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  • Remote Desktop to home server: From mac gives english keyboard layout, from pc gives norwegian layou

    - by format71
    I'm trying to connect to my home server from my mac, but struggle with typing the password, which contains a plus sign. I have a norwegian keyboard layout, and when I log in from windows (via wmware), I get a norwegian keyboard at the logon screen, but when I connect directly from the mac, I get a english keyboard layout, which makes it impossible to type my password... Why does it give me a different layout for the mac? How can I type a plus sign? The key that should give me a plus sign if the keyboard was english, is the key that contains the ´ and `, and using this button doesn't give me anything in the login prompt... regards, -Vegar

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  • Linear Layout Issue at Runtime

    - by George
    Hi all, I am trying to build a layout dynamically which display some text and image for the most part, but has a series of buttons placed next to each other in the bottom. I have a linear layout that carries the text, another linear layout that carries the image. And yet another linear layout that carries the buttons that get created in a for loop. I have a main layout aligned vertical that adds the text, image and buttons layout, in that order. To finally generate something like this: Text .... Image ... Button1 Button2 Button3.... The problem is the number of buttons get decided at runtime, so if there are more than 4 buttons, the 5th button gets displayed really tiny. Also, when I tilt the phone, I get only the text and image showing, but no buttons coz the image covers the entire screen. Layoutting seems to be pretty complicated to me, any help is appreciated! Thanks George

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  • Entity/Component based engine rendering separation from logic

    - by Denis Narushevich
    I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic. I wonder if it is a common practice in entity/component based engines, when single entity have renderer components and logic components such as position, behavior altogether in one box? Such approach sound odd to me, in my understanding entity itself belongs to logic part and shouldn't contain any render specific things inside. With such approach it is impossible to swap renderers, it would require to rewrite all that customized renderers. The way I would do it is, that entity would contain only logic specific components, like AI,transform,scripts plus reference to mesh, or sprite. Then some entity with Camera component would store all references to object that is visible to the camera. And in order to render all that stuff I would have to pass Camera reference to Renderer class and render all sprites,meshes of visible entities. Is such approach somehow wrong?

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  • How to implement turn-based game engine?

    - by Dvole
    Let's imagine game like Heroes of Might and Magic, or Master of Orion, or your turn-based game of choice. What is the game logic behind making next turn? Are there any materials or books to read about the topic? To be specific, let's imagine game loop: void eventsHandler(); //something that responds to input void gameLogic(); //something that decides whats going to be output on the screen void render(); //this function outputs stuff on screen All those are getting called say 60 times a second. But how turn-based enters here? I might imagine that in gameLogic() there is a function like endTurn() that happens when a player clicks that button, but how do I handle it all? Need insights.

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  • Good practices while working with multiple game engines, porting a game to a new engine

    - by Mahbubur R Aaman
    I have to work with multiple game engines, like Cocos2d Unity3d Galaxy While working with multiple game engines, what practices should i follow? EDIT: Is there any guideline to follow, that would be better as while any one working with multiple game engines? EDIT: While a game made by Cocos2d and done well at AppStore, then our target it to port to other platforms, then we utilize Unity3D. Here what should we do?

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  • Pro Google App Engine developer interview questions (with answers)

    - by WooYek
    What are good questions to determine if applicant is pro Google App Egine developer? Questions that can distinguish that someone is not an ad-hoc GAE programmer, but is really doing professional GAE development, with all areas concerned (eg. performance, transactions, async/batch data processing). Please provide answers, so an intermediate developer (such as myself :) can interview someone more experienced. Please avoid open questions. If possible please provide a link to a documentation part that's covering a topic in question. Please keep one interview question/answer per response for better reading experience and easier interview preparation.

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  • Client/Server Application Using Google App Engine

    - by Kevin Zhang
    Can someone please advise me what is the possible solution of using GAE to make a Client/Serer Application? As far as I know, GAE is designed to do web applications. What I want to do is to have a Java Client(Swing based) deployed on a number of computers and deploy the server on GAE. I found an example on GAE website which teaches how to make a SOAP service using GAE, but I don't know whether using SOAP is a good idea for client/server applications. Can someone give me some hints about how to design this system and what technology should be used? Any advices are welcome. Many thanks.

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  • Does your company name in an article title damage Search Engine relevance

    - by user492681
    I've been wondering about this for a while but never come across a solid answer. Many websites include their name in all the title tags of their articles. This is often apparent in word-press blogs etc. eg: Tsunami hits Japan and leaves thousands homeless | My Website Name The issue I have is that Search engines strip the stop words out of this sentence to leave the words in which it compares to the body text. So if I want my article to rank well and be relevant, in this case about the terrible Tsunami that has recently struck Japan what is to STOP the MY WEBSITE NAME section of the title de-valuing the relevance of the article. Am I over-worrying? Or should I take this in to consideration? Thanks for advice in advance.

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  • Programming Language vs. Game Engine [on hold]

    - by hunteroatway17
    I understand that this question has been asked multiple times before. I am just asking this quick and simple question. I have been learning programming in C#, Java and C++ for the past 6 months; Just experimenting with each. I think that C++ is the one that I like most. What I would like to know and am wondering about is should I learn a programming language and use a 2D framework like Allegro; Or should I learn Unity and make 2D games in that because it is probably faster and easier. I want to learn something that I can get pretty good at, seeing as I am pursuing a career in indie game development. I also have a programmer's mind set and I am a left brain thinker so learning a language is not a issue. I just want to best and most future proof choice. Thanks.

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  • SIMD Extensions for the Database Storage Engine

    - by jchang
    For the last 15 years, Intel and AMD have been progressively adding special purpose extensions to their processor architectures. The extensions mostly pertain to vector operations with Single Instruction, Multiple Data (SIMD) concept. The reasoning was that achieving significant performance improvement over each successive generation for the general purpose elements had become extraordinarily difficult. On the other hand, SIMD performance could be significantly improved with special purpose registers...(read more)

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  • Using Google App Engine to Perform World Updates vs an Authoritative Server

    - by Error 454
    I am considering different game server architectures that use GAE. The types of games I am considering are turn-based where the world status would need to be updated about once per minute. I am looking for an answer that persuades me to either perform the world update on the google servers OR an authoritative server that syncs with the datastore. The main goal here would be to minimize GAE daily quotas. For some rough numbers, I am assuming 10,000 entities requiring updates. Each entity update would require: Reading 5 private entity variables (fetched from datastore) Fetching as many as 20 static variables (from datastore or persisted in server memory) Writing 5 entity variables Clients of the game would authenticate and set state directly against GAE as well as pull the latest world state from GAE. Running the update on GAE would consist of a cron job launched every minute. This would update all of the entities and save the results to the datastore. This would be more CPU intensive for GAE. Running the update on an authoritative server would consist of fetching entity data from the GAE datastore, calculating the new entity states and pushing the new state variables back to the datastore. This would be more bandwidth intensive for the datastore.

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  • Multiplayer online game engine/pipeline

    - by Slav
    I am implementing online multiplayer game where client must be written in AS3 (Flash) to embed game into browser and server in C++ (abstract part of which is already written and used with other games). Networking models may differ from each other, but currently I'm looking toward game's logic run on both client and server parts but they're written on different languages while it's not the main problem. My previous game (pretty big one - was implemented with efforts of ~5 programmers in 1.5 years) was mainly "written" within electronic tables as structured objects with implemented inheritance: was written standalone tool which generated AS3 and C++ (languages of platforms to which the game was published) using specified electronic tables file (.xls or .ods). That file contained ~50 tables with ~50 rows and ~50 columns each and was mainly written by game designers which do not know any programming languages. But that game was single-player. Having declared problem with my currently implementing MMO, I'm looking toward some vast pipeline, where will be resolved such problems like: game objects descriptions (which starships exist within game, how much HP they have, how fast move, what damage deal...) actions descriptions (what players or NPCs can do: attack each other, collect resources, build structures, move, teleport, cast spells) - actions are transmitted through server between clients influences (what happens when specified action applied on specified object, e.i "Ship A attacked Ship B: field "HP" of Ship B reduced by amount of field "damage" of Ship A" Influences can be much more difficult, yes, e.i. "damage is twice it's size when Ship has =5 allies around him in a 200 units range during night" and so on. If to be able to write such logic within some "design document" it will be easily possible to: let designers to do their job without programmer's intervention or any bug-prone programming validate described logic transfer (transform, convert) to any programming language where it will be executed Did somebody worked on something like that? Is there some tools/engines/pipelines which concernes with it? How to handle all of this problems simultaneously in a best way or do I properly imagine my tasks and problems to myself?

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  • SIMD Extensions for the Database Storage Engine

    - by jchang
    For the last 15 years, Intel and AMD have been progressively adding special purpose extensions to their processor architectures. The extensions mostly pertain to vector operations with Single Instruction, Multiple Data (SIMD) concept. The motivation was that achieving significant performance improvement over each successive generation for the general purpose elements had become extraordinarily difficult. On the other hand, SIMD performance could be significantly improved with special purpose registers...(read more)

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  • Which game library/engine to choose?

    - by AllTheThingsSheSaid
    I'm not a programming beginner at all. I've tried 2 libraries/engines so far, allegro and Unity. For allegro. i think its not good if i wanna make a career in gaming industry since its not powerful enough. I don't feel comfortable with unity. Its more like a software like photoshop or flash. You can do almost everything with pre-defined functions, tools and with less coding. I need something which offers less tools and pre defined functions and more coding work. It would be awesome if its free and c/c++ based. I need both 2D/3D. and please, don't tell me to make my own library, i am not "that" advance. Any other information about gaming industry would be greatly appreciated.

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  • Help me choose an engine

    - by Gjorgji
    So far i've been trying to make a RTS in pygame but, i feel like 2d is not enough and pygame has me do a lot of stuff that i would not like doing. What i would like doing is working on the AI gameplay and such and not worying too much about how to display stuff,physics and the like too much. So far Unity has boo which is supposed to be similar to python i wonder if that could work. How similar is it to python should i use this? Other options as far as i can see are ogre3d python bindings and UDK. Which would best suit my needs?

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  • engine for responsive gameplay

    - by zaftcoAgeiha
    Many games have been praised for its responsive gameplay, where each user action input correspond to a quick and precise character movement (eg: super meat boy, shank...) What makes those games responsive? and what prevents other games from achieving the same? How much of it is due to the game framework used to queue mouse/keyboard events and render/update the game and how much is attributed to better coding?

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  • How does Google App Engine remote_api work

    - by EasilyBaffled
    As I understand it, and I may be wrong, but GAE's remote_api allows one application to access another application's datastore. I'll be blunt I don't understand how this works. I have read the article that everyone likes to point to, but I still don't understand how you can link two applications. Can someone explain it to me, perhaps with a small example or just point me to a tutorial that does this?

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

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

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  • An Ideal Keyboard Layout for Programming

    - by Jon Purdy
    I often hear complaints that programming languages that make heavy use of symbols for brevity, most notably C and C++ (I'm not going to touch APL), are difficult to type because they require frequent use of the shift key. A year or two ago, I got tired of it myself, downloaded Microsoft's Keyboard Layout Creator, made a few changes to my layout, and have not once looked back. The speed difference is astounding; with these few simple changes I am able to type C++ code around 30% faster, depending of course on how hairy it is; best of all, my typing speed in ordinary running text is not compromised. My questions are these: what alternate keyboard layouts have existed for programming, which have gained popularity, are any of them still in modern use, do you personally use any altered layout, and how can my layout be further optimised? I made the following changes to a standard QWERTY layout. (I don't use Dvorak, but there is a programmer Dvorak layout worth mentioning.) Swap numbers with symbols in the top row, because long or repeated literal numbers are typically replaced with named constants; Swap backquote with tilde, because backquotes are rare in many languages but destructors are common in C++; Swap minus with underscore, because underscores are common in identifiers; Swap curly braces with square brackets, because blocks are more common than subscripts; and Swap double quote with single quote, because strings are more common than character literals. I suspect this last is probably going to be the most controversial, as it interferes the most with running text by requiring use of shift to type common contractions. This layout has significantly increased my typing speed in C++, C, Java, and Perl, and somewhat increased it in LISP and Python.

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  • How can I automatically change the system keyboard layout when plugging in an external keyboard?

    - by Andrew Bolster
    I have a US-Style laptop, which is fine, but I also have a UK-style Ergonomic USB keyboard. As such I usually have the US key layout set, but when I settle in at my desk and use the UK USB keyboard I find myself making stupid mistakes on symbols (normally a pretty good touch typist on either ergo or standard kbd). Can anyone think of a clean way of setting the keyboard layout based on the inferred layout/USBID of any plugged in Keyboard? Even having a custom setting such as adding a specific USB ID to a runtime script that checks if its plugged in or not. Can this be done without the user having to logout/in? I remember doing something similar with xorg.conf, but that required logout.

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  • Android layout alignment issues

    - by Jake Schwartz
    So I am trying to get my layout to look like this: | button text button | So that the text is centered between my two buttons. I first tried using LinearLayouts and layout_gravity tags, but that would give me something like: | buttontextbutton | and now I have a relative layout with alignParentLeft/Right and centerInParent tags but the layout now looks like | button text buttonnnnnnnnnnnnn | Is there a way to get my layout right with text that changes lengths? Thanks, Jake

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  • More compact layout

    - by Jesse Aldridge
    In the following code, I'd like to get rid of the margin around the buttons. I'd like to have the buttons stretch all the way to the edge of the frame. How can I do that? import sys from PyQt4.QtGui import * from PyQt4.QtCore import * app = QApplication(sys.argv) window = QWidget() layout = QVBoxLayout() layout.setSpacing(0) window.setLayout(layout) for i in range(2): layout.addWidget(QPushButton()) window.show() app.exec_()

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  • android layout-land and screen-rotation handling

    - by davs
    I have layouts for portrait mode (in folder layout) and for landscape one (in the folder layout-land). This screen is located under one of the tabs, so I had to handle screen rotating (after screen has been rotated, no default screen restart occurs). I would like to update view from 'layout-land' when screen rotates to landscape mode and from 'layout' when screen rotates to portrait one. How can I do this?

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