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  • Issue with InnoDB engine while enabling and [ skip-innodb ]

    - by Ahn
    How to enable InnoDB, which was previously disabled with skip-innodb option. Case 1: Disabled the innodb with skip-innodb option and show engines givens as below. Engine | Support ... | InnoDB | NO ...... Case 2: As I want to enable the innodb, I commanded the #skip-innodb option and restarted. But now the show engines even not showing the InnoDB engine in the list. ? Mysql Version : 5.1.57-community-log OS : CentOS release 5.7 (Final) Log: 120622 13:06:36 InnoDB: Initializing buffer pool, size = 8.0M 120622 13:06:36 InnoDB: Completed initialization of buffer pool InnoDB: No valid checkpoint found. InnoDB: If this error appears when you are creating an InnoDB database, InnoDB: the problem may be that during an earlier attempt you managed InnoDB: to create the InnoDB data files, but log file creation failed. InnoDB: If that is the case, please refer to InnoDB: http://dev.mysql.com/doc/refman/5.1/en/error-creating-innodb.html 120622 13:06:36 [ERROR] Plugin 'InnoDB' init function returned error. 120622 13:06:36 [ERROR] Plugin 'InnoDB' registration as a STORAGE ENGINE failed. 120622 13:06:36 [Note] Event Scheduler: Loaded 0 events 120622 13:06:36 [Note] /usr/sbin/mysqld: ready for connections. Version: '5.1.57-community-log' socket: '/data/mysqlsnd/mysql.sock1' port: 3307 MySQL Community Server (GPL)

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  • Inventory Management concepts in XNA game

    - by user1332755
    I am trying to code the inventory system in my first real game so I have very little experience in both c# and game engine development. Basically, I need some general guidance and tips with how to structure and organize these sorts of systems. Please tell me if I am on the right track or not before I get too deep into making some badly structured system. It's fine if you don't feel like looking through my code, suggestions about general structure would also be appreciated. What I am aiming to end up with is some sort of system like Minecraft or Terraria. It must include: main inventory GUI (items can be dragged and placed in whatever slot desired Itembar outside of the main inventory which can be assigned to certain items the ability to use items from either location So far, I have 4 main classes: Inventory holds the general info and methods, inventoryslot holds info for individual slots, Itembar holds all info and methods for itself, and finally, ItemManager to manage interactions between the two and hold a master list of items. So far, my itembar works perfectly and interacts well with mousedragging items into and out of it as well as activating the item effect. Here is the code I have so far: (there is a lot but I will try to keep it relevant) This is the code for the itembar on the main screen: class Itembar { public Texture2D itembarfull, iSelected; public static Rectangle itembar = new Rectangle(5, 218, 40, 391); public Rectangle box1 = new Rectangle(itembar.X, 218, 40, 40); //up to 10 Rectangles for each slot public int Selected = 0; private ItemManager manager; public Itembar(Texture2D texture, Texture2D texture3, ItemManager mann) { itembarfull = texture; iSelected = texture3; manager = mann; } public void Update(GameTime gametime) { } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw( itembarfull, new Vector2 (itembar.X, itembar.Y), null, Color.White, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 1.0f); if (Selected == 1) spriteBatch.Draw(iSelected, new Rectangle(box1.X-3, box1.Y-3, box1.Width+6, box1.Height+6), Color.White); //goes up to 10 slots } public int Box1Query() { foreach (Item item in manager.items) { if(box1.Contains(item.BoundingBox)) return manager.items.IndexOf(item); } return 999; } //10 different box queries It is working fine right now. I just put an Item in there and the box will query things like the item's effects, stack number, consumable or not etc...This one is basically almost complete. Here is the main inventory class: class Inventory { public bool isActive; public List<Rectangle> mainSlots = new List<Rectangle>(24); public List<InventorySlot> mainSlotscheck = new List<InventorySlot>(24); public static Rectangle inv = new Rectangle(841, 469, 156, 231); public Rectangle invfull = new Rectangle(inv.X, inv.Y, inv.Width, inv.Height); public Rectangle inv1 = new Rectangle(inv.X + 4, inv.Y +3, 32, 32); //goes up to inv24 resulting in a 6x4 grid of Rectangles public Inventory() { mainSlots.Add(inv1); mainSlots.Add(inv2); mainSlots.Add(inv3); mainSlots.Add(inv4); //goes up to 24 foreach (Rectangle slot in mainSlots) mainSlotscheck.Add(new InventorySlot(slot)); } //update and draw methods are empty because im not too sure what to put there public int LookforfreeSlot() { int slotnumber = 999; for (int x = 0; x < mainSlots.Count; x++) { if (mainSlotscheck[x].isFree) { slotnumber = x; break; } } return slotnumber; } } } LookforFreeSlot() method is meant to be called when I do AddtoInventory(). I'm kinda stumped about what other things I need to put in this class. Here is the inventorySlot class: (its main purpose is to check the bool "isFree" to see whether or not something already occupies the slot. But i guess it can also do other stuff like get item info.) class InventorySlot { public int X, Y; public int Width = 32, Height = 32; public Vector2 Position; public int slotnumber; public bool free = true; public int? content = null; public bool isFree { get { return free; } set { free = value; } } public InventorySlot(Rectangle slot) { slot = new Rectangle(X, Y, Width, Height); } } } Finally, here is the ItemManager (I am omitting the master list because it is too long) class ItemManager { public List<Item> items = new List<Item>(20); public List<Item> inventory1 = new List<Item>(24); public List<Item> inventory2 = new List<Item>(24); public List<Item> inventory3 = new List<Item>(24); public List<Item> inventory4 = new List<Item>(24); public Texture2D icon, filta; private Rectangle msRect; MouseState mouseState; public int ISelectedIndex; Inventory inventory; SpriteFont font; public void GenerateItems() { items.Add(new Item(new Rectangle(0, 0, 32, 32), icon, font)); items[0].name = "Grass Chip"; items[0].itemID = 0; items[0].consumable = true; items[0].stackable = true; items[0].maxStack = 99; items.Add(new Item(new Rectangle(32, 0, 32, 32), icon, font)); //master list continues. it will generate all items in the game; } public ItemManager(Inventory inv, Texture2D itemsheet, Rectangle mouseRectt, MouseState ms, Texture2D fil, SpriteFont f) { icon = itemsheet; msRect = mouseRectt; filta = fil; mouseState = ms; inventory = inv; font = f; } //once again, no update or draw public void mousedrag() { items[0].DestinationRect = new Rectangle (msRect.X, msRect.Y, 32, 32); items[0].dragging = true; } public void AddtoInventory(Item item) { int index = inventory.LookforfreeSlot(); if (index == 999) return; item.DestinationRect = inventory.mainSlots[index]; inventory.mainSlotscheck[index].content = item.itemID; inventory.mainSlotscheck[index].isFree = false; item.IsActive = true; } } } The mousedrag works pretty well. AddtoInventory doesn't work because LookforfreeSlot doesn't work. Relevant code from the main program: When I want to add something to the main inventory, I do something like this: foreach (Particle ether in ether1.ethers) { if (ether.isCollected) itemmanager.AddtoInventory(itemmanager.items[14]); } This turned out to be much longer than I had expected :( But I hope someone is interested enough to comment.

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  • How to resolve: 'cmd' is not recognized as an internal or external command?

    - by qwer1234
    I have searched other forums to solve this error where it would either end with: 1.) re-install OS 2.) Setting path variable C:/Windows/System32 The latter did not work, and as you can probably imagine, I do not want to have to re-install my OS... I am running the command "mvn jetty:run" and the following is my stack trace, finishing with the message: "'cmd' is not recognized as an internal or external command, operable problem or batch file" as stated in the title of this question. [INFO] Scanning for projects... [INFO] ------------------------------------------------------------------------ [INFO] Building Test Tool [INFO] task-segment: [jetty:run] [INFO] ------------------------------------------------------------------------ [INFO] Preparing jetty:run [WARNING] Removing: run from forked lifecycle, to prevent recursive invocation. [INFO] [resources:resources] [WARNING] Using platform encoding (Cp1252 actually) to copy filtered resources, i.e. build is platform dependent! [INFO] Copying 32 resources [INFO] Copying 192 resources [INFO] [compiler:compile] [INFO] Compiling 1854 source files to C:\Development\global_stock_record\test\java\Turtle\target\classes [INFO] ------------------------------------------------------------------------ [ERROR] BUILD FAILURE [INFO] ------------------------------------------------------------------------ [INFO] Compilation failure C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\compilers\JavaScriptClassCompiler.java:[45,29] cannot find symbol symbol : class CompilerEnvirons location: package org.mozilla.javascript C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\compilers\JavaScriptClassCompiler.java:[47,29] cannot find symbol symbol : class ContextFactory location: package org.mozilla.javascript C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\compilers\JavaScriptClassCompiler.java:[49,39] cannot find symbol symbol : class ClassCompiler location: package org.mozilla.javascript.optimizer C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\compilers\JavaScriptClassCompiler.java:[181,55] cannot find symbol symbol : class CompilerEnvirons location: class net.sf.jasperreports.compilers.JavaScriptClassCompiler C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\export\JRXmlExporter.java:[99,26] package org.w3c.tools.codec does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\xml\JRBaseFactory.java:[26,34] package org.apache.commons.digester does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\xml\JRBaseFactory.java:[27,34] package org.apache.commons.digester does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\xml\JRBaseFactory.java:[34,47] cannot find symbol symbol: class ObjectCreationFactory public abstract class JRBaseFactory implements ObjectCreationFactory C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\xml\JRBaseFactory.java:[41,21] cannot find symbol symbol : class Digester location: class net.sf.jasperreports.engine.xml.JRBaseFactory C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\xml\JRBaseFactory.java:[47,8] cannot find symbol symbol : class Digester location: class net.sf.jasperreports.engine.xml.JRBaseFactory C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\xml\JRBaseFactory.java:[56,25] cannot find symbol symbol : class Digester location: class net.sf.jasperreports.engine.xml.JRBaseFactory C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\Code39Component.java:[28,29] package org.krysalis.barcode4j does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\BarcodeComponent.java:[41,29] package org.krysalis.barcode4j does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\Code39Component.java:[66,29] cannot find symbol symbol : class ChecksumMode location: class net.sf.jasperreports.components.barcode4j.Code39Component C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\BarcodeComponent.java:[179,29] cannot find symbol symbol : class HumanReadablePlacement location: class net.sf.jasperreports.components.barcode4j.BarcodeComponent C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\EAN128Component.java:[26,29] package org.krysalis.barcode4j does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\DataMatrixComponent.java:[26,45] package org.krysalis.barcode4j.impl.datamatrix does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\FourStateBarcodeComponent.java:[26,29] package org.krysalis.barcode4j does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\UPCAComponent.java:[28,29] package org.krysalis.barcode4j does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\UPCEComponent.java:[28,29] package org.krysalis.barcode4j does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\EAN13Component.java:[28,29] package org.krysalis.barcode4j does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\EAN8Component.java:[28,29] package org.krysalis.barcode4j does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\Interleaved2Of5Component.java:[28,29] package org.krysalis.barcode4j does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\EAN128Component.java:[57,29] cannot find symbol symbol : class ChecksumMode location: class net.sf.jasperreports.components.barcode4j.EAN128Component C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\DataMatrixComponent.java:[62,22] cannot find symbol symbol : class SymbolShapeHint location: class net.sf.jasperreports.components.barcode4j.DataMatrixComponent C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\FourStateBarcodeComponent.java:[76,29] cannot find symbol symbol : class ChecksumMode location: class net.sf.jasperreports.components.barcode4j.FourStateBarcodeComponent C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\UPCAComponent.java:[56,29] cannot find symbol symbol : class ChecksumMode location: class net.sf.jasperreports.components.barcode4j.UPCAComponent C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\UPCEComponent.java:[56,29] cannot find symbol symbol : class ChecksumMode location: class net.sf.jasperreports.components.barcode4j.UPCEComponent C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\EAN13Component.java:[56,29] cannot find symbol symbol : class ChecksumMode location: class net.sf.jasperreports.components.barcode4j.EAN13Component C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\EAN8Component.java:[56,29] cannot find symbol symbol : class ChecksumMode location: class net.sf.jasperreports.components.barcode4j.EAN8Component C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\Interleaved2Of5Component.java:[60,29] cannot find symbol symbol : class ChecksumMode location: class net.sf.jasperreports.components.barcode4j.Interleaved2Of5Component C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\data\JRHibernateAbstractDataSource.java:[36,25] package org.hibernate.type does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\query\JRHibernateQueryExecuter.java:[49,20] package org.hibernate does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\query\JRHibernateQueryExecuter.java:[50,20] package org.hibernate does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\query\JRHibernateQueryExecuter.java:[51,20] package org.hibernate does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\query\JRHibernateQueryExecuter.java:[52,20] package org.hibernate does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\query\JRHibernateQueryExecuter.java:[53,20] package org.hibernate does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\query\JRHibernateQueryExecuter.java:[54,25] package org.hibernate.type does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\data\JRHibernateAbstractDataSource.java:[173,38] cannot find symbol symbol : class Type location: class net.sf.jasperreports.engine.data.JRHibernateAbstractDataSource C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\query\JRHibernateQueryExecuter.java:[66,35] cannot find symbol symbol : class Type location: class net.sf.jasperreports.engine.query.JRHibernateQueryExecuter C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\query\JRHibernateQueryExecuter.java:[89,9] cannot find symbol symbol : class Session location: class net.sf.jasperreports.engine.query.JRHibernateQueryExecuter C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\query\JRHibernateQueryExecuter.java:[90,9] cannot find symbol symbol : class Query location: class net.sf.jasperreports.engine.query.JRHibernateQueryExecuter C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\query\JRHibernateQueryExecuter.java:[92,9] cannot find symbol symbol : class ScrollableResults location: class net.sf.jasperreports.engine.query.JRHibernateQueryExecuter C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\query\JRHibernateQueryExecuter.java:[359,8] cannot find symbol symbol : class Type location: class net.sf.jasperreports.engine.query.JRHibernateQueryExecuter C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\query\JRHibernateQueryExecuter.java:[474,8] cannot find symbol symbol : class ScrollableResults location: class net.sf.jasperreports.engine.query.JRHibernateQueryExecuter C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barbecue\BarbecueFillComponent.java:[40,31] package net.sourceforge.barbecue does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\ant\JRAntXmlExportTask.java:[38,27] package org.apache.tools.ant does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\ant\JRAntXmlExportTask.java:[39,27] package org.apache.tools.ant does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\ant\JRAntXmlExportTask.java:[40,27] package org.apache.tools.ant does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\ant\JRAntXmlExportTask.java:[41,33] package org.apache.tools.ant.types does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\ant\JRAntXmlExportTask.java:[42,33] package org.apache.tools.ant.types does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\ant\JRAntXmlExportTask.java:[43,43] package org.apache.tools.ant.types.resources does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\ant\JRAntXmlExportTask.java:[44,32] package org.apache.tools.ant.util does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\ant\JRAntXmlExportTask.java:[45,32] package org.apache.tools.ant.util does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\ant\JRBaseAntTask.java:[34,36] package org.apache.tools.ant.taskdefs does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\ant\JRBaseAntTask.java:[41,35] cannot find symbol symbol: class MatchingTask public class JRBaseAntTask extends MatchingTask C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\ant\JRAntXmlExportTask.java:[74,9] cannot find symbol symbol : class Path location: class net.sf.jasperreports.ant.JRAntXmlExportTask C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\ant\JRAntXmlExportTask.java:[76,9] cannot find symbol symbol : class Path location: class net.sf.jasperreports.ant.JRAntXmlExportTask C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\ant\JRAntXmlExportTask.java:[86,23] cannot find symbol symbol : class Path location: class net.sf.jasperreports.ant.JRAntXmlExportTask C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\ant\JRAntXmlExportTask.java:[104,8] cannot find symbol symbol : class Path location: class net.sf.jasperreports.ant.JRAntXmlExportTask C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\ant\JRAntXmlExportTask.java:[131,8] cannot find symbol symbol : class Path location: class net.sf.jasperreports.ant.JRAntXmlExportTask C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\ant\JRAntXmlExportTask.java:[145,30] cannot find symbol symbol : class BuildException location: class net.sf.jasperreports.ant.JRAntXmlExportTask C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\ant\JRAntXmlExportTask.java:[183,41] cannot find symbol symbol : class BuildException location: class net.sf.jasperreports.ant.JRAntXmlExportTask C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\ant\JRAntXmlExportTask.java:[211,33] cannot find symbol symbol : class BuildException location: class net.sf.jasperreports.ant.JRAntXmlExportTask C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\ant\JRAntXmlExportTask.java:[276,32] cannot find symbol symbol : class BuildException location: class net.sf.jasperreports.ant.JRAntXmlExportTask C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\xml\TransformedPropertyRule.java:[27,34] package org.apache.commons.digester does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\xml\TransformedPropertyRule.java:[37,54] cannot find symbol symbol: class Rule public abstract class TransformedPropertyRule extends Rule C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\data\mondrian\MondrianDataAdapterService.java:[29,20] package mondrian.olap does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\data\mondrian\MondrianDataAdapterService.java:[30,20] package mondrian.olap does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\data\mondrian\MondrianDataAdapterService.java:[31,20] package mondrian.olap does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\data\mondrian\MondrianDataAdapterService.java:[45,9] cannot find symbol symbol : class Connection location: class net.sf.jasperreports.data.mondrian.MondrianDataAdapterService C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\data\JRXlsDataSource.java:[40,10] package jxl does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\data\JRXlsDataSource.java:[41,10] package jxl does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\data\JRXlsDataSource.java:[42,10] package jxl does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\data\JRXlsDataSource.java:[43,20] package jxl.read.biff does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\data\JRXlsDataSource.java:[66,9] cannot find symbol symbol : class Workbook location: class net.sf.jasperreports.engine.data.JRXlsDataSource C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\engine\data\JRXlsDataSource.java:[83,24] cannot find symbol symbol : class Workbook location: class net.sf.jasperreports.engine.data.JRXlsDataSource C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\olap\xmla\JRXmlaMember.java:[26,20] package mondrian.olap does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\olap\result\JROlapMember.java:[26,20] package mondrian.olap does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\olap\xmla\JRXmlaMember.java:[89,8] cannot find symbol symbol : class Member location: class net.sf.jasperreports.olap.xmla.JRXmlaMember C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\olap\result\JROlapMember.java:[46,1] cannot find symbol symbol : class Member location: interface net.sf.jasperreports.olap.result.JROlapMember C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\web\actions\AbstractAction.java:[43,36] package org.codehaus.jackson.annotate does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\web\actions\AbstractAction.java:[49,1] cannot find symbol symbol: class JsonTypeInfo @JsonTypeInfo(use=JsonTypeInfo.Id.NAME, include=JsonTypeInfo.As.PROPERTY, property="actionName") C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\AbstractBarcodeEvaluator.java:[32,29] package org.krysalis.barcode4j does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\AbstractBarcodeEvaluator.java:[33,29] package org.krysalis.barcode4j does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\AbstractBarcodeEvaluator.java:[34,29] package org.krysalis.barcode4j does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\AbstractBarcodeEvaluator.java:[35,34] package org.krysalis.barcode4j.impl does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\AbstractBarcodeEvaluator.java:[36,42] package org.krysalis.barcode4j.impl.codabar does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\AbstractBarcodeEvaluator.java:[37,42] package org.krysalis.barcode4j.impl.code128 does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\AbstractBarcodeEvaluator.java:[38,42] package org.krysalis.barcode4j.impl.code128 does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\AbstractBarcodeEvaluator.java:[39,41] package org.krysalis.barcode4j.impl.code39 does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\AbstractBarcodeEvaluator.java:[40,45] package org.krysalis.barcode4j.impl.datamatrix does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\AbstractBarcodeEvaluator.java:[41,45] package org.krysalis.barcode4j.impl.datamatrix does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\AbstractBarcodeEvaluator.java:[42,44] package org.krysalis.barcode4j.impl.fourstate does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\AbstractBarcodeEvaluator.java:[43,44] package org.krysalis.barcode4j.impl.fourstate does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\AbstractBarcodeEvaluator.java:[44,44] package org.krysalis.barcode4j.impl.fourstate does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\AbstractBarcodeEvaluator.java:[45,42] package org.krysalis.barcode4j.impl.int2of5 does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\AbstractBarcodeEvaluator.java:[46,41] package org.krysalis.barcode4j.impl.pdf417 does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\AbstractBarcodeEvaluator.java:[47,42] package org.krysalis.barcode4j.impl.postnet does not exist C:\Development\global_stock_record\test\java\Turtle\src\main\java\net\sf\jasperreports\components\barcode4j\AbstractBarcodeEvaluator.java:[48,41] package org.krysalis.barcode4j.impl.upcean does not exist [INFO] ------------------------------------------------------------------------ [INFO] For more information, run Maven with the -e switch [INFO] ------------------------------------------------------------------------ [INFO] Total time: 17 seconds [INFO] Finished at: Fri Dec 07 11:46:28 EST 2012 [INFO] Final Memory: 27M/63M [INFO] ------------------------------------------------------------------------

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  • Converting 2D Physics to 3D.

    - by static void main
    I'm new to game physics and I am trying to adapt a simple 2D ball simulation for a 3D simulation with the Java3D library. I have this problem: Two things: 1) I noted down the values generated by the engine: X/Y are too high and minX/minY/maxY/maxX values are causing trouble. Sometimes the balls are drawing but not moving Sometimes they are going out of the panel Sometimes they're moving on little area Sometimes they just stick at one place... 2) I'm unable to select/define/set the default correct/suitable values considering the 3D graphics scaling/resolution while they are set with respect to 2D screen coordinates, that is my only problem. Please help. This is the code: public class Ball extends GameObject { private float x, y; // Ball's center (x, y) private float speedX, speedY; // Ball's speed per step in x and y private float radius; // Ball's radius // Collision detected by collision detection and response algorithm? boolean collisionDetected = false; // If collision detected, the next state of the ball. // Otherwise, meaningless. private float nextX, nextY; private float nextSpeedX, nextSpeedY; private static final float BOX_WIDTH = 640; private static final float BOX_HEIGHT = 480; /** * Constructor The velocity is specified in polar coordinates of speed and * moveAngle (for user friendliness), in Graphics coordinates with an * inverted y-axis. */ public Ball(String name1,float x, float y, float radius, float speed, float angleInDegree, Color color) { this.x = x; this.y = y; // Convert velocity from polar to rectangular x and y. this.speedX = speed * (float) Math.cos(Math.toRadians(angleInDegree)); this.speedY = speed * (float) Math.sin(Math.toRadians(angleInDegree)); this.radius = radius; } public void move() { if (collisionDetected) { // Collision detected, use the values computed. x = nextX; y = nextY; speedX = nextSpeedX; speedY = nextSpeedY; } else { // No collision, move one step and no change in speed. x += speedX; y += speedY; } collisionDetected = false; // Clear the flag for the next step } public void collideWith() { // Get the ball's bounds, offset by the radius of the ball float minX = 0.0f + radius; float minY = 0.0f + radius; float maxX = 0.0f + BOX_WIDTH - 1.0f - radius; float maxY = 0.0f + BOX_HEIGHT - 1.0f - radius; double gravAmount = 0.9811111f; double gravDir = (90 / 57.2960285258); // Try moving one full step nextX = x + speedX; nextY = y + speedY; System.out.println("In serializedBall in collision."); // If collision detected. Reflect on the x or/and y axis // and place the ball at the point of impact. if (speedX != 0) { if (nextX > maxX) { // Check maximum-X bound collisionDetected = true; nextSpeedX = -speedX; // Reflect nextSpeedY = speedY; // Same nextX = maxX; nextY = (maxX - x) * speedY / speedX + y; // speedX non-zero } else if (nextX < minX) { // Check minimum-X bound collisionDetected = true; nextSpeedX = -speedX; // Reflect nextSpeedY = speedY; // Same nextX = minX; nextY = (minX - x) * speedY / speedX + y; // speedX non-zero } } // In case the ball runs over both the borders. if (speedY != 0) { if (nextY > maxY) { // Check maximum-Y bound collisionDetected = true; nextSpeedX = speedX; // Same nextSpeedY = -speedY; // Reflect nextY = maxY; nextX = (maxY - y) * speedX / speedY + x; // speedY non-zero } else if (nextY < minY) { // Check minimum-Y bound collisionDetected = true; nextSpeedX = speedX; // Same nextSpeedY = -speedY; // Reflect nextY = minY; nextX = (minY - y) * speedX / speedY + x; // speedY non-zero } } speedX += Math.cos(gravDir) * gravAmount; speedY += Math.sin(gravDir) * gravAmount; } public float getSpeed() { return (float) Math.sqrt(speedX * speedX + speedY * speedY); } public float getMoveAngle() { return (float) Math.toDegrees(Math.atan2(speedY, speedX)); } public float getRadius() { return radius; } public float getX() { return x; } public float getY() { return y; } public void setX(float f) { x = f; } public void setY(float f) { y = f; } } Here's how I'm drawing the balls: public class 3DMovingBodies extends Applet implements Runnable { private static final int BOX_WIDTH = 800; private static final int BOX_HEIGHT = 600; private int currentNumBalls = 1; // number currently active private volatile boolean playing; private long mFrameDelay; private JFrame frame; private int currentFrameRate; private Ball[] ball = new Ball[currentNumBalls]; private Random rand; private Sphere[] sphere = new Sphere[currentNumBalls]; private Transform3D[] trans = new Transform3D[currentNumBalls]; private TransformGroup[] objTrans = new TransformGroup[currentNumBalls]; public 3DMovingBodies() { rand = new Random(); float angleInDegree = rand.nextInt(360); setLayout(new BorderLayout()); GraphicsConfiguration config = SimpleUniverse .getPreferredConfiguration(); Canvas3D c = new Canvas3D(config); add("Center", c); ball[0] = new Ball(0.5f, 0.0f, 0.5f, 0.4f, angleInDegree, Color.yellow); // ball[1] = new Ball(1.0f, 0.0f, 0.25f, 0.8f, angleInDegree, // Color.yellow); // ball[2] = new Ball(0.0f, 1.0f, 0.15f, 0.11f, angleInDegree, // Color.yellow); trans[0] = new Transform3D(); // trans[1] = new Transform3D(); // trans[2] = new Transform3D(); sphere[0] = new Sphere(0.5f); // sphere[1] = new Sphere(0.25f); // sphere[2] = new Sphere(0.15f); // Create a simple scene and attach it to the virtual universe BranchGroup scene = createSceneGraph(); SimpleUniverse u = new SimpleUniverse(c); u.getViewingPlatform().setNominalViewingTransform(); u.addBranchGraph(scene); startSimulation(); } public BranchGroup createSceneGraph() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); for (int i = 0; i < currentNumBalls; i++) { // Create a simple shape leaf node, add it to the scene graph. objTrans[i] = new TransformGroup(); objTrans[i].setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); Transform3D pos1 = new Transform3D(); pos1.setTranslation(randomPos()); objTrans[i].setTransform(pos1); objTrans[i].addChild(sphere[i]); objRoot.addChild(objTrans[i]); } BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); Color3f light1Color = new Color3f(1.0f, 0.0f, 0.2f); Vector3f light1Direction = new Vector3f(4.0f, -7.0f, -12.0f); DirectionalLight light1 = new DirectionalLight(light1Color, light1Direction); light1.setInfluencingBounds(bounds); objRoot.addChild(light1); // Set up the ambient light Color3f ambientColor = new Color3f(1.0f, 1.0f, 1.0f); AmbientLight ambientLightNode = new AmbientLight(ambientColor); ambientLightNode.setInfluencingBounds(bounds); objRoot.addChild(ambientLightNode); return objRoot; } public void startSimulation() { playing = true; Thread t = new Thread(this); t.start(); } public void stop() { playing = false; } public void run() { long previousTime = System.currentTimeMillis(); long currentTime = previousTime; long elapsedTime; long totalElapsedTime = 0; int frameCount = 0; while (true) { currentTime = System.currentTimeMillis(); elapsedTime = (currentTime - previousTime); // elapsed time in // seconds totalElapsedTime += elapsedTime; if (totalElapsedTime > 1000) { currentFrameRate = frameCount; frameCount = 0; totalElapsedTime = 0; } for (int i = 0; i < currentNumBalls; i++) { ball[i].move(); ball[i].collideWith(); drawworld(); } try { Thread.sleep(88); } catch (Exception e) { e.printStackTrace(); } previousTime = currentTime; frameCount++; } } public void drawworld() { for (int i = 0; i < currentNumBalls; i++) { printTG(objTrans[i], "SteerTG"); trans[i].setTranslation(new Vector3f(ball[i].getX(), ball[i].getY(), 0.0f)); objTrans[i].setTransform(trans[i]); } } private Vector3f randomPos() /* * Return a random position vector. The numbers are hardwired to be within * the confines of the box. */ { Vector3f pos = new Vector3f(); pos.x = rand.nextFloat() * 5.0f - 2.5f; // -2.5 to 2.5 pos.y = rand.nextFloat() * 2.0f + 0.5f; // 0.5 to 2.5 pos.z = rand.nextFloat() * 5.0f - 2.5f; // -2.5 to 2.5 return pos; } // end of randomPos() public static void main(String[] args) { System.out.println("Program Started"); 3DMovingBodiesbb = new 3DMovingBodies(); bb.addKeyListener(bb); MainFrame mf = new MainFrame(bb, 600, 400); } }

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  • Light on every model and not in the whole scene

    - by alecnash
    I am using a custom shader and try to pass the effect on my Models like that: foreach (ModelMesh mesh in Model.Meshes) { foreach (ModelMeshPart part in mesh.MeshParts) { part.Effect = effect; } mesh.Draw(); } My only issue is that every Model now has its own light source in it. Why is this happening and is this a problem of my shader? Edit: These are the parameters passed to the shader: private void Get_lambertEffect() { if (_lambertEffect == null) _lambertEffect = Engine.LambertEffect; //Lambert technique (LambertWithShadows, LambertWithShadows2x2PCF, LambertWithShadows3x3PCF) _lambertEffect.CurrentTechnique = _lambertEffect.Techniques["LambertWithShadows3x3PCF"]; _lambertEffect.Parameters["texelSize"].SetValue(Engine.ShadowMap.TexelSize); //ShadowMap parameters _lambertEffect.Parameters["lightViewProjection"].SetValue(Engine.ShadowMap.LightViewProjectionMatrix); _lambertEffect.Parameters["textureScaleBias"].SetValue(Engine.ShadowMap.TextureScaleBiasMatrix); _lambertEffect.Parameters["depthBias"].SetValue(Engine.ShadowMap.DepthBias); _lambertEffect.Parameters["shadowMap"].SetValue(Engine.ShadowMap.ShadowMapTexture); //Camera view and projection parameters _lambertEffect.Parameters["view"].SetValue(Engine._camera.ViewMatrix); _lambertEffect.Parameters["projection"].SetValue(Engine._camera.ProjectionMatrix); _lambertEffect.Parameters["world"].SetValue( Matrix.CreateScale(Size) * world ); //Light and color _lambertEffect.Parameters["lightDir"].SetValue(Engine._sourceLight.Direction); _lambertEffect.Parameters["lightColor"].SetValue(Engine._sourceLight.Color); _lambertEffect.Parameters["materialAmbient"].SetValue(Engine.Material.Ambient); _lambertEffect.Parameters["materialDiffuse"].SetValue(Engine.Material.Diffuse); _lambertEffect.Parameters["colorMap"].SetValue(ColorTexture.Create(Engine.GraphicsDevice, Color.Red)); }

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  • How do I generate terrain like that of Scorched Earth?

    - by alex
    Hi, I'm a web developer and I am keen to start writing my own games. For familiarity, I've chosen JavaScript and canvas element for now. I want to generate some terrain like that in Scorched Earth. My first attempt made me realise I couldn't just randomise the y value; there had to be some sanity in the peaks and troughs. I have Googled around a bit, but either I can't find something simple enough for me or I am using the wrong keywords. Can you please show me what sort of algorithm I would use to generate something in the example, keeping in mind that I am completely new to games programming (since making Breakout in 2003 with Visual Basic anyway)?

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  • Bing Maps - how to link to a push pin from a link outside the map

    - by Rajah
    I have a Virtual Earth Maps (Bing Maps??) to which I have added a set of pushpins. Each pushpin is labelled 1 to n. In addition to adding pushpins to the map, I also add text to the web-page that contains the description to each pushpin. I would like to add a link to the text outside the map, that when clicked will open the balloon associated with the corresponding pushpin. How do I open the balloon associated with a pushpin, through a link that exists outside the map? To get a better understanding, look at my map: link. When you click load, PushPins are added to the map. I would like to have a link from the list on the right of the map, that opens the corresponding PushPin. Thanks in advance!

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  • Using the WF rules engine without workflow in production - implementation experiences

    - by Josh E
    I'm designing an application for a type of case management system that has a big requirement for customizable, flexible business rules. I'm planning on using the WF Rules Engine without workflow (see: here, among other examples and such). One of the points my client brought up (justifiably so!) is whether there are extant examples of using the rules engine for a business rules engine without workflow. My question, of course is: Has anyone used the WF Rules engine sans workflow in a production application before, and what were your experiences?

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  • VEMap Pan triggers VEMap.onclick

    - by Jason
    I'm using the Virtual Earth (or Bing!...) SDK and need to attach an event when someone clicks the map. Unfortunately panning the map also triggers the onclick event. Does anyone know of a work around? function GetMap(){ map = new VEMap('dvMap'); map.LoadMap(new VELatLong(35.576916524038616,-80.9410858154297), 11, 'h',false); mapIsInit = true; map.AttachEvent('onclick', MapClick); } function MapClick(e){ var clickPnt = map.PixelToLatLong(new VEPixel(e.mapX,e.mapY)); Message('Map X: ' + clickPnt.Longitude + '\nMap Y: ' + clickPnt.Latitude + '\nZoom: ' + e.zoomLevel); }

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  • Flight paths linking placemarks using Java Api For Kml(JAK)

    - by Kayson
    Currently i'm having a project which requires to set placemarks and link them with polylines (i suppose), lines which have an arc to it, with properly segmented portions to the arc. I've been able to generate kml file with jak library. But i can't produce more den 1 placemark in the kml file. And i'm quite stuck at the link of paths. http://www.barnabu.co.uk/google-earth-complete-us-air-routes/ This website is something that is close to what i'm required to do. I'm very new towards kml and java so please help me out. Thanks in advance.

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  • Which Workflow Engine do you recommend?

    - by Glenn
    I am kicking around the idea of using a workflow engine on this upcoming project. We know that there is a lot of caveats with using a workflow engine and we have a lot of development experience in many platforms so we would be willing to let the choice of workflow engine take precedence over our favorite toolset or developer IDE. We are more interested in internal workflow (i.e. petri net for easily changeable ERP purposes without involving additional coder time) than external workflow (i.e. aggregating SOAP calls into a transaction aware, higher level SOA). Which workflow engine would you recommend? We have superficially looked at offerings by Oracle, Microsoft, and some open source stuff too. It's all very overwhelming so please respond only if you have real life experience with implementing internal workflow.

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  • Plotting 500 US cities to a map

    - by sqlman
    I have 500 US cities in a MySQL table. I have the city name, state, longitude and latitude. I want to visually see these cities plotted on a map of the US. How can I do this? Are they any free tools available? Google Maps or Google Earth maybe? Obviously, it would take forever to plot each city individually. So I need a quick way of doing it, either through a program or by exporting the table as a spreadsheet and uploading it into some kind of generator that will do the plotting for me. Please let me know your ideas. Thanks.

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  • Expression Engine using the Champagne Extension troubleshooting

    - by user975044
    I have an issue in Expression Engine using the Champagne Extension where it won't allow me to send out campaigns. This extension utilizes https://www.campaignmonitor.com/ api to send out mass emails. The Error I get is "HTML Content URL Required" when I try to send out campaigns form the back end of the Expression Engine Install. What could be causing this issue that relates to the expression engine install?

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  • Live Wallpaper Engine Abstraction

    - by user1459142
    I am trying to obtain an instance of my live wallpaper engine in another class, here is my code... In the other class: WallpaperEngine wpe = (WallpaperEngine) LiveWallpaperService.onCreateEngine(); In LiveWallpaperService: @Override public Engine onCreateEngine() { // TODO Auto-generated method stub return new WallpaperEngine(); } But when I refer to an object in my engine (i.e, "wpe.variable"), I get a NullPointerException and the wallpaper force closes.

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  • How to "select file" with Python script? . Google App Engine . Python .

    - by draconisthe0ry
    I'm trying to create an online application for a python function i have created. in my script, i input the path of my file for the computer (input_path = '/users/user/desktop/input.txt') but i'm not sure how to go about this using Google App Engine . I have the choice between 3 templates: flask, django, and bottle . I really do believe this question is relevant for people transitioning from scripts to web-based applications. Do I need to incorporate GUI stuff from Tkinter or something? There has to be a way to simply select a file to use for the input path in an interactive way using python scripts

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  • Google Chrome custom search engine for secure Wikipedia

    - by gdejohn
    I have this custom search engine set up in Google Chrome: https://encrypted.google.com/search?q=site%3Aen.wikipedia.org+%s&btnI=745 It searches Google for site:en.wikipedia.org {query}, and the btnI=745 is for I'm Feeling Lucky, so it automatically redirects to the first result. I like this better than using Wikipedia's search function directly because it gives me very effective approximate string matching, so I can misspell my search, or leave a word out, or just search for some keywords, and I still get what I'm looking for right away. What I'd like is for it to use Wikipedia's secure gateway: https://secure.wikimedia.org/wikipedia/en/wiki/ It's easy enough to set up a custom search engine that uses the secure version of Wikipedia's search function directly, but I can't figure out how to correctly incorporate it into my version going through Google. Nothing I've tried works.

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  • How to choose NoSQL database engine?

    - by Poma
    We have a database with following specs: 30k records, 7mb in size 20 inserts/second 1000 updates/second 1000 range selects/second, by secondary index, approx 10 rows each needs at least one secondary index needs some mechanism to expire keys if they are not updated for 75 secs (can be done via programmatic garbage collector but will require additional 'last_update' index and will add some load) consistency is not required durability is not required db should be stored in memory For now we use Redis, but it does not have secondary index and it's keys index:foo:* is too slow. Membase also does not have secondary index (as far as I know). MongoDB and MySQL memory engine have table-level locks. What engine will fit our use case?

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  • How to monetize and protect a engine's and its framework's copyrights and patents?

    - by Arthur Wulf White
    I created a game engine that handles: Rendering levels with 2d textured curved surfaces Collisions with curved surfaces Animationn paths on and navigation in 2d-sapce I have also made a framework for: Procedural organic level generation with round surfaces Level editing Light weight sprite design The engine and framework are written in AS3 and I am in the process of translating the code into HaXe to better support other platforms. I am also interested in adding Animated curved platforms More advanced level editing features Currently, I have a part time job and any time I spend on this engine is either taken out of my limited free time (I'm a student working to support myself through school) or out my time working at my job. I really believe this engine can make life much easier for people designing Tower Defence games, Shooters and and Platformers while also possibly improving their results. It could also support RTS, RPGs and racing games very well. It continains original algorithms that could be used for procedural generation of organic round and smooth levels. The algorithms I used are new and are not available in any other level editor I've seen. In order to constantly improve the Engine and have it tested thoroughly I think the best route is releasing it to the public. What are the best ways to benefit myself and others with my new framework? I want to have some lisence, allowing me to share the framework and still benefit from it. Any advice would be appreciated. This issue has been on my mind a lot this year. I am hoping to find a solution that will bring me some relief. I am thinking of designing three sample games, releasing them and starting a kickstarter, any advice and thoughts on the matter would be valuable. My goal is like Markus von Broady suggested, to get people involved in developing the engine and let people use it for games for either a symbolic fee or for free and charge for support. That or use some form of croud sourcing. Do I need to hire a lawyer to get some sort of legal document to protect my work?

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  • VEMap and a GeoRSS feed(hosted separately)

    - by Alexis Abril
    The scenario is as follows: A WCF web service exists that outputs a valid GeoRSS feed. This lives in its own domain as a number of different applications have access to it. A web page(on a different site) has been created with an instance of a VEMap(Bing/Virtual Earth map object). Now, VEMap can accept an input feed in this format via the following: var layer = new VEShapeLayer(); var veLayerSpec = new VEShapeSourceSpecification(VEDataType.GeoRSS, "someurl", layer); map.ImportShapeLayerData(veLayerSpec, onComplete, true); onComplete is a callback function I'm using to replace the default pin graphic with something custom. The question is in regards to "someurl", which is a path to a local xml file containing the geographic information(georss simple format). I've realized this feed and the map must be hosted in the same domain, so I've created a generic handler that reads the remote feed and returns it in the same format. var veLayerSpec = new VEShapeSourceSpecification(VEDataType.GeoRSS, "/somelocalhandler.ashx", layer); When I do this, I get the VEMap error("z is null"). This is the same error one would receive when trying to access a remote feed. When I copy the feed into a local xml file(ie, "feed.xml") there is no error. The order of operations is currently: remote feed - local handler - VEMap import If I'm over complicating this procedure, let me know! I'm a bit new to the Bing Maps API and might have missed something. Any assistance is appreciated.

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  • SQL Server 2008 uses half the CPU’s

    - by ACALVETT
    I recently got my hands on a couple of 4 socket servers with Intel E7-4870's (10 cores per cpu) and with hyper threading enabled that gave me 80 logical CPU's. The server has Windows 2008 R2 SP1 along with SQL 2008 (Currently we can not deploy SQL 2008 R2 for the application being hosted). When SQL Server started I noticed only 2 NUMA nodes were configured and 40 logical cores where there should have been 4 NUMA nodes and 80 logical cores (see below). The problem is caused by that fact that...(read more)

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  • C++ FBX Animation Importer Using the FBX SDK

    - by Mike Sawayda
    Does anyone have any experience using the FBX SDK to load in animations. I got the meshes loaded in correctly with all of their verts, indices, UV's, and normals. I am just now trying to get the Animations working correctly. I have looked at the FBX SDK documentation with little help. If someone could just help me get started or point me in the right direction I would greatly appreciate it. I added some code so you can kinda get an idea of what I am doing. I should be able to place that code anywhere in the load FBX function and have it work. //GETTING ANIMAION DATA for(int i = 0; i < scene->GetSrcObjectCount<FbxAnimStack>(); ++i) { FbxAnimStack* lAnimStack = scene->GetSrcObject<FbxAnimStack>(i); FbxString stackName = "Animation Stack Name: "; stackName += lAnimStack->GetName(); string sStackName = stackName; int numLayers = lAnimStack->GetMemberCount<FbxAnimLayer>(); for(int j = 0; j < numLayers; ++j) { FbxAnimLayer* lAnimLayer = lAnimStack->GetMember<FbxAnimLayer>(j); FbxString layerName = "Animation Stack Name: "; layerName += lAnimLayer->GetName(); string sLayerName = layerName; queue<FbxNode*> nodes; FbxNode* tempNode = scene->GetRootNode(); while(tempNode != NULL) { FbxAnimCurve* lAnimCurve = tempNode->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X); if(lAnimCurve != NULL) { //I know something needs to be done here but I dont know what. } for(int i = 0; i < tempNode->GetChildCount(false); ++i) { nodes.push(tempNode->GetChild(i)); } if(nodes.size() > 0) { tempNode = nodes.front(); nodes.pop(); } else { tempNode = NULL; } } } } Here is the full function bool FBXLoader::LoadFBX(ParentMeshObject* _parentMesh, char* _filePath, bool _hasTexture) { FbxManager* fbxManager = FbxManager::Create(); if(!fbxManager) { printf( "ERROR %s : %d failed creating FBX Manager!\n", __FILE__, __LINE__ ); } FbxIOSettings* ioSettings = FbxIOSettings::Create(fbxManager, IOSROOT); fbxManager->SetIOSettings(ioSettings); FbxString filePath = FbxGetApplicationDirectory(); fbxManager->LoadPluginsDirectory(filePath.Buffer()); FbxScene* scene = FbxScene::Create(fbxManager, ""); int fileMinor, fileRevision; int sdkMajor, sdkMinor, sdkRevision; int fileFormat; FbxManager::GetFileFormatVersion(sdkMajor, sdkMinor, sdkRevision); FbxImporter* importer = FbxImporter::Create(fbxManager, ""); if(!fbxManager->GetIOPluginRegistry()->DetectReaderFileFormat(_filePath, fileFormat)) { //Unrecognizable file format. Try to fall back on FbxImorter::eFBX_BINARY fileFormat = fbxManager->GetIOPluginRegistry()->FindReaderIDByDescription("FBX binary (*.fbx)"); } bool importStatus = importer->Initialize(_filePath, fileFormat, fbxManager->GetIOSettings()); importer->GetFileVersion(fileMinor, fileMinor, fileRevision); if(!importStatus) { printf( "ERROR %s : %d FbxImporter Initialize failed!\n", __FILE__, __LINE__ ); return false; } importStatus = importer->Import(scene); if(!importStatus) { printf( "ERROR %s : %d FbxImporter failed to import the file to the scene!\n", __FILE__, __LINE__ ); return false; } FbxAxisSystem sceneAxisSystem = scene->GetGlobalSettings().GetAxisSystem(); FbxAxisSystem axisSystem( FbxAxisSystem::eYAxis, FbxAxisSystem::eParityOdd, FbxAxisSystem::eLeftHanded ); if(sceneAxisSystem != axisSystem) { axisSystem.ConvertScene(scene); } TriangulateRecursive(scene->GetRootNode()); FbxArray<FbxMesh*> meshes; FillMeshArray(scene, meshes); unsigned short vertexCount = 0; unsigned short triangleCount = 0; unsigned short faceCount = 0; unsigned short materialCount = 0; int numberOfVertices = 0; for(int i = 0; i < meshes.GetCount(); ++i) { numberOfVertices += meshes[i]->GetPolygonVertexCount(); } Face face; vector<Face> faces; int indicesCount = 0; int ptrMove = 0; float wValue = 0.0f; if(!_hasTexture) { wValue = 1.0f; } for(int i = 0; i < meshes.GetCount(); ++i) { int vertexCount = 0; vertexCount = meshes[i]->GetControlPointsCount(); if(vertexCount == 0) continue; VertexType* vertices; vertices = new VertexType[vertexCount]; int triangleCount = meshes[i]->GetPolygonVertexCount() / 3; indicesCount = meshes[i]->GetPolygonVertexCount(); FbxVector4* fbxVerts = new FbxVector4[vertexCount]; int arrayIndex = 0; memcpy(fbxVerts, meshes[i]->GetControlPoints(), vertexCount * sizeof(FbxVector4)); for(int j = 0; j < triangleCount; ++j) { int index = 0; FbxVector4 fbxNorm(0, 0, 0, 0); FbxVector2 fbxUV(0, 0); bool texCoordFound = false; face.indices[0] = index = meshes[i]->GetPolygonVertex(j, 0); vertices[index].position.x = (float)fbxVerts[index][0]; vertices[index].position.y = (float)fbxVerts[index][1]; vertices[index].position.z = (float)fbxVerts[index][2]; vertices[index].position.w = wValue; meshes[i]->GetPolygonVertexNormal(j, 0, fbxNorm); vertices[index].normal.x = (float)fbxNorm[0]; vertices[index].normal.y = (float)fbxNorm[1]; vertices[index].normal.z = (float)fbxNorm[2]; texCoordFound = meshes[i]->GetPolygonVertexUV(j, 0, "map1", fbxUV); vertices[index].texture.x = (float)fbxUV[0]; vertices[index].texture.y = (float)fbxUV[1]; face.indices[1] = index = meshes[i]->GetPolygonVertex(j, 1); vertices[index].position.x = (float)fbxVerts[index][0]; vertices[index].position.y = (float)fbxVerts[index][1]; vertices[index].position.z = (float)fbxVerts[index][2]; vertices[index].position.w = wValue; meshes[i]->GetPolygonVertexNormal(j, 1, fbxNorm); vertices[index].normal.x = (float)fbxNorm[0]; vertices[index].normal.y = (float)fbxNorm[1]; vertices[index].normal.z = (float)fbxNorm[2]; texCoordFound = meshes[i]->GetPolygonVertexUV(j, 1, "map1", fbxUV); vertices[index].texture.x = (float)fbxUV[0]; vertices[index].texture.y = (float)fbxUV[1]; face.indices[2] = index = meshes[i]->GetPolygonVertex(j, 2); vertices[index].position.x = (float)fbxVerts[index][0]; vertices[index].position.y = (float)fbxVerts[index][1]; vertices[index].position.z = (float)fbxVerts[index][2]; vertices[index].position.w = wValue; meshes[i]->GetPolygonVertexNormal(j, 2, fbxNorm); vertices[index].normal.x = (float)fbxNorm[0]; vertices[index].normal.y = (float)fbxNorm[1]; vertices[index].normal.z = (float)fbxNorm[2]; texCoordFound = meshes[i]->GetPolygonVertexUV(j, 2, "map1", fbxUV); vertices[index].texture.x = (float)fbxUV[0]; vertices[index].texture.y = (float)fbxUV[1]; faces.push_back(face); } meshes[i]->Destroy(); meshes[i] = NULL; int indexCount = faces.size() * 3; unsigned long* indices = new unsigned long[faces.size() * 3]; int indicie = 0; for(unsigned int i = 0; i < faces.size(); ++i) { indices[indicie++] = faces[i].indices[0]; indices[indicie++] = faces[i].indices[1]; indices[indicie++] = faces[i].indices[2]; } faces.clear(); _parentMesh->AddChild(vertices, indices, vertexCount, indexCount); } return true; }

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  • Quick 2D sight area calculation algorithm?

    - by Rogach
    I have a matrix of tiles, on some of that tiles there are objects. I want to calculate which tiles are visible to player, and which are not, and I need to do it quite efficiently (so it would compute fast enough even when I have a big matrices (100x100) and lots of objects). I tried to do it with Besenham's algorithm, but it was slow. Also, it gave me some errors: ----XXX- ----X**- ----XXX- -@------ -@------ -@------ ----XXX- ----X**- ----XXX- (raw version) (Besenham) (correct, since tunnel walls are still visible at distance) (@ is the player, X is obstacle, * is invisible, - is visible) I'm sure this can be done - after all, we have NetHack, Zangband, and they all dealt with this problem somehow :) What algorithm can you recommend for this? EDIT: Definition of visible (in my opinion): tile is visible when at least a part (e.g. corner) of the tile can be connected to center of player tile with a straight line which does not intersect any of obstacles.

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