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  • Need some help trying to rip a CD using Windows Media Player on XP

    - by Pure.Krome
    Hi folks, i'm trying to rip a CD using Windows Media Player 11 on XP ... and the destination folder is in the ALBUM NAME. Now, i can't see HOW it can rip to a new folder, named after the album. As far as I can tell, it's named by the Artist Name .. which sorta sucks for me. So, is there a way I can rip a CD with WMP11 that puts the songs into a new/existing folder which is the name of the Album? cheers :)

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  • iPhone Open GL ES using FBX - How do I import animations from FBX into iPhone?

    - by Dominic Tancredi
    I've been researching this extensively. We have a game that's 90% complete, using custom game logic in iPhone 4.0. We've been asked to import a 3D model and have it animate when various events happen in the game. I've put together an OpenGL view (based on Eagl and several examples), and used Blender to import the model, as well as Jeff LeMarche's script to export the .h file. After much trial, it worked, and I was able to show a rotating model (unskinned). However, the 3d artist hadn't UV unwrapped the model, so provided me a new model, this one as a Maya file, along with animation in a FBX format, a .obj file, and .tga texture unwrapped. My question is : how can I use FBX inside OpenGL ES inside iPhone to run through animations? And what's the pipeline to get this Maya file into Blender to be able to create a .h file. I've tried the obj2opengl however the model is missing normals (did it have it in the first place?) and the skin isn't applying at all (possibly a code issue, something I think I can fix). I'm trying to use Jeff LeMarche's animation tutorial but can't figure out how to get the model files into a proper .h file for use. Any advice?

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  • Announcement: Employee Info Starter Kit (v5.0) is Released

    - by Mohammad Ashraful Alam
    Ever wanted to have a simple jQuery menu bound with ASP.NET web site map file? Ever wanted to have cool css design stuffs implemented on your ASP.NET data bound controls? Ever wanted to let Visual Studio generate logical layers for you, which can be easily tested, customized and bound with ASP.NET data controls? If your answers with respect to above questions are ‘yes’, then you will probably happy to try out latest release (v5.0) of Employee Starter Kit, which is intended to address different types of real world challenges faced by web application developers when performing common CRUD operations. Using a single database table ‘Employee’, the current release illustrates how to utilize Microsoft ASP.NET 4.0 Web Form Data Controls, Entity Framework 4.0 and Visual Studio 2010 effectively in that context. Employee Info Starter Kit is an open source ASP.NET project template that is highly influenced by the concept ‘Pareto Principle’ or 80-20 rule, where it is targeted to enable a web developer to gain 80% productivity with 20% of effort with respect to learning curve and production. This project template is titled as “Employee Info Starter Kit”, which was initially hosted on Microsoft Code Gallery and been downloaded 1, 50,000+ of copies afterword.  The latest version of this starter kit is hosted in Codeplex. Release Highlights User End Functional Specification The user end functionalities of this starter kit are pretty simple and straight forward that are focused in to perform CRUD operation on employee records as described below. Creating a new employee record Read existing employee records Update an existing employee record Delete existing employee records Architectural Overview Simple 3 layer architecture (presentation, business logic and data access layer) ASP.NET web form based user interface Built-in code generators for logical layers, implemented in Visual Studio default template engine (T4) Built-in Entity Framework entities as business entities (aka: data containers) Data Mapper design pattern based Data Access Layer, implemented in C# and Entity Framework Domain Model design pattern based Business Logic Layer, implemented in C# Object Model for Cross Cutting Concerns (such as validation, logging, exception management) Minimum System Requirements Visual Studio 2010 (Web Developer Express Edition) or higher Sql Server 2005 (Express Edition) or higher Technology Utilized Programming Languages/Scripts Browser side: JavaScript Web server side: C# Code Generation Template: T-4 Template Frameworks .NET Framework 4.0 JavaScript Framework: jQuery 1.5.1 CSS Framework: 960 grid system .NET Framework Components .NET Entity Framework .NET Optional/Named Parameters (new in .net 4.0) .NET Tuple (new in .net 4.0) .NET Extension Method .NET Lambda Expressions .NET Anonymous Type .NET Query Expressions .NET Automatically Implemented Properties .NET LINQ .NET Partial Classes and Methods .NET Generic Type .NET Nullable Type ASP.NET Meta Description and Keyword Support (new in .net 4.0) ASP.NET Routing (new in .net 4.0) ASP.NET Grid View (CSS support for sorting - (new in .net 4.0)) ASP.NET Repeater ASP.NET Form View ASP.NET Login View ASP.NET Site Map Path ASP.NET Skin ASP.NET Theme ASP.NET Master Page ASP.NET Object Data Source ASP.NET Role Based Security Getting Started Guide To see Employee Info Starter Kit in action is pretty easy! Download the latest version. Extract the file. From the extracted folder click the C# project file (Eisk.Web.csproj) to open it in Visual Studio 2010 Hit Ctrl+F5! The current release (v5.0) of Employee Info Starter Kit is properly packaged, fully documented and well tested. If you want to learn more about it in details, just check the following links: Release Home Page Installation Walkthrough Hand on Coding Walkthrough Technical Reference Enjoy!

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  • Page output caching for dynamic web applications

    - by Mike Ellis
    I am currently working on a web application where the user steps (forward or back) through a series of pages with "Next" and "Previous" buttons, entering data until they reach a page with the "Finish" button. Until finished, all data is stored in Session state, then sent to the mainframe database via web services at the end of the process. Some of the pages display data from previous pages in order to collect additional information. These pages can never be cached because they are different for every user. For pages that don't display this dynamic data, they can be cached, but only the first time they load. After that, the data that was previously entered needs to be displayed. This requires Page_Load to fire, which means the page can't be cached at that point. A couple of weeks ago, I knew almost nothing about implementing page caching. Now I still don't know much, but I know a little bit, and here is the solution that I developed with the help of others on my team and a lot of reading and trial-and-error. We have a base page class defined from which all pages inherit. In this class I have defined a method that sets the caching settings programmatically. For pages that can be cached, they call this base page method in their Page_Load event within a if(!IsPostBack) block, which ensures that only the page itself gets cached, not the data on the page. if(!IsPostBack) {     ...     SetCacheSettings();     ... } protected void SetCacheSettings() {     Response.Cache.AddValidationCallback(new HttpCacheValidateHandler(Validate), null);     Response.Cache.SetExpires(DateTime.Now.AddHours(1));     Response.Cache.SetSlidingExpiration(true);     Response.Cache.SetValidUntilExpires(true);     Response.Cache.SetCacheability(HttpCacheability.ServerAndNoCache); } The AddValidationCallback sets up an HttpCacheValidateHandler method called Validate which runs logic when a cached page is requested. The Validate method signature is standard for this method type. public static void Validate(HttpContext context, Object data, ref HttpValidationStatus status) {     string visited = context.Request.QueryString["v"];     if (visited != null && "1".Equals(visited))     {         status = HttpValidationStatus.IgnoreThisRequest; //force a page load     }     else     {         status = HttpValidationStatus.Valid; //load from cache     } } I am using the HttpValidationStatus values IgnoreThisRequest or Valid which forces the Page_Load event method to run or allows the page to load from cache, respectively. Which one is set depends on the value in the querystring. The value in the querystring is set up on each page in the "Next" and "Previous" button click event methods based on whether the page that the button click is taking the user to has any data on it or not. bool hasData = HasPageBeenVisited(url); if (hasData) {     url += VISITED; } Response.Redirect(url); The HasPageBeenVisited method determines whether the destination page has any data on it by checking one of its required data fields. (I won't include it here because it is very system-dependent.) VISITED is a string constant containing "?v=1" and gets appended to the url if the destination page has been visited. The reason this logic is within the "Next" and "Previous" button click event methods is because 1) the Validate method is static which doesn't allow it to access non-static data such as the data fields for a particular page, and 2) at the time at which the Validate method runs, either the data has not yet been deserialized from Session state or is not available (different AppDomain?) because anytime I accessed the Session state information from the Validate method, it was always empty.

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  • Editing tags in bunch of MP3 files?

    - by overtherainbow
    I have a bunch of files whose filename looks like "<Track> - <Title> - <Artist>.mp3". I'd like to rewrite their MP3 Title tag to be "<Track> - <Title>.mp3" so that each song is displayed correctly on my elcheapo MP3 player. Since I rarely edit MP3 files anyway, MP3 Tag Tools 1.2 Build 008 from 2003 was good enough, but I can't figure out how to do this with this application. I just tried MP3Tag 2.46, but couldn't figure out if it can do this (created a new Action, to no avail). I also tried TagScanner 5.1.558, without success. Does someone know of a good, free Windows application that can do this? Thank you.

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  • How Social Can You Get?

    - by Oracle OpenWorld Blog Team
    By Karen Shamban Get Social at Oracle OpenWorld What: Social Plaza @ Oracle OpenWorldWhen: Tuesday, October 2, Noon–8:00 p.m.Where: Mint Plaza, Fifth Street between Mission and Market Hashtag: #oowJoin Oracle’s social media masters—plus hundreds of your soon-to-be-closest friends—at this all-social social. There will be two bars open from 4:30 p.m. until closing, with drink coupons to go 'round. Also on hand will be one of those famous San Francisco gourmet food trucks—check them out also starting at 4:30 p.m. While you’re there, mug at the Social PhotoBooth—maybe while you're drinking a mug. Social Plaza is going to showcase artists at work—face-to-face. Indie music faves Golden State will be stopping by to play, dance-rageous DJ Brandon Arnovick will be spinning discs, and artist Melanie Alves will be painting the scene—and scenes—right there.  Into fashion? Check out the 20 local fashion designers who will be displaying, discussing, and selling their unique designs. And if you want to add to your t-shirt collection, we’ve got a live print screening planned ... the first 300 socializers will get a t-shirt free. But hey—be sure to mix some technology with your social efforts. Watch Larry Ellison’s keynote live from Social Plaza, drink in hand.   See you there. &amp;amp;amp;amp;amp;amp;lt;span id=&amp;amp;amp;amp;amp;amp;quot;XinhaEditingPostion&amp;amp;amp;amp;amp;amp;quot;&amp;amp;amp;amp;amp;amp;gt;&amp;amp;amp;amp;amp;amp;lt;/span&amp;amp;amp;amp;amp;amp;gt;

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  • Best Design Pattern for Coupling User Interface Components and Data Structures

    - by szahn
    I have a windows desktop application with a tree view. Due to lack of a sound data-binding solution for a tree view, I've implemented my own layer of abstraction on it to bind nodes to my own data structure. The requirements are as follows: Populate a tree view with nodes that resemble fields in a data structure. When a node is clicked, display the appropriate control to modify the value of that property in the instance of the data structure. The tree view is populated with instances of custom TreeNode classes that inherit from TreeNode. The responsibility of each custom TreeNode class is to (1) format the node text to represent the name and value of the associated field in my data structure, (2) return the control used to modify the property value, (3) get the value of the field in the control (3) set the field's value from the control. My custom TreeNode implementation has a property called "Control" which retrieves the proper custom control in the form of the base control. The control instance is stored in the custom node and instantiated upon first retrieval. So each, custom node has an associated custom control which extends a base abstract control class. Example TreeNode implementation: //The Tree Node Base Class public abstract class TreeViewNodeBase : TreeNode { public abstract CustomControlBase Control { get; } public TreeViewNodeBase(ExtractionField field) { UpdateControl(field); } public virtual void UpdateControl(ExtractionField field) { Control.UpdateControl(field); UpdateCaption(FormatValueForCaption()); } public virtual void SaveChanges(ExtractionField field) { Control.SaveChanges(field); UpdateCaption(FormatValueForCaption()); } public virtual string FormatValueForCaption() { return Control.FormatValueForCaption(); } public virtual void UpdateCaption(string newValue) { this.Text = Caption; this.LongText = newValue; } } //The tree node implementation class public class ExtractionTypeNode : TreeViewNodeBase { private CustomDropDownControl control; public override CustomControlBase Control { get { if (control == null) { control = new CustomDropDownControl(); control.label1.Text = Caption; control.comboBox1.Items.Clear(); control.comboBox1.Items.AddRange( Enum.GetNames( typeof(ExtractionField.ExtractionType))); } return control; } } public ExtractionTypeNode(ExtractionField field) : base(field) { } } //The custom control base class public abstract class CustomControlBase : UserControl { public abstract void UpdateControl(ExtractionField field); public abstract void SaveChanges(ExtractionField field); public abstract string FormatValueForCaption(); } //The custom control generic implementation (view) public partial class CustomDropDownControl : CustomControlBase { public CustomDropDownControl() { InitializeComponent(); } public override void UpdateControl(ExtractionField field) { //Nothing to do here } public override void SaveChanges(ExtractionField field) { //Nothing to do here } public override string FormatValueForCaption() { //Nothing to do here return string.Empty; } } //The custom control specific implementation public class FieldExtractionTypeControl : CustomDropDownControl { public override void UpdateControl(ExtractionField field) { comboBox1.SelectedIndex = comboBox1.FindStringExact(field.Extraction.ToString()); } public override void SaveChanges(ExtractionField field) { field.Extraction = (ExtractionField.ExtractionType) Enum.Parse(typeof(ExtractionField.ExtractionType), comboBox1.SelectedItem.ToString()); } public override string FormatValueForCaption() { return string.Empty; } The problem is that I have "generic" controls which inherit from CustomControlBase. These are just "views" with no logic. Then I have specific controls that inherit from the generic controls. I don't have any functions or business logic in the generic controls because the specific controls should govern how data is associated with the data structure. What is the best design pattern for this?

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  • Facilitating XNA game deployments for non programmers

    - by Sal
    I'm currently working on an RPG, using the RPG starter kit from XNA as a base. (http://xbox.create.msdn.com/en-US/education/catalog/sample/roleplaying_game) I'm working with a small team (two designers and one music/sound artist), but I'm the only programmer. Currently, we're working with the following (unsustainable) system: the team creates new pics/sounds to add to the game, or they modify existing sounds/pics, then they commit their work to a repository, where we keep a current build of everything. (Code, images, sound, etc.) Every day or so, I create a new installer, reflecting the new images, code changes, and sound, and everyone installs it. My issue is this: I want to create a system where the rest of the team can replace the combat sounds, for instance, and they can immediately see the changes, without having to wait for me to build. The way XNA's setup, if I publish, it encodes all of the image and sound files, so the team can't "hot swap." I can set up Microsoft VS on everyone's machine and show them how to quickly publish, but I wanted to know if there was a simpler way of doing this. Has anyone come up against this when working with teams using XNA?

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  • Windows Azure Database (SQL Azure) Development Tip

    - by BuckWoody
    When you create something in the cloud, it's real, and you're charged for it. There are free offerings, and you even get free resources with your Microsoft Developer Network (MSDN) subscription, but there are limits within those. Creating a 1 GB database - even with nothing in it - is a 1 GB Database. If you create it, drop it, and create it again 2 minutes later, that's 2 GB of space you've used for the month. Wait - how do I develop in this kind of situation? With Windows Azure, you can simply install the free Software Development Kit (SDK) and develop your entire application for free - you need never even log in to Windows Azure to code. Once you're done, you simply deploy the app and you start making money from the application as you're paying for it. Windows Azure Databases (The Artist Formerly Known As SQL Azure) is a bit different. It's not emulated in the SDK - because it doesn't have to be. It's just SQL Server, with some differences in feature set. To develop in this environment, you can use SQL Server, any edition. Be aware of the feature differences, of course, but just develop away - even in the free "Express" or LocalDB flavors - and then right-click in SQL Server Management Studio to script objects. Script the database, but change the "Advanced" selection to the Engine Type of "SQL Azure". Bing. Although most all T-SQL ports directly, one thing to keep in mind is that you need a Clustered Index on every table. Often the Primary Key (PK) is a good choice for that.

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  • How to Export Flash Animation Data

    - by charliep
    I'd love for my partner, the artist, to be able to animate using flash movieclips and timelines. Then I, the programmer, would like to read the raw Flash info and re-program it into my engine of choice (which happens to be Torque2D). The data I'd want is the bitmap images that were used in Flash, like the head and body the links between the images, like where the head connects to the body the motion data from the flash animation, like move, rotate (at what speed), shear, etc. for the head or arms or whatever. Is there any way to get this data? Here's what I know so far. There are tools like SWFSheet and Spriteloq that convert the entire flash animation into a frame by frame sprite animation (in a sprite sheet). This would take too much space in my case, so I'd like to avoid that. Re-animating on the fly would take much less texture memory. There is a PDF that describes the SWF file format but NOT the individual components like the movieclips. So anyone know of a library I can use, or how I can learn more about the movieclip components and whatnot? (more better tags: transform, export, convert)

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  • Make windows vista file explorer act normally

    - by user25866
    Is there some file I can remove or something I can do to globally ensure that windows visa/xp/etc doesn't do annoying things? Annoying things: 1) Hide the file extension 2) All these "meta" columns I could care less about in "details" view (rating, album, date taken, Assistant's name, Artist, 35mm focal length, City, Other City, etc...). All I want are Name, size, date created, date modified, and file extension. MAYBE file chmod settings. 3) That garbage in the left pane known as "favorite links." (Documents, desktop, photos, music, etc...) 4) Switching between detail view, large icon view, thumbnail view, list view, and tiles when I goto differnt folders, all I want is detail view, with the same columns every time. That's it. I shouldn't have to get third party software to make my file system browseable, but if I need to so be it... Why are all these settings buried away? It feels like I have to apply them onto each folder every time.

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  • How to Generate Spritesheet from a 'problematic' animated Symbol in Flash Pro CS6?

    - by Arthur Wulf White
    In the new Flash Pro CS6 there is an option to generate spriteheet from a symbol. I used these tutorials: http://www.adobe.com/devnet/flash/articles/using-sprite-sheet-generator.html http://tv.adobe.com/watch/cs6-creative-cloud-feature-tour-for-web/generating-sprite-sheets-using-flash-professional-cs6/ And it works really well! An artist I'm working with created a bunch of assets for a game. One of them is a walking person as seen from a top-down view. You can find the .fla here: https://docs.google.com/folder/d/0B3L2bumwc4onRGhLcGNId1p2Szg/edit (If this does not work let me know, it is the first time I used Google Drive to share files) 1 .When I press ctrl+enter I can see it is moving. When I look for the animation, I do not seem to find it. When I select to create a spritesheet, flash suggest creating a spritesheet with one frame in the base pose and no other (animation) frames. What is causing this and how do I correct it? 2 .I want to convert it to a sprite sheet for 32 angles of movement. Is there any magical easy way to get this done? Is there a workaround without using Flash CS6 to do the same thing?

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  • Where to start with game development?

    - by steven_desu
    I asked this earlier in this thread at stackoverflow.com. One of the early comments redirected me here to gamedev.stackexchange.com, so I'm reposting here. Searching for related questions I found a number of very specific questions, but I'm afraid the specifics have proved fruitless for me and after 4 hours on Google I'm no closer than I started, so I felt reaching out to a community might be in order. First, my goal: I've never made a game before, although I've muddled over the possibility several times. I decided to finally sit down and start learning how to code games, use game engines, etc. All so that one day (hopefully soon) I'll be able to make functional (albeit simple) games. I can start adding complexity later, for now I'd be glad to have a keyboard-controlled camera moving in a 3D world with no interaction beyond that. My background: I've worked in SEVERAL programming languages ranging from PHP to C++ to Java to ASM. I'm not afraid of any challenges that come with learning the new syntax or limitations inherent in a new language. All of my past programming experience, however, has been strictly non-graphical and usually with little or extremely simple interaction during execution. I've created extensive and brilliant algorithms for solving logical and mathematical problems as well as graphing problems. However in every case input was either defined in a file, passed form an HTML form, or typed into the console. Real-time interaction with the user is something with which I have no experience. My question: Where should I start in trying to make games? Better yet- where should I start in trying to create a keyboard-navigable 3D environment? In searching online I've found several resources linking to game engines, graphics engines, and physics engines. Here's a brief summary of my experiences with a few engines I tried: Unreal SDK: The tutorial videos assume that you already have in-depth knowledge of 3D modeling, graphics engines, animations, etc. The "Getting Started" page offers no formal explanation of game development but jumps into how Unreal can streamline processes it assumes you're already familiar with. After downloading the SDK and launching it to see if the tools were as intuitive as they claimed, I was greeted with about 60 buttons and a blank void for my 3D modeling. Clicking on "add volume" (to attempt to add a basic cube) I was met with a menu of 30 options. Panicking, I closed the editor. Crystal Space: The website seemed rather informative, explaining that Crystal Space was just for graphics and the companion software, CEL, provided entity logic for making games. A demo game was provided, which was built using "CELStart", their simple tool for people with no knowledge of game programming. I launched the game to see what I might look forward to creating. It froze several times, the menus were buggy, there were thousands of graphical glitches, enemies didn't respond to damage, and when I closed the game it locked up. Gave up on that engine. IrrLicht: The tutorial assumes I have Visual Studio 6.0 (I have Visual Studio 2010). Following their instructions I was unable to properly import the library into Visual Studio and unable to call any of the functions that they kept using. Manually copying header files, class files, and DLLs into my project's folder - the project failed to properly compile. Clearly I'm not off to a good start and I'm going in circles. Can someone point me in the right direction? Should I start by downloading a program like Blender and learning 3D modeling, or should I be learning how to use a graphics engine? Should I look for an all-inclusive game engine, or is it better to try and code my own game logic? If anyone has actually made their own games, I would prefer to hear how they got their start. Also- taking classes at my school is not an option. Nothing is offered.

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  • Where to start with game development?

    - by steven_desu
    Searching for related questions I found a number of very specific questions, but I'm afraid the specifics have proved fruitless for me and after 4 hours on Google I'm no closer than I started, so I felt reaching out to a community might be in order. First, my goal: I've never made a game before, although I've muddled over the possibility several times. I decided to finally sit down and start learning how to code games, use game engines, etc. All so that one day (hopefully soon) I'll be able to make functional (albeit simple) games. I can start adding complexity later, for now I'd be glad to have a keyboard-controlled camera moving in a 3D world with no interaction beyond that. My background: I've worked in SEVERAL programming languages ranging from PHP to C++ to Java to ASM. I'm not afraid of any challenges that come with learning the new syntax or limitations inherent in a new language. All of my past programming experience, however, has been strictly non-graphical and usually with little or extremely simple interaction during execution. I've created extensive and brilliant algorithms for solving logical and mathematical problems. However in every case input was either defined in a file, passed form an HTML form, or typed into the console. Real-time interaction with the user is something with which I have no experience. My question: Where should I start in trying to make games? Better yet- where should I start in trying to create a keyboard-navigable 3D environment? In searching online I've found several resources linking to game engines, graphics engines, and physics engines. Here's a brief summary of my experiences with a few engines I tried: Unreal SDK: The tutorial videos assume that you already have in-depth knowledge of 3D modeling, graphics engines, animations, etc. The "Getting Started" page offers no formal explanation of game development but jumps into how Unreal can streamline processes it assumes you're already familiar with. After downloading the SDK and launching it to see if the tools were as intuitive as they claimed, I was greeted with about 60 buttons and a blank void for my 3D modeling. Clicking on "add volume" (to attempt to add a basic cube) I was met with a menu of 30 options. Panicking, I closed the editor. Crystal Space: The website seemed rather informative, explaining that Crystal Space was just for graphics and the companion software, CEL, provided entity logic for making games. A demo game was provided, which was built using "CELStart", their simple tool for people with no knowledge of game programming. I launched the game to see what I might look forward to creating. It froze several times, the menus were buggy, there were thousands of graphical glitches, enemies didn't respond to damage, and when I closed the game it locked up. Gave up on that engine. IrrLicht: The tutorial assumes I have Visual Studio 6.0 (I have Visual Studio 2010). Following their instructions I was unable to properly import the library into Visual Studio and unable to call any of the functions that they kept using. Manually copying header files, class files, and DLLs into my project's folder - the project failed to properly compile. Clearly I'm not off to a good start and I'm going in circles. Can someone point me in the right direction? Should I start by downloading a program like Blender and learning 3D modeling, or should I be learning how to use a graphics engine? Should I look for an all-inclusive game engine, or is it better to try and code my own game logic? If anyone has actually made their own games, I would prefer to hear how they got their start. Also- taking classes at my school is not an option. Nothing is offered.

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  • Using the Script Component as a Conditional Split

    This is a quick walk through on how you can use the Script Component to perform Conditional Split like behaviour, splitting your data across multiple outputs. We will use C# code to decide what does flows to which output, rather than the expression syntax of the Conditional Split transformation. Start by setting up the source. For my example the source is a list of SQL objects from sys.objects, just a quick way to get some data: SELECT type, name FROM sys.objects type name S syssoftobjrefs F FK_Message_Page U Conference IT queue_messages_23007163 Shown above is a small sample of the data you could expect to see. Once you have setup your source, add the Script Component, selecting Transformation when prompted for the type, and connect it up to the source. Now open the component, but don’t dive into the script just yet. First we need to select some columns. Select the Input Columns page and then select the columns we want to uses as part of our filter logic. You don’t need to choose columns that you may want later, this is just the columns used in the script itself. Next we need to add our outputs. Select the Inputs and Outputs page.You get one by default, but we need to add some more, it wouldn’t be much of a split otherwise. For this example we’ll add just one more. Click the Add Output button, and you’ll see a new output is added. Now we need to set some properties, so make sure our new Output 1 is selected. In the properties grid change the SynchronousInputID property to be our input Input 0, and  change the ExclusionGroup property to 1. Now select Ouput 0 and change the ExclusionGroup property to 2. This value itself isn’t important, provided each output has a different value other than zero. By setting this property on both outputs it allows us to split the data down one or the other, making each exclusive. If we left it to 0, that output would get all the rows. It can be a useful feature allowing you to copy selected rows to one output whilst retraining the full set of data in the other. Now we can go back to the Script page and start writing some code. For the example we will do a very simple test, if the value of the type column is U, for user table, then it goes down the first output, otherwise it ends up in the other. This mimics the exclusive behaviour of the conditional split transformation. public override void Input0_ProcessInputRow(Input0Buffer Row) { // Filter all user tables to the first output, // the remaining objects down the other if (Row.type.Trim() == "U") { Row.DirectRowToOutput0(); } else { Row.DirectRowToOutput1(); } } The code itself is very simple, a basic if clause that determines which of the DirectRowToOutput methods we call, there is one for each output. Of course you could write a lot more code to implement some very complex logic, but the final direction is still just a method call. If we now close the script component, we can hook up the outputs and test the package. Your numbers will vary depending on the sample database but as you can see we have clearly split out input data into two outputs. As a final tip, when adding the outputs I would normally rename them, changing the Name in the Properties grid. This means the generated methods follow the pattern as do the path label shown on the design surface, making everything that much easier to recognise.

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  • Microsoft Researchers shows off best Touch Screen ever made. Better than Apple touch screens!

    - by Gopinath
    All the touch devices we have in market today like iPads, iPhones, Samsung tablets and phones, etc.  have a very small issue – 100 milliseconds of lag. The lag is the amount of time a touch device takes to respond after you touch the device. The 100 milliseconds of lag may not be an issue when you are tapping and swapping the interface elements on a device, but they are apparent when you wing your finger around the screen faster. For example if you use any painting app, the lag is very obvious and screen responds slowly than an artist can paint with his finger. Researchers at Microsoft labs came out with a prototype of touch device that drastically cuts down the 100 milliseconds of lag time to just 1 millisecond. That’s 100 times faster than today’s touch screen devices. Check out the video embedded below for a demo of new touch screen. Over at TechCrunch, Chris Velazco says: The difference is staggering, especially when Dietz trots out the slow-motion footage. With the delay between touch input and screen response slashed by orders of magnitude, a device that sports the sort of super-low-latency Dietz envisions has the potential to feel far more (for lack of a better term) natural than its brethren. There’s zero delay when you slide a checker across a board, for example, and bringing that sort of instantaneous feedback to the many screens in our lives could help to bridge the gap between operating a bit of software and the feeling of interacting with objects.   It will be great boost to Microsoft’s tablet strategy if they succeed in bringing this research into mass market and allow it’s partners to use the technology on Windows 8 tablets.

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  • Manage song metadata on CentOS from command line

    - by Puddingfox
    I am making a simple Pandora.com alternative for myself and a few friends where the user can upload his/her songs and listen to them anywhere. My intent is to make a lightweight, simple player in HTML5 so all the user needs is a current Firefox or Chrome to use it. I have set it up so that all uploaded songs get converted to .ogg and added to a database but I also want some metadata (not sure if that is the correct term) for the songs to be stored in the database so the player can tell the user what song he/she is listening too. I know there are several GUI tools for managing the title/artist/album info for songs but I'm having trouble finding any good ones I can use from the command line. If the song has the information already in the file, I think I can use mplayer to retrieve the information but it would be really great if there was one that would look up the song information online. I don't mind interfacing with an API (would be pretty interesting actually). Do you guys have any suggestions?

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  • File format for animated scene

    - by stephelton
    I've got a custom OpenGL based rendering engine and I'd like to add support for cinema-type scene animation. The artist that is helping me uses primarily 3DSMax. I'd like a file format for exporting and importing this data. I'm also in need of a file format for skeletal animation data, which may have an impact here. I've been looking at MAXScript to manually export this stuff, which would buy me the most flexibility, but I have virtually no experience with 3DSMax itself, so I get a little lost when it comes to terminology. So I'd like to know what file formats exist for animated scene data, and whether they are appropriate for my use (my fear is that they will be way too broad for my fairly simple needs.) The way I view animated scene data is basically a bunch of references to [animated] models with keyframe-based matrices describing their orientation over time. And probably some special camera stuff to handle perspective. I might also want some event type stuff for adding/removing objects. Is this a sane concept?

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  • Too sell or give for free

    - by QAH
    Hello everyone! I am currently making a game that I was originally planning to sell. It is a simple 2D arcade style game for the PC. I've seen many indie games become popular and generate revenue from advertisements, but the game itself remains free. I need some advice on whether or not I should sell my game, release it for free with advertisements, or ask for donations and keep the game free. I feel that my game is fun, but of course the graphics aren't tip top because I am a programmer, not an artist. I just take screenshots of 3D models I get from Turbosquid and crop around it to make a sprite. Also, and I could be very wrong about this, it seems that there are more legal issues surrounding selling a game than making it free and generating revenue from advertisement, or asking for donations. If I am wrong, someone please correct me. Also, I am very interested in generating some revenue for my work, but that isn't at the very top of my list. I am in my last year of high school, soon to be going to college, and I am going to major in computer science/software engineering. So I am trying to gain some preliminary experience at home by coding stuff every day. One way of getting this experience is by making this game. So what do you think? What route should I take? What has worked well with other indie games? Thanks in advance.

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  • What is a legal way to use music from registered authors in a game?

    - by mm24
    I have recently asked a question about music in games like Guitar Hero. I have found that that in Europe (at least) if I do want to use a track composed by a musician member of a royalty collecting society I need to pay a flat fee to the society and not only to the member. So a "one-to-one" agreement is not valid and the society can come up to me and ask me for money for each download. Even if for FREE! This is a fee sheet list of the UK agency: for fee, see "Permanent download services" It is about 1,200 GBP for less than 22,000 copies and they DON'T specify anything more and they said me on the phone that I need to wait and see how many downloads I get before knowing the price. This is kind of crazy as If I give away the App for free I will have to PAY 1,200 GBP!! I am shocked and I feel very bad. One agency suggested me to use a fake name of the artist, but in this way is not fair to my collaborators as what they hope is that the App gets lots of downloads and in this way that other people will get to know about them and hopefully commission them more work. The other solution is to work only with non registered musicians. The question here to you is: Has anyone found a legal way to use music from registered authors in a game?

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  • How do I change the Creation/Mod Date of all folders on a USB drive using Touch command?

    - by Chad--24216
    I've got a USB drive with mp3 music on it that I play in my car. My car has a USB drive port. Problem is that the car sorts the music by Creation/Modification Date (and not alphabetically). This makes it a pain to find what artist I'm looking for. To solve this problem, I need a way to "update" the Creation/Modification Date for all folders on the USB drive every time I add a new folder of music to the USB drive. Anyone know how I can do this? The Touch command works great, but the format touch <filename> would take forever to do on each folder on the drive. Anyway to select all folders on the drive and then touch <all folders>? On my USB drive I have a folder for each album and the songs within each respective folder, like so: Album-1-folder Album-2-folder I need to apply the Touch command to each of the "album" folders on the drive. I stumbled upon a simple solution to solve this issue:touch /media/USB_Drive/*

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  • How does interpolation actually work to smooth out an object's movement?

    - by user22241
    I've asked a few similar questions over the past 8 months or so with no real joy, so I am going make the question more general. I have an Android game which is OpenGL ES 2.0. within it I have the following Game Loop: My loop works on a fixed time step principle (dt = 1 / ticksPerSecond) loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ updateLogic(dt); nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; loops++; } render(); My intergration works like this: sprite.posX+=sprite.xVel*dt; sprite.posXDrawAt=sprite.posX*width; Now, everything works pretty much as I would like. I can specify that I would like an object to move across a certain distance (screen width say) in 2.5 seconds and it will do just that. Also because of the frame skipping that I allow in my game loop, I can do this on pretty much any device and it will always take 2.5 seconds. Problem However, the problem is that when a render frame skips, the graphic stutter. It's extremely annoying. If I remove the ability to skip frames, then everything is smooth as you like, but will run at different speeds on different devices. So it's not an option. I'm still not sure why the frame skips, but I would like to point out that this is Nothing to do with poor performance, I've taken the code right back to 1 tiny sprite and no logic (apart from the logic required to move the sprite) and I still get skipped frames. And this is on a Google Nexus 10 tablet (and as mentioned above, I need frame skipping to keep the speed consistent across devices anyway). So, the only other option I have is to use interpolation (or extrapolation), I've read every article there is out there but none have really helped me to understand how it works and all of my attempted implementations have failed. Using one method I was able to get things moving smoothly but it was unworkable because it messed up my collision. I can foresee the same issue with any similar method because the interpolation is passed to (and acted upon within) the rendering method - at render time. So if Collision corrects position (character now standing right next to wall), then the renderer can alter it's position and draw it in the wall. So I'm really confused. People have said that you should never alter an object's position from within the rendering method, but all of the examples online show this. So I'm asking for a push in the right direction, please do not link to the popular game loop articles (deWitters, Fix your timestep, etc) as I've read these multiple times. I'm not asking anyone to write my code for me. Just explain please in simple terms how Interpolation actually works with some examples. I will then go and try to integrate any ideas into my code and will ask more specific questions if need-be further down the line. (I'm sure this is a problem many people struggle with).

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  • Donkey Kong Wall Shelves [DIY Project Inspiration]

    - by Asian Angel
    Are you looking for inspiration for a geeky DIY project to get into over the holiday weekend? Then take a look at this fantastic looking set of Donkey Kong wall shelves created by artist Igor Chak! From the website: So here is a Donkey Kong wall, strong, good looking but still has its character. The wall is made out of individual sections; each section is made out of durable but light carbon fiber, anodized aluminum pixels that are joined with strong stainless steel rods and toughened glass tops. The special mounts themselves are made out of steel and can support up to 60 lbs. Igor’s notes and additional images for the project can be found approximately half way down the webpage linked below. If Donkey Kong is not your favorite game, this could still inspire a shelving project focused on the one you like best! Donkey Kong Wall [via Neatorama] HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows? Java is Insecure and Awful, It’s Time to Disable It, and Here’s How What Are the Windows A: and B: Drives Used For?

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  • Alternative to WMP for mp3 player sync

    - by Dan Neely
    I've been using WMP to sync to my Creative Zen since I bought it a year ago. It worked fine when my collection was still smaller than its capacity, but that's no longer the case, and I can't find any way to specify which music should be synced/not synced. WMP's sync by alphabetical order is an unacceptable option. What I think I want is something that would show my collection organized by artist/album/song (with file size info) in a treeview with checkboxes that saves my selections so I just have make adjustments as needed with new albums instead of having to rebuild my list from scratch every time.

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  • Removing specific part of filename (what's after the second dash) for all files in a folder

    - by Bodo
    I use the command line utility youtube-dl to download videos from YouTube and make mp3s from them with avconv. I'm doing this under Ubuntu 14.04 and very happy with it. The utility downloads the files and saves them with the following name scheme: TITLE(artist-track)-ID.mp3 So an actual filename looks like: EPIC RAP BATTLE of MANLINESS-_EzDRpkfaO4.mp3 Some other file names in the folder look like: EPIC RAP BATTLE of MANLINESS-_EzDRpkfaO4.mp3 Martin Garrix - Animals (Official Video)-gCYcHz2k5x0.mp3 Stromae - Papaoutai-oiKj0Z_Xnjc.mp3 At first, this was no problem. It didn't bother me while listening to my music in Rhytmbox. But when moving to phone or other devices it is pretty confusing to see a so long name, and some players, like the Samsung ones, treat that last part (id after second dash) of the name as Album or something. I'd like to create a bash script that removes what's after the second dash in the name for all files, so it'll make them like this: From: Martin Garrix - Animals (Official Video)-gCYcHz2k5x0.mp3 To: Martin Garrix - Animals (Official Video).mp3 Is it also possible to instruct youtube-dl to exclude the ID from now on? I am currently downloading with the command: youtube-dl --extract-audio --audio-quality 0 --audio-format mp3 URL

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