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  • how to modify another user's .profile from the recovery console?

    - by Pinpin
    Pretty much everything is in the title, really! ;) I installed a few components to compile go programs, and the last step was to add the go directory to the path. Being a total ubuntu noob, I added the line PATH="Path/To/Folder", after the one that was already there. After the first reboot I can no longer log into ubuntu (the screen black-out for a while and then I'm back to the login screen, and the same chime greets me.) I've been able to boot in recovery mode, open the root's profile with vi, but I cant find my other user's profile, nor pretty much anything.. Any hint would be greatly appreciated! Pascal

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  • Is there an AIR native extension to use GameCenter APIs for turn-based games?

    - by Phil
    I'm planning a turn based game using the iOS 5 GameCenter (GameKit) turn-based functions. Ideally I would program the game with AIR (I'm a Flash dev), but so far I can't seem to find any already available native extension that offers that (only basic GameCenter functions), so my questions are: Does anyone know if that already exists? And secondly how complex a task would it be to create an extension that does that? Are there any pitfalls I should be aware of etc.? ** UPDATE ** There does not seem a solution to the above from Adobe. For anyone who is interested check out the Adobe Gaming SDK. It contains a Game Center ANE which I've read contains options for multiplayer but not turn-based multiplayer, at least it's a start. Comes a bit late for me as I've already learned Obj-c!

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  • Is Java a good choice for cross-platform games?

    - by CommunistPancake
    I'm looking to create a game in Java and would like it to work on Windows, Linux, and Mac. I'm pretty sure C# is a bad choice for this, and I don't have enough experience in C or C++. I want to stay away from Flash. Therefore, Is Java a good choice for me? Mostly, I use C#, and think that Java is similar, so I assume it won't be that hard to learn. But is it fast enough? Is there a language more suited for my needs than Java?

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  • How to find out console equivalents of Ubuntu System Settings GUI?

    - by user4514
    How do I in general find out, what the very nice "System Settings GUI" in Ubuntu (say 12.04) does and how to replicate the changes in command line? Many people ask questions like "how to change the keyboard rate using command line", and often the answers do not help and are hard to find. What is the easiest way to find out, what the GUI is actually changing (for various types of settings. I.e. keyboard layout, rate, mouse, network, ...)

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  • Google doesn't index a subdomain. What can be the problem and what can be done?

    - by fudge
    I have a domain, let's call it example.com, which has a subdomain, games.example.com. I maintain a games forum using phpbbseo which is located at games.example.com/forum. The problem is that the forum is not being crawled. I used Google's webmaster tools and tested that the page is seen by google. P.S. There is a link from games.example.com to games.example.com/forum. What can I do? How can I make google crawl my forum?

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  • What problem does double or triple buffering solve in modern games?

    - by krokvskrok
    I want to check if my understanding of the causes for using double (or triple) buffering is correct: A monitor with 60Hz refresh's the monitor-display 60 times per second. If the monitor refresh the monitor-display, he updates pixel for pixel and line for line. The monitor requests the color values for the pixels from the video memory. If I run now a game, then this game is constantly manipulating this video memory. If this game don't use a buffer strategy (double buffering etc.) then the following problem can happen: The monitor is now refreshing his monitor-display. At this moment the monitor had refreshed the first half monitor-display already. At the same time, the game had manipulated the video memory with new data. Now the monitor accesses for the second half monitor-display this new manipulated data from the video memory. The problems can be tearing or flickering. Is my understanding of cases of using buffer strategy correct? Are there other reasons?

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  • GamingUnity Organizes Your Game Collections

    - by Jason Fitzpatrick
    If you’re having trouble keeping track of your game collection GamingUnity will help you get things on organizational lock down–add games from any console, view them with a nice bookshelf interface, and quickly sort them. Sign up for a free account, start searching, and click “Add to collection” until you’ve worked your way through your games. In addition to just cataloging your existing games you can mark games as completed or add future games to your wish list. Hit up the link below to browse the archives and sign up for a free account. GamingUnity Can Dust Actually Damage My Computer? What To Do If You Get a Virus on Your Computer Why Enabling “Do Not Track” Doesn’t Stop You From Being Tracked

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  • Where to find current information on quality of released games as software products?

    - by Tom
    As a gamer, one thing I have learned I need to be savvy about is knowing whether SomeBigGame is actually unstable or otherwise problematic as a piece of software (riddled with invasive DRM products, only runs well on a particular video driver version, crashes on non-English-language systems, etc.). I know that game news media can sometimes be relied upon to report on some problems, but I doubt they bother to cover smaller or indie titles. An example: I've started playing Transformice on Kongregate, and I'm considering installing the downloadable client (it is an online multiplayer game). The part of me that cares about data privacy and maintaining a clean-and-healthy PC wants to know whether there is a place I can check to find out more about a title-as-software than "it is not a literal virus." Put another way: where would you not want to see your game receive lots of attention?

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  • Is there any kind of established architecture for browser based games?

    - by black_puppydog
    I am beginning the development of a broser based game in which players take certain actions at any point in time. Big parts of gameplay will be happening in real life and just have to be entered into the system. I believe a good kind of comparison might be a platform for managing fantasy football, although I have virtually no experience playing that, so please correct me if I am mistaken here. The point is that some events happen in the program (i.e. on the server, out of reach for the players) like pulling new results from some datasource, starting of a new round by a game master and such. Other events happen in real life (two players closing a deal on the transfer of some team member or whatnot - again: have never played fantasy football) and have to be entered into the system. The first part is pretty easy since the game masters will be "staff" and thus can be trusted to a certain degree to not mess with the system. But the second part bothers me quite a lot, especially since the actions may involve multiple steps and interactions with different players, like registering a deal with the system that then has to be approved by the other party or denied and passed on to a game master to decide. I would of course like to separate the game logic as far as possible from the presentation and basic form validation but am unsure how to do this in a clean fashion. Of course I could (and will) put some effort into making my own architectural decisions and prototype different ideas. But I am bound to make some stupid mistakes at some point, so I would like to avoid some of that by getting a little "book smart" beforehand. So the question is: Is there any kind of architectural works that I can read up on? Papers, blogs, maybe design documents or even source code? Writing this down this seems more like a business application with business rules, workflows and such... Any good entry points for that? EDIT: After reading the first answers I am under the impression of having made a mistake when including the "MMO" part into the title. The game will not be all fancy (i.e. 3D or such) on the client side and the logic will completely exist on the server. That is, apart from basic form validation for the user which will also be mirrored on the server side. So the target toolset will be HTML5, JavaScript, probably JQuery(UI). My question is more related to the software architecture/design of a system that enforces certain rules. Separation of ruleset and presentation One problem I am having is that I want to separate the game rules from the presentation. The first step would be to make an own module for the game "engine" that only exposes an interface that allows all actions to be taken in a clean way. If an action fails with regard to some pre/post condition, the engine throws an exception which is then presented to the user like "you cannot sell something you do not own" or "after that you would end up in a situation which is not a valid game state." The problem here is that I would like to be able to not even present invalid action in the first place or grey out the corresponding UI elements. Changing and tweaking the ruleset Another big thing is the ruleset. It will probably evolve over time and most definitely must be tweaked. What's more, it should be possible (to a certain extent) to build a ruleset that fits a specific game round, i.e. choosing different kinds of behaviours in different aspects of the game. This would do something like "we play it with extension A today but we throw out extension B." For me, this screams "Architectural/Design pattern" but I have no idea on who might have published on something like this, not even what to google for.

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  • Is it possible to create an "impossible" rooms in games?

    - by qwerty3000
    Forgive me my lack of knowlegde, but for quite a long time I asked myself whether it was possible to create a continous game space that some player could walk inside and so on, that would be absolutely impossible in reality, e.g. you have a very small house that allows you to go around it to see all sides and the full dimensions, and then, when you enter, it is like a giant hall, without any loading screen or (internal) "model change" and so on. I'm no game designer and I never needed to learn 3D-modelling, so I don't know what is possible and what isn't. And is this the same as Is the "impossible object" possible in computer graphics? this? Or is it just the same category, but not exactly the same question? Thanks.

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  • Best way to generate pieces in match-3 games, and then tracking them?

    - by JonLim
    I've been working on a match-3 style game in Actionscript using Flixel, and so far, I've been able to build the core mechanics of the game, including board generation, piece generation, piece swapping and movement, and checking algorithms. However, I am now running into issues with clearing out pieces and letting the above pieces fall down and generating new pieces. The reason I'm running into these issues is that when all of the pieces are generated, the pertinent values (position, sprite ID, and sprite object) are pushed into an array that helps me track everything, all the time. When pieces are moved, I swap the values of the corresponding arrays and life goes on. And that array is the core of my problem: if a row in the middle of the board clears out, ideally, all of the pieces above the cleared pieces should fall down to take their place and new pieces are generated at the top and also fall into place. Except if I try to do that now, all the pieces can fall down, but then I'd have to bump all of their values into the right arrays (oh god my head) and then generate new pieces and fit THOSE into the correct place in the array. Am I overthinking this? Or is there a far better way to track these pieces? Thanks guys!

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  • In some games, we just let the main() loop be the Player object or Table object?

    - by ????
    I was thinking that let's say if there is a game of Blackjack or MasterMind, then we should have a class called Dealer or ComputerPal, which is how the computer interact with us (as a dealer for Blackjack or as the person giving hints for MasterMind). And then there should be a Player object, and the way to play one game is aPlayer.playGame but I noticed that a book was just using the main() loop to act as the player (or as the Controller of the game), calling the Dealer methods to dealer the cards, ask for player's action, etc... 1) Is this just a lazy way to model all the proper objects? 2) If more objects are to be added, who should call the aDealer.dealCards and then ask for aPlayer.askForAction? (because it is strange to let the Player handle all the logical steps). Should there be a Table object that handle all these logic and then to play one round of game, use aTable.playGame? What is a good object design for such game?

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  • How to begin serious game development (in C++) [closed]

    - by Rondogiannis Aristophanes
    I would like to start developing games. I have tried before Game Maker 8, which was a very easy way to start creating games, if you were new in game development. Then, I tried Unity 3D, which was a much more serious and complete tool to create computer-games, and required some experience. And now, I would like to start creating games, and don't use any special environment or developer, but just code (in C++ preferably). So, here is my question: from where should I begin, if I would like to start programming games? Thanks in advance. Note: I work in ubuntu 10.04, I can also use windows 7, but I prefer ubuntu.

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  • how get validation messages from mangomapper using rails console ?

    - by Alex
    Hi, I am basically teaching myself how to use RoR and MongoDB at the same time. I am following the very good book / tutorial : http://railstutorial.org/ I decided to replace Sqlite3 by MongoDB using the mongomapper gem. Everything works out about alright, but I am having some non-blocking little issues that I truly wish I could get rid of. In chapter 6, when working with validation I got 2 issues: - I don't know how to get the validations messages back like with Sqlite3. The "standard" code is: $ rails console --sandbox >> user = User.new(:name => "", :email => "[email protected]") >> user.save => false >> user.valid? => false >> user.errors.full_messages => ["Name can't be blank"] but if I try to do the same with MongoMapper, it throws an error saying that errors is undefined function. So does it mean that this is simply not implemented in mongomapper / mongo driver ? Or is there some other clever way to do this that I could not figure ? Additional, 2 things here: - I following the exemple in the book to the line, so I was expecting to be able to use the console in sandbox mode, but apparently that does not work either: (...)ruby-1.9.2-p136@rails3/gems/railties-3.0.3/lib/rails/console/sandbox.rb:1:in `<top (required)>': uninitialized constant ActiveRecord (NameError) from /Users/Alex/.rvm/gems/ruby-1.9.2-p136@rails3/gems/railties-3.0.3/lib/rails/application.rb:226:in `initialize_console' from /Users/Alex/.rvm/gems/ruby-1.9.2-p136@rails3/gems/railties-3.0.3/lib/rails/application.rb:153:in `load_console' from /Users/Alex/.rvm/gems/ruby-1.9.2-p136@rails3/gems/railties-3.0.3/lib/rails/commands/console.rb:26:in `start' from /Users/Alex/.rvm/gems/ruby-1.9.2-p136@rails3/gems/railties-3.0.3/lib/rails/commands/console.rb:8:in `start' from /Users/Alex/.rvm/gems/ruby-1.9.2-p136@rails3/gems/railties-3.0.3/lib/rails/commands.rb:23:in `<top (required)>' from script/rails:6:in `require' from script/rails:6:in `<main>' Also, in the book they call "user" but I need to call "User" (note the capital U) why is that ? Is it like mangomapper does not follow the Ruby naming convention or something ? And finally, I am trying to validate the field email with a regex as shown in the tutorial. It does not throws any errors at the code, but whenever I try to insert it just won't ever accept it unless I comment out the :format option... class User include MongoMapper::Document key :name, String, :required => true, :length => { :maximum => 50 } key :email, String, :required => true, # :format => { :with => email_regex }, :uniqueness => { :case_sentitive => false} timestamps! end Any advices you can provide on those topics would help me a lot ! Thanks, Alex

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  • How can I keep a graphics object centered (like a circle) when zooming in or out on it?

    - by sonny5
    using System; using System.Drawing; using System.Collections; using System.ComponentModel; using System.Windows.Forms; using System.Data; using System.Drawing.Drawing2D; using System.Drawing.Imaging; namespace testgrfx { public class Form1 : System.Windows.Forms.Form { float m_Scalef; float m_Scalefout; Rectangle m_r1; private System.Windows.Forms.Button button2; private System.Windows.Forms.Button button3; private System.ComponentModel.Container components = null; private void InitializeComponent() { m_Scalef = 1.0f; // for zooming purposes Console.WriteLine("opening m_Scalef= {0}",m_Scalef); m_Scalefout = 1.0f; Console.WriteLine("opening m_Scalefout= {0}",m_Scalefout); m_r1 = new Rectangle(50,50,100,100); this.AutoScrollMinSize = new Size(600,700); this.components = new System.ComponentModel.Container(); this.button2 = new System.Windows.Forms.Button(); this.button2.BackColor = System.Drawing.Color.LightGray; this.button2.Location = new System.Drawing.Point(120, 30); this.button2.Name = "button2"; this.button2.Size = new System.Drawing.Size(72, 24); this.button2.TabIndex = 1; this.button2.Text = "Zoom In"; this.button2.Click += new System.EventHandler(this.mnuZoomin_Click); this.Controls.Add(button2); this.button3 = new System.Windows.Forms.Button(); this.button3.BackColor = System.Drawing.Color.LightGray; this.button3.Location = new System.Drawing.Point(200, 30); this.button3.Name = "button3"; this.button3.Size = new System.Drawing.Size(72, 24); this.button3.TabIndex = 2; this.button3.Text = "Zoom Out"; this.button3.Click += new System.EventHandler(this.mnuZoomout_Click); this.Controls.Add(button3); //InitMyForm(); } public Form1() { InitializeComponent(); Text = " DrawLine"; BackColor = SystemColors.Window; // Gotta load these kind at start-up ... not with button assignments this.Paint+=new PaintEventHandler(this.Form1_Paint); } static void Main() { Application.Run(new Form1()); } /// Clean up any resources being used. protected override void Dispose( bool disposing ) { if( disposing ) { if (components != null) { components.Dispose(); } } base.Dispose( disposing ); } // autoscroll2.cs does work private void Form1_Paint(object sender, System.Windows.Forms.PaintEventArgs e) { Graphics dc = e.Graphics; dc.PageUnit = GraphicsUnit.Pixel; dc.PageScale = m_Scalef; Console.WriteLine("opening dc.PageScale= {0}",dc.PageScale); dc.TranslateTransform(this.AutoScrollPosition.X/m_Scalef, this.AutoScrollPosition.Y/m_Scalef); Pen pn = new Pen(Color.Blue,2); dc.DrawEllipse(pn,m_r1); Console.WriteLine("form_paint_dc.PageUnit= {0}",dc.PageUnit); Console.WriteLine("form_paint_dc.PageScale= {0}",dc.PageScale); //Console.Out.NewLine = "\r\n\r\n"; // makes all double spaces } private void mnuZoomin_Click(object sender, System.EventArgs e) { m_Scalef = m_Scalef * 2.0f; Console.WriteLine("in mnuZoomin_Click m_Scalef= {0}",m_Scalef); Invalidate(); // to trigger Paint of entire client area } // try: System.Drawing.Rectangle resolution = Screen.GetWorkingArea(someForm); private void Form1_MouseDown(object sender, System.Windows.Forms.MouseEventArgs e) { // Uses the mouse wheel to scroll Graphics dc = CreateGraphics(); dc.TranslateTransform(this.AutoScrollPosition.X/m_Scalef, this.AutoScrollPosition.Y/m_Scalef); Console.WriteLine("opening Form1_MouseDown dc.PageScale= {0}", dc.PageScale); Console.WriteLine("Y wheel= {0}", this.AutoScrollPosition.Y/m_Scalef); dc.PageUnit = GraphicsUnit.Pixel; dc.PageScale = m_Scalef; Console.WriteLine("frm1_moudwn_dc.PageScale= {0}",dc.PageScale); Point [] mousep = new Point[1]; Console.WriteLine("mousep= {0}", mousep); // make sure to adjust mouse pos.for scroll position Size scrollOffset = new Size(this.AutoScrollPosition); mousep[0] = new Point(e.X-scrollOffset.Width, e.Y-scrollOffset.Height); dc.TransformPoints(CoordinateSpace.Page, CoordinateSpace.Device,mousep); Pen pen = new Pen(Color.Green,1); dc.DrawRectangle(pen,m_r1); Console.WriteLine("m_r1= {0}", m_r1); Console.WriteLine("mousep[0].X= {0}", mousep[0].X); Console.WriteLine("mousep[0].Y= {0}", mousep[0].Y); if (m_r1.Contains(new Rectangle(mousep[0].X, mousep[0].Y,1,1))) MessageBox.Show("click inside rectangle"); } private void Form1_Load(object sender, System.EventArgs e) { } private void mnuZoomout_Click(object sender, System.EventArgs e) { Console.WriteLine("first line--mnuZoomout_Click m_Scalef={0}",m_Scalef); if(m_Scalef > 9 ) { m_Scalef = m_Scalef / 2.0f; Console.WriteLine("in >9 mnuZoomout_Click m_Scalef= {0}",m_Scalef); Console.WriteLine("in >9 mnuZoomout_Click__m_Scalefout= {0}",m_Scalefout); } else { Console.WriteLine("<= 9_Zoom-out B-4 redefining={0}",m_Scalef); m_Scalef = m_Scalef * 0.5f; // make it same as previous Zoom In Console.WriteLine("<= 9_Zoom-out after m_Scalef= {0}",m_Scalef); } Invalidate(); } } // public class Form1 }

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  • Problem setting command-line console resolution. vbeinfo in grub2 does not report all resolutions

    - by Kent
    I have a Asus EEE PC 1005P which I installed a Command-line system on using the Alternate Installer CD of Ubuntu Lucid Lynx. Altough I think this is a general linux and grub2 question. I do not have (or want) the X Window System installed. I want to change my console screen resolution (not inside X) to 1024x600. But it isn't reported when I use vbeinfo inside grub: grub> vbeinfo VBE info: version: 3.0 OEM software rev: 1.0 total memory: 8128 KiB List of compatible video modes: Legend: P=Packed pixel, D=Direct color, mask/pos=R/G/B/reserved 0x112: 640 x 480 x 32 Direct, mask: 8/8/8/8 pos: 16/8/0/24 0x114: 800 x 600 x 16 Direct, mask: 5/6/5/0 pos: 11/5/0/0 0x115: 800 x 600 x 32 Direct, mask: 8/8/8/8 pos: 16/8/0/24 0x101: 640 x 480 x 8 Packed 0x103: 800 x 600 x 8 Packed 0x111: 640 x 480 x 16 Direct, mask: 5/6/5/0 pos: 11/5/0/0 Configured VBE mode (vbe_mode) = ox101 grub> Relevant parts of sudo lspci -v: ... ... 00:02.0 VGA compatible controller: Intel Corporation N10 Family Integrated Graphics Controller Subsystem: ASUSTeK Computer Inc. Device 83ac Flags: bus master, fast devsel, latency 0, IRQ 28 ... Kernel driver in use: i915 Kernel modules: i915 00:02.1 Display controller: Intel Corporation N10 Family Integrated Graphics Controller Subsystem: ASUSTeK Computer Inc. Device 83ac Flags: bus master, fast devsel, latency 0, IRQ 28 ... ... ... Any ideas on how I can set the console resultion like I want it?

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  • Windows xp recovery console without Ntfs.sys? (0x00000024 BSOD)

    - by Kalle
    I have two physical disks in a computer, for simlicity lets call them C and D. C: got Windows XP and D: got some data. The problem is that whenever i have D: connected i can't boot windows. I get some BSOD called 0x00000024/NTFS_FILE_SYSTEM. Same thing if i boot up windows with D: disconnected and then connect it once windows has loaded. The KB article about this problem says that i have to run chkdsk but i can't get to somewhere where i can run this because i get a BSOD whenever the disk is connected! Even the recovery-console BSODs if D: is connected. The final option in the KB is to boot the computer on Windows 2000 Setup disks where you edit some file to manually disable the ntfs.sys driver and then run chkdsk. The problem is that i don't have any floppy drive. Is there any way to boot the built in recovery console with ntfs.sys disabled or to burn the floppy version to a cd after you've extracted and modified it on the harddrive? Right now the Windows xp bootable floppy creator(2) is asking me which floppy drive to extract to which i can't answer because i have none :/ Other solutions to the root problem is also appreciated :) (2) ht tp://www.microsoft.com/downloads/details.aspx?FamilyID=55820edb-5039-4955-bcb7-4fed408ea73f&displaylang=en

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  • ssh initial prompt hangs for 10 minutes but console login and initial prompt is very responsive - why?

    - by rfreytag
    I have been running an ESXi 4.0 server for months with a couple of WinServer2003 and several Ubuntu Server 10.4 VMs. The performance has been impressive on 6GB i7 Asus P6T hardware. Suddenly, a week ago, ssh logins to the Ubuntu VMs take 10 minutes when connecting over the LAN (over a WAN the connection (pipe) is broken long before that). When logging in to these VMs the password prompt arrives immediately, and failed passwords are responded to immediately. But the moment I log in then the shell prompt appears and I hang for many minutes. Sometimes the connection hangs before the shell prompt appears and sometimes I can type in a command but the moment I hit return the machine hangs. 10 full minute later control returns and the VM is responsive. NOTE: there are several Ubuntu VMs on the same host machine that are identical in all ways that I can tell. However, only one of the VMs displays this behavior. That is why I mention the ESXi host in passing - I don't think it has anything to do with the problem. This behavior is never seen when I connect with the troubled-VM's console (through vSphere Client). From the console the Ubuntu VMs all respond beautifully. I have seen: http://kb.vmware.com/selfservice/microsites/search.do?cmd=displayKC&docType=kc&externalId=1003496&sliceId=1&docTypeID=DT_KB_1_1&dialogID=229586372&stateId=1%200%20229588522 ...and since that relates to delays in seeing the password prompt that does not appear to be the solution here. Any other suggestions very welcome - thank you.

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  • Why default constructor does not appear for value types?

    - by Arun
    The below snippet gives me a list of constructors and methods of a type. static void ReflectOnType(Type type) { Console.WriteLine(type.FullName); Console.WriteLine("------------"); List<ConstructorInfo> constructors = type.GetConstructors(BindingFlags.Public | BindingFlags.Static | BindingFlags.NonPublic |BindingFlags.Instance | BindingFlags.Default).ToList(); List<MethodInfo> methods = type.GetMethods().ToList(); Type baseType = type.BaseType; while (baseType != null) { constructors.AddRange(baseType.GetConstructors(BindingFlags.Public | BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Default)); methods.AddRange(baseType.GetMethods()); baseType = baseType.BaseType; } Console.WriteLine("Reflection on {0} type", type.Name); for (int i = 0; i < constructors.Count; i++) { Console.Write("Constructor: {0}.{1}", constructors[i].DeclaringType.Name, constructors[i].Name); Console.Write("("); ParameterInfo[] parameterInfos = constructors[i].GetParameters(); if (parameterInfos.Length > 0) { for (int j = 0; j < parameterInfos.Length; j++) { if (j > 0) { Console.Write(", "); } Console.Write("{0} {1}", parameterInfos[j].ParameterType, parameterInfos[j].Name); } } Console.Write(")"); if (constructors[i].IsSpecialName) { Console.Write(" has 'SpecialName' attribute"); } Console.WriteLine(); } Console.WriteLine(); for (int i = 0; i < methods.Count; i++) { Console.Write("Method: {0}.{1}", methods[i].DeclaringType.Name, methods[i].Name); // Determine whether or not each field is a special name. if (methods[i].IsSpecialName) { Console.Write(" has 'SpecialName' attribute"); } Console.WriteLine(); } } But when I pass an ‘int’ type to this method, why don’t I see the implicit constructor in the output? Or, how do I modify the above code to list the default constructor as well (in case I’m missing something in my code).

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  • Overriding LINQ extension methods

    - by Ruben Vermeersch
    Is there a way to override extension methods (provide a better implementation), without explicitly having to cast to them? I'm implementing a data type that is able to handle certain operations more efficiently than the default extension methods, but I'd like to keep the generality of IEnumerable. That way any IEnumerable can be passed, but when my class is passed in, it should be more efficient. As a toy example, consider the following: // Compile: dmcs -out:test.exe test.cs using System; namespace Test { public interface IBoat { void Float (); } public class NiceBoat : IBoat { public void Float () { Console.WriteLine ("NiceBoat floating!"); } } public class NicerBoat : IBoat { public void Float () { Console.WriteLine ("NicerBoat floating!"); } public void BlowHorn () { Console.WriteLine ("NicerBoat: TOOOOOT!"); } } public static class BoatExtensions { public static void BlowHorn (this IBoat boat) { Console.WriteLine ("Patched on horn for {0}: TWEET", boat.GetType().Name); } } public class TestApp { static void Main (string [] args) { IBoat niceboat = new NiceBoat (); IBoat nicerboat = new NicerBoat (); Console.WriteLine ("## Both should float:"); niceboat.Float (); nicerboat.Float (); // Output: // NiceBoat floating! // NicerBoat floating! Console.WriteLine (); Console.WriteLine ("## One has an awesome horn:"); niceboat.BlowHorn (); nicerboat.BlowHorn (); // Output: // Patched on horn for NiceBoat: TWEET // Patched on horn for NicerBoat: TWEET Console.WriteLine (); Console.WriteLine ("## That didn't work, but it does when we cast:"); (niceboat as NiceBoat).BlowHorn (); (nicerboat as NicerBoat).BlowHorn (); // Output: // Patched on horn for NiceBoat: TWEET // NicerBoat: TOOOOOT! Console.WriteLine (); Console.WriteLine ("## Problem is: I don't always know the type of the objects."); Console.WriteLine ("## How can I make it use the class objects when the are"); Console.WriteLine ("## implemented and extension methods when they are not,"); Console.WriteLine ("## without having to explicitely cast?"); } } } Is there a way to get the behavior from the second case, without explict casting? Can this problem be avoided?

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  • C# - How to make a custom installer for games, etc?

    - by Dodi300
    Hello. Can anyone tell me how to create a custom installer to 'install' games. I say custom meaning I don't want the user to have the option where the game is installed. I want it to be a straight forward process, maybe with just one loading bar. The program I'm developing is a 'center' for game playing, which includes a community and other features, such as a timer that records how long a game is played for. I just thought that installing each game in one place, with a simple installer would make the program easier to use. It also will allow me to do other features as the games will all be installed in one place. No need for the user to specify where the game is installed. Would this be possible? Thanks.

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