indie_game_a_day_epic_dungeon.html http://gaygamer.net/2011/02/indie_game_a_day_break_limit_r.html and more every day...that’s kind of the point! Keep your eye on this series! VVGTV continues with it’s awesome reviews/promotions for XBLIGs http://vvgtv.com/ http://vvgtv.com/2011/02/03/iredia-atrams-secret-xblig-review-2/ http://vvgtv.com/2011/02/02/poopocalypse-coming-soon-to-xblig/ ….and even more, you get the point. Magicka is an Indie Game doing really well on Steam AND it’s made using XNA http://www.magickagame.com/ http://twitter.com/Magickagame/statuses/32712762580799488 GameMarx reviews Antipole http://www.gamemarx.com/reviews/73/antipole-is-vvvvvvery-good.aspx Armless Octopus review Alpha Squad http://www.armlessoctopus.com/2011/01/28/xbox-indie-review-alpha-squad/ An interesting article about Kodu that Jim Perry found http://twitter.com/MachXGames/statuses/32848044105924608 http://www.develop-online.net/news/36915/10-year-old-Jordan-makes-games-The-UK-needs-more-like-her XNA Game Development Sgt. Conker posts about the Natur beta, a new book and whether you can make money with XBLIG http://www.sgtconker.com/ http://www.sgtconker.com/2011/01/a-new-book-on-the-block-and-a-new-natur-beta/ http://www.sgtconker.com/2011/01/making-money-in-xbox-360-indie-game-development-is-it-possible/ Tips for setting up SVN http://bit.ly/fKxgFh @bsimser found tons of royalty free music and soundfx for your XNA Games http://twitter.com/bsimser/statuses/31426632933711872 Post on the new features in the next Sunburn Editor http://www.synapsegaming.com/blogs/fivesidedbarrel/archive/2011/01/28/new-editor-features-prefabs-components-and-more.aspx @jasons_novaleaf posts source code for light pre-pass optimizations for #xna http://twitter.com/jasons_novaleaf/statuses/33348855403642880 http://jcoluna.wordpress.com/2011/02/01/xna-4-0-light-pre-pass-optimization-round-one/ I’ve been learning about doing an A.I. for turn based games and this article was a great resource. http://www.gamasutra.com/view/feature/1535/designing_ai_algorithms_for_.php?print=1

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  • Python library for scripting (C++ integration)

    - by Edward83
    Please advise me good wrapper/library for python. I need to implement simple scripting in c++ app; Under "good" I mean pretty understandable, well documented, no memory leaking, fast. For creating base interface of GameObject on Python and C++; Your own experience and useful links will be nice!!! I found link about it, but I need more specific within gamedev context. What combinations of libraries you used for python integration into c++? For example about ogre-python it said built using Py++ and Boost.Python library And one more question, maybe someone of you know how Python was integrated into BigWorld engine (it's own port or some library)? Thank you!!!

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  • How to optimize collision detection

    - by Niklas
    I am developing a 2D Java Game with LibGDX. This is what it kinda looks like (simplified): The big black circle is the player, which you can move by tilting the smartphone. The red circles and blue rectangles are enemies, which will move from the right of the screen to the left. The player has to avoid crashing into them. Right now I am checking in the Game Loop every enemy against the player, whether they collide or not. This seems kinda inefficient to me, but I don't know how to improve it. I have tried the Quadtree approach, but it did not really work. The player could easily glitch through enemies and the collision was not detected. Unfortunately, I have destroyed the Quadtree implementation. I used this [tutorial/blog] as my Quadtree implementation(http://gamedevelopment.tutsplus.com/tutorials/quick-tip-use-quadtrees-to-detect-likely-collisions-in-2d-space--gamedev-374).

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  • Sprites as Actors

    - by Scán
    Hello, I'm not experienced in GameDev questions, but as a programmer. In the language Scala, you can have scalable multi-tasking with Actors, very stable, as I hear. You can even habe hundreds of thousands of them running at once without a problem. So I thought, maybe you can use these as a base class for 2D-Sprites, to break out of the game-loop thing that requires to go through all the sprites and move them. They'd basically move themselves, event-driven. Would that make sense for a game? Having it multitasked like that? After all, it will run on the JVM, though that should not be much of a problem nowadays.

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  • Board Game Design in Cocos2d

    - by object2.0
    Hi folks i am going to start a chess like board game. and for that i have reviewed a number to things available. one is http://www.mapeditor.org/ , using which you can create a grid base games. another option is geekgameboard for iphone available at http://mooseyard.lighthouseapp.com/projects/23201-geekgameboard now i want your expert opinion that would it be better to make a game in cocos2d using the first option or the second option? both looks promising to me and give good control over board design. ps: sorry for duplicates, i found about the http://gamedev.stackexchange.com/ lately after posting it on stackexchange. so i am just posting it here again as i feel its more relevant board.

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  • What's a good data structure solution for a scene manager in XNA?

    - by tunnuz
    Hello, I'm playing with XNA for a game project of myself, I had previous exposure to OpenGL and worked a bit with Ogre, so I'm trying to get the same concepts working on XNA. Specifically I'm trying to add to XNA a scene manager to handle hierarchical transforms, frustum (maybe even occlusion) culling and transparency object sorting. My plan was to build a tree scene manager to handle hierarchical transforms and lighting, and then use an Octree for frustum culling and object sorting. The problem is how to do geometry sorting to support transparencies correctly. I know that sorting is very expensive if done on a per-polygon basis, so expensive that it is not even managed by Ogre. But still images from Ogre look right. Any ideas on how to do it and which data structures to use and their capabilities? I know people around is using: Octrees Kd-trees (someone on GameDev forum said that these are far better than Octrees) BSP (which should handle per-polygon ordering but are very expensive) BVH (but just for frustum and occlusion culling) Thank you Tunnuz

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  • Checking is sides of cubes are solid

    - by Christian Frantz
    In relation to this question: http://gamedev.stackexchange.com/a/28524/31664 And a question I asked earlier: Creating a DrawableGameComponent And also because my internet is too slow to get on chat. I'm wondering how to check if the sides of a cube are solid. I've created 12 methods, each one creating indices and vertices for sides of a cube. Now when I use these methods, the cube creates how it should. All 6 sides show up and its like I didnt change a thing. How can use if statements to check if the side of a cube is solid? The pseudocode from the question above shows this: if(!isSolidAt(x+1,y,z)) verticesToDraw += AddXPlusFace(x,y,z) But in my case is would be: if(!sideIsSolid) SetUpFrontFaceIndices(); My method simply takes these index and vertex values and adds them to a list indicesToDraw and verticesToDraw, as shown in the answer above

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  • Getting to math applications gradually

    - by den-javamaniac
    I'm currently getting a formal degree related to computation, in particular my current focus is numerical programming, scientific computing and machine learning. I'd love to apply that knowledge in game dev and expand it with statistics, probability theory, and graph theory (probably even linear algebra). The question is: which spheres of gamedev are filled with such math stuff, is it possible to advance in those without being a part of a group of people and how to get to it gradually? P.S.: I've got experience with commercial java dev and am getting my hands on C/C++ at the moment, however, I'm opened to go ahead and try Unity3D and etc.

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  • What would most games benefit from having?

    - by Phil
    I think I've seen "questions" like this on stackoverflow but sorry if I'm overstepping any bounds. Inspired by my recent question and all the nice answers (Checklist for finished game?) I think every gamedev out there has something he/she thinks that almost every game should have. That knowledge is welcome here! So this is probably going to be an inspirational subjective list of some sorts and the point is that anyone reading this question will see a point or two that they've overlooked in their own development and might benefit from adding. I think a good example might be: "some sort of manual or help section. Of course it should be proportional to how advanced the game is. Some users won't need it and won't go looking for it but the other ones that do will become very frustrated if they can't remember how to do something specific that should be in the manual". A bad example might be "good gameplay". Of course every game benefits from this but the answer is not very helpful.

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  • Online architecture guide

    - by hunterman
    I am a newbie in gamedev, and I don't know about programmer's problems that can appear during development. So can you advice me some best practice for starting build new online multi-player game backend? I just saw reddraft server, and I think Spring library can also do some of its features. What is big difference? Do I need learn more spring or I have to use servers like reddraft or write these tools myself? I know that I need to learn hard and many - and the question is - what I should to learn now at the beginning? Thanks.

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  • Most efficient way to generate 2D portraits

    - by user1221
    Hey, I am not sure if this is a fitting question for gamedev, or if it is too art related. I am currently trying, to create 2D character protraits for my game. At first I tried to draw them and even though it helped polishing my drawing skills the end result either required way too much time or it simply looked like it was created by a grade school kid. So I am currently looking into some tools which from which people like me who are not out of the art-world might benefit. Especially tools which can create a 3D head+hair, so that I can render them. I have tried several 3D generation tools such as makehead and makehuman to create the basic head-shape. But I have to admit I am not well versed in what other options are available/what has the best quality/etc.

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  • Textures selectively not applying in Unity

    - by user46790
    On certain imported objects (fbx) in Unity, upon applying a material, only the base colour of the material is applied, with none of the tiled texture showing. This isn't universal; on a test model only some submeshes didn't show the texture, while some did. I have tried every combination of import/calculate normals/tangents to no avail. FYI I'm not exactly experienced with the software or gamedev in general; this is to make a small static scene with 3-4 objects max. One model tested was created in 3DSMax, the other in Blender. I've had this happen on every export from Blender, but only some submeshes from the 3DSMax model (internet sourced to test the problem)

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  • What most games would benefit from having

    - by Phil
    I think I've seen "questions" like this on stackoverflow but sorry if I'm overstepping any bounds. Inspired by my recent question and all the nice answers (Checklist for finished game?) I think every gamedev out there has something he/she thinks that almost every game should have. That knowledge is welcome here! So this is probably going to be an inspirational subjective list of some sorts and the point is that anyone reading this question will see a point or two that they've overlooked in their own development and might benefit from adding. I think a good example might be: "some sort of manual or help section. Of course it should be proportional to how advanced the game is. Some users won't need it and won't go looking for it but the other ones that do will become very frustrated if they can't remember how to do something specific that should be in the manual". A bad example might be "good gameplay". Of course every game benefits from this but the answer is not very helpful.

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  • Why Android for new (micro) consoles?

    - by Klaim
    There are a lot of new (micro) consoles with Android inside coming soon or already there (OUYA for example). My question is: why use Android and not another OS as base for these consoles? I assume that there are pragmatic answers to this but I can't see any clear killer feature. For example, one can assume that any stable Linux distribution would work (like Valve seem to think). Android is primarily targetted at mobile platforms which mean it is built around the idea of being interrupted which goes against a lot of what console devs needs in new hardware - but is not killing Android as a platform for gamedev either as it's just a constraint. Why not another OS? What's the Android killer features that make micro-console builder using it instead of Linux or anything else?

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  • What are the advantages and limitations of using Qt for game development? [on hold]

    - by Gagege
    I know there is already a thread asking for example 3d games written using Qt. What I'd like to have a discussion about is whether or not Qt is a good framework for game development. In my experience Qt is a joy to work with and thanks to QML and QML/3d it's looking like it could be a viable framework for game development. The thought of using signals and slots for gamedev is exciting. I'd like to hear some opinions on Qt in general as a game development platform. What are it's limitations? What are it's advantages? Edit: I found an official Qt game development forum.

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  • Developing AI for warhammer board game [closed]

    - by josemanuel
    right now I'm going to develop a simple AI for some units for the board game warhammer fantasy. With some simple rules, I've read some things such as http://gamedev.stackexchange.com/questions/21519/complex-game-ai-for-turn-based-strategy-games . I have the robots to move the pieces, the map is just simple(no hills,buildings..) and I need to start to give an AI for the robot to move the pieces. Problem is I have been searching for a long time and can't really find someone that has done something similar with warhammer, and I don't really know where to begin with or which tools I need to use. I would be glad if someone can give me some headsup on how to begin with, or if any programming language is better, not to mention if there is something similar where I could ask for help.

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  • CodeDom : compile partial class

    - by James
    I'm attempting to compile code in a text file to change a value in a TextBox on the main form of a WinForms application. Ie. add another partial class with method to the calling form. The form has one button (button1) and one TextBox (textBox1). The code in the text file is: this.textBox1.Text = "Hello World!!"; And the code: namespace WinFormCodeCompile { public partial class Form1 : Form { public Form1() { InitializeComponent(); } private void button1_Click(object sender, EventArgs e) { // Load code from file StreamReader sReader = new StreamReader(@"Code.txt"); string input = sReader.ReadToEnd(); sReader.Close(); // Code literal string code = @"using System; using System.Windows.Forms; namespace WinFormCodeCompile { public partial class Form1 : Form { public void UpdateText() {" + input + @" } } }"; // Compile code CSharpCodeProvider cProv = new CSharpCodeProvider(); CompilerParameters cParams = new CompilerParameters(); cParams.ReferencedAssemblies.Add("mscorlib.dll"); cParams.ReferencedAssemblies.Add("System.dll"); cParams.ReferencedAssemblies.Add("System.Windows.Forms.dll"); cParams.GenerateExecutable = false; cParams.GenerateInMemory = true; CompilerResults cResults = cProv.CompileAssemblyFromSource(cParams, code); // Check for errors if (cResults.Errors.Count != 0) { foreach (var er in cResults.Errors) { MessageBox.Show(er.ToString()); } } else { // Attempt to execute method. object obj = cResults.CompiledAssembly.CreateInstance("WinFormCodeCompile.Form1"); Type t = obj.GetType(); t.InvokeMember("UpdateText", BindingFlags.InvokeMethod, null, obj, null); } } } } When I compile the code, the CompilerResults returns an error that says WinFormCodeCompile.Form1 does not contain a definition for textBox1. Is there a way to dynamically create another partial class file to the calling assembly and execute that code? I assume I'm missing something really simple here.

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  • can load data(google app enngine) from http://localhost:8100/remote_api ..

    - by zjm1126
    i can download data from gae (http://zjm1126.appspot.com/remote_api), this is code: appcfg.py download_data --application=zjm1126 --url=http://zjm1126.appspot.com/remote_api --filename=a.csv and it successful : D:\zjm_demo\app>appcfg.py download_data --application=zjm1126 --url=http://zjm1 126.appspot.com/remote_api --filename=a.csv Downloading data records. [INFO ] Logging to bulkloader-log-20100618.162421 [INFO ] Throttling transfers: [INFO ] Bandwidth: 250000 bytes/second [INFO ] HTTP connections: 8/second [INFO ] Entities inserted/fetched/modified: 20/second [INFO ] Batch Size: 10 [INFO ] Opening database: bulkloader-progress-20100618.162421.sql3 [INFO ] Opening database: bulkloader-results-20100618.162421.sql3 [INFO ] Connecting to zjm1126.appspot.com/remote_api Please enter login credentials for zjm1126.appspot.com Email: [email protected] Password for [email protected]: [INFO ] Downloading kinds: [u'LogText', u'Greeting', u'Forum', u'Thread'] .... [INFO ] Have 0 entities, 0 previously transferred [INFO ] 0 entities (8804 bytes) transferred in 11.3 seconds so i want to know can load data from 127.0.0.1 , this is my code : appcfg.py download_data --application=zjm1126 --url=http://localhost:8100/remote_api --filename=a.csv and the error is : D:\zjm_demo\app>appcfg.py download_data --application=zjm1126 --url=http://loca lhost:8100/remote_api --filename=a.csv Downloading data records. [INFO ] Logging to bulkloader-log-20100618.162325 [INFO ] Throttling transfers: [INFO ] Bandwidth: 250000 bytes/second [INFO ] HTTP connections: 8/second [INFO ] Entities inserted/fetched/modified: 20/second [INFO ] Batch Size: 10 [INFO ] Opening database: bulkloader-progress-20100618.162325.sql3 [INFO ] Opening database: bulkloader-results-20100618.162325.sql3 Please enter login credentials for localhost Email: [email protected] Password for [email protected]: [INFO ] Connecting to localhost:8100/remote_api [ERROR ] Exception during authentication Traceback (most recent call last): File "d:\Program Files\Google\google_appengine\google\appengine\tools\bulkload er.py", line 3169, in Run self.request_manager.Authenticate() File "d:\Program Files\Google\google_appengine\google\appengine\tools\bulkload er.py", line 1178, in Authenticate remote_api_stub.MaybeInvokeAuthentication() File "d:\Program Files\Google\google_appengine\google\appengine\ext\remote_api \remote_api_stub.py", line 542, in MaybeInvokeAuthentication datastore_stub._server.Send(datastore_stub._path, payload=None) File "d:\Program Files\Google\google_appengine\google\appengine\tools\appengin e_rpc.py", line 346, in Send f = self.opener.open(req) File "D:\Python25\lib\urllib2.py", line 387, in open response = meth(req, response) File "D:\Python25\lib\urllib2.py", line 498, in http_response 'http', request, response, code, msg, hdrs) File "D:\Python25\lib\urllib2.py", line 425, in error return self._call_chain(*args) File "D:\Python25\lib\urllib2.py", line 360, in _call_chain result = func(*args) File "D:\Python25\lib\urllib2.py", line 506, in http_error_default raise HTTPError(req.get_full_url(), code, msg, hdrs, fp) HTTPError: HTTP Error 404: Not Found [INFO ] Authentication Failed so what should i do , thanks

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  • Translating PHP language file

    - by Cudos
    Hello. I have a language file like this: <?php $lng_imagepath = "images/"; $lng_imageext = "gif"; $lng_characset = "iso-8859-1"; $lng_prefix = "en_"; $lng_tabhome = "Home"; $lng_tabmyavenue = "My Profile"; $lng_tabregister = "Register"; $lng_tabhelp = "Help"; $lng_tabbuybids = "Buy Bids"; ?> When I convert into a .html file and run Google translate it looks like this: Glemt brugernavn eller adgangskode? "; $ lng_invaliddata =" Ugyldig brugernavn og password. "$ lng_accountsuspend =" Din konto er suspenderet af vindetbud.dk. "$ lng_accountdelete =" Din konto er blevet slettet af vindetbud.dk. "$ lng_enterdata = "Angiv brugernavn og adgangskode." $ lng_enterpassword = "Angiv adgangskoden." / / slut login side variabel / / Language variabler for registrering side $ lng_frregistration = "Gratis registrering"; $ lng_vouchermessage = "voucher, indløses mod første auktion du vinder "; $ lng_amazingproducts =" Chancen for at vinde fantastiske produkter til fantastiske priser "; $ lng_registrationdata =" Du kan tilmelde med vindetbud.dk, bedes du udfylde følgende "; $ lng_personalinfo =" Personlige oplysninger "; $ lng_firstname =" Første Name "; $ lng_lastname =" Efternavn "; $ lng_birthdate =" Fødselsdato "; Do you have any clever ideas how to translate the file? P.S. I know that grammar won't be perfect, but it would help alot to use google translate.

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  • Httaccess Rewriting URL issue: how to distinguish Listing and detail page

    - by Asad kamran
    I am developing an commerce site, Where users can post items in any categories( categories can be 2 to 4 levels) I want to generate URL for listing and details pages: Listing page will show list of items in inner category Detail Page will show all information for item in inner category (Inner category means Last Category in hierarchic i.e. in classified/autos4x4s/mitsubishi/lancer/ inner mean "lancer" Here are the Links i want to generate 1) www.example.com/classified/autos4x4s/mitsubishi/lancer/ (for Listing) 2) www.example.com/classified/autos4x4s/mitsubishi/lancer/2011/3/12/lanc er-2002-in-good-condition-14/ (for detail) I want to redirect to ads.php if just 4 categories exist in url and to detail.php if 6 items are passed(4 category name + 2 date and title) I write these rules: listing ads RewriteRule ^(.)/(.)/(.)/(.)/?$ ads.php?c1=$1&c2=$2&c3=$3&c4=$4 [NC,L] Detail pages RewriteRule ^(.)/(.)/(.)/(.)/(.)/(.)/?$ detail.php?c1=$1&c2=$2&c3=$3&c4=$4&dt=$5&at=$6 [NC,L] But all the sites page redirect to ads.php (Listing page) even home page. I changes the rules as follow: (Even though i donot want to Use Listing and Detail in start of url Why as i see on some site as i want:: dubai.dubizzle.com/classified/autos4x4s/mitsubishi/lancer/2011/3/12/l ancer-2002-in-good-condition-14/) Listing pages RewriteRule ^Listing/(.)/(.)/(.)/(.)/?$ ads.php?c1=$1&c2=$2&c3=$3&c4=$4 [NC,L] Detail pages RewriteRule ^Detail/(.)/(.)/(.)/(.)/(.)/(.)/?$ detail.php?c1=$1&c2=$2&c3=$3&c4=$4&dt=$5&at=$6 [NC,L] Now all other pages are fine, but when i pass www.example.com/classified/autos4x4s/mitsubishi/lancer/2011/3/12/lanc er-2002-in-good-condition-14/ it always goes to Listing page (ads.php) not to detail page. Any help would be appreciated.

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  • Removing HTML entities while preserving line breaks with JSoup

    - by shrodes
    I have been using JSoup to parse lyrics and it has been great until now, but have run into a problem. I can use Node.html() to return the full HTML of the desired node, which retains line breaks as such: Gl&oacute;andi augu, silfurn&aacute;tt <br />Bl&oacute;&eth; alv&ouml;ru, starir &aacute; <br />&Oacute;&eth;ur hundur er &iacute; v&iacute;gam&oacute;&eth;, &iacute; maga... m&eacute;r <br /> <br />Kolni&eth;ur gref, kvik sem dreg h&eacute;r <br />Kolni&eth;ur svart, hvergi bjart n&eacute; But has the unfortunate side-effect, as you can see, of retaining HTML entities and tags. However, if I use Node.text(), I can get a better looking result, free of tags and entities: Glóandi augu, silfurnátt Blóð alvöru, starir á Óður hundur er í vígamóð, í maga... mér Kolniður gref, kvik sem dreg hér Kolniður svart, Which has another unfortunate side-effect of removing the line breaks and compressing into a single line. Simply replacing <br /> from the node before calling Node.text() yields the same result, and it seems that that method is compressing the text onto a single line in the method itself, ignoring newlines. Is it possible to have the best of both worlds, and have tags and entities replaced correctly which preserving the line breaks, or is there another method or way of decoding entities and removing tags without having to replace them manually?

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  • Symfony Form render with Self Referenced Entity

    - by benarth
    I have an Entity containing Self-Referenced mapping. class Category { /** * @var integer * * @ORM\Column(name="id", type="integer") * @ORM\Id * @ORM\GeneratedValue(strategy="AUTO") */ private $id; /** * @var string * * @ORM\Column(name="name", type="string", length=100) */ private $name; /** * @ORM\OneToMany(targetEntity="Category", mappedBy="parent") */ private $children; /** * @ORM\ManyToOne(targetEntity="Category", inversedBy="children") * @ORM\JoinColumn(name="parent_id", referencedColumnName="id") */ private $parent; } In my CategoryType I have this : public function buildForm(FormBuilderInterface $builder, array $options) { $plan = $this->plan; $builder->add('name'); $builder->add('parent', 'entity', array( 'class' => 'xxxBundle:Category', 'property' => 'name', 'empty_value' => 'Choose a parent category', 'required' => false, 'query_builder' => function(EntityRepository $er) use ($plan) { return $er->createQueryBuilder('u') ->where('u.plan = :plan') ->setParameter('plan', $plan) ->orderBy('u.id', 'ASC'); }, )); } Actually, when I render the form field Category this is something like Cat1 Cat2 Cat3 Subcat1 Subcat2 Cat4 I would like to know if it's possible and how to display something more like, a kind of a simple tree representation : Cat1 Cat2 Cat3 -- Subcat1 -- Subcat2 Cat4 Regards.

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  • Compare values in serialized column in Doctrine with Query Builder

    - by ReynierPM
    I'm building a FormType for a Symfony2 project but I need some Query Builder on the field since I need to compare some values with the one stored on DB and show the results. This is what I have: .... ->add('servicio', 'entity', array( 'mapped' => false, 'class' => 'ComunBundle:TipoServicio', 'property' => 'nombre', 'required' => true, 'label' => false, 'expanded' => true, 'multiple' => true, 'query_builder' => function (EntityRepository $er) { return $er->createQueryBuilder('ts') ->where('ts.tipo_usuario = (:tipo)') ->setParameter('tipo', 1); } )) .... But tipo_usuario at DB table is stored as serialized text for example: record1: value1 | a:1:{i:0;s:1:"1";} record2: value2 | a:4:{i:0;s:1:"1";i:1;s:1:"2";i:2;s:1:"3";i:3;s:1:"4";} I'll have two different forms (I don't know how to pass the Request to a form) in the first one I'll only show the first record and for the second one the first and second record for example: First form will show: checkbox: value1 Second form will show: checkbox: value1 checkbox: value2 I achieve this? Any help?

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  • getting parameter value from a table using javascript

    - by kawtousse
    hi every one; I want to get the parameter in my table(HTLML) table every time the user click edit button. The table contains in each row an edit button like following: retour.append("<td>"); retour.append("<button id=edit name=edit type=button onClick= editarow()>"); retour.append("<img src=edit.gif />"); retour.append("</button>"); retour.append("</td>"); to get the value of each row where edit is clicked using javascript I do the following: function editarow(){ var table = document.getElementById("sheet"); var buttons = table.getElementsByTagName("button"); for(var i=0; i<buttons.length; i++) { if(buttons[i].name=="edit") { buttons[i].onclick = function() { var buttonCell = this.parentNode;//cell var editThisRow = buttonCell.parentNode;//td var er=editThisRow.parentNode.attributes[1].value; alert(er); } } } } but i didn't get the values expected. thanks for help

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