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  • How to fix Ubuntu 12.04.3 boot to black screen full of errors in white text, after upgrading on dell inspiron 1501

    - by Ibuntu
    I am running a Dell Inspiron 1501 I use Linux only. No Microsoft or Apple operating systems (or really anything closed-source). I've only been using Linux for a little over a year but I'm starting to gain a comfortable level of familiarity with the system and terminology. I've been having some issues with Quantel Quetzal and Raring Ringtail, especially with older hardware, so I opted to install Ubuntu 12.04.3 Precise Pangolin on the Inspiron 1501. I checked my MD5 sum after downloading my ISO and all was good. I have in fact used this iso/dvd to install Precise Pangolin successfully on a few other systems (some of which are even older than this laptop). Install goes fine. The wireless card doesn't work out of the box but this is a known issue which is fairly easy to fix. So, first thing I did was open up a terminal and run sudo apt-get update && sudo apt-get upgrade which, part way through, crashed (I assume lightdm and possibly X) and took me to a black screen filled with white lines of text that were either errors or just the ouputs of commands. The reason I say that is because I was unable to gleam any useful information from the output on the screen. I did take a picture however and will post a link. After that, every time I boot the system it goes right to that black screen posting all the error messages or output in white text. I never get a purple Ubuntu splash, so from what I can tell after reading this wiki article: https://wiki.ubuntu.com/X/Troubleshooting/BlankScreen That means that after the kernel is selected, it is unable to correctly implement the settings it needs. If the purple splash never shows, the frame buffer was never set correctly right? This leads me to believe that it could be a kernel issue? The wiki suggested to try and pinpoint the issue by rolling back kernels until I find one that works. Is this my best option? I think I'm going to give it a try anyways and will let everyone know if I am able to solve the issue this way. I have since done a few reinstalls and some trouble-shooting including a couple hours scouring the net for anyone with any kind of similar issue. Most of the issues I could find involved getting a black screen after login and none of them said anything about any information output on this black screen. My reinstalls have taught me that there is no issue updating, but as soon as I run sudo apt-get upgrade my system goes to the black screen and every time I boot it up it does the same thing. The only way to fix is by reinstall. I never get any ability to log in. After a hard power off to the laptop (because I cannot use ctrl+alt+del to reboot) when it boots again it goes to the grub boot menu and I can select between regular boot, recovery mode and the two memtest options. I never tried the memtest options but the other two both lead to the same black screen. Some people having a black/blank screen issue claim to have fixed it by using 12.10 or 13.04 but I believe they were having a different issue where they got a black/blank screen after logging in. I think I will still give these images a try, but mostly figured I would just wait another day or two for 13.10. Other things I figured I would try from the following three articles: After logging in, there's a black screen and my cursor, nothing else! in Ubuntu 12.10 Black Screen on Login After Upgrading to 12.04 I can't get to the login screen include opening a terminal using ctrl+alt+f1 and trying a variety of reseting unity, x settings, lightdm (or switching to gdm); but I doubt this will work or that I will even be able to access a terminal. I'm pretty sure the whole system is stuck after it loads the last line on the black screen. I will try these things and post more information when I have. Hopefully someone has an idea in the meantime and I will keep checking back trying to find a solution. Thank you. Here are 3 different pictures of the error message. I had to take with my phone: http://ubuntuone.com/album/0TBBkxmVajJIQQtoN9mVdN

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  • Inside Red Gate - Be Reasonable!

    - by simonc
    As I discussed in my previous posts, divisions and project teams within Red Gate are allowed a lot of autonomy to manage themselves. It's not just the teams though, there's an awful lot of freedom given to individual employees within the company as well. Reasonableness How Red Gate treats it's employees is embodied in the phrase 'You will be reasonable with us, and we will be reasonable with you'. As an employee, you are trusted to do your job to the best of you ability. There's no one looking over your shoulder, no one clocking you in and out each day. Everyone is working at the company because they want to, and one of the core ideas of Red Gate is that the company exists to 'let people do the best work of their lives'. Everything is geared towards that. To help you do your job, office services and the IT department are there. If you need something to help you work better (a third or fourth monitor, footrests, or a new keyboard) then ask people in Information Systems (IS) or Office Services and you will be given it, no questions asked. Everyone has administrator access to their own machines, and you can install whatever you want on it. If there's a particular bit of software you need, then ask IS and they will buy it. As an example, last year I wanted to replace my main hard drive with an SSD; I had a summer job at school working in a computer repair shop, so knew what to do. I went to IS and asked for 'an SSD, a SATA cable, and a screwdriver'. And I got it there and then, even the screwdriver. Awesome. I screwed it in myself, copied all my main drive files across, and I was good to go. Of course, if you're not happy doing that yourself, then IS will sort it all out for you, no problems. If you need something that the company doesn't have (say, a book off Amazon, or you need some specifications printing off & bound), then everyone has a expense limit of £100 that you can use without any sign-off needed from your managers. If you need a company credit card for whatever reason, then you can get it. This freedom extends to working hours and holiday; you're expected to be in the office 11am-3pm each day, but outside those times you can work whenever you want. If you need a half-day holiday on a days notice, or even the same day, then you'll get it, unless there's a good reason you're needed that day. If you need to work from home for a day or so for whatever reason, then you can. If it's reasonable, then it's allowed. Trust issues? A lot of trust, and a lot of leeway, is given to all the people in Red Gate. Everyone is expected to work hard, do their jobs to the best of their ability, and there will be a minimum of bureaucratic obstacles that stop you doing your work. What happens if you abuse this trust? Well, an example is company trip expenses. You're free to expense what you like; food, drink, transport, etc, but if you expenses are not reasonable, then you will never travel with the company again. Simple as that. Everyone knows when they're abusing the system, so simply don't do it. Along with reasonableness, another phrase used is 'Don't be an a**hole'. If you act like an a**hole, and abuse any of the trust placed in you, even if you're the best tester, salesperson, dev, or manager in the company, then you won't be a part of the company any more. From what I know about other companies, employee trust is highly variable between companies, all the way up to CCTV trained on employee's monitors. As a dev, I want to produce well-written & useful code that solves people's problems. Being able to get whatever I need - install whatever tools I need, get time off when I need to, obtain reference books within a day - all let me do my job, and so let Red Gate help other people do their own jobs through the tools we produce. Plus, I don't think I would like working for a company that doesn't allow admin access to your own machine and blocks Facebook! Cross posted from Simple Talk.

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  • What to leave when you're leaving

    - by BuckWoody
    There's already a post on this topic - sort of. I read this entry, where the author did a good job on a few steps, but I found that a few other tips might be useful, so if you want to check that one out and then this post, you might be able to put together your own plan for when you leave your job.  I once took over the system administrator (of which the Oracle and SQL Server servers were a part) at a mid-sized firm. The outgoing administrator had about a two- week-long scheduled overlap with me, but was angry at the company and told me "hey, I know this is going to be hard on you, but I want them to know how important I was. I'm not telling you where anything is or what the passwords are. Good luck!" He then quit that day. It took me about three days to find all of the servers and crack the passwords. Yes, the company tried to take legal action against the guy and all that, but he moved back to his home country and so largely got away with it. Obviously, this isn't the way to leave a job. Many of us have changed jobs in the past, and most of us try to be very professional about the transition to a new team, regardless of the feelings about a particular company. I've been treated badly at a firm, but that is no reason to leave a mess for someone else. So here's what you should put into place at a minimum before you go. Most of this is common sense - which of course isn't very common these days - and another good rule is just to ask yourself "what would I want to know"? The article I referenced at the top of this post focuses on a lot of documentation of the systems. I think that's fine, but in actuality, I really don't need that. Even with this kind of documentation, I still perform a full audit on the systems, so in the end I create my own system documentation. There are actually only four big items I need to know to get started with the systems: 1. Where is everything/everybody?The first thing I need to know is where all of the systems are. I mean not only the street address, but the closet or room, the rack number, the IU number in the rack, the SAN luns, all that. A picture here is worth a thousand words, which is why I really like Visio. It combines nice graphics, full text and all that. But use whatever you have to tell someone the physical locations of the boxes. Also, tell them the physical location of the folks in charge of those boxes (in case you aren't) or who share that responsibility. And by "where" in this case, I mean names and phones.  2. What do they do?For both the servers and the people, tell them what they do. If it's a database server, detail what each database does and what application goes to that, and who "owns" that application. In my mind, this is one of hte most important things a Data Professional needs to know. In the case of the other administrtors or co-owners, document each person's responsibilities.   3. What are the credentials?Logging on/in and gaining access to the buildings are things that the new Data Professional will need to do to successfully complete their job. This means service accounts, certificates, all of that. The first thing they should do, of course, is change the passwords on all that, but the first thing they need is the ability to do that!  4. What is out of the ordinary?This is the most tricky, and perhaps the next most important thing to know. Did you have to use a "special" driver for that video card on server X? Is the person that co-owns an application with you mentally unstable (like me) or have special needs, like "don't talk to Buck before he's had coffee. Nothing will make any sense"? Do you have service pack requirements for a specific setup? Write all that down. Anything that took you a day or longer to make work is probably a candidate here. This is my short list - anything you care to add? Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Windows 7 laptop with two active network connections will not perform DNS AAAA lookup under certain conditions

    - by Jeff Loughridge
    My laptop has two network interfaces. The Ethernet interface connects directly to my provider's edge router. It obtains an IPv6 address via SLAAC. I manually set an IPv6 DNS server. The wireless interface connects to a CPE router that doesn't understand IPv6. If the wireless interface is disabled, I can reach the IPv6 Internet with no problems using the Ethernet interface. I run into problems when both interfaces are enabled and the wireless interface get its IPv4 DNS server via DHCP. Let's look at two scenarios. Wireless interface obtains IPv4 DNS server via DHCP - The CPE router (192.168.0.1) sends its address as the DNS server. In this scenario, Windows 7 will not perform AAAA lookups. The browser uses IPv4 transit to reach dual stack web sites. I can't reach IPv6-only web sites using domain names. I can reach IPv6-enabled web sites using IPv6 literals instead of the domain name. Wireless interface is manually configured with OpenDNS DNS server - Windows 7 performs AAAA lookups using IPv6 transit (via the Ethernet). Everything works fine. My dual homed set-up is definitely not standard. Still, the behavior is very strange to me. A valid IPv6 interface exists in my Ethernet interface. Why won't Windows attempt AAAA lookups in scenario #1? I've included the output of ipconfig /all and netstat -rn. C:\Program Files\Console>ipconfig /all Windows IP Configuration Host Name . . . . . . . . . . . . : jake Primary Dns Suffix . . . . . . . : Node Type . . . . . . . . . . . . : Hybrid IP Routing Enabled. . . . . . . . : No WINS Proxy Enabled. . . . . . . . : No DNS Suffix Search List. . . . . . : res.openband.net Wireless LAN adapter Wireless Network Connection 2: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Description . . . . . . . . . . . : Microsoft Virtual WiFi Miniport Adapter Physical Address. . . . . . . . . : C0-CB-38-06-54-F9 DHCP Enabled. . . . . . . . . . . : Yes Autoconfiguration Enabled . . . . : Yes Wireless LAN adapter Wireless Network Connection: Connection-specific DNS Suffix . : res.openband.net Description . . . . . . . . . . . : DW1520 Wireless-N WLAN Half-Mini Card Physical Address. . . . . . . . . : C0-CB-38-06-54-F9 DHCP Enabled. . . . . . . . . . . : Yes Autoconfiguration Enabled . . . . : Yes Link-local IPv6 Address . . . . . : fe80::fc39:9293:7d01:4a75%13(Preferred) IPv4 Address. . . . . . . . . . . : 192.168.0.105(Preferred) Subnet Mask . . . . . . . . . . . : 255.255.255.0 Lease Obtained. . . . . . . . . . : Wednesday, July 11, 2012 7:35:21 AM Lease Expires . . . . . . . . . . : Thursday, July 12, 2012 9:49:46 AM Default Gateway . . . . . . . . . : 192.168.0.1 DHCP Server . . . . . . . . . . . : 192.168.0.1 DHCPv6 IAID . . . . . . . . . . . : 364956472 DHCPv6 Client DUID. . . . . . . . : 00-01-00-01-17-80-F8-14-5C-26-0A-03-23-5C DNS Servers . . . . . . . . . . . : 208.67.222.222 NetBIOS over Tcpip. . . . . . . . : Enabled Ethernet adapter Local Area Connection: Connection-specific DNS Suffix . : res.openband.net Description . . . . . . . . . . . : Intel(R) 82577LM Gigabit Network Connection Physical Address. . . . . . . . . : 5C-26-0A-03-23-5C DHCP Enabled. . . . . . . . . . . : Yes Autoconfiguration Enabled . . . . : Yes IPv6 Address. . . . . . . . . . . : 2607:2600:1:850:c0e9:211a:fd05:4e0b(Preferred) Temporary IPv6 Address. . . . . . : 2607:2600:1:850:3d29:1839:62db:c4c1(Preferred) Link-local IPv6 Address . . . . . : fe80::c0e9:211a:fd05:4e0b%12(Preferred) IPv4 Address. . . . . . . . . . . : 10.52.2.51(Preferred) Subnet Mask . . . . . . . . . . . : 255.255.254.0 Lease Obtained. . . . . . . . . . : Monday, July 09, 2012 8:55:07 AM Lease Expires . . . . . . . . . . : Thursday, July 12, 2012 7:30:05 AM Default Gateway . . . . . . . . . : fe80::214:6aff:fe51:7f3f%12 10.52.2.1 DHCP Server . . . . . . . . . . . : 216.40.77.244 DNS Servers . . . . . . . . . . . : 2620:0:ccc::2 2620:0:ccd::2 216.40.77.126 216.40.77.244 NetBIOS over Tcpip. . . . . . . . : Enabled Ethernet adapter VMware Network Adapter VMnet1: Connection-specific DNS Suffix . : Description . . . . . . . . . . . : VMware Virtual Ethernet Adapter for VMnet1 Physical Address. . . . . . . . . : 00-50-56-C0-00-01 DHCP Enabled. . . . . . . . . . . : No Autoconfiguration Enabled . . . . : Yes Link-local IPv6 Address . . . . . : fe80::4c61:495b:229e:281e%14(Preferred) IPv4 Address. . . . . . . . . . . : 192.168.40.1(Preferred) Subnet Mask . . . . . . . . . . . : 255.255.255.0 Default Gateway . . . . . . . . . : DHCPv6 IAID . . . . . . . . . . . : 469782614 DHCPv6 Client DUID. . . . . . . . : 00-01-00-01-17-80-F8-14-5C-26-0A-03-23-5C DNS Servers . . . . . . . . . . . : fec0:0:0:ffff::1%1 fec0:0:0:ffff::2%1 fec0:0:0:ffff::3%1 NetBIOS over Tcpip. . . . . . . . : Enabled Ethernet adapter VMware Network Adapter VMnet8: Connection-specific DNS Suffix . : Description . . . . . . . . . . . : VMware Virtual Ethernet Adapter for VMnet8 Physical Address. . . . . . . . . : 00-50-56-C0-00-08 DHCP Enabled. . . . . . . . . . . : No Autoconfiguration Enabled . . . . : Yes Link-local IPv6 Address . . . . . : fe80::f996:61eb:8c00:45e6%15(Preferred) IPv4 Address. . . . . . . . . . . : 192.168.17.1(Preferred) Subnet Mask . . . . . . . . . . . : 255.255.255.0 Default Gateway . . . . . . . . . : DHCPv6 IAID . . . . . . . . . . . : 486559830 DHCPv6 Client DUID. . . . . . . . : 00-01-00-01-17-80-F8-14-5C-26-0A-03-23-5C DNS Servers . . . . . . . . . . . : fec0:0:0:ffff::1%1 fec0:0:0:ffff::2%1 fec0:0:0:ffff::3%1 NetBIOS over Tcpip. . . . . . . . : Enabled C:\Program Files\Console>netstat -rn =========================================================================== Interface List 17...c0 cb 38 06 54 f9 ......Microsoft Virtual WiFi Miniport Adapter 13...c0 cb 38 06 54 f9 ......DW1520 Wireless-N WLAN Half-Mini Card 12...5c 26 0a 03 23 5c ......Intel(R) 82577LM Gigabit Network Connection 11...5c ac 4c f8 b8 55 ......Bluetooth Device (Personal Area Network) 14...00 50 56 c0 00 01 ......VMware Virtual Ethernet Adapter for VMnet1 15...00 50 56 c0 00 08 ......VMware Virtual Ethernet Adapter for VMnet8 1...........................Software Loopback Interface 1 =========================================================================== IPv4 Route Table =========================================================================== Active Routes: Network Destination Netmask Gateway Interface Metric 0.0.0.0 0.0.0.0 10.52.2.1 10.52.2.51 10 0.0.0.0 0.0.0.0 192.168.0.1 192.168.0.105 100 10.52.2.0 255.255.254.0 On-link 10.52.2.51 261 10.52.2.51 255.255.255.255 On-link 10.52.2.51 261 10.52.3.255 255.255.255.255 On-link 10.52.2.51 261 127.0.0.0 255.0.0.0 On-link 127.0.0.1 306 127.0.0.1 255.255.255.255 On-link 127.0.0.1 306 127.255.255.255 255.255.255.255 On-link 127.0.0.1 306 192.168.0.0 255.255.255.0 On-link 192.168.0.105 306 192.168.0.105 255.255.255.255 On-link 192.168.0.105 306 192.168.0.255 255.255.255.255 On-link 192.168.0.105 306 192.168.17.0 255.255.255.0 On-link 192.168.17.1 276 192.168.17.1 255.255.255.255 On-link 192.168.17.1 276 192.168.17.255 255.255.255.255 On-link 192.168.17.1 276 192.168.40.0 255.255.255.0 On-link 192.168.40.1 276 192.168.40.1 255.255.255.255 On-link 192.168.40.1 276 192.168.40.255 255.255.255.255 On-link 192.168.40.1 276 224.0.0.0 240.0.0.0 On-link 127.0.0.1 306 224.0.0.0 240.0.0.0 On-link 10.52.2.51 261 224.0.0.0 240.0.0.0 On-link 192.168.0.105 306 224.0.0.0 240.0.0.0 On-link 192.168.40.1 276 224.0.0.0 240.0.0.0 On-link 192.168.17.1 276 255.255.255.255 255.255.255.255 On-link 127.0.0.1 306 255.255.255.255 255.255.255.255 On-link 10.52.2.51 261 255.255.255.255 255.255.255.255 On-link 192.168.0.105 306 255.255.255.255 255.255.255.255 On-link 192.168.40.1 276 255.255.255.255 255.255.255.255 On-link 192.168.17.1 276 =========================================================================== Persistent Routes: None IPv6 Route Table =========================================================================== Active Routes: If Metric Network Destination Gateway 12 261 ::/0 fe80::214:6aff:fe51:7f3f 1 306 ::1/128 On-link 12 13 2607:2600:1:850::/64 On-link 12 261 2607:2600:1:850:3d29:1839:62db:c4c1/128 On-link 12 261 2607:2600:1:850:c0e9:211a:fd05:4e0b/128 On-link 12 261 fe80::/64 On-link 13 281 fe80::/64 On-link 14 276 fe80::/64 On-link 15 276 fe80::/64 On-link 14 276 fe80::4c61:495b:229e:281e/128 On-link 12 261 fe80::c0e9:211a:fd05:4e0b/128 On-link 15 276 fe80::f996:61eb:8c00:45e6/128 On-link 13 281 fe80::fc39:9293:7d01:4a75/128 On-link 1 306 ff00::/8 On-link 12 261 ff00::/8 On-link 13 281 ff00::/8 On-link 14 276 ff00::/8 On-link 15 276 ff00::/8 On-link =========================================================================== Persistent Routes: None

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  • Android: Adding extended GLSurfaceView to a Layout don't show 3d stuff

    - by Santiago
    I make a game extending the class GLSurfaceView, if I apply SetContentView directly to that class, the 3d stuff and input works great. Now I want to show some items over 3d stuff, so I create a XML with a layout and some objects, and I try to add my class manually to the layout. I'm not getting errors but the 3d stuff is not shown but I can view the objects from XML layout. source: @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); LayoutInflater inflater = (LayoutInflater) getSystemService(LAYOUT_INFLATER_SERVICE); layout = (RelativeLayout) inflater.inflate(R.layout.testlayout, null); //Create an Instance with this Activity my3dstuff = new myGLSurfaceViewClass(this); layout.addView(my3dstuff,4); setContentView(R.layout.testlayout); } And testlayout have: <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="wrap_content" android:layout_height="wrap_content" android:id="@+id/Pantalla"> <ImageView android:id="@+id/zoom_less" android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/zoom_less"></ImageView> <ImageView android:id="@+id/zoom_more" android:layout_width="wrap_content" android:src="@drawable/zoom_more" android:layout_height="wrap_content" android:layout_alignParentRight="true"></ImageView> <ImageView android:id="@+id/zoom_normal" android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/zoom_normal" android:layout_centerHorizontal="true"></ImageView> <ImageView android:id="@+id/stop" android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/stop" android:layout_centerInParent="true" android:layout_alignParentBottom="true"></ImageView> </RelativeLayout> I also tried to add my class to XML but the Activity hangs up. <com.mygame.myGLSurfaceViewClass android:id="@+id/my3dstuff" android:layout_width="fill_parent" android:layout_height="fill_parent"></com.mygame.myGLSurfaceViewClass> and this don't works: <View class="com.mygame.myGLSurfaceViewClass" android:id="@+id/my3dstuff" android:layout_width="fill_parent" android:layout_height="fill_parent"></View> Any Idea? Thanks

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  • Calling C# object method from IronPython

    - by Jason
    I'm trying to embed a scripting engine in my game. Since I'm writing it in C#, I figured IronPython would be a great fit, but the examples I've been able to find all focus on calling IronPython methods in C# instead of C# methods in IronPython scripts. To complicate things, I'm using Visual Studio 2010 RC1 on Windows 7 64 bit. IronRuby works like I expect it would, but I'm not very familiar with Ruby or Python syntax. What I'm doing: ScriptEngine engine = Python.CreateEngine(); ScriptScope scope = engine.CreateScope(); //Test class with a method that prints to the screen. scope.SetVariable("test", this); ScriptSource source = engine.CreateScriptSourceFromString("test.SayHello()", Microsoft.Scripting.SourceCodeKind.Statements); source.Execute(scope); This generates an error, "'TestClass' object has no attribute 'SayHello'" This exact set up works fine with IronRuby though using "self.test.SayHello()" I'm wary using IronRuby though because it doesn't appear as mature as IronPython. If it's close enough, I might go with that though. Any ideas? I know this has to be something simple.

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  • How to draw an Arc in OpenGL

    - by rpgFANATIC
    While making a little Pong game in C++ OpenGL, I decided it'd be fun to create arcs (semi-circles) when stuff bounces. I decided to skip Bezier curves for the moment and just go with straight algebra, but I didn't get far. My algebra follows a simple quadratic function (y = +- sqrt(mx+c)). This little excerpt is just an example I've yet to fully parameterize, I just wanted to see how it would look. When I draw this, however, it gives me a straight vertical line where the line's tangent line approaches -1.0 / 1.0. Is this a limitation of the GL_LINE_STRIP style or is there an easier way to draw semi-circles / arcs? Or did I just completely miss something obvious? void Ball::drawBounce() { float piecesToDraw = 100.0f; float arcWidth = 10.0f; float arcAngle = 4.0f; glBegin(GL_LINE_STRIP); for (float i = 0.0f; i < piecesToDraw; i += 1.0f) // Positive Half { float currentX = (i / piecesToDraw) * arcWidth; glVertex2f(currentX, sqrtf((-currentX * arcAngle)+ arcWidth)); } for (float j = piecesToDraw; j > 0.0f; j -= 1.0f) // Negative half (go backwards in X direction now) { float currentX = (j / piecesToDraw) * arcWidth; glVertex2f(currentX, -sqrtf((-currentX * arcAngle) + arcWidth)); } glEnd(); } Thanks in advance.

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  • Adding View extending from SurfaceView to layout gives me a blank screen

    - by JonF
    I'm very new to Android programming, so this is probably something pretty basic. I just have an xml layout with a few buttons. I'm trying to follow the model given by the JetBoy demo, so I'm adding a view to the layout which extends SurfaceView. When this new view is put in my xml layout, I just get a blank screen. Here's the XML layout if it helps. The gameview element is what causes the screen to be blank <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" android:alwaysDrawnWithCache="true"> <game.test.gameEngine android:id="@+id/gameView" android:layout_width="fill_parent" android:layout_height="fill_parent"/> <Button android:text="Easy" android:layout_width="wrap_content" android:layout_height="wrap_content" android:id="@+id/EasyButton"></Button> <Button android:text="Medium" android:layout_width="wrap_content" android:layout_height="wrap_content" android:id="@+id/MedButton"></Button> <Button android:text="Hard" android:layout_width="wrap_content" android:layout_height="wrap_content" android:id="@+id/HardButton"></Button> <DatePicker android:id="@+id/DatePicker01" android:layout_width="wrap_content" android:layout_height="wrap_content"></DatePicker><Button android:id="@+id/Button04" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Exit"></Button> </LinearLayout>

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  • XNA Xbox 360 Content Manager Thread freezing Draw Thread

    - by Alikar
    I currently have a game that takes in large images, easily bigger than 1MB, to serve as backgrounds. I know exactly when this transition is supposed to take place, so I made a loader class to handle loading these large images in the background, but when I load the images it still freezes the main thread where the drawing takes place. Since this code runs on the 360 I move the thread to the 4th hardware thread, but that doesn't seem to help. Below is the class I am using. Any thoughts as to why my new content manager which should be in its own thread is interrupting the draw in my main thread would be appreciated. namespace FileSystem { /// <summary> /// This is used to reference how many objects reference this texture. /// Everytime someone references a texture we increase the iNumberOfReferences. /// When a class calls remove on a specific texture we check to see if anything /// else is referencing the class, if it is we don't remove it. If there isn't /// anything referencing the texture its safe to dispose of. /// </summary> class TextureContainer { public uint uiNumberOfReferences = 0; public Texture2D texture; } /// <summary> /// This class loads all the files from the Content. /// </summary> static class FileManager { static Microsoft.Xna.Framework.Content.ContentManager Content; static EventWaitHandle wh = new AutoResetEvent(false); static Dictionary<string, TextureContainer> Texture2DResourceDictionary; static List<Texture2D> TexturesToDispose; static List<String> TexturesToLoad; static int iProcessor = 4; private static object threadMutex = new object(); private static object Texture2DMutex = new object(); private static object loadingMutex = new object(); private static bool bLoadingTextures = false; /// <summary> /// Returns if we are loading textures or not. /// </summary> public static bool LoadingTexture { get { lock (loadingMutex) { return bLoadingTextures; } } } /// <summary> /// Since this is an static class. This is the constructor for the file loadeder. This is the version /// for the Xbox 360. /// </summary> /// <param name="_Content"></param> public static void Initalize(IServiceProvider serviceProvider, string rootDirectory, int _iProcessor ) { Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory); Texture2DResourceDictionary = new Dictionary<string, TextureContainer>(); TexturesToDispose = new List<Texture2D>(); iProcessor = _iProcessor; CreateThread(); } /// <summary> /// Since this is an static class. This is the constructor for the file loadeder. /// </summary> /// <param name="_Content"></param> public static void Initalize(IServiceProvider serviceProvider, string rootDirectory) { Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory); Texture2DResourceDictionary = new Dictionary<string, TextureContainer>(); TexturesToDispose = new List<Texture2D>(); CreateThread(); } /// <summary> /// Creates the thread incase we wanted to set up some parameters /// Outside of the constructor. /// </summary> static public void CreateThread() { Thread t = new Thread(new ThreadStart(StartThread)); t.Start(); } // This is the function that we thread. static public void StartThread() { //BBSThreadClass BBSTC = (BBSThreadClass)_oData; FileManager.Execute(); } /// <summary> /// This thread shouldn't be called by the outside world. /// It allows the File Manager to loop. /// </summary> static private void Execute() { // Make sure our thread is on the correct processor on the XBox 360. #if WINDOWS #else Thread.CurrentThread.SetProcessorAffinity(new int[] { iProcessor }); Thread.CurrentThread.IsBackground = true; #endif // This loop will load textures into ram for us away from the main thread. while (true) { wh.WaitOne(); // Locking down our data while we process it. lock (threadMutex) { lock (loadingMutex) { bLoadingTextures = true; } bool bContainsKey = false; for (int con = 0; con < TexturesToLoad.Count; con++) { // If we have already loaded the texture into memory reference // the one in the dictionary. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]); } if (bContainsKey) { // Do nothing } // Otherwise load it into the dictionary and then reference the // copy in the dictionary else { TextureContainer TC = new TextureContainer(); TC.uiNumberOfReferences = 1; // We start out with 1 referece. // Loading the texture into memory. try { TC.texture = Content.Load<Texture2D>(TexturesToLoad[con]); // This is passed into the dictionary, thus there is only one copy of // the texture in memory. // There is an issue with Sprite Batch and disposing textures. // This will have to wait until its figured out. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]); Texture2DResourceDictionary.Add(TexturesToLoad[con], TC); } // We don't have the find the reference to the container since we // already have it. } // Occasionally our texture will already by loaded by another thread while // this thread is operating. This mainly happens on the first level. catch (Exception e) { // If this happens we don't worry about it since this thread only loads // texture data and if its already there we don't need to load it. } } Thread.Sleep(100); } } lock (loadingMutex) { bLoadingTextures = false; } } } static public void LoadTextureList(List<string> _textureList) { // Ensuring that we can't creating threading problems. lock (threadMutex) { TexturesToLoad = _textureList; } wh.Set(); } /// <summary> /// This loads a 2D texture which represents a 2D grid of Texels. /// </summary> /// <param name="_textureName">The name of the picture you wish to load.</param> /// <returns>Holds the image data.</returns> public static Texture2D LoadTexture2D( string _textureName ) { TextureContainer temp; lock (Texture2DMutex) { bool bContainsKey = false; // If we have already loaded the texture into memory reference // the one in the dictionary. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(_textureName); if (bContainsKey) { temp = Texture2DResourceDictionary[_textureName]; temp.uiNumberOfReferences++; // Incrementing the number of references } // Otherwise load it into the dictionary and then reference the // copy in the dictionary else { TextureContainer TC = new TextureContainer(); TC.uiNumberOfReferences = 1; // We start out with 1 referece. // Loading the texture into memory. try { TC.texture = Content.Load<Texture2D>(_textureName); // This is passed into the dictionary, thus there is only one copy of // the texture in memory. } // Occasionally our texture will already by loaded by another thread while // this thread is operating. This mainly happens on the first level. catch(Exception e) { temp = Texture2DResourceDictionary[_textureName]; temp.uiNumberOfReferences++; // Incrementing the number of references } // There is an issue with Sprite Batch and disposing textures. // This will have to wait until its figured out. Texture2DResourceDictionary.Add(_textureName, TC); // We don't have the find the reference to the container since we // already have it. temp = TC; } } } // Return a reference to the texture return temp.texture; } /// <summary> /// Go through our dictionary and remove any references to the /// texture passed in. /// </summary> /// <param name="texture">Texture to remove from texture dictionary.</param> public static void RemoveTexture2D(Texture2D texture) { foreach (KeyValuePair<string, TextureContainer> pair in Texture2DResourceDictionary) { // Do our references match? if (pair.Value.texture == texture) { // Only one object or less holds a reference to the // texture. Logically it should be safe to remove. if (pair.Value.uiNumberOfReferences <= 1) { // Grabing referenc to texture TexturesToDispose.Add(pair.Value.texture); // We are about to release the memory of the texture, // thus we make sure no one else can call this member // in the dictionary. Texture2DResourceDictionary.Remove(pair.Key); // Once we have removed the texture we don't want to create an exception. // So we will stop looking in the list since it has changed. break; } // More than one Object has a reference to this texture. // So we will not be removing it from memory and instead // simply marking down the number of references by 1. else { pair.Value.uiNumberOfReferences--; } } } } /*public static void DisposeTextures() { int Count = TexturesToDispose.Count; // If there are any textures to dispose of. if (Count > 0) { for (int con = 0; con < TexturesToDispose.Count; con++) { // =!THIS REMOVES THE TEXTURE FROM MEMORY!= // This is not like a normal dispose. This will actually // remove the object from memory. Texture2D is inherited // from GraphicsResource which removes it self from // memory on dispose. Very nice for game efficency, // but "dangerous" in managed land. Texture2D Temp = TexturesToDispose[con]; Temp.Dispose(); } // Remove textures we've already disposed of. TexturesToDispose.Clear(); } }*/ /// <summary> /// This loads a 2D texture which represnets a font. /// </summary> /// <param name="_textureName">The name of the font you wish to load.</param> /// <returns>Holds the font data.</returns> public static SpriteFont LoadFont( string _fontName ) { SpriteFont temp = Content.Load<SpriteFont>( _fontName ); return temp; } /// <summary> /// This loads an XML document. /// </summary> /// <param name="_textureName">The name of the XML document you wish to load.</param> /// <returns>Holds the XML data.</returns> public static XmlDocument LoadXML( string _fileName ) { XmlDocument temp = Content.Load<XmlDocument>( _fileName ); return temp; } /// <summary> /// This loads a sound file. /// </summary> /// <param name="_fileName"></param> /// <returns></returns> public static SoundEffect LoadSound( string _fileName ) { SoundEffect temp = Content.Load<SoundEffect>(_fileName); return temp; } } }

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  • How to correctly calculate FPS in XNA?

    - by Tomek Tarczynski
    I wrote a component to display current FPS. The most important part of it is: public override void Update(GameTime gameTime) { elapseTime += (float)gameTime.ElapsedRealTime.TotalSeconds; frameCounter++; if (elapseTime > 1) { FPS = frameCounter; frameCounter = 0; elapseTime = 0; } base.Update(gameTime); } In most cases it works ok, but recently I had a problem. When I put following code into Update method of game strange thing starts to happen. if (threadPath == null || threadPath.ThreadState != ThreadState.Running) { ThreadStart ts = new ThreadStart(current.PathFinder.FindPaths); threadPath = new Thread(ts); threadPath.Priority = ThreadPriority.Highest; threadPath.Start(); } Main idea of this code is to run pathFinding algorithm in different thread all the time. By strange things I mean that sometimes FPS drasticly decreases, this is obvious, but displayed FPS changes more often than once a second. If I understand this code FPS can't change more often than once a second. Can someone explain me what's going on?

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  • Android app resets on orientation change, best way to handle?

    - by Anthony Westover
    So I am making a basic chess app to play around with some various elements of android programming and so far I am learning a lot, but this time I am lost. When the orientation of the emulator changes the activity gets reset. Based on my research the same thing will happen anytime the application is paused/interrupted, ie. keyboard change, phone call, hitting the home key etc. Obviously, it is not viable to have a chess game constantly reset, so once again I find myself needing to learn how to fix this problem. My research brings up a few main things, overriding the onPaused method in my Activity, listening for Orientation, Keyboard changes in my manifest (via android:configChanges), using Parcelables, or Serialization. I have looked up a lot of sample code using Pacelables, but to be honest it is too confusing. Maybe coming back tomorrow with fresh eyes will be beneficial, but right now the more I look at Parcelables the less sense it makes. My application utilizes a Board object, which has 64 Cell Objects(in an 8x8 2D array), and each cell has a Piece Object, either an actual piece or null if the space is empty. Assuming that I use either Parcelable or Serialization I am assuming that I would have to Parcelize or Serialize each class, Board, Cell, and Piece. First and foremost, is Parcelable or Serialization even the right thing to be looking at for this problem? If so is either Parcelable or Serializable preferred for this? And am I correct in assuming that each of the three objects would have to be Parceled/Serialized? Finally, does anybody have a link to a simple to understand Parcelable tutorial? Anything to help me understand, and stop further headaches down the road when my application expands even further. Any help would be appreciated.

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  • Code Golf: 1x1 black pixel

    - by Joey Adams
    Recently, I used my favorite image editor to make a 1x1 black pixel (which can come in handy when you want to draw solid boxes in HTML cheaply). Even though I made it a monochrome PNG, it came out to be 120 bytes! I mean, that's kind of steep. 120 bytes. For one pixel. I then converted it to a GIF, which dropped the size down to 43 bytes. Much better, but still... Challenge The shortest image file or program that is or generates a 1x1 black pixel. A submission may be: An image file that represents a 1x1 black pixel. The format chosen must be able to represent larger images than 1x1, and cannot be ad-hoc (that is, it can't be an image format you just made up for code golf). Image files will be ranked by byte count. A program that generates such an image file. Programs will be ranked by character count, as usual in code golf. As long as an answer falls into one of these two categories, anything is fair game.

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  • How can I find the song position of a song being played with XACT?

    - by DJ SymBiotiX
    So I'm making a game in XNA and I need to use XACT for my songs (rather than media player). I need to use XACT because each song will have multiple layers that combine when played at the same time (bass, lead, drums) etc. I cant use the media player because the media player can only play one song at a time. Anyways, so lets say I have a song playing with XACT in my project with the following code public SongController() { audioEngine = new AudioEngine(@"Content\Song1\Song1.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Song1\Layers.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Song1\SongLayers.xsb"); songTime = new PlayTime(); Vox = soundBank.GetCue("Vox"); BG = soundBank.GetCue("BG"); Bass = soundBank.GetCue("Bass"); Lead = soundBank.GetCue("Lead"); Other = soundBank.GetCue("Other"); Vox.SetVariable("CueVolume", 100.0f); BG.SetVariable("CueVolume", 100.0f); Bass.SetVariable("CueVolume", 100.0f); Lead.SetVariable("CueVolume", 100.0f); Other.SetVariable("CueVolume", 100.0f); _bassVol = 100.0f; _voxVol = 100.0f; _leadVol = 100.0f; _otherVol = 100.0f; Vox.Play(); BG.Play(); Bass.Play(); Lead.Play(); Other.Play(); } So when I look at the variables in Vox, or BG (they are Cue's btw) I cant seem to find any play position in them. So I guess the question is: Is there a variable I can query to find that data, or do I need to make my own class that starts counting up from the time I start the song? Thanks

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  • Newbie, deciding Python or Erlang

    - by Joe
    Hi Guys, I'm a Administrator (unix, Linux and some windows apps such as Exchange) by experience and have never worked on any programming language besides C# and scripting on Bash and lately on powershell. I'm starting out as a service provider and using multiple network/server monitoring tools based on open source (nagios, opennms etc) in order to monitor them. At this moment, being inspired by a design that I came up with, to do more than what is available with the open source at this time, I would like to start programming and test some of these ideas. The requirement is that a server software that captures a stream of data and store them in a database(CouchDB or MongoDB preferably) and the client side (agent installed on a server) would be sending this stream of data on a schedule of every 10 minutes or so. For these two core ideas, I have been reading about Python and Erlang besides ruby. I do plan to use either Amazon or Rackspace where the server platform would run. This gives me the scalability needed when we have more customers with many servers. For that reason alone, I thought Erlang was a better fit(I could be totally wrong, new to this game) and I understand that Erlang has limited support in some ways compared to Ruby or Python. But also I'm totally new to the programming realm of things and any advise would be appreciated grately. Jo

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  • Android 2.2 and "Bad address family" on Socket Connect

    - by Josh
    I have a fairly simple game that works perfectly on every version now up through 2.1, but with the new 2.2 (Froyo) release I am unable to create a socket. I am using the mina package for nio, and get this exception: W/System.err( 263): java.net.SocketException: Bad address family W/System.err( 263): at org.apache.harmony.luni.platform.OSNetworkSystem.connectStreamWithTimeoutSocketImpl(Native Method) W/System.err( 263): at org.apache.harmony.luni.platform.OSNetworkSystem.connect(OSNetworkSystem.java:115) W/System.err( 263): at org.apache.harmony.nio.internal.SocketChannelImpl.connect(SocketChannelImpl.java:272) W/System.err( 263): at org.apache.harmony.nio.internal.PipeImpl$SinkChannelImpl.finishConnect(PipeImpl.java:164) W/System.err( 263): at org.apache.harmony.nio.internal.PipeImpl.(PipeImpl.java:48) W/System.err( 263): at org.apache.harmony.nio.internal.SelectorProviderImpl.openPipe(SelectorProviderImpl.java:51) W/System.err( 263): at org.apache.harmony.nio.internal.SelectorImpl.(SelectorImpl.java:141) W/System.err( 263): at org.apache.harmony.nio.internal.SelectorProviderImpl.openSelector(SelectorProviderImpl.java:58) W/System.err( 263): at java.nio.channels.Selector.open(Selector.java:48) W/System.err( 263): at org.apache.mina.transport.socket.nio.SocketConnector.startupWorker(SocketConnector.java:248) W/System.err( 263): at org.apache.mina.transport.socket.nio.SocketConnector.connect(SocketConnector.java:210) W/System.err( 263): at org.apache.mina.transport.socket.nio.SocketConnector.connect(SocketConnector.java:137) W/System.err( 263): at org.apache.mina.common.support.BaseIoConnector.connect(BaseIoConnector.java:40) Later in the log, usually immediately following I get this: W/System.err( 263): java.lang.NullPointerException W/System.err( 263): at org.apache.harmony.nio.internal.SelectorImpl.wakeup(SelectorImpl.java:418) W/System.err( 263): at org.apache.mina.transport.socket.nio.SocketConnector.connect(SocketConnector.java:222) W/System.err( 263): at org.apache.mina.transport.socket.nio.SocketConnector.connect(SocketConnector.java:137) W/System.err( 263): at org.apache.mina.common.support.BaseIoConnector.connect(BaseIoConnector.java:40) I have done all the googling and looking around I can think of and found nothing. The closest I have come seems to be an old JDK bug with ipv6 support on XP and Vista machines (I'm running Vista). Recommendations included disabling ipv6 (that did not work) and disabling ipv4 and leaving ipv6 (will not work for me as my router and ISP don't support it and so could not test anyway). Any thoughts, suggestions, things I have not tried? Thanks, Josh

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  • Java: How to have an ArrayList as instance variable of an object?

    - by JDelage
    All, I'm working on a class project to build a little Connect4 game in Java. My current thinking is to have a class of Columns that have as instance variable a few integers (index, max. length, isFull?) and one ArrayList to receive both the integers above and the plays of each players (e.g., 1's and 0's standing for X's and O's). This is probably going to be split between 2 classes but the question remains the same. My current attempt looks like this: import java.util.ArrayList; public class Conn4Col { public int hMax; public int index; public final int initialSize = 0; public final int fullCol = 0; public ArrayList<Integer>; (...)} Unfortunately, this doesn't compile. The compiler says an is missing where my ArrayList declaration stands. We're just starting objects and we haven't really looked into other instance variables than the basic types. Can someone tell me where my error is and how to correct it? Many thanks, JDelage

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  • Looking for a good world map generation algorithm

    - by FalconNL
    I'm working on a Civilization-like game and I'm looking for a good algorithm for generating Earth-like world maps. I've experimented with a few alternatives, but haven't hit on a real winner yet. One option is to generate a heightmap using perlin noise and add water at a level so that about 30% of the world is land. While perlin noise (or similar fractal-based techniques) are frequently used for terrain and is reasonably realistic, it doesn't offer much in the way of control over the number, size and position of the resulting continents, which I'd like to have from a gameplay perspective. See http://farm3.static.flickr.com/2792/4462870263_ff26c40365_o.jpg for an example (sorry, can't post pictures yet). A second option is to start with a randomly positioned one-tile seed (I'm working on a grid of tiles), determine the desired size for the continent and each turn add a tile that is horizontally or vertically adjacent to the existing continent until you've reached the desired size. Repeat for the other continents. This technique is part of the algorithm used in Civilization 4. The problem is that after placing the first few continents, it's possible to pick a starting location that's surrounded by other continents, and thus won't fit the new one. Also, it has a tendency to spawn continents too close together, resulting in something that looks more like a river than continents. See http://farm5.static.flickr.com/4069/4462870383_46e86b155c_o.jpg for an example. Does anyone happen to know a good algorithm for generating realistic continents on a grid-based map while keeping control over their number and relative sizes?

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  • C# Assembly not found at runtime

    - by Gustavo Cardoso
    A strange error begans to happen with my XNA project on a new pc. I have two projects on the solution and a library that is used by both of them. One of the projects, a XNA Game Project, runs perfectly. The other project is a mix of WindowsForm and XNA. The form launches a XNA class when a button is clicked. When I run the program, it works great till the moment I click the button which launch the XNA class. A FileNotFoundException is fired exactly at the moment that the constructor will be executed. System.IO.FileNotFoundException was unhandled Message="Could not load file or assembly 'Microsoft.Xna.Framework, Version=3.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d' or one of its dependencies. The system cannot find the path specified." The reference is correct, there is no problem on compilation. We already tried to delete the reference and add it again but it didn't work. Everything worked correctly in others teammate's pc. Anyone has any idea what is the problem?

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  • Resources related to data-mining and gaming on social networks

    - by darren
    Hi all I'm interested in the problem of patterning mining among players of social networking games. For example detecting cheaters of a game, given a company's user database. So far I have been following the usual recipe for a data mining project: construct a data warehouse that aggregates significant information select a classifier, and train it with a subsectio of records from the warehouse validate classifier with another test set lather, rinse, repeat Surprisingly, I've found very little in this area regarding literature, best practices, etc. I am hoping to crowdsource the information gathering problem here. Specifically what I'm looking for: What classifiers have worked will for this type of pattern mining (it seems highly temporal, users playing games, users receiving rewards, users transferring prizes etc). Are there any highly agreed upon attributes specific to social networking / gaming data? What is a practical amount of information that should be considered? One problem I've run into is data overload, where queries and data cleansing may take days to complete. Related to point above, what hardware resources are required to produce results? I've found it difficult to estimate the amount of computing power I will require for production use. It has become apparent that a white box in the corner does not have enough horse-power for such a project. Are companies generally resorting to cloud solutions? Are they buying clusters? Basically, any resources (theoretical, academic, or practical) about implementing a social networking / gaming pattern-mining program would be very much appreciated. Thanks.

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  • Algorithm to get through a maze

    - by Sam
    Hello, We are currently programming a game (its a pretty unknown language: modula 2), And the problem we encountered is the following: we have a maze (not a perfect maze) in a 17 x 12 grid. The computer has to generate a way from the starting point (9, 12) to the end point (9, 1). I found some algorithms but they dont work when the robot has to go back: xxxxx x => x x xxx or: xxxxx x xxxxxx x x x x x xxxxxx x => x xxxxxxxxx I found a solution for the first example type but then the second type couldn't be solved and the solution I made up for the second type would cause the robot to get stuck in the first type of situation. It's a lot of code so i'll give the idea: WHILE (end destination not reached) DO { try to go right, if nothing blocks you: go right if you encounter a block, try up until you can go right, if you cant go up anymore try going down until you can go right, (starting from the place you first were blocked), if you cant go down anymore, try one step left and fill the spaces you tested with blocks. } This works for the first type of problem ... not for the second one. Now it could be that i started wrong so i am open for better algorithms or solutions specificaly to how i could improve my algorithm. Thanks a lot!!

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  • why i add more insignificant code but cost less time

    - by user3714382
    i write a method and when i add some insignificant code it works faster, like these : array[1]=array[1]; array[0]=array[0]; array[3]=array[3]; array[2]=array[2]; i use double t=System.currentTimeMillis(); at first to record the time. then call the method and use System.out.println(System.currentTimeMillis()-t); in the end. when i delete the code (array[1]=array[1];...) the cost time is 1035.0 ms,but if i add these code, the cost time become 898.0ms. here is my method and my code. PS:this method is use for the game 2048, exp: {2,2,2,2} trans to {0,0,4,4} static void toRight2(int[] array){ if (array[2]==array[3] ) { array[3]=array[2]*2; if (array[0]==array[1]) { array[2]=array[1]*2; array[0]=0; array[1]=0; }else { array[2]=array[1]; array[1]=array[0]; array[0]=0; } } else{ if (array[0]==array[1]) { array[1]=array[1]*2; array[0]=0; array[3]=array[3]; array[2]=array[2]; }else { array[1]=array[1];//delete this cost more time array[0]=array[0];//delete this cost more time array[3]=array[3];//delete this cost more time array[2]=array[2];//delete this cost more time } } } public static void main(String[] args) { double t=System.currentTimeMillis(); int[] array={1,2,3,3}; for (int j = 2; j <400*1000000; j++) { toRight2(array); } System.out.println(System.currentTimeMillis()-t); }

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  • Nunit Relative Path failing

    - by levi.siebens
    I'm having an issue with Nunit where I cannot find an image file when I run my tests and each time it looks for images it looks in the Nunit folder instead of looking inside the folder where the binary resides. Below is a detailed description of what's happening. I'm building a binary that is under test which contains the definition for some game elements and png files which will define the sprites I'm using (for sanity sake call it Binary1) Nunit runs tests from a seperate binary (Binary1Test) executing test methods against the first binary (Binary1). All tests pass, unless the test executes code in Binary1 which then requires Binary1 to use one of the image files (which are defined via a relative path). When the method is called, Nunit throws a file not found exception stating that it cannot find the file and states it's looking inside of the Program Files\Nunit.net 2.0 folder So I have no idea why the code is doing this, and to make matters more confusing when I pull up Enviornment.CurrentDirectory it gives me the correct path (the path to my debug folder) and not the path to nunit. Also if I use this instead of using the relative path, my tests will run without issue. So my question is, does anyone know why in the case of loading relative paths from within my binary that nunit decides to use it's directory instead of the directory where the binary is located and where the images are stored? Thanks.

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  • SCM for Xcode?

    - by Gregor
    I am developing an application for the Mac as a small team (me + another person) effort. We are located in different cities, and have started to see the need for solid source control management. None of us have any experience with this, and both of us are relatively new to Cocoa/Obj-C/Xcode (but do have C knowledge). Does anyone have any recommendations as to which SCM system to choose? I understand that a lot of people are using Subversion, which is also supported in Xcode 3.1. Does anyone have experience with using Subversion through Xcode? Or is it a better option to chose a stand alone GUI alternative, such as Versions? Grateful for any input on this. Gregor Tomasevic, Sweden Update/personal experiences: Since this post, we have tried Versions and Cornerstone (both of which are SVN GUI-clients), as well as Xcodes built-in support for SVN. We were not particularly pleased with Versions, which seemed to have some problems with committing unversioned files/build files. The built-in SVN support in Xcode works quite well, although it probably has limitations that we have still not run into. Cornerstone is both simple to use and powerful, and does not seem to suffer from the problems we encountered with Versions. So far, we have just tried committing, updating repo, checking out latest/previous versions of our files and worked some with file comparison. It might be a whole different ball game once you start working extensively with branching, an area which we have been told both these GUI clients might have some weaknesses in. For what it's worth (and with only days of evaluation) Cornerstone seems to be a somewhat better alternative, although for simpler SCM, Xcode works well too. Thanks for all the comments.

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  • Eliminate horizontal scrolling in div in favor of horizontal scrolling in browser window

    - by Casey Flynn
    I have a div, set to 800px wide, that will automatically scroll horizontally if the browser window is resized to < 800px. The behavior I would like, is to have the browser window scroll instead of the div. It would seem simple but for some reason I'm getting hung up on it. Any ideas? The page in question: http://www.caseyflynn.com/game/ The div CSS: div#main_container { border: 1px solid #FFF; width:800px; margin-left:auto; margin-right:auto; padding:0px; background-color:#FFF; overflow:hidden; } The BODY CSS: html, body { background-color:#000; border:0px; margin:0px; padding:0px; font-family : Arial, Helvetica, sans-serif; font-size : 62.5%; overflow:auto; } I'm assuming anyone looking at this will have the ability to see the HTML and the CSS. Thanks!

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  • How do I check to see if my subview is being touched?

    - by Amy
    I went through this tutorial about how to animate sprites: http://icodeblog.com/2009/07/24/iphone-programming-tutorial-animating-a-game-sprite/ I've been attempting to expand on the tutorial by trying to make Ryu animate only when he is touched. However, the touch is not even being registered and I believe it has something to do with it being a subview. Here is my code: -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ UITouch *touch = [touches anyObject]; if([touch view] == ryuView){ NSLog(@"Touch"); } else { NSLog(@"No touch"); } } -(void) ryuAnims{ NSArray *imageArray = [[NSArray alloc] initWithObjects: [UIImage imageNamed:@"1.png"], [UIImage imageNamed:@"2.png"], [UIImage imageNamed:@"3.png"], [UIImage imageNamed:@"4.png"], [UIImage imageNamed:@"5.png"], [UIImage imageNamed:@"6.png"], [UIImage imageNamed:@"7.png"], [UIImage imageNamed:@"8.png"], [UIImage imageNamed:@"9.png"], [UIImage imageNamed:@"10.png"], [UIImage imageNamed:@"11.png"], [UIImage imageNamed:@"12.png"], nil]; ryuView.animationImages = imageArray; ryuView.animationDuration = 1.1; [ryuView startAnimating]; } -(void)viewDidLoad { [super viewDidLoad]; UIImageView *image = [[UIImageView alloc] initWithFrame: CGRectMake(100, 125, 150, 130)]; ryuView = image; ryuView.image = [UIImage imageNamed:@"1.png"]; ryuView.contentMode = UIViewContentModeBottomLeft; [self.view addSubview:ryuView]; [image release]; } This code compiles fine, however, when touching or clicking on ryu, nothing happens. I've also tried if([touch view] == ryuView.image) but that gives me this error: "Comparison of distinct Objective-C type 'struct UIImage *' and 'struct UIView *' lacks a cast." What am I doing wrong?

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