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  • Viewport / Camera Calculation in 2D Game

    - by Dave
    we have a 2D game with some sprites and tiles and some kind of camera/viewport, that "moves" around the scene. so far so good, if we wouldn't had some special behaviour for your camera/viewport translation. normally you could stick the camera to your player figure and center it, resulting in a very cheap, undergraduate, translation equation, like : vec_translation -/+= speed (depending in what keys are pressed. WASD as default.) buuuuuuuuuut, we want our player figure be able to actually reach the bounds, when the viewport/camera has reached a maximum translation. we came up with the following solution (only keys a and d are the shown here, the rest is just adaption of calculation or maybe YOUR super-cool and elegant solution :) ): if(keys[A]) { playerX -= speed; if(playerScreenX <= width / 2 && tx < 0) { playerScreenX = width / 2; tx += speed; } else if(playerScreenX <= width / 2 && (tx) >= 0) { playerScreenX -= speed; tx = 0; if(playerScreenX < 0) playerScreenX = 0; } else if(playerScreenX >= width / 2 && (tx) < 0) { playerScreenX -= speed; } } if(keys[D]) { playerX += speed; if(playerScreenX >= width / 2 && (-tx + width) < sceneWidth) { playerScreenX = width / 2; tx -= speed; } if(playerScreenX >= width / 2 && (-tx + width) >= sceneWidth) { playerScreenX += speed; tx = -(sceneWidth - width); if(playerScreenX >= width - player.width) playerScreenX = width - player.width; } if(playerScreenX <= width / 2 && (-tx + width) < sceneWidth) { playerScreenX += speed; } } i think the code is rather self explaining: keys is a flag container for currently active keys, playerX/-Y is the position of the player according to world origin, tx/ty are the translation components vital to background / npc / item offset calculation, playerOnScreenX/-Y is the actual position of the player figure (sprite) on screen and width/height are the dimensions of the camera/viewport. this all looks quite nice and works well, but there is a very small and nasty calculation error, which in turn sums up to some visible effect. let's consider following piece of code: if(playerScreenX <= width / 2 && tx < 0) { playerScreenX = width / 2; tx += speed; } it can be translated into plain english as : if the x position of your player figure on screen is less or equal the half of your display / camera / viewport size AND there is enough space left LEFT of your viewport/camera then set players x position on screen to width half, increase translation (because we subtract the translation from something we want to move). easy, right?! doing this will create a small delta between playerX and playerScreenX. after so much talking, my question appears now here at the bottom of this document: how do I stick the calculation of my player-on-screen to the actual position of the player AND having a viewport that is not always centered aroung the players figure? here is a small test-case in processing: http://pastebin.com/bFaTauaa thank you for reading until now and thank you in advance for probably answering my question.

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  • 2D Tile based Game Collision problem

    - by iNbdy
    I've been trying to program a tile based game, and I'm stuck at the collision detection. Here is my code (not the best ^^): void checkTile(Character *c, int **map) { int x1,x2,y1,y2; /* Character position in the map */ c->upY = (c->y) / TILE_SIZE; // Top left corner c->downY = (c->y + c->h) / TILE_SIZE; // Bottom left corner c->leftX = (c->x) / TILE_SIZE; // Top right corner c->rightX = (c->x + c->w) / TILE_SIZE; // Bottom right corner x1 = (c->x + 10) / TILE_SIZE; // 10px from left side point x2 = (c->x + c->w - 10) / TILE_SIZE; // 10px from right side point y1 = (c->y + 10) / TILE_SIZE; // 10px from top side point y2 = (c->y + c->h - 10) / TILE_SIZE; // 10px from bottom side point /* Top */ if (map[c->upY][x1] > 2 || map[c->upY][x2] > 2) c->topCollision = 1; else c->topCollision = 0; /* Bottom */ if ((map[c->downY][x1] > 2 || map[c->downY][x2] > 2)) c->downCollision = 1; else c->downCollision = 0; /* Left */ if (map[y1][c->leftX] > 2 || map[y2][c->leftX] > 2) c->leftCollision = 1; else c->leftCollision = 0; /* Right */ if (map[y1][c->rightX] > 2 || map[y2][c->rightX] > 2) c->rightCollision = 1; else c->rightCollision = 0; } That calculates 8 collision points My moving function is like that: void movePlayer(Character *c, int **map) { if ((c->dirX == LEFT && !c->leftCollision) || (c->dirX == RIGHT && !c->rightCollision)) c->x += c->vx; if ((c->dirY == UP && !c->topCollision) || (c->dirY == DOWN && !c->downCollision)) c->y += c->vy; checkPosition(c, map); } and the checkPosition: void checkPosition(Character *c, int **map) { checkTile(c, map); if (c->downCollision) { if (c->state != JUMPING) { c->vy = 0; c->y = (c->downY * TILE_SIZE - c->h); } } if (c->leftCollision) { c->vx = 0; c->x = (c->leftX) * TILE_SIZE + TILE_SIZE; } if (c->rightCollision) { c->vx = 0; c->x = c->rightX * TILE_SIZE - c->w; } } This works, but sometimes, when the player is landing on ground, right and left collision points become equal to 1. So it's as if there were collision coming from left or right. Does anyone know why this is doing this?

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  • XNA 2D Board game - trouble with the cursor

    - by Adorjan
    I just have started making a simple 2D board game using XNA, but I got stuck at the movement of the cursor. This is my problem: I have a 10x10 table on with I should use a cursor to navigate. I simply made that table with the spriteBatch.Draw() function because I couldn't do it on another way. So here is what I did with the cursor: public override void LoadContent() { ... mutato.Position = new Vector2(X, Y); //X=103, Y=107; mutato.Sebesseg = 45; ... mutato.Initialize(content.Load<Texture2D>("cursor"),mutato.Position,mutato.Sebesseg); ... } public override void HandleInput(InputState input) { if (input == null) throw new ArgumentNullException("input"); // Look up inputs for the active player profile. int playerIndex = (int)ControllingPlayer.Value; KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex]; if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected) { ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); } else { // Otherwise move the player position. if (keyboardState.IsKeyDown(Keys.Down)) { Y = (int)mutato.Position.Y + mutato.Move; } if (keyboardState.IsKeyDown(Keys.Up)) { Y = (int)mutato.Position.Y - mutato.Move; } if (keyboardState.IsKeyDown(Keys.Left)) { X = (int)mutato.Position.X - mutato.Move; } if (keyboardState.IsKeyDown(Keys.Right)) { X = (int)mutato.Position.X + mutato.Move; } } } public override void Draw(GameTime gameTime) { mutato.Draw(spriteBatch); } Here's the cursor's (mutato) class: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Battleship.Components { class Cursor { public Texture2D Cursortexture; public Vector2 Position; public int Move; public void Initialize(Texture2D texture, Vector2 position,int move) { Cursortexture = texture; Position = position; Move = move; } public void Update() { } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(Cursortexture, Position, Color.White); } } } And here is a part of the InputState class where I think I should change something: public bool IsNewKeyPress(Keys key, PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { if (controllingPlayer.HasValue) { // Read input from the specified player. playerIndex = controllingPlayer.Value; int i = (int)playerIndex; return (CurrentKeyboardStates[i].IsKeyDown(key) && LastKeyboardStates[i].IsKeyUp(key)); } } If I leave the movement operation like this it doesn't have any sense: X = (int)mutato.Position.X - mutato.Move; However if I modify it to this: X = (int)mutato.Position.X--; it moves smoothly. Instead of this I need to move the cursor by fields (45 pixels), but I don't have any idea how to manage it.

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  • Procedual level generation for a platformer game (tilebased) using player physics

    - by Notbad
    I have been searching for information about how to build a 2d world generator (tilebased) for a platformer game I am developing. The levels should look like dungeons with a ceiling and a floor and they will have a high probability of being just made of horizontal rooms but sometimes they can have exits to a top/down room. Here is an example of what I would like to achieve. I'm refering only to the caves part. I know level design won't be that great when generated but I think it is possible to have something good enough for people to enjoy the procedural maps (Note: Supermetrod Spoiler!): http://www.snesmaps.com/maps/SuperMetroid/SuperMetroidMapNorfair.html Well, after spending some time thinking about this I have some ideas to create the maps that I would like to share with you: 1) I have read about celular automatas and I would like to use them to carve the rooms but instead of carving just a tile at once I would like to carve full columns of tiles. Of course this carving system will have some restrictions like how many tiles must be left for the roof and the ceiling, etc... This way I could get much cleaner rooms than using the ussual automata. 2) I want some branching into the rooms. It will have little probability to happen but I definitely want it. Thinking about carving I came to the conclusion that I could be using some sort of path creation algorithm that the carving system would follow to create a path in the rooms. This could be more noticiable if we make the carving system to carve columns with the height of a corridor or with the height of a wide room (this will be added to the system as a param). This way at some point I could spawn a new automa beside the main one to create braches. This new automata should play side by side with the first one to create dead ends, islands (both paths created by the automatas meet at some point or lead to the same room. It would be too long to explain here all the tests I have done, etc... just will try to summarize the problems to see if anyone could bring some light to solve them (I don't mind sharing my successes but I think they aren't too relevant): 1) Zone reachability: How can I make sure that the player will be able to reach all zones I created (mainly when branches happen or vertical rooms are created). When branches are created I have to make sure that there will be a way to get onto the new created branch. I mean a bifurcation that the player could follow. Player will follow the main path or jump to a platform to get onto the other way). On the other hand if an island is created by the meeting of both branches I need to make sure the player will be able to get onto the island too. 2) When a branch is created and corridors are generated for each branch how can I make then both merge or repel to create an island or just make them separated corridors. 3) When I create a branch and an island is created becasue both corridors merge at somepoint or they lead to the same room, is there any way to detect this and randomize where to create the needed platforms to get onto the created isle? This platforms could be created at the start of the island or at the end. I guess part of the problem could be solved using some sort of graph following the created paths but I'm a bit lost in this sea of precedural content creation :). On the other hand I don't expect a solution to the problem but some information to get me moving forward again. Thanks in advance.

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  • Gathering Staff anyone interested?

    - by kasene
    Thread Title - Gathering Staff Rush-Soft Game Design is currently looking for staff of a moderate skill level. Team Name - RushSoft Game Design Project Name - N/A We are gathering staff so that we can begin working on a new game. Target Aim - Freeware / Free Version - Paid Version With our first project our aim is to simply get our name out there. Generally we will be targeting a freeware distribution platform or a Free and Paid version. Compensation - Prehaps in the future but don't rely on it If in the future we start developing a game we intend to make any sort of sizable profit from then yes, there will be compensation however currently our low, low funding comes from generous donations. Any money that we make for now will go to the teams funding for things like engine licenses and company registration. Technology - C/C++ RSETech Our primary functional language will be C/C++ as most games are. We will be using a custom built library built on Direct3D called RSETech or RushSoft Engine Technology. Currently its is fully capable of being used for developing a game. The final version is made up of almost entirely C (No C++ or OOP). There is a C++ version currently in the works. Programming: - Microsoft Visual C++ 2008 / 2010 2D Art - Photoshop CS2 - GIMP Talent Needed - We currently are in need of x2 Programmers - With understanding of the following C/C ++ and game programming aspects: -If/Else Conditions -Functions/Methods -Arrays -Pointers (You don't need to fully understand these. Just know when they need to be used.) -Enums -Loops (For and While) -Structs (and How to use . and - syntax) -Classes (and how to call methods and access variables from a class) -State Machines -Switches -Include Guards -Understanding of how game loops work in general. (Init, Update, Render, Deinit) x2 Artists - As long as you have the means to and are able to draw 2D sprites and collab with a game designer to get a good result. 1 or more Game Designers - You can design levels (for platformers) as well as write game scripts and you can come up with good ideas and game mechanics. As long as you can do these things and are able to work well with artists and programmers you're golden. Business Consultant - Someone who knows the industry and how it works. Will inquire about possible distribution platforms as well as contact other developers, websites, and publishers on RushSofts behalf. Team Structure - Kasene Clark - Co-Founder/Lead Programmer/Game Designer Casey W - Co-Founder/Artist(GC/Animation)/Game Designer Nathan Mayworm - Game Designer. Website - RushSoft Websitek Contact - Kasene Clark [email protected] - [email protected] Phone - 12075181967 Feedback - Any Thank You! -Kasene

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  • Learning XNA for Game Development. Is it worth It?

    - by Nipuna Silva
    It seems that most of the popular games in the world are developed using C++. But Microsoft's game platform, XNA Studio is based on programming in C# and I didn't find any popular game which was developed using XNA. Also there are fewer Ebooks you find on XNA and even the google search for a problem won't give you much help. Does people doesn't use XNA as a gaming platform? Is it worth learning XNA for game development or should I consider some other platform?

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  • Possible to use Python with Intel's Atom Developer SDK (C/C++)?

    - by Jordan Magnuson
    So I've made a game in Python and PyGame. Now I'm interested in submitting the game to Intel's March Developer Challenge. However, the developer challenge requires use of Intel's Atom Developer SDK (http://appdeveloper.intel.com/en-us/sdk), which only has API's for C and C++. I'm new to Python and PyGame, and have no experience in C or C++. My question is, would it be possible to somehow implement Intel's Atom SDK through/with/from a Python application (as the first link above suggests)? I've read up a little bit on embedding/extending Python into/with C, but I'm not entirely sure what to embed or where. I mean, I know I can do things like this in C: #include <Python.h> int main(int argc, char *argv[]) { Py_Initialize(); PyRun_SimpleString("from time import time,ctime\n" "print 'Today is',ctime(time())\n"); Py_Finalize(); return 0; } But what do I do about all my dependencies on Python and Pygame, for people that don't have those installed on their machines? Normally Py2Exe takes care of compacting the required dependencies (I've managed to package my game into an exe/zip), but how do I take care of that stuff in the context of embedding within C? Can I somehow work with py2exe on this, or do I need to do something entirely different for embedding within C? It seems like it would be a lot easier to go the route of extending Python with the C validation code, rather than trying to embed my whole game within C, but I think that's not an option, "because the library provided is currently only available as a Visual Studio 2008 '.lib'", meaning the application has to be compiled with Visual Studio...? Any help, thoughts, or ideas are much appreciated! You can find the complete SDK Developer's Guide on the intel site above, but here is their "Hello World" using the C Language API: #include <stdio.h> #include “adpcore.h” int main( int argc, char* argv[] ) { ADP_RET_CODE ret_code; const ADP_APPLICATIONID myApplicationID = {{ 0x12345678,0x11112222,0x33331234,0x567890ab}}; if ((ret_code = ADP_Initialize()) != ADP_SUCCESS ){ printf( “ERROR: exiting” ); exit( -1 ); } if (( ret_code = ADP_IsAuthorized( myApplicationId )) == ADP_AUTHORIZED ) printf( “Hello World” ); else printf( “Not authorized to run” ); exit 0; } 35 Page SDK Developer Guide: http:// appdeveloper.intel.com/sites/files/pages/SDK%20Developer%20Guide.pdf

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  • How to reset all the values after completion of the game, before starting it again ?

    - by srikanth rongali
    I have writing a small shooting game in cocos2d. Winning the game is to eliminate all the 10 enemies. After that end screen comes showing 'You Won' and 'Play Again'. If I go for 'Play Again' option the game is starting from where I need. But, the problem is that the game is continuing from previously ended state. I mean it is not starting from enemy 1 again instead it is just showing the end of 10 enemy. I think I have to reset all the values before pushing the scene. But should I reset all the values I have used or there is any other way ? Thank You.

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  • Web services or shared database for (game) server communication?

    - by jaaronfarr
    We have 2 server clusters: the first is made up of typical web applications backed by SQL databases. The second are highly optimized multiplayer game servers which keep all data in memory. Both clusters communicate with clients via HTTP (Ajax with JSON). There are a few cases in which we need to share data between the two server types, for example, reporting back and storing the results of a game (should ultimately end up in the database). We're considering several approaches for inter-server communication: Just share the MySQL databases between clusters (introduce SQL to the game servers) Sharing data in a distributed key-value store like Memcache, Redis, etc. Use an RPC technology like Google ProtoBufs or Apache Thrift Using RESTful web services (the game server would POST back to the web servers, for example) At the moment, we're leaning towards web services or just sharing the database. Sharing the database seems easy, but we're concerned this adds extra memory and a new dependency into the game servers. Web services provide good separation of concerns and fit with the existing Ajax we use, but add complexity, overhead and many more ways for communication to fail. Are there any other good reasons not to use one or the other approach? Which would be easier to scale?

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  • How do game trainers change an address in memory that's dynamic?

    - by GameTrainersWTF
    Lets assume I am a game and I have a global int* that contains my health. A game trainer's job is to modify this value to whatever in order to achieve god mode. I've looked up tutorials on game trainers to understand how they work, and the general idea is to use a memory scanner to try and find the address of a certain value. Then modify this address by injecting a dll or whatever. But I made a simple program with a global int* and its address changes every time I run the app, so I don't get how game trainers can hard code these addresses? Or is my example wrong? What am I missing?

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  • How do game trainers change a address in memory thats dynamic?

    - by GameTrainersWTF
    Lets assume i am a game and i have a global int* that contains my health. A game trainers job is to modify this value to whatever in order to achieve god mode. I've looked up tutorials on game trainers to understand how they work, and the general idea is to use a memory scanner to try and find the address of a certain value. Then modify this address by injecting a dll or whatever. But i made a simple program with a global int* and its address changes every time i run the app, so i don't get how game trainers can hard code these addresses? Or is my example wrong? What am i missing?

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  • How online-game clients are able to exchange data through internet so fast?

    - by Kirzilla
    Hello, Let's imagine really simple game... We have a labirinth and two players trying to find out exit in real time through internet. On every move game client should send player's coordinates to server and accept current coordinates of another client. How is it possible to make this exchange so fast (as all modern games do). Ok, we can use memcache or similar technology to reduce data mining operations on server side. We can also use fastest webserver etc., but we still will have problems with timings. So, the questions are... What protocol game clients are usually using for exchanging information with server? What server technologies are coming to solve this problem? What algorithms are applied for fighting with delays during game etc. PS: Sorry for my English and I hope that my question is clear. Thank you.

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  • Book Review: Oracle ADF Real World Developer’s Guide

    - by Frank Nimphius
    Recently PACKT Publishing published "Oracle ADF Real World Developer’s Guide" by Jobinesh Purushothaman, a product manager in our team. Though already the sixth book dedicated to Oracle ADF, it has a lot of great information in it that none of the previous books covered, making it a safe buy even for those who own the other books published by Oracle Press (McGrwHill) and PACKT Publishing. More than the half of the "Oracle ADF Real World Developer’s Guide" book is dedicated to Oracle ADF Business Components in a depth and clarity that allows you to feel the expertise that Jobinesh gained in this area. If you enjoy Jobinesh blog (http://jobinesh.blogspot.co.uk/) about Oracle ADF, then, no matter what expert you are in Oracle ADF, this book makes you happy as it provides you with detail information you always wished to have. If you are new to Oracle ADF, then this book alone doesn't get you flying, but, if you have some Java background, accelerates your learning big, big, big times. Chapter 1 is an introduction to Oracle ADF and not only explains the layers but also how it compares to plain Java EE solutions (page 13). If you are new to Oracle JDeveloper and ADF, then at the end of this chapter you know how to start JDeveloper and begin your ADF development Chapter 2 starts with what Jobinesh really is good at: ADF Business Components. In this chapter you learn about the architecture ingredients of ADF Business Components: View Objects, View Links, Associations, Entities, Row Sets, Query Collections and Application Modules. This chapter also provides a introduction to ADFBC SDO services, as well as sequence diagrams for what happens when you execute queries or commit updates. Chapter 3 is dedicated to entity objects and  is one of many chapters in this book you will enjoy and never want to miss. Jobinesh explains the artifacts that make up an entity object, how to work with entities and resource bundles, and many advanced topics, including inheritance, change history tracking, custom properties, validation and cursor handling.  Chapter 4 - you guessed it - is all about View objects. Comparable to entities, you learn about the XM files and classes that make a view object, as well as how to define and work with queries. List-of-values, inheritance, polymorphism, bind variables and data filtering are interesting - and important topics that follow. Again the chapter provides helpful sequence diagrams for you to understand what happens internally within a view object. Chapter 5 focuses on advanced view object and entity object topics, like lifecycle callback methods and when you want to override them. This chapter is a good digest of Jobinesh's blog entries (which most ADF developers have in their bookmark list). Really worth reading ! Chapter 6 then is bout Application Modules. Beside of what application modules are, this chapter covers important topics like properties, passivation, activation, application module pooling, how and where to write custom logic. In addition you learn about the AM lifecycle and request sequence. Chapter 7 is about the ADF binding layer. If you are new to Oracle ADF and got lost in the more advanced ADF Business Components chapters, then this chapter is where you get back into the game. In very easy terms, Jobinesh explains what the ADF binding is, how it fits into the JSF request lifecycle and what are the metadata file involved. Chapter 8 then goes into building data bound web user interfaces. In this chapter you get the basics of JavaServer Faces (e.g. managed beans) and learn about the interaction between the JSF UI and the ADF binding layer. Later this chapter provides advanced solutions for working with tree components and list of values. Chapter 9 introduces bounded task flows and ADF controller. This is a chapter you want to read if you are new to ADF of have started. Experts don't find anything new here, which doesn't mean that it is not worth reading it (I for example, enjoyed the controller talk very much) Chapter 10 is an advanced coverage of bounded task flow and talks about contextual events  Chapter 11 is another highlight and explains error handling, trains, transactions and more. I can only recommend you read this chapter. I am aware of many documents that cover exception handling in Oracle ADF (and my Oracle Magazine article for January/February 2013 does the same), but none that covers it in such a great depth. Chapter 12 covers ADF best practices, which is a great round-up of all the tips provided in this book (without Jobinesh to repeat himself). Its all cool stuff that helps you with your ADF projects. In summary, "Oracle ADF Real World Developer’s Guide" by Jobinesh Purushothaman is a great book and addition for all Oracle ADF developers and those who want to become one. Frank

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  • Top Tier, A-Game Talent - How to Land em'

    - by GeekAgilistMercenary
    Recently the question came up from a close friend of mine, "will my PhD help me attain a higher income in the north west?"  I had to tell him, that it might get him a little more, but it won't get him in the top income brackets for the occupation.  Another time, a few days later, someone else asked this too.  Then again, I see a job posting that requires a Bachelors Degree and some other nonsense.  The job posting even states they want "A-Game" talent. I am almost shocked at how poorly part of this industry doesn't realize how unimportant a degree is to getting real top tier, a-game talent.  (and yes, I get a little riled up about this matter) You Can't Make Good Software Developers.  No college out there is going to train someone to be in the top 10%, and absolutely not to be in the top 5% of skill levels.  Colleges can NOT do this.  It is up to the individual, and the individual alone.  If top tier talent seems to come from a college, one should check their premise and look at the motivations the individuals have to go to that school.  There is most likely a reason that top tier talent appears to be made there.  The college however, can only guide or assist, but I repeat that "top tier talent is a very individualistic endeavor". Some might say, well a group is needed, support is needed, this and that are needed.  True, an individual needs a support system and a college can provide that, but it generally ends there.  The support group helps, provides a sounding wall, and provides correlation to good ideas for the a-game top tier geek.  But again, the endeavor is the individuals desire. top tier talent is a very individualistic endeavor - Me Hiring Top Tier, A-Game Talent There are a few things when trying to hire this level of game player. The first thing is to not require a degree of any sort.  Sure, it looks good, but it won't dictate anything other than the individual was able to go through the regimented steps of college. List the skills and ideas that you would like to find in an individual.  Think of two people meeting for the first time, what do you want to know about the other individual.  Team fit is absolutely fundamental for top tier talent.  That support group that I mentioned above, top tier talent works best with a solid group of players. Keep your technology up to date, moving forward, and don't bore your top talent if you manage to get it.  If the company slows down, they will leave.  The more valuable they find out they are, the lower tolerance they'll have for this.  For managers, directors, and leaders in an organization this is THE challenge for them. Provide opportunities not just for advancement, but ways for them to advance their knowledge such as training, a book budget, or other means.  Even if some software they want to use isn't used ton the project, get it for them (within reason of course ? couple $100 or even a few $1000 for a good software license to MSDN, Tellerik, or other suite of software is ideal). Don't push them to, and don't let them overwork themselves into burnout.  This, as a leader in an organization is easy to do if one finds themselves actually hiring top talent.  Because top talent just provides results and more results.  But they are human, they will break, don't be the cause of that or you'll lose your talent. For now, that is it from me on this topic, back to the revenue, code, projects, and pushing forward. For the original entry, check out my personal blog with other juicy tech tidbits, rants, raves, and the like. Agilist Mercenary

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  • Code Structure / Level Design: Plants vs Zombies game level dissection

    - by lalan
    Hi Friends, I am interested in learning the class structure of Plants vs Zombies, particularly level design; for those who haven't played it - this video contains nice play-through: http://www.youtube.com/watch?v=89DfdOIJ4xw. How would I go ahead and design the code, mostly structure & classes, which allows for maximum flexibility & clean development? I am familiar with data driven design concepts, and would use events to handle most of dynamic behavior. Dissection at macro level: (Once every Level) Load tilemap, props, etc -- basically build the map (Once every Level) Camera Movement - might consider it as short cut-scene (Once every Level) Show Enemies you'll face during present level (Once every Level) Unit Selection Window/Panel - selection of defensive plants (Once every Level) Camera Movement - might consider it as short cut-scene (Once every Level) HUD Creation - based on unit selection (Level Loop) Enemy creation - based on types of zombies allowed (Level Loop) Sun/Resource generation (Level Loop) Show messages like 'huge wave of zombies coming', 'final wave' (Level Loop) Other unique events - Spawn gifts, money, tombstones, etc (Once every Level) Unlock new plant Potential game scripts: a) Level definitions: Level_1_1.xml, Level_1_2.xml, etc. Level_1_1.xml :: Sample script <map> <tilemap>tilemapFrontLawn</tilemap> <SpawnPoints> tiles where particular type of zombies (land vs water) may spawn</spawnPoints> <props> position, entity array -- lawnmower, </props> </map> <zombies> <... list of zombies who gonna attack by ids...> </zombies> <plants> <... list by plants which are available for defense by ids...> </plants> <progression> <ZombieWave name='first wave' spawnScript='zombieLightWave.lua' unlock='null'> <startMessages time=1.5>Ready</startMessages> <endMessages time=1.5>Huge wave of zombies incoming</endMessages> </ZombieWave> </progression> b) Entities definitions: .xmls containing zombies, plants, sun, lawnmower, coins, etc description. Potential classes: //LevelManager - Based on the level under play, it will load level script. Few of the // functions it may have: class LevelManager { public: bool load(string levelFileName); bool enter(); bool update(float deltatime); bool exit(); private: LevelData* mLevelData; } // LevelData - Contains the details of level loaded by LevelManager. class LevelData { private: string file; // array of camera,dialog,attackwaves, etc in active level LevelCutSceneCamera** mArrayCutSceneCamera; LevelCutSceneDialog** mArrayCutSceneDialog; LevelAttackWave** mArrayAttackWave; .... // which camera,dialog,attackwave is active in level uint mCursorCutSceneCamera; uint mCursorCutSceneDialog; uint mCursorAttackWave; public: // based on cursor, get the next camera,dialog,attackwave,etc in active level // return false/true based on failure/success bool nextCutSceneCamera(LevelCutSceneCamera**); bool nextCutSceneDialog(LevelCutSceneDialog**); } // LevelUnderPlay- LevelManager class LevelUnderPlay { private: LevelCutSceneCamera* mCutSceneCamera; LevelCutSceneDialog* mCutSceneDialog; LevelAttackWave* mAttackWave; Entities** mSelectedPlants; Entities** mAllowedZombies; bool isCutSceneCameraActive; public: bool enter(); bool update(float deltatime); bool exit(); } I am totally confused.. :( Does it make sense of using class composition (have flat class hierarchy) for managing levels. Is it a good idea to just add/remove/update sprites (or any drawable stuff) to current scene from LevelManager or LevelUnderPlay? If I want to make non-linear level design, how should I go ahead? Perhaps I would need a LevelProgression class, which would decide what to do based on decision tree. Any suggestions would be appreciated very much. Thank for your time, lalan

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  • Oracle Social Network Developer Challenge Winners

    - by kellsey.ruppel
    Originally posted by Jake Kuramoto on The Apps Lab blog. Now that OpenWorld 2012 has wrapped, I have time to tell you all about what happened. Maybe you recall that Noel (@noelportugal) and I were running a modified hackathon during the show, the Oracle Social Network Developer Challenge. Without further ado, congratulations to Dimitri Gielis (@dgielis) and Martin Giffy D’Souza (@martindsouza) on their winning entry, an integration between Oracle APEX and Oracle Social Network that integrates feedback and bug submission with Oracle Social Network Conversations, allowing developers, end-users and project leaders to view and discuss the feedback on their APEX applications from within Oracle Social Network. Update: Bob Rhubart of OTN (@brhubart) interviewed Dimitri and Martin right after their big win. Money quote from Dimitri when asked what he’d buy with the $500 in Amazon gift cards, “Oracle Social Network.” Nice one. In their own words: In the developers perspective it’s important to get feedback soon, so after a first iteration and end-users start to test, they can give feedback of the application. Previously it stopped there, and it was up to the developer to communicate further with email, phone etc. With OSN every feedback and communication gets logged and other people can see the discussion immediately as well. For the end users perspective he can now communicate in a more efficient way to not only the developers, but also between themselves. Maybe many end-users (in different locations) would like to change some behaviour, by using OSN they can see the entry somebody put in with a screenshot and they can just start to chat about it. Some key technical end users can have lighten the tasks of the development team by looking at the feedback first and start to communicate with their peers. For the project manager he has now the ability to really see what communication has taken place in certain areas and can make decisions on that. Later, if things come up again, he can always go back in OSN and see what was said at that moment in time. Integrating OSN in the APEX applications enhances the user experience, makes the lives of the developers easier and gives a better overview to project managers. Incidentally, you may already know Dimitri and Martin, since both are Oracle Ace Directors. I ran into Martin at the Ace Director briefings Friday before the conference started, and at that point, he wasn’t sure he’d have time to enter the Challenge. After some coaxing, he and Dimitri agreed to give it a go and banged out their entry on Tuesday night, or more accurately, very early Wednesday morning, the day of the Challenge judging. I think they said it took them about four hours of hardcore coding to get it done, very much like a traditional hackathon, which is essentially a code sprint from idea to finished product. Here are some screenshots of the workflow they built. #gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } I love this idea, i.e. closing the loop between web developers and users, a very common pain point, and so did our judges. Speaking of, special thanks to our panel of three judges: Reggie Bradford (@reggiebradford), serial entrepreneur, founder of Vitrue and SVP of Cloud Product Development at Oracle Robert Hipps (@roberthipps), VP of Development for Oracle Social Network and my former boss Roland Smart (@rsmartx), VP of Social Marketing and the brains behind the Oracle Social Developer Community Finally, thanks to everyone who made this possible, including: The three other teams from HarQen (@harqen), TEAM Informatics (@teaminformatics) and Fishbowl Solutions (@fishbowle20) featuring Friend of the ‘Lab John Sim (@jrsim_uix), who finished and presented entries. I’ll be posting the details of their work this week. The one guy who finished an entry, but couldn’t make the judging, Bex Huff (@bex). Bex rallied from a hospitalization due to an allergic reaction during the show; he’s fine, don’t worry. I’ll post details of his work next week, too. The 40-plus people who registered to compete in the Challenge. Noel for all his hard work, sample code, and flying monkey target, more on that to come. The Oracle Social Network development team for supporting this event. Everyone in legal and the beta program office for their help. And finally, the Oracle Technology Network (@oracletechnet) for hosting the event and providing countless hours of operational and moral support. Sorry if I’ve missed some people, since this was a huge team effort. This event was a big success, and we plan to do similar events in the future. Stay tuned to this channel for more. 

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  • Becoming A Great Developer

    - by Lee Brandt
    Image via Wikipedia I’ve been doing the whole programming thing for awhile and reading and watching some of the best in the business. I have come to notice that the really great developers do a few things that (I think) makes them great. Now don’t get me wrong, I am not saying that I am one of these few. I still struggle with doing some of the things that makes one great at development. Coincidently, many of these things also make you a better person period. Believe That Guidance Is Better Than Answers This is one I have no problem with. I prefer guidance any time I am learning from another developer. Answers may get you going, but guidance will leave you stranded. At some point, you will come across a problem that can only be solved by thinking for yourself and this is where that guidance will really come in handy. You can use that guidance and extrapolate whatever technology to salve that problem (if it’s the right tool for solving that problem). The problem is, lots of developers simply want someone to tell them, “Do this, then this, then set that, and write this.” Favor thinking and learn the guidance of doing X and don’t ask someone to show you how to do X, if that makes sense. Read, Read and Read If you don’t like reading, you’re probably NOT going to make it into the Great Developer group. Great developers read books, they read magazines and they read code. Open source playgrounds like SourceForge, CodePlex and GitHub, have made it extremely easy to download code from developers you admire and see how they do stuff. Chances are, if you read their blog too, they’ll even explain WHY they did what they did (see “Guidance” above). MSDN and Code Magazine have not only code samples, but explanations of how to use certain technologies and sometimes even when NOT to use that same technology. Books are also out on just about every topic. I still favor the less technology centric books. For instance, I generally don’t buy books like, “Getting Started with Jiminy Jappets”. I look for titles like, “How To Write More Effective Code” (again, see guidance). The Addison-Wesley Signature Series is a great example of these types of books. They teach technology-agnostic concepts. Head First Design Patterns is another great guidance book. It teaches the "Gang Of Four" Design Patterns in a very easy-to-understand, picture-heavy way (I LIKE pictures). Hang Your Balls Out There Even though the advice came from a 3rd-shift Kinko’s attendant, doesn’t mean it’s not sound advice. Write some code and put it out for others to read, criticize and castigate you for. Understand that there are some real jerks out there who are absolute geniuses. Don’t be afraid to get some great advice wrapped in some really nasty language. Try to take what’s good about it and leave what’s not. I have a tough time with this myself. I don’t really have any code out there that is available for review (other than my demo code). It takes some guts to do, but in the end, there is no substitute for getting a community of developers to critique your code and give you ways to improve. Get Involved Speaking of community, the local and online user groups and discussion forums are a great place to hear about technologies and techniques you might never come across otherwise. Mostly because you might not know to look. But, once you sit down with a bunch of other developers and start discussing what you’re interested in, you may open up a whole new perspective on it. Don’t just go to the UG meetings and watch the presentations either, get out there and talk, socialize. I realize geeks weren’t meant to necessarily be social creatures, but if you’re amongst other geeks, it’s much easier. I’ve learned more in the last 3-4 years that I have been involved in the community that I did in my previous 8 years of coding without it. Socializing works, even if socialism doesn’t. Continuous Improvement Lean proponents might call this “Kaizen”, but I call it progress. We all know, especially in the technology realm, if you’re not moving ahead, you’re falling behind. It may seem like drinking from a fire hose, but step back and pick out the technologies that speak to you. The ones that may you’re little heart go pitter-patter. Concentrate on those. If you’re still overloaded, pick the best of the best. Just know that if you’re not looking at the code you wrote last week or at least last year with some embarrassment, you’re probably stagnating. That’s about all I can say about that, cause I am all out of clichés to throw at it. :0) Write Code Great painters paint, great writers write, and great developers write code. The most sure-fire way to improve your coding ability is to continue writing code. Don’t just write code that your work throws on you, pick that technology you love or are curious to know more about and walk through some blog demo examples. Take the language you use everyday and try to get it to do something crazy. Who knows, you might create the next Google search algorithm! All in all, being a great developer is about finding yourself in all this code. If it is just a job to you, you will probably never be one of the “Great Developers”, but you’re probably okay with that. If, on the other hand, you do aspire to greatness, get out there and GET it. No one’s going hand it to you.

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  • Collision Detection on floor tiles Isometric game

    - by Anivrom
    I am having a very hard to time figuring out a bug in my code. It should have taken me 20 minutes but instead I've been working on it for over 12 hours. I am writing a isometric tile based game where the characters can walk freely amongst the tiles, but not be able to cross over to certain tiles that have a collides flag. Sounds easy enough, just check ahead of where the player is going to move using a Screen Coordinates to Tile method and check the tiles array using our returned xy indexes to see if its collidable or not. if its not, then don't move the character. The problem I'm having is my Screen to Tile method isn't spitting out the proper X,Y tile indexes. This method works flawlessly for selecting tiles with the mouse. NOTE: My X tiles go from left to right, and my Y tiles go from up to down. Reversed from some examples on the net. Here's the relevant code: public Vector2 ScreentoTile(Vector2 screenPoint) { //Vector2 is just a object with x and y float properties //camOffsetX,Y are my camera values that I use to shift everything but the //current camera target when the target moves //tilescale = 128, screenheight = 480, the -46 offset is to center // vertically + 16 px for some extra gfx in my tile png Vector2 tileIndex = new Vector2(-1,-1); screenPoint.x -= camOffsetX; screenPoint.y = screenHeight - screenPoint.y - camOffsetY - 46; tileIndex.x = (screenPoint.x / tileScale) + (screenPoint.y / (tileScale / 2)); tileIndex.y = (screenPoint.x / tileScale) - (screenPoint.y / (tileScale / 2)); return tileIndex; } The method that calls this code is: private void checkTileTouched () { if (Gdx.input.justTouched()) { if (last.x >= 0 && last.x < levelWidth && last.y >= 0 && last.y < levelHeight) { if (lastSelectedTile != null) lastSelectedTile.setColor(1, 1, 1, 1); Sprite sprite = levelTiles[(int) last.x][(int) last.y].sprite; sprite.setColor(0, 0.3f, 0, 1); lastSelectedTile = sprite; } } if (touchDown) { float moveX=0,moveY=0; Vector2 pos = new Vector2(); if (player.direction == direction_left) { moveX = -(player.moveSpeed); moveY = -(player.moveSpeed / 2); Gdx.app.log("Movement", String.valueOf("left")); } else if (player.direction == direction_upleft) { moveX = -(player.moveSpeed); moveY = 0; Gdx.app.log("Movement", String.valueOf("upleft")); } else if (player.direction == direction_up) { moveX = -(player.moveSpeed); moveY = player.moveSpeed / 2; Gdx.app.log("Movement", String.valueOf("up")); } else if (player.direction == direction_upright) { moveX = 0; moveY = player.moveSpeed; Gdx.app.log("Movement", String.valueOf("upright")); } else if (player.direction == direction_right) { moveX = player.moveSpeed; moveY = player.moveSpeed / 2; Gdx.app.log("Movement", String.valueOf("right")); } else if (player.direction == direction_downright) { moveX = player.moveSpeed; moveY = 0; Gdx.app.log("Movement", String.valueOf("downright")); } else if (player.direction == direction_down) { moveX = player.moveSpeed; moveY = -(player.moveSpeed / 2); Gdx.app.log("Movement", String.valueOf("down")); } else if (player.direction == direction_downleft) { moveX = 0; moveY = -(player.moveSpeed); Gdx.app.log("Movement", String.valueOf("downleft")); } //Player.moveSpeed is 1 //tileObjects.x is drawn in the center of the screen (400px,240px) // the sprite width is 64, height is 128 testX = moveX * 10; testY = moveY * 10; testX += tileObjects.get(player.zIndex).x + tileObjects.get(player.zIndex).sprite.getWidth() / 2; testY += tileObjects.get(player.zIndex).y + tileObjects.get(player.zIndex).sprite.getHeight() / 2; moveX += tileObjects.get(player.zIndex).x + tileObjects.get(player.zIndex).sprite.getWidth() / 2; moveY += tileObjects.get(player.zIndex).y + tileObjects.get(player.zIndex).sprite.getHeight() / 2; pos = ScreentoTile(new Vector2(moveX,moveY)); Vector2 pos2 = ScreentoTile(new Vector2(testX,testY)); if (!levelTiles[(int) pos2.x][(int) pos2.y].collides) { Vector2 newPlayerPos = ScreentoTile(new Vector2(moveX,moveY)); CenterOnCoord(moveX,moveY); player.tileX = (int)newPlayerPos.x; player.tileY = (int)newPlayerPos.y; } } } When the player is moving to the left (downleft-ish from the viewers point of view), my Pos2 X values decrease as expected but pos2 isnt checking ahead on the x tiles, it is checking ahead on the Y tiles(as if we were moving DOWN, not left), and vice versa, if the player moves down, it will check ahead on the X values (as if we are moving LEFT, instead of DOWN). instead of the Y values. I understand this is probably the most confusing and horribly written post ever, but I'm confused myself so I'm having a hard time explaining it to others lol. if you need more information please ask!! I'm so frustrated after over 12 hours of working on it I'm about to give up.

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  • When does "proper" programming no longer matter?

    - by Kai Qing
    I've been a full time programmer for about 8 years now. Web based mostly, ranging in weird jobs for clients. Never anything I "want" to do. So my experience is limited to what I've been contracted to do, having no real incentive to master anything in particular. So here's my scenario and ultimately what I wonder about... I've been building an android game in my spare time. It's using the libgdx library so quite a bit of the heavy lifting is done for me. I don't read much of the docs cause unless it's in tutorial format I will just not care, and ultimately most of my questions have already been asked on stackoverflow. I get along fine and my game works as expected... Suspiciously well, even. So much so that I wonder why one should bother to be "proper" when coding if the end result is ultimately the same. To be more specific, I used a hashtable because I wanted something close to an associative array. Human readable key values. In other places to achieve similar things, I use a vector. I know libgdx has vector2 and vector3 classes, but I've never used them. When I come across weird problems and search stackoverflow for help, I see a lot of people just reaming the questions that use a certain datatype when another one is technically "proper." Like using an ArrayList because it does not require defined bounds versus re-defining an int[] with new known boundaries. Or even something trivial like this: for(int i = 0; i < items.length; i ++) { // do something } I know it evaluates item.length on every iteration. I just don't care. I know items will never be more than 15 to 20 items. So why bother caring if I evaluate items.length on every iteration? So I wonder - why does everyone get all up in arms over this? Who cares if I use a less efficient datatype to get the job done? I ran some tests to see how the app performs using the lazy, get it done fast and don't look back method I just described versus the proper, follow the tutorial and use the exact data types suggested by the community. The results: Same thing. Average 45 fps. I opened every app on the phone and galaxy tab. Same deal. No difference. My game is pretty graphic intensive. It's not like it's just a simple thing. I expected it to perform kind of badly since I don't care to optimize image assets or... well, you probably get the idea. I'm making the game for fun. As a joke, really. But in doing so I'm working outside the normal scope of my job, which is to always follow the rules and do it the right way. So to say, I am without bounds here and this has caused me to wonder why I ever really care to be "proper" So I guess my question to you is this: Is there a threshold when it no longer matters to be proper? Is there a lasting, longer term consequence to the lazy, get it done and don't look back route? Is it ok to say - "so long as it gets the job done, I don't care?" Disclaimer: When I program my game, I am almost always drunk. I do it to remember why I got into this stuff to begin with because the monotony of client based web work will make you hate being a programmer. I'm having a blast and my game is not crashing, tests well, performs well, looks good on all devices so far and has no noticeable negative impact on any of my testing devices. I expected failure because I was being so drunkenly careless with my code, but to my surprise, it had no noticeable impact. I am now starting to question the need to be careful. Help me regain the ability to care! ... or explain why it's not a bad thing to not care. Secondary disclaimer: I am aware of the benefits of maintainability. For myself and others. Agreed. But it's not like someone happening across my inefficient int[] loop won't know what it does. As an experienced programmer those kinds of things are just clear on sight. I document the complex stuff for myself knowing I was drunk and will probably need a reminder. Those notes would clarify any confusion for someone who might ever gaze upon my ridiculous game - though the reality is that either I maintain it myself or it fades into time. I'm ok with that. But if it doesn't slow the device down, or crash, then crossing the t's and dotting the i's might actually require more time than it's worth.

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  • Improving Click and Drag with C++

    - by Josh
    I'm currently using SFML 2.0 to develop a game in C++. I have a game sprite class that has a click and drag method. The method works, but there is a slight problem. If the mouse moves too fast, the object the user selected can't keep up and is left behind in the spot where the mouse left its bounds. I will share the class definition and the given function implementation. Definition: class codePeg { protected: FloatRect bounds; CircleShape circle; int xPos, yPos, xDiff, yDiff, once; int xBase, yBase; Vector2i mousePos; Vector2f circlePos; public: void init(RenderWindow& Window); void draw(RenderWindow& Window); void drag(RenderWindow& Window); void setPegPosition(int x, int y); void setPegColor(Color pegColor); void mouseOver(RenderWindow& Window); friend int isPegSelected(void); }; Implementation of the "drag" function: void codePeg::drag(RenderWindow& Window) { mousePos = Mouse::getPosition(Window); circlePos = circle.getPosition(); if(Mouse::isButtonPressed(Mouse::Left)) { if(mousePos.x > xPos && mousePos.y > yPos && mousePos.x - bounds.width < xPos && mousePos.y - bounds.height < yPos) { if(once) { xDiff = mousePos.x - circlePos.x; yDiff = mousePos.y - circlePos.y; once = 0; } xPos = mousePos.x - xDiff; yPos = mousePos.y - yDiff; circle.setPosition(xPos, yPos); } } else { once = 1; xPos = xBase; yPos = yBase; xDiff = 0; yDiff = 0; circle.setPosition(xBase, yBase); } Window.draw(circle); } Like I said, the function works, but to me, the code is very ugly and I think it could be improved and could be more efficient. The only thing I can think of as to why the object cannot keep up with the mouse is that there are too many function calls and/or checks. The user does not really have to mouse the mouse "fast" for it to happen, I would say at an average pace the object is left behind. How can I improve the code so that the object remains with the mouse when it is selected? Any help improving this code or giving advice is greatly appreciated.

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  • Shuffle tiles position in the beginning of the game XNA Csharp

    - by GalneGunnar
    Im trying to create a puzzlegame where you move tiles to certain positions to make a whole image. I need help with randomizing the tiles startposition so that they don't create the whole image at the beginning. There is also something wrong with my offset, that's why it's set to (0,0). I know my code is not good, but Im just starting to learn :] Thanks in advance My Game1 class: { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D PictureTexture; Texture2D FrameTexture; // Offset för bildgraff Vector2 Offset = new Vector2(0,0); //skapar en array som ska hålla delar av den stora bilden Square[,] squareArray = new Square[4, 4]; // Random randomeraBilder = new Random(); //Width och Height för bilden int pictureHeight = 95; int pictureWidth = 144; Random randomera = new Random(); int index = 0; MouseState oldMouseState; int WindowHeight; int WindowWidth; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; //scalar Window till 800x 600y graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 600; graphics.ApplyChanges(); } protected override void Initialize() { IsMouseVisible = true; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); PictureTexture = Content.Load<Texture2D>(@"Images/bildgraff"); FrameTexture = Content.Load<Texture2D>(@"Images/framer"); //Laddar in varje liten bild av den stora bilden i en array for (int x = 0; x < 4; x++) { for (int y = 0; y < 4; y++) { Vector2 position = new Vector2(x * pictureWidth, y * pictureHeight); position = position + Offset; Rectangle square = new Rectangle(x * pictureWidth, y * pictureHeight, pictureWidth, pictureHeight); Square frame = new Square(position, PictureTexture, square, Offset, index); squareArray[x, y] = frame; index++; } } } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); MouseState ms = Mouse.GetState(); if (oldMouseState.LeftButton == ButtonState.Pressed && ms.LeftButton == ButtonState.Released) { // ta reda på vilken position vi har tryckt på int col = ms.X / pictureWidth; int row = ms.Y / pictureHeight; for (int x = 0; x < squareArray.GetLength(0); x++) { for (int y = 0; y < squareArray.GetLength(1); y++) { // kollar om rutan är tom och så att indexet inte går utanför för "col" och "row" if (squareArray[x, y].index == 0 && col >= 0 && row >= 0 && col <= 3 && row <= 3) { if (squareArray[x, y].index == 0 * col) { //kollar om rutan brevid mouseclick är tom if (col > 0 && squareArray[col - 1, row].index == 0 || row > 0 && squareArray[col, row - 1].index == 0 || col < 3 && squareArray[col + 1, row].index == 0 || row < 3 && squareArray[col, row + 1].index == 0) { Square sqaure = squareArray[col, row]; Square hal = squareArray[x, y]; squareArray[x, y] = sqaure; squareArray[col, row] = hal; for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { Vector2 goalPosition = new Vector2(x * pictureWidth, y * pictureHeight); squareArray[x, y].Swap(goalPosition); } } } } } } } } //if (oldMouseState.RightButton == ButtonState.Pressed && ms.RightButton == ButtonState.Released) //{ // for (int x = 0; x < 4; x++) // { // for (int y = 0; y < 4; y++) // { // } // } //} oldMouseState = ms; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); WindowHeight = Window.ClientBounds.Height; WindowWidth = Window.ClientBounds.Width; Rectangle screenPosition = new Rectangle(0,0, WindowWidth, WindowHeight); spriteBatch.Begin(); spriteBatch.Draw(FrameTexture, screenPosition, Color.White); //Ritar ut alla brickorna förutom den som har index 0 for (int x = 0; x < 4; x++) { for (int y = 0; y < 4; y++) { if (squareArray[x, y].index != 0) { squareArray[x, y].Draw(spriteBatch); } } } spriteBatch.End(); base.Draw(gameTime); } } } My square class: class Square { public Vector2 position; public Texture2D grafTexture; public Rectangle square; public Vector2 offset; public int index; public Square(Vector2 position, Texture2D grafTexture, Rectangle square, Vector2 offset, int index) { this.position = position; this.grafTexture = grafTexture; this.square = square; this.offset = offset; this.index = index; } public void Draw(SpriteBatch spritebatch) { spritebatch.Draw(grafTexture, position, square, Color.White); } public void RandomPosition() { } public void Swap(Vector2 Goal ) { if (Goal.X > position.X) { position.X = position.X + 144; } else if (Goal.X < position.X) { position.X = position.X - 144; } else if (Goal.Y < position.Y) { position.Y = position.Y - 95; } else if (Goal.Y > position.Y) { position.Y = position.Y + 95; } } } }

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  • ERROR: iPhone Private Frameworks "No such file or directory"

    - by WrightsCS
    I have added Private Frameworks To my project. When I build in DEVICE | RELEASE everything works fine and I am able to ldid -S the application and it successfully launches on my device. However, when trying to BUILD AND GO in Simulator, I get the error "No such file or directory" as indicated below: (I also get the error twice which is strange too.) Line Location HomeProfileViewController.h:10: error: BluetoothManager/BluetoothManager.h: No such file or directory Below are the project and build settings that I currently have, maybe someone can find a mistake and let me know, that would be awesome! PROJECT SETTINGS: PRIVATE_HEADERS_FOLDER_PATH = "/Developer/SDKs/iPhoneOS.sdk/Versions/iPhoneOS3.0.sdk/include" PUBLIC_HEADERS_FOLDER_PATH = "/Developer/SDKs/iPhoneOS.sdk/Versions/iPhoneOS3.0.sdk/include" USER_HEADER_SEARCH_PATHS = "/Developer/SDKs/iPhoneOS.sdk/Versions/iPhoneOS3.0.sdk/include" OTHER_CFLAGS = "-I/Developer/SDKs/iPhoneOS.sdk/Versions/iPhoneOS3.0.sdk/include-I/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/usr/include-I/Developer/Platforms/iPhoneOS.platform/Developer/usr/lib/gcc/arm-apple-darwin9/4.0.1/include-F/System/Library/Frameworks-F/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/System/Library/Frameworks-F/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/System/Library/PrivateFrameworks-DMAC_OS_X_VERSION_MAX_ALLOWED=1050" TARGET BUILD SETTINGS: PRIVATE_HEADERS_FOLDER_PATH = "/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/System/Library/PrivateFrameworks" FRAMEWORK_SEARCH_PATHS = "$(inherited) $(SDKROOT)$(SYSTEM_LIBRARY_DIR)/PrivateFrameworks" USER_HEADER_SEARCH_PATHS = "/Developer/SDKs/iPhoneOS.sdk/Versions/iPhoneOS3.0.sdk/include/**" OTHER_CFLAGS = "-I/Developer/SDKs/iPhoneOS.sdk/Versions/iPhoneOS3.0.sdk/include-I/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/usr/include-I/Developer/Platforms/iPhoneOS.platform/Developer/usr/lib/gcc/arm-apple-darwin9/4.0.1/include-F/System/Library/Frameworks-F/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/System/Library/Frameworks-F/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/System/Library/PrivateFrameworks-DMAC_OS_X_VERSION_MAX_ALLOWED=1050" Note: The quotation marks in the paths aren't actually in my project, I put them in so the site will syntax them better. Cydia

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  • Game Over function is not working Starling

    - by aNgeLyN omar
    I've been following a tutorial over the web but it somehow did not show something about creating a game over function. I am new to the Starling framework and Actionscript so I'm kind of still trying to find a way to make it work. Here's the complete snippet of the code. package screens { import flash.geom.Rectangle; import flash.utils.getTimer; import events.NavigationEvent; import objects.GameBackground; import objects.Hero; import objects.Item; import objects.Obstacle; import starling.display.Button; import starling.display.Image; import starling.display.Sprite; import starling.events.Event; import starling.events.Touch; import starling.events.TouchEvent; import starling.text.TextField; import starling.utils.deg2rad; public class InGame extends Sprite { private var screenInGame:InGame; private var screenWelcome:Welcome; private var startButton:Button; private var playAgain:Button; private var bg:GameBackground; private var hero:Hero; private var timePrevious:Number; private var timeCurrent:Number; private var elapsed:Number; private var gameState:String; private var playerSpeed:Number = 0; private var hitObstacle:Number = 0; private const MIN_SPEED:Number = 650; private var scoreDistance:int; private var obstacleGapCount:int; private var gameArea:Rectangle; private var touch:Touch; private var touchX:Number; private var touchY:Number; private var obstaclesToAnimate:Vector.<Obstacle>; private var itemsToAnimate:Vector.<Item>; private var scoreText:TextField; private var remainingLives:TextField; private var gameOverText:TextField; private var iconSmall:Image; static private var lives:Number = 2; public function InGame() { super(); this.addEventListener(starling.events.Event.ADDED_TO_STAGE, onAddedToStage); } private function onAddedToStage(event:Event):void { this.removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage); drawGame(); scoreText = new TextField(300, 100, "Score: 0", "MyFontName", 35, 0xD9D919, true); remainingLives = new TextField(600, 100, "Lives: " + lives +" X ", "MyFontName", 35, 0xD9D919, true); iconSmall = new Image(Assets.getAtlas().getTexture("darnahead1")); iconSmall.x = 360; iconSmall.y = 40; this.addChild(iconSmall); this.addChild(scoreText); this.addChild(remainingLives); } private function drawGame():void { bg = new GameBackground(); this.addChild(bg); hero = new Hero(); hero.x = stage.stageHeight / 2; hero.y = stage.stageWidth / 2; this.addChild(hero); startButton = new Button(Assets.getAtlas().getTexture("startButton")); startButton.x = stage.stageWidth * 0.5 - startButton.width * 0.5; startButton.y = stage.stageHeight * 0.5 - startButton.height * 0.5; this.addChild(startButton); gameArea = new Rectangle(0, 100, stage.stageWidth, stage.stageHeight - 250); } public function disposeTemporarily():void { this.visible = false; } public function initialize():void { this.visible = true; this.addEventListener(Event.ENTER_FRAME, checkElapsed); hero.x = -stage.stageWidth; hero.y = stage.stageHeight * 0.5; gameState ="idle"; playerSpeed = 0; hitObstacle = 0; bg.speed = 0; scoreDistance = 0; obstacleGapCount = 0; obstaclesToAnimate = new Vector.<Obstacle>(); itemsToAnimate = new Vector.<Item>(); startButton.addEventListener(Event.TRIGGERED, onStartButtonClick); //var mainStage:InGame =InGame.current.nativeStage; //mainStage.dispatchEvent(new Event(Event.COMPLETE)); //playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onStartButtonClick(event:Event):void { startButton.visible = false; startButton.removeEventListener(Event.TRIGGERED, onStartButtonClick); launchHero(); } private function launchHero():void { this.addEventListener(TouchEvent.TOUCH, onTouch); this.addEventListener(Event.ENTER_FRAME, onGameTick); } private function onTouch(event:TouchEvent):void { touch = event.getTouch(stage); touchX = touch.globalX; touchY = touch.globalY; } private function onGameTick(event:Event):void { switch(gameState) { case "idle": if(hero.x < stage.stageWidth * 0.5 * 0.5) { hero.x += ((stage.stageWidth * 0.5 * 0.5 + 10) - hero.x) * 0.05; hero.y = stage.stageHeight * 0.5; playerSpeed += (MIN_SPEED - playerSpeed) * 0.05; bg.speed = playerSpeed * elapsed; } else { gameState = "flying"; } break; case "flying": if(hitObstacle <= 0) { hero.y -= (hero.y - touchY) * 0.1; if(-(hero.y - touchY) < 150 && -(hero.y - touchY) > -150) { hero.rotation = deg2rad(-(hero.y - touchY) * 0.2); } if(hero.y > gameArea.bottom - hero.height * 0.5) { hero.y = gameArea.bottom - hero.height * 0.5; hero.rotation = deg2rad(0); } if(hero.y < gameArea.top + hero.height * 0.5) { hero.y = gameArea.top + hero.height * 0.5; hero.rotation = deg2rad(0); } } else { hitObstacle-- cameraShake(); } playerSpeed -= (playerSpeed - MIN_SPEED) * 0.01; bg.speed = playerSpeed * elapsed; scoreDistance += (playerSpeed * elapsed) * 0.1; scoreText.text = "Score: " + scoreDistance; initObstacle(); animateObstacles(); createEggItems(); animateItems(); remainingLives.text = "Lives: "+lives + " X "; if(lives == 0) { gameState = "over"; } break; case "over": gameOver(); break; } } private function gameOver():void { gameOverText = new TextField(800, 400, "Hero WAS KILLED!!!", "MyFontName", 50, 0xD9D919, true); scoreText = new TextField(800, 600, "Score: "+scoreDistance, "MyFontName", 30, 0xFFFFFF, true); this.addChild(scoreText); this.addChild(gameOverText); playAgain = new Button(Assets.getAtlas().getTexture("button_tryAgain")); playAgain.x = stage.stageWidth * 0.5 - startButton.width * 0.5; playAgain.y = stage.stageHeight * 0.75 - startButton.height * 0.75; this.addChild(playAgain); playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onRetry(event:Event):void { playAgain.visible = false; gameOverText.visible = false; scoreText.visible = false; var btnClicked:Button = event.target as Button; if((btnClicked as Button) == playAgain) { this.dispatchEvent(new NavigationEvent(NavigationEvent.CHANGE_SCREEN, {id: "playnow"}, true)); } disposeTemporarily(); } private function animateItems():void { var itemToTrack:Item; for(var i:uint = 0; i < itemsToAnimate.length; i++) { itemToTrack = itemsToAnimate[i]; itemToTrack.x -= playerSpeed * elapsed; if(itemToTrack.bounds.intersects(hero.bounds)) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } if(itemToTrack.x < -50) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } } } private function createEggItems():void { if(Math.random() > 0.95){ var itemToTrack:Item = new Item(Math.ceil(Math.random() * 10)); itemToTrack.x = stage.stageWidth + 50; itemToTrack.y = int(Math.random() * (gameArea.bottom - gameArea.top)) + gameArea.top; this.addChild(itemToTrack); itemsToAnimate.push(itemToTrack); } } private function cameraShake():void { if(hitObstacle > 0) { this.x = Math.random() * hitObstacle; this.y = Math.random() * hitObstacle; } else if(x != 0) { this.x = 0; this.y = 0; lives--; } } private function initObstacle():void { if(obstacleGapCount < 1200) { obstacleGapCount += playerSpeed * elapsed; } else if(obstacleGapCount !=0) { obstacleGapCount = 0; createObstacle(Math.ceil(Math.random() * 5), Math.random() * 1000 + 1000); } } private function animateObstacles():void { var obstacleToTrack:Obstacle; for(var i:uint = 0; i<obstaclesToAnimate.length; i++) { obstacleToTrack = obstaclesToAnimate[i]; if(obstacleToTrack.alreadyHit == false && obstacleToTrack.bounds.intersects(hero.bounds)) { obstacleToTrack.alreadyHit = true; obstacleToTrack.rotation = deg2rad(70); hitObstacle = 30; playerSpeed *= 0.5; } if(obstacleToTrack.distance > 0) { obstacleToTrack.distance -= playerSpeed * elapsed; } else { if(obstacleToTrack.watchOut) { obstacleToTrack.watchOut = false; } obstacleToTrack.x -= (playerSpeed + obstacleToTrack.speed) * elapsed; } if(obstacleToTrack.x < -obstacleToTrack.width || gameState == "over") { obstaclesToAnimate.splice(i, 1); this.removeChild(obstacleToTrack); } } } private function checkElapsed(event:Event):void { timePrevious = timeCurrent; timeCurrent = getTimer(); elapsed = (timeCurrent - timePrevious) * 0.001; } private function createObstacle(type:Number, distance:Number):void{ var obstacle:Obstacle = new Obstacle(type, distance, true, 300); obstacle.x = stage.stageWidth; this.addChild(obstacle); if(type >= 4) { if(Math.random() > 0.5) { obstacle.y = gameArea.top; obstacle.position = "top" } else { obstacle.y = gameArea.bottom - obstacle.height; obstacle.position = "bottom"; } } else { obstacle.y = int(Math.random() * (gameArea.bottom - obstacle.height - gameArea.top)) + gameArea.top; obstacle.position = "middle"; } obstaclesToAnimate.push(obstacle); } } }

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  • Tools and Utilities for the .NET Developer

    - by mbcrump
    Tweet this list! Add a link to my site to your bookmarks to quickly find this page again! Add me to twitter! This is a list of the tools/utilities that I use to do my job/hobby. I wanted this page to load fast and contain information that only you care about. If I have missed a tool that you like, feel free to contact me and I will add it to the list. Also, this list took a lot of time to complete. Please do not steal my work, if you like the page then please link back to my site. I will keep the links/information updated as new tools/utilities are created.  Windows/.NET Development – This is a list of tools that any Windows/.NET developer should have in his bag. I have used at some point in my career everything listed on this page and below is the tools worth keeping. Name Description License AnkhSVN Subversion support for Visual Studio. It also works with VS2010. Free Aurora XAML Designer One of the best XAML creation tools available. Has a ton of built in templates that you can copy/paste into VS2010. COST/Trial BeyondCompare Beyond Compare 3 is the ideal tool for comparing files and folders on your Windows or Linux system. Visualize changes in your code and carefully reconcile them. COST/Trial BuildIT Automated Task Tool Its main purpose is to automate tasks, whether it is the final packaging of a product, an automated daily build, maybe sending out a mailing list, even backing-up files. Free C Sharper for VB Convert VB to C#. COST CLRProfiler Analyze and improve the behavior of your .NET app. Free CodeRush Direct competitor to ReSharper, contains similar feature. This is one of those decide for yourself. COST/Trial Disk2VHD Disk2vhd is a utility that creates VHD (Virtual Hard Disk - Microsoft's Virtual Machine disk format) versions of physical disks for use in Microsoft Virtual PC or Microsoft Hyper-V virtual machines (VMs). Free Eazfuscator.NET Is a free obfuscator for .NET. The main purpose is to protect intellectual property of software. Free EQATEC Profiler Make your .NET app run faster. No source code changes are needed. Just point the profiler to your app, run the modified code, and get a visual report. COST Expression Studio 3/4 Comes with Web, Blend, Sketch Flow and more. You can create websites, produce beautiful XAML and more. COST/Trial Expresso The award-winning Expresso editor is equally suitable as a teaching tool for the beginning user of regular expressions or as a full-featured development environment for the experienced programmer or web designer with an extensive knowledge of regular expressions. Free Fiddler Fiddler is a web debugging proxy which logs all HTTP(s) traffic between your computer and the internet. Free Firebug Powerful Web development tool. If you build websites, you will need this. Free FxCop FxCop is an application that analyzes managed code assemblies (code that targets the .NET Framework common language runtime) and reports information about the assemblies, such as possible design, localization, performance, and security improvements. Free GAC Browser and Remover Easy way to remove multiple assemblies from the GAC. Assemblies registered by programs like Install Shield can also be removed. Free GAC Util The Global Assembly Cache tool allows you to view and manipulate the contents of the global assembly cache and download cache. Free HelpScribble Help Scribble is a full-featured, easy-to-use help authoring tool for creating help files from start to finish. You can create Win Help (.hlp) files, HTML Help (.chm) files, a printed manual and online documentation (on a web site) all from the same Help Scribble project. COST/Trial IETester IETester is a free Web Browser that allows you to have the rendering and JavaScript engines of IE9 preview, IE8, IE7 IE 6 and IE5.5 on Windows 7, Vista and XP, as well as the installed IE in the same process. Free iTextSharp iText# (iTextSharp) is a port of the iText open source java library for PDF generation written entirely in C# for the .NET platform. Use the iText mailing list to get support. Free Kaxaml Kaxaml is a lightweight XAML editor that gives you a "split view" so you can see both your XAML and your rendered content. Free LINQPad LinqPad lets you interactively query databases in a LINQ. Free Linquer Many programmers are familiar with SQL and will need a help in the transition to LINQ. Sometimes there are complicated queries to be written and Linqer can help by converting SQL scripts to LINQ. COST/Trial LiquidXML Liquid XML Studio 2010 is an advanced XML developers toolkit and IDE, containing all the tools needed for designing and developing XML schema and applications. COST/Trial Log4Net log4net is a tool to help the programmer output log statements to a variety of output targets. log4net is a port of the excellent log4j framework to the .NET runtime. We have kept the framework similar in spirit to the original log4j while taking advantage of new features in the .NET runtime. For more information on log4net see the features document. Free Microsoft Web Platform Installer The Microsoft Web Platform Installer 2.0 (Web PI) is a free tool that makes getting the latest components of the Microsoft Web Platform, including Internet Information Services (IIS), SQL Server Express, .NET Framework and Visual Web Developer easy. Free Mono Development Don't have Visual Studio - no problem! This is an open Source C# and .NET development environment for Linux, Windows, and Mac OS X Free Net Mass Downloader While it’s great that Microsoft has released the .NET Reference Source Code, you can only get it one file at a time while you’re debugging. If you’d like to batch download it for reading or to populate the cache, you’d have to write a program that instantiated and called each method in the Framework Class Library. Fortunately, .NET Mass Downloader comes to the rescue! Free nMap Nmap ("Network Mapper") is a free and open source (license) utility for network exploration or security auditing. Many systems and network administrators also find it useful for tasks such as network inventory, managing service upgrade schedules, and monitoring host or service uptime. Free NoScript (Firefox add-in) The NoScript Firefox extension provides extra protection for Firefox, Flock, Seamonkey and other Mozilla-based browsers: this free, open source add-on allows JavaScript, Java and Flash and other plug-ins to be executed only by trusted web sites of your choice (e.g. your online bank), and provides the most powerful Anti-XSS protection available in a browser. Free NotePad 2 Notepad2, a fast and light-weight Notepad-like text editor with syntax highlighting. This program can be run out of the box without installation, and does not touch your system's registry. Free PageSpy PageSpy is a small add-on for Internet Explorer that allows you to select any element within a webpage, select an option in the context menu, and view detailed information about both the coding behind the page and the element you selected. Free Phrase Express PhraseExpress manages your frequently used text snippets in customizable categories for quick access. Free PowerGui PowerGui is a free community for PowerGUI, a graphical user interface and script editor for Microsoft Windows PowerShell! Free Powershell Comes with Win7, but you can automate tasks by using the .NET Framework. Great for network admins. Free Process Explorer Ever wondered which program has a particular file or directory open? Now you can find out. Process Explorer shows you information about which handles and DLLs processes have opened or loaded. Also, included in the SysInterals Suite. Free Process Monitor Process Monitor is an advanced monitoring tool for Windows that shows real-time file system, Registry and process/thread activity. Free Reflector Explore and analyze compiled .NET assemblies, viewing them in C#, Visual Basic, and IL. This is an Essential for any .NET developer. Free Regular Expression Library Stuck on a Regular Expression but you think someone has already figured it out? Chances are they have. Free Regulator Regulator makes Regular Expressions easy. This is a must have for a .NET Developer. Free RenameMaestro RenameMaestro is probably the easiest batch file renamer you'll find to instantly rename multiple files COST ReSharper The one program that I cannot live without. Supports VS2010 and offers simple refactoring, code analysis/assistance/cleanup/templates. One of the few applications that is worth the $$$. COST/Trial ScrewTurn Wiki ScrewTurn Wiki allows you to create, manage and share wikis. A wiki is a collaboratively-edited, information-centered website: the most famous is Wikipedia. Free SharpDevelop What is #develop? SharpDevelop is a free IDE for C# and VB.NET projects on Microsoft's .NET platform. Free Show Me The Template Show Me The Template is a tool for exploring the templates, be their data, control or items panel, that comes with the controls built into WPF for all 6 themes. Free SnippetCompiler Compiles code snippets without opening Visual Studio. It does not support .NET 4. Free SQL Prompt SQL Prompt is a plug-in that increases how fast you can work with SQL. It provides code-completion for SQL server, reformatting, db schema information and snippets. Awesome! COST/Trial SQLinForm SQLinForm is an automatic SQL code formatter for all major databases  including ORACLE, SQL Server, DB2, UDB, Sybase, Informix, PostgreSQL, Teradata, MySQL, MS Access etc. with over 70 formatting options. COST/OnlineFree SSMS Tools SSMS Tools Pack is an add-in for Microsoft SQL Server Management Studio (SSMS) including SSMS Express. Free Storm STORM is a free and open source tool for testing web services. Free Telerik Code Convertor Convert code from VB to C Sharp and Vice Versa. Free TurtoiseSVN TortoiseSVN is a really easy to use Revision control / version control / source control software for Windows.Since it's not an integration for a specific IDE you can use it with whatever development tools you like. Free UltraEdit UltraEdit is the ideal text, HTML and hex editor, and an advanced PHP, Perl, Java and JavaScript editor for programmers. UltraEdit is also an XML editor including a tree-style XML parser. An industry-award winner, UltraEdit supports disk-based 64-bit file handling (standard) on 32-bit Windows platforms (Windows 2000 and later). COST/Trial Virtual Windows XP Comes with some W7 version and allows you to run WinXP along side W7. Free VirtualBox Virtualization by Sun Microsystems. You can virtualize Windows, Linux and more. Free Visual Log Parser SQL queries against a variety of log files and other system data sources. Free WinMerge WinMerge is an Open Source differencing and merging tool for Windows. WinMerge can compare both folders and files, presenting differences in a visual text format that is easy to understand and handle. Free Wireshark Wireshark is one of the best network protocol analyzer's for Unix and windows. This has been used several times to get me out of a bind. Free XML Notepad 07 Old, but still one of my favorite XML viewers. Free Productivity Tools – This is the list of tools that I use to save time or quickly navigate around Windows. Name Description License AutoHotKey Automate almost anything by sending keystrokes and mouse clicks. You can write a mouse or keyboard macro by hand or use the macro recorder. Free CLCL CLCL is clipboard caching utility. Free Ditto Ditto is an extension to the standard windows clipboard. It saves each item placed on the clipboard allowing you access to any of those items at a later time. Ditto allows you to save any type of information that can be put on the clipboard, text, images, html, custom formats, ..... Free Evernote Remember everything from notes to photos. It will synch between computers/devices. Free InfoRapid Inforapid is a search tool that will display all you search results in a html like browser. If you click on a word in that browser, it will start another search to the word you clicked on. Handy if you want to trackback something to it's true origin. The word you looked for will be highlighted in red. Clicking on the red word will open the containing file in a text based viewer. Clicking on any word in the opened document will start another search on that word. Free KatMouse The prime purpose of the KatMouse utility is to enhance the functionality of mice with a scroll wheel, offering 'universal' scrolling: moving the mouse wheel will scroll the window directly beneath the mouse cursor (not the one with the keyboard focus, which is default on Windows OSes). This is a major increase in the usefulness of the mouse wheel. Free ScreenR Instant Screencast with nothing to download. Works with Mac or PC and free. Free Start++ Start++ is an enhancement for the Start Menu in Windows Vista. It also extends the Run box and the command-line with customizable commands.  For example, typing "w Windows Vista" will take you to the Windows Vista page on Wikipedia! Free Synergy Synergy lets you easily share a single mouse and keyboard between multiple computers with different operating systems, each with its own display, without special hardware. It's intended for users with multiple computers on their desk since each system uses its own monitor(s). Free Texter Texter lets you define text substitution hot strings that, when triggered, will replace hotstring with a larger piece of text. By entering your most commonly-typed snippets of text into Texter, you can save countless keystrokes in the course of the day. Free Total Commander File handling, FTP, Archive handling and much more. Even works with Win3.11. COST/Trial Available Wizmouse WizMouse is a mouse enhancement utility that makes your mouse wheel work on the window currently under the mouse pointer, instead of the currently focused window. This means you no longer have to click on a window before being able to scroll it with the mouse wheel. This is a far more comfortable and practical way to make use of the mouse wheel. Free Xmarks Bookmark sync and search between computers. Free General Utilities – This is a list for power user users or anyone that wants more out of Windows. I usually install a majority of these whenever I get a new system. Name Description License µTorrent µTorrent is a lightweight and efficient BitTorrent client for Windows or Mac with many features. I use this for downloading LEGAL media. Free Audacity Audacity® is free, open source software for recording and editing sounds. It is available for Mac OS X, Microsoft Windows, GNU/Linux, and other operating systems. Learn more about Audacity... Also check our Wiki and Forum for more information. Free AVast Free FREE Antivirus. Free CD Burner XP Pro CDBurnerXP is a free application to burn CDs and DVDs, including Blu-Ray and HD-DVDs. It also includes the feature to burn and create ISOs, as well as a multilanguage interface. Free CDEX You can extract digital audio CDs into mp3/wav. Free Combofix Combofix is a freeware (a legitimate spyware remover created by sUBs), Combofix was designed to scan a computer for known malware, spyware (SurfSideKick, QooLogic, and Look2Me as well as any other combination of the mentioned spyware applications) and remove them. Free Cpu-Z Provides information about some of the main devices of your system. Free Cropper Cropper is a screen capture utility written in C#. It makes it fast and easy to grab parts of your screen. Use it to easily crop out sections of vector graphic files such as Fireworks without having to flatten the files or open in a new editor. Use it to easily capture parts of a web site, including text and images. It's also great for writing documentation that needs images of your application or web site. Free DropBox Drag and Drop files to sync between computers. Free DVD-Fab Converts/Copies DVDs/Blu-Ray to different formats. (like mp4, mkv, avi) COST/Trial Available FastStone Capture FastStone Capture is a powerful, lightweight, yet full-featured screen capture tool that allows you to easily capture and annotate anything on the screen including windows, objects, menus, full screen, rectangular/freehand regions and even scrolling windows/web pages. Free ffdshow FFDShow is a DirectShow decoding filter for decompressing DivX, XviD, H.264, FLV1, WMV, MPEG-1 and MPEG-2, MPEG-4 movies. Free Filezilla FileZilla Client is a fast and reliable cross-platform FTP, FTPS and SFTP client with lots of useful features and an intuitive graphical user interface. You can also download a server version. Free FireFox Web Browser, do you really need an explanation? Free FireGestures A customizable mouse gestures extension which enables you to execute various commands and user scripts with five types of gestures. Free FoxIt Reader Light weight PDF viewer. You should install this with the advanced setting or it will install a toolbar and setup some shortcuts. Free gSynchIt Synch Gmail and Outlook. Even supports Outlook 2010 32/64 bit COST/Trial Available Hulu Desktop At home or in a hotel, this has replaced my cable/satellite subscription. Free ImgBurn ImgBurn is a lightweight CD / DVD / HD DVD / Blu-ray burning application that everyone should have in their toolkit! Free Infrarecorder InfraRecorder is a free CD/DVD burning solution for Microsoft Windows. It offers a wide range of powerful features; all through an easy to use application interface and Windows Explorer integration. Free KeePass KeePass is a free open source password manager, which helps you to manage your passwords in a secure way. Free LastPass Another password management, synchronize between browsers, automatic form filling and more. Free Live Essentials One download and lots of programs including Mail, Live Writer, Movie Maker and more! Free Monitores MonitorES is a small windows utility that helps you to turnoff monitor display when you lock down your machine.Also when you lock your machine, it will pause all your running media programs & set your IM status message to "Away" / Custom message(via options) and restore it back to normal when you back. Free mRemote mRemote is a full-featured, multi-tab remote connections manager. Free Open Office OpenOffice.org 3 is the leading open-source office software suite for word processing, spreadsheets, presentations, graphics, databases and more. It is available in many languages and works on all common computers. It stores all your data in an international open standard format and can also read and write files from other common office software packages. It can be downloaded and used completely free of charge for any purpose. Free Paint.NET Simple, intuitive, and innovative user interface for editing photos. Free Picasa Picasa is free photo editing software from Google that makes your pictures look great. Free Pidgin Pidgin is an easy to use and free chat client used by millions. Connect to AIM, MSN, Yahoo, and more chat networks all at once. Free PING PING is a live Linux ISO, based on the excellent Linux From Scratch (LFS) documentation. It can be burnt on a CD and booted, or integrated into a PXE / RIS environment. Free Putty PuTTY is an SSH and telnet client, developed originally by Simon Tatham for the Windows platform. Free Revo Uninstaller Revo Uninstaller Pro helps you to uninstall software and remove unwanted programs installed on your computer easily! Even if you have problems uninstalling and cannot uninstall them from "Windows Add or Remove Programs" control panel applet.Revo Uninstaller is a much faster and more powerful alternative to "Windows Add or Remove Programs" applet! It has very powerful features to uninstall and remove programs. Free Security Essentials Microsoft Security Essentials is a new, free consumer anti-malware solution for your computer. Free SetupVirtualCloneDrive Virtual CloneDrive works and behaves just like a physical CD/DVD drive, however it exists only virtually. Point to the .ISO file and it appears in Windows Explorer as a Drive. Free Shark 007 Codec Pack Play just about any file format with this download. Also includes my W7 Media Playlist Generator. Free Snagit 9 Screen Capture on steroids. Add arrows, captions, etc to any screenshot. COST/Trial Available SysinternalsSuite Go ahead and download the entire sys internals suite. I have mentioned multiple programs in this suite already. Free TeraCopy TeraCopy is a compact program designed to copy and move files at the maximum possible speed, providing the user with a lot of features. Free for Home TrueCrypt Free open-source disk encryption software for Windows 7/Vista/XP, Mac OS X, and Linux Free TweetDeck Fully featured Twitter client. Free UltraVNC UltraVNC is a powerful, easy to use and free software that can display the screen of another computer (via internet or network) on your own screen. The program allows you to use your mouse and keyboard to control the other PC remotely. It means that you can work on a remote computer, as if you were sitting in front of it, right from your current location. Free Unlocker Unlocks locked files. Pretty simple right? Free VLC Media Player VLC media player is a highly portable multimedia player and multimedia framework capable of reading most audio and video formats Free Windows 7 Media Playlist This program is special to my heart because I wrote it. It has been mentioned on podcast and various websites. It allows you to quickly create wvx video playlist for Windows Media Center. Free WinRAR WinRAR is a powerful archive manager. It can backup your data and reduce the size of email attachments, decompress RAR, ZIP and other files downloaded from Internet and create new archives in RAR and ZIP file format. COST/Trial Available Blogging – I use the following for my blog. Name Description License Insert Code for Windows Live Writer Insert Code for Windows Live Writer will format a snippet of text in a number of programming languages such as C#, HTML, MSH, JavaScript, Visual Basic and TSQL. Free LiveWriter Included in Live Essentials, but the ultimate in Windows Blogging Free PasteAsVSCode Plug-in for Windows Live Writer that pastes clipboard content as Visual Studio code. Preserves syntax highlighting, indentation and background color. Converts RTF, outputted by Visual Studio, into HTML. Free Desktop Management – The list below represent the best in Windows Desktop Management. Name Description License 7 Stacks Allows users to have "stacks" of icons in their taskbar. Free Executor Executor is a multi purpose launcher and a more advanced and customizable version of windows run. Free Fences Fences is a program that helps you organize your desktop and can hide your icons when they are not in use. Free RocketDock Rocket Dock is a smoothly animated, alpha blended application launcher. It provides a nice clean interface to drop shortcuts on for easy access and organization. With each item completely customizable there is no end to what you can add and launch from the dock. Free WindowsTab Tabbing is an essential feature of modern web browsers. Window Tabs brings the productivity of tabbed window management to all of your desktop applications. Free

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