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  • Restore open applications, documents, and window state

    - by rfeague
    When working on a project, I generally have a couple of Explorer windows open to relevant folders and a couple of applications (e.g. Eclipse and a form development tool) open to specific project-related documents. There's a lot of value in that context, and I'd like to find a way to save a set of open apps under a project name, then restore that state at a later date. Thus far all of the utilities I've found are virtual desktop products that don't save/restore state. I'm specifically looking for something that will run the applications I had running, open the documents I had open, and position the windows as they were. I'm amazed that such a seemingly simple concept as "Save my workspace state" doesn't seem to be available. I'm on Windows 7. Any suggestions?

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  • Nagios state transition and event handler issue

    - by Dattatray
    We are using Nagios to check duplicate processes. define service { use local-service host_name xxx service_description xxx Duplicate Processes check_interval 1 max_check_attempts 1 contact_groups admins event_handler restart-dependent-processes check_command check_procs_duplicate!2!3!2!2!2 } check_procs_duplicate checks if there are any duplicate processes and returns the state - e.g. CRITICAL. The event handler kills the duplicate processes and it's dependent processes and starts one instance of the process and dependent process. At the end of this again Nagios checks if there are any duplicate processes and sets the state accordingly - OK/WARNING/CRITICAL. The event handler takes more time to start the processes and during this time if someone manually starts the process, the state will remain in CRITICAL itself. During the next interval, Nagios will again check for duplicate processes and it will find it again CRITICAL. The event handler will not get executed now, as the previos and current both the states are CRITICAL. Any pointers about how to fix this issue?

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  • What do I need to write a small game on Linux?

    - by Michas
    I want to make a simple game: 2d, single-player, without tons of animations and special effects. I am not interested in ready to use game engines, I want to learn to write some code in a quite universal language. I am using Linux (AMD64) and looking for something easy with nice library for games. I do not want to mix few languages, most of them are in fact fast enough themselves for my needs. Cross platform would be an advantage, however all I need is a good Linux support. I have been considering few solutions. Ruby + Language looks very nice. + I am going to learn Ruby. - I am afraid I can have problems with additional libraries. - This thread about game libraries for Ruby could be longer. SDL + C + It is used for games. + It is very easy to set up. + There is a lot of additional libraries. + It is cross-platform. - The solution is quite low level. - The language is sometimes quite hard to read. QT + C++ + It is very easy to set up. + The standard QT libraries supports everything I can possibly need. + It is cross-platform. + The documentation is good. - The compilation is slow. - The language looks horrible. - The size of standard QT libraries is too big to comprehend. Environment of web browser + I am going to learn something more about this environment. + It is somewhat used for games. + It is quite cross-platform. - It would be too much experimental. Java + It is used for games. + The standard Java libraries supports everything I can possibly need. + It is cross-platform. - It is quite hard to set up. - The size of standard Java libraries is too big to comprehend. - The source code in Java could look better. - I think I do not want to learn Java. Google Go + I am going to learn Google Go. - There is big problem with libraries. - The solution would be quite low level. Python + It looks some people do games in Python, according to this thread. + It looks there are probably more libraries than for Ruby. - The Ruby language looks better. - I think I do not want to learn Python. C++ + something else + It is used for games. + It would be probably cross-platform. + There is a lot of libraries. - I do not need C++ extensions over C. - Compilation could be slow, there are fast compilers for C, not for C++. Haskell + I am going to learn Haskell. - Many things about programming computer games looks too much imperative. - It looks I can have some problems with libraries. - Compilation (GHC) looks slow. There is probably something more to consider. Does anyone have experience in making small games for Linux in non mainstream solutions? Does anyone have an advice for me?

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  • How to represent a Board Panel in Java for a game ? [+code]

    - by FILIaS
    I wanna fix a 2D board for a game. I've already fixed other panels for the Gui and everything goes well. But the panel for the board cant be printed on the window. I'm a bit confused about it as i think i've followed the same ideas as for the others panels i need. Here's what i've done: EDIT:*EDIT* what i'm trying to do is fix a board panel for the game according to the dimensions of the it,hold every square in an array in order to use it after wherever it;s needed. I draw each little square of it with the method draw and put it back to the panel. So, each square on the board is a panel. This is the idea. But as u can see. There are troubles/errors on it. EDIT: code updated. just found a part of the problem. i thought first that i had set background to squared, but i didnt. with this one it appears on the panel a wide black "column". Unfortunately,still none squares. :( One More EDIT: Also,i realized that draw method is never called. when i put the draw method in the following method i can see the squares but they remain small. I redefine them with setSize but still no change. /** *Method used to construct the square in the area of the *gui's grid. In this stage a GUISquare array is being constructed, * used in the whole game as *a mean of changing a square graphical state. *@param squares is the squares array from whom the gui grid will be *constructed. *@see getSquare about the correspondance beetween a squareModel and * a GUISquare. */ private void initBoardPanel(SquareModel[][] squares){ BoardPanel.setLayout(new GridLayout(height ,width )); //set layout SquareRenderer[][] Squares; JPanel[][] grid; Squares=new GUISquare[height][width()]; grid=new JPanel[height()][width()]; for (int i=0; i<height(); i++){ for (int j=0; j<width() ; j++){ grid[i][j] = new JPanel( ); SquareRenderer kout=new SquareRenderer(i,j); koutaki.setSquare(myGame.getSquares()[i][j]); if (myGame.getSquares()[i][j] instanceof SimpleSquareModel){ kout.draw(i,j,"");} else { kout.draw(i,j); } kout.setVisible(true); kout.setBackground(Color.BLACK); kout.setSize(50,50); Squares[i][j]= kout; grid[i][j].setSize(50,50); grid[i][j].setVisible(true); grid[i][j].setBackground(Color.BLACK); BoardPanel.add(kout); BoardPanel.setVisible(true); BoardPanel.setBackground(Color.WHITE); } } this.add(BoardPanel,BorderLayout.WEST); // this.pack(); //sets appropriate size for frame this.setVisible(true); //makes frame visible } IMPLEMENTED BY SQUARERENDERER: /** * Transformer for Snake/Ladder * <br>This method is used to display a square on the screen. */ public void draw(int i,int j) { JPanel panel = new JPanel(); panel.setLayout(new BorderLayout()); JLabel label1 = new JLabel("Move To"+myGame.getSquares()[i][j].getGoTo()); JLabel label2 = new JLabel(""+myGame.getSquares()[i][j].getSquare()); JSeparator CellSeparator = new JSeparator(orientation); panel.add(CellSeparator); panel.setForeground(Color.ORANGE); panel.add(label2, BorderLayout.NORTH); panel.add(label1, BorderLayout.CENTER); }

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  • My game plays itself?

    - by sc8ing
    I've been making a canvas game in HTML5 and am new to a lot of it. I would like to use solely javascript to create my elements too (it is easier to embed into other sites this way and I feel it is cleaner). I had my game reloading in order to play again, but I want to be able to keep track of the score and multiple other variables without having to put each into the URL (which I have been doing) to make it seem like the game is still going. I'm also going to add "power ups" and other things that need to be "remembered" by the script. Anyways, here's my question. When one player kills another, the game will play itself for a while and make my computer very slow until I reload the page. Why is it doing this? I cleared the interval for the main function (which loops the game and keeps everything running) and this used to make everything stop moving - it no longer does. What's wrong here? This is my game: http://dl.dropbox.com/u/11168436/game/game.html Controls: Move the skier with arrow keys and shoot with M (you shoot in the direction you were last moving in). The snowboarder is moved with ESDF and shoots with Q. Thanks for your time.

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  • How do I load tmx files with Slick2d?

    - by mbreen
    I just started using Slick2D and learned how simple it is to load in a tilemap and display it. I tried atleast a dozen different tmx files from numerous examples to see if it was the actual file that was corrupted. Everytime I get this error: Exception in thread "main" java.lang.RuntimeException: Resource not found: data/maps/desert.tmx at org.newdawn.slick.util.ResourceLoader.getResourceAsStream(ResourceLoader.java:69) at org.newdawn.slick.tiled.TiledMap.<init>(TiledMap.java:101) at game.Game.init(Game.java:17) at game.Tunneler.initStatesList(Tunneler.java:37) at org.newdawn.slick.state.StateBasedGame.init(StateBasedGame.java:164) at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:390) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at game.Tunneler.main(Tunneler.java:29) Here is my Game class: package game; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; import org.newdawn.slick.tiled.TiledMap; public class Game extends BasicGameState{ private int stateID = -1; private TiledMap map = null; public Game(int stateID){ this.stateID = stateID; } public void init(GameContainer container, StateBasedGame game) throws SlickException{ map = new TiledMap("data/maps/desert.tmx","maps");//ERROR } public void render(GameContainer container, StateBasedGame game, Graphics g) throws SlickException{ //map.render(0,0); } public void update(GameContainer container, StateBasedGame game, int delta) throws SlickException{ } public int getID(){return stateID;} } I've tried to see if anyone else has had similar problems but haven't turned up anything. I am able to load other files, so I don't believe it's a compiler issue. My menu class can load images and display them just fine. Also, the filepath is correct. Please let me know if you have any pointers that might help me sort this out.

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  • How listen for UIButton state change?

    - by morticae
    I'm extending UIButton with generic functionality to change certain appearance attributes based on the displayed title. In order to do this, I need to detect and respond to changes in the "state" property. This is so I make sure the appearance is adjusted properly if the user has set different titles for different states. I assumed I would need to use some sort of KVO like the following: [self addObserver:self forKeyPath:@"state" options:NSKeyValueObservingOptionNew context:nil]; But this does not seem to fire the observeValueForKeyPath:... method for @"state" or @"currentTitle". I assume this is because UIButton does not implement the KVO pattern for those properties. I do not want to just listen for clicks. Those events cause a state change, but are not the only potential causes. Does anyone know a way to listen to and respond to state changes of a UIButton? Thanks

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  • Persisting hashlib state

    - by anthony
    I'd like to create a hashlib instance, update() it, then persist its state in some way. Later, I'd like to recreate the object using this state data, and continue to update() it. Finally, I'd like to get the hexdigest() o the total cumulative run of data. State persistence has to survive across multiple runs. Example: import hashlib m = hashlib.sha1() m.update('one') m.update('two') # somehow, persist the state of m here #later, possibly in another process # recreate m from the persisted state m.update('three') m.update('four') print m.hexdigest() # at this point, m.hexdigest() should be equal to hashlib.sha1().update('onetwothreefour').hextdigets()

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  • php/mysql append state to city

    - by mike
    Hello, Having a hard time figuring out the best way to do this... I have a search function that takes "search terms" and "search location". In the location input, I have an suggestion feature that brings up "city, state abbreviation" but it seems some users just do not use it(or can't) so they end up entering just a city name... I need to append the state abbreviation after the form is submitted. I have a table with all city and state names in the U.S. but the problem is... there are multiple cities with the same name in different states... I would like to add the state abbreviation for the state that the city is most popular for(does that make sense?). For example, if the user enters "Miami" I would like it to become "Miami, FL" as opposed to "Miami, WV"... Any ideas? Thanks!

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  • Error during GENERAL_REQUEST_ENTITY for POST results in ASP .NET session state never getting unlocked

    - by Jesse
    I have been trying to chase down the root cause of a condition where ASP .NET session state remains locked after a web request has been terminated due to an unexpected error. We use the SQL Server session state provider for session because we have several servers in a web farm. This issue first presented itself in the form of many requests getting stuck on the 'AcquireRequestState' event of their lifecycle for no apparent reason. I was able to finding corresponding entries for these requests in the session state database in SQL server that were all locked (column Locked = 1). I was also able to correlate these requests to entries in the IIS log with HTTP status codes of 500 (with a sub status of 0). These findings lead me to believe that, in some cases, a request was erroring out but was NOT releasing its lock on session state like it should. I enabled Failed Request Tracing in IIS for the website in question for status code 500 with all available providers selected each with the 'Verbose' setting for verbosity. I've since gathered several failed traces that have caused permanently locked ASP .NET sessions. They all share the same characteristics: They are all 'POST' requests where the browser is posting data to be processed/saved. They all have events indicating that the 'Session' module was invoked during the REQUEST_ACQUIRE_STATE event. At this point the request would have marked the row in the session state database as being "locked". This is normal and expected. They all have GENERAL_READ_ENTITY_START, GENERAL_READ_ENTITY_END, and GENERAL_REQUEST_ENTITY entries that appear to be reading in the data that was posted to the server as part of the request. This appears to be a buffered operation as these events get repeated over and over with each one reading in some subset of the posted data. At some point during the 'read entity' related events and error occurs. Some have the error code "Incorrect function. (0x80070001)" and others have "The I/O operation has been aborted because of either a thread exit or an application request. (0x800703e3)". Once the error has been encountered, they all jump directly to the END_REQUEST events. The issue here is that, under normal circumstances, there should be a RELEASE_REQUEST_STATE event that will allow the Session module to release the lock it has on the session. This event is being skipped in this scenario. Just to be sure, I enabled failed request tracing for the '200' status code as well and generated several traces of successful requests that do have the RELEASE_REQUEST_STATE event being handled by the Session module. My theory at this point is that some kind of network issue is causing the 'Incorrect function' and 'I/O operation has been aborted because of either a thread exit or an application request' errors, but I don't understand why this seems to be causing the request handling to skip over the RELEASE_REQUEST_STATE event. If the request went through REQUEST_ACQUIRE_STATE it seems like it should also hit RELEASE_REQUEST_STATE as well. I'm loathe to say that this is a bug in IIS or ASP .NET, but it certainly appears that way to me at this point. Are there any configuration changes I could make to help ensure that 'RELEASE_REQUEST_STATE' is fired under all error conditions?

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  • Is F# a good language for card game AI?

    - by Anthony Brien
    I'm writing a Mahjong Game in C# (the Chinese traditional game, not the solitaire kind). While writing the code for the bot player's AI, I'm wondering if a functional language like F# would be a more suitable language than what I currently use which is C# with a lot of Linq. I don't know much about F# which is why I ask here. To illustrate what I try to solve, here's a quick summary of Mahjong: Mahjong plays a bit like Gin Rummy. You have 13 tiles in your hand, and each turn, you draw a tile and discard another one, trying to improve your hand towards a winning Mahjong hand, which consists or 4 sets and a pair. Sets can be a 3 of a kind (pungs), 4 of a kind (kongs) or a sequence of 3 consecutive tiles (chows). You can also steal another player's discard, if it can complete one of your sets. The code I had to write to detect if the bot can declare 3 consecutive tiles set (chow) is pretty tedious. I have to find all the unique tiles in the hand, and then start checking if there's a sequence of 3 tiles that contain that one in the hand. Detecting if the bot can go Mahjong is even more complicated since it's a combination of detecting if there's 4 sets and a pair in his hand. And that's just a standard Mahjong hand. There's also numerous "special" hands that break those rules but are still a Mahjong hand. For example, "13 unique wonders" consists of 13 specific tiles, "Jade Empire" consists of only tiles colored green, etc. In a perfect world, I'd love to be able to just state the 'rules' of Mahjong, and have the language be able to match a set of 13 tiles against those rules to retrieve which rules it fulfills, for example, checking if it's a Mahjong hand or if it includes a 4 of a kind. Is this something F#'s pattern matching feature can help solve?

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  • Suggestions for opening the Rails toolbox to design a challenge game?

    - by keruilin
    How would you suggest designing a challenge system as part of a food-eating game so that it's automated as possible? All RoR tools, design patterns and logic are at your disposal (e.g., admin consoles, crontab, arch, etc.). Prize goes to whoever can suggest the simplest and most-automated design! Here are the requirements: User has many challenges. Badge has many challenges. (A unique badge is awarded for each challenge won.) Only one challenge can run at a time. Each challenge has a limited number of days that it runs. For example, one challenge can run 3 days, while another runs 7 days. Challenges can be seasonal. For example, "Eat 13 Pumpkins" only runs during the Fall. New challenges are added to the game on an ongoing basis. For example, a new challenge every week. Each challenge has a certain probability of being selected to run. For example, "Eat 10 Pies" challenge has 10% chance of being selected to run. As each new challenge is added to the database, I want the probabilities of running to change dynamically. I want to avoid the scenario where I'm manually updating a database field just to change the probability from 10% to 5%, for example. Challenges act like Easter eggs. Challenge icons pop-up at different places on the webpage. User is awarded a badge for successfully completing a challenge, but only when it's active. There is some wait time between each challenge. Between 1 and 7 days. Which wait time is random, but the probability of the wait time being short is high and the probability of it being a long wait time is low.

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  • Any Programming Languages Recommendations? A Space shooter game that allows two people to play at the same time?

    - by Bombcode
    Hey Everyone, Do you remember a arcade game, that allow two people to versus or play each other? A Galaga/Gradius type game. Me and a couple of other people I know wanna make a game like this. We want to get some other opinions on what programming languages to use.(C or C++ isn't an option .). We plan to use an engine to help us build. It's gonna be a multiplayer game, so we would be handling the networking with this language as well. We are thinking about C#, Java, or Actionscript 3. Any Advice on this? And if anyone knows the arcade game I am referring to please post up :)! Edit Let me add something here, this game will be plain on computers and laptops only. We mainly wanna what's good for handling the networking and Dual screen play.

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  • How to use Ninject with XNA?

    - by Rosarch
    I'm having difficulty integrating Ninject with XNA. static class Program { /** * The main entry point for the application. */ static void Main(string[] args) { IKernel kernel = new StandardKernel(NinjectModuleManager.GetModules()); CachedContentLoader content = kernel.Get<CachedContentLoader>(); // stack overflow here MasterEngine game = kernel.Get<MasterEngine>(); game.Run(); } } // constructor for the game public MasterEngine(IKernel kernel) : base(kernel) { this.inputReader = kernel.Get<IInputReader>(); graphicsDeviceManager = kernel.Get<GraphicsDeviceManager>(); Components.Add(kernel.Get<GamerServicesComponent>()); // Tell the loader to look for all files relative to the "Content" directory. Assets = kernel.Get<CachedContentLoader>(); //Sets dimensions of the game window graphicsDeviceManager.PreferredBackBufferWidth = 800; graphicsDeviceManager.PreferredBackBufferHeight = 600; graphicsDeviceManager.ApplyChanges(); IsMouseVisible = false; } Ninject.cs: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Ninject.Modules; using HWAlphaRelease.Controller; using Microsoft.Xna.Framework; using Nuclex.DependencyInjection.Demo.Scaffolding; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace HWAlphaRelease { public static class NinjectModuleManager { public static NinjectModule[] GetModules() { return new NinjectModule[1] { new GameModule() }; } /// <summary>Dependency injection rules for the main game instance</summary> public class GameModule : NinjectModule { #region class ServiceProviderAdapter /// <summary>Delegates to the game's built-in service provider</summary> /// <remarks> /// <para> /// When a class' constructor requires an IServiceProvider, the dependency /// injector cannot just construct a new one and wouldn't know that it has /// to create an instance of the Game class (or take it from the existing /// Game instance). /// </para> /// <para> /// The solution, then, is this small adapter that takes a Game instance /// and acts as if it was a freely constructable IServiceProvider implementation /// while in reality, it delegates all lookups to the Game's service container. /// </para> /// </remarks> private class ServiceProviderAdapter : IServiceProvider { /// <summary>Initializes a new service provider adapter for the game</summary> /// <param name="game">Game the service provider will be taken from</param> public ServiceProviderAdapter(Game game) { this.gameServices = game.Services; } /// <summary>Retrieves a service from the game service container</summary> /// <param name="serviceType">Type of the service that will be retrieved</param> /// <returns>The service that has been requested</returns> public object GetService(Type serviceType) { return this.gameServices; } /// <summary>Game services container of the Game instance</summary> private GameServiceContainer gameServices; } #endregion // class ServiceProviderAdapter #region class ContentManagerAdapter /// <summary>Delegates to the game's built-in ContentManager</summary> /// <remarks> /// This provides shared access to the game's ContentManager. A dependency /// injected class only needs to require the ISharedContentService in its /// constructor and the dependency injector will automatically resolve it /// to this adapter, which delegates to the Game's built-in content manager. /// </remarks> private class ContentManagerAdapter : ISharedContentService { /// <summary>Initializes a new shared content manager adapter</summary> /// <param name="game">Game the content manager will be taken from</param> public ContentManagerAdapter(Game game) { this.contentManager = game.Content; } /// <summary>Loads or accesses shared game content</summary> /// <typeparam name="AssetType">Type of the asset to be loaded or accessed</typeparam> /// <param name="assetName">Path and name of the requested asset</param> /// <returns>The requested asset from the the shared game content store</returns> public AssetType Load<AssetType>(string assetName) { return this.contentManager.Load<AssetType>(assetName); } /// <summary>The content manager this instance delegates to</summary> private ContentManager contentManager; } #endregion // class ContentManagerAdapter /// <summary>Initializes the dependency configuration</summary> public override void Load() { // Allows access to the game class for any components with a dependency // on the 'Game' or 'DependencyInjectionGame' classes. Bind<MasterEngine>().ToSelf().InSingletonScope(); Bind<NinjectGame>().To<MasterEngine>().InSingletonScope(); Bind<Game>().To<MasterEngine>().InSingletonScope(); // Let the dependency injector construct a graphics device manager for // all components depending on the IGraphicsDeviceService and // IGraphicsDeviceManager interfaces Bind<GraphicsDeviceManager>().ToSelf().InSingletonScope(); Bind<IGraphicsDeviceService>().To<GraphicsDeviceManager>().InSingletonScope(); Bind<IGraphicsDeviceManager>().To<GraphicsDeviceManager>().InSingletonScope(); // Some clever adapters that hand out the Game's IServiceProvider and allow // access to its built-in ContentManager Bind<IServiceProvider>().To<ServiceProviderAdapter>().InSingletonScope(); Bind<ISharedContentService>().To<ContentManagerAdapter>().InSingletonScope(); Bind<IInputReader>().To<UserInputReader>().InSingletonScope().WithConstructorArgument("keyMapping", Constants.DEFAULT_KEY_MAPPING); Bind<CachedContentLoader>().ToSelf().InSingletonScope().WithConstructorArgument("rootDir", "Content"); } } } } NinjectGame.cs /// <summary>Base class for Games making use of Ninject</summary> public class NinjectGame : Game { /// <summary>Initializes a new Ninject game instance</summary> /// <param name="kernel">Kernel the game has been created by</param> public NinjectGame(IKernel kernel) { Type ownType = this.GetType(); if(ownType != typeof(Game)) { kernel.Bind<NinjectGame>().To<MasterEngine>().InSingletonScope(); } kernel.Bind<Game>().To<NinjectGame>().InSingletonScope(); } } } // namespace Nuclex.DependencyInjection.Demo.Scaffolding When I try to get the CachedContentLoader, I get a stack overflow exception. I'm basing this off of this tutorial, but I really have no idea what I'm doing. Help?

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  • Need theoretical help, how to comprehend an if-else dependency net

    - by macbie
    I am going to face a following issue: I'm writing a program that manages some properties, some of them are general and some are specific. Each property is a pair of key and value, and for example: if it is given a general property and other specific property with exactly the same key and value has been existed before then the general property will swap the specific one in the register. If there are two the same general properties - both will remain in the register. And so on; it is like a net of dependencies. In my case I can handle with it intuitively and foresee all cases, but only because the system is not too vast. What if it would? I have met such problems a few times in many different programs and languages (i.e working with C semaphores) and my question is: How to approach this kind of problem? Is this connected with finite state machine, graph theory or something similar? How to be sure that I have considered the whole system and each possible case? Could you recommend some resources (books, sites) to learn from?

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  • How to represent a Board Panel in Java for a game ?

    - by FILIaS
    I wanna fix a 2D board for a game. I've already fixed other panels for the Gui and everything goes well. But the panel for the board cant be printed on the window. I'm a bit confused about it as i think i've followed the same ideas as for the others panels i need. Here's what i've done: EDIT:*EDIT* what i'm trying to do is fix a board panel for the game according to the dimensions of the it,hold every square in an array in order to use it after wherever it;s needed. I draw each little square of it with the method draw and put it back to the panel. So, each square on the board is a panel. This is the idea. But as u can see. There are troubles/errors on it. EDIT: code updated. just found a part of the problem. i thought first that i had set background to squared, but i didnt. with this one it appears on the panel a wide black "column". Unfortunately,still none squares. :( One More EDIT: Also,i realized that draw method is never called. when i put the draw method in the following method i can see the squares but they remain small. I redefine them with setSize but still no change. How can I use paint method to edit the panels properly???? As it is now it can't. Even it can't return an object(eg panel) as it's polymorphic void! /** *Method used to construct the square in the area of the *gui's grid. In this stage a GUISquare array is being constructed, * used in the whole game as *a mean of changing a square graphical state. *@param squares is the squares array from whom the gui grid will be *constructed. *@see getSquare about the correspondance beetween a squareModel and * a GUISquare. */ private void initBoardPanel(SquareModel[][] squares){ BoardPanel.setLayout(new GridLayout(height ,width )); //set layout SquareRenderer[][] Squares; JPanel[][] grid; Squares=new GUISquare[height][width()]; grid=new JPanel[height()][width()]; for (int i=0; i<height(); i++){ for (int j=0; j<width() ; j++){ SquareRenderer kou=new SquareRenderer(i,j); kou.setSquare(myGame.getSquares()[i][j]); //NOTE: THE FOLLOWING DRAW METHOD CANT BE CALLED!!!? if (myGame.getSquares()[i][j] instanceof SimpleSq ){ kou .paintPanel(i,j,"");} else if (myGame.getSquares()[i][j] instanceof ActionSq ) { kou .paintPanel(i,j); } //JUST BECAUSE DRAW CANT BE CALLED I PUT ITS CODE HERE: //JUST TO CHECK: JPanel panel = new JPanel(); panel.setLayout(new BorderLayout()); JLabel label1 = new JLabel("Move To "+myGame.getSquares()[i][j].getGoTo()); JLabel label2 = new JLabel(""+myGame.getSquares()[i][j].getSquare()); panel.setBackground(Color.ORANGE); panel.add(label2, BorderLayout.NORTH); panel.add(label1, BorderLayout.CENTER); panel.setSize(250,250); ///////// <--until here ---paint method<--- kou.add(panel); kou.setVisible(true); kou.setBackground(Color.BLACK); Squares[i][j]= kou; BoardPanel.add(kou); BoardPanel.setVisible(true); BoardPanel.setBackground(Color.WHITE); } } this.add(BoardPanel,BorderLayout.WEST); // this.pack(); //sets appropriate size for frame this.setVisible(true); //makes frame visible } IMPLEMENTED BY SQUARERENDERER: /** * Transformer for Snake/Ladder * <br>This method is used to display a square on the screen. */ public void paintPanel(int i,int j) { JPanel panel = new JPanel(); panel.setLayout(new BorderLayout()); JLabel label1 = new JLabel("Move To"+myGame.getSquares()[i][j].getGoTo()); JLabel label2 = new JLabel(""+myGame.getSquares()[i][j].getSquare()); JSeparator CellSeparator = new JSeparator(orientation); panel.add(CellSeparator); panel.setForeground(Color.ORANGE); panel.add(label2, BorderLayout.NORTH); panel.add(label1, BorderLayout.CENTER); }

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  • IIS8 Asp.net State service remote connection failure

    - by maxisam
    Recently we upgrade our web server to windows server 2012 with IIS8. We have this issue when users try to connect the asp.net state service to this web server remotely. It always popup Unable to make the session state request to the session state server. Please ensure that the ASP.NET State service is started and that the client and server ports are the same. If the server is on a remote machine, please ensure that it accepts remote requests by checking the value of HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\aspnet_state\Parameters\AllowRemoteConnection. If the server is on the local machine, and if the before mentioned registry value does not exist or is set to 0, then the state server connection string must use either 'localhost' or '127.0.0.1' as the server name. In IIS7 / 7.5 we use the same way and it works fine. As long as the state service is running and firewall is set properly, we don't have any problem. However, in IIS8 it doesn't work. (We even turn off firewall to test it) Thanks for helping.

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  • Testing Finite State Machines

    - by Pondidum
    I have inherited a large and firaly complex state machine at work. It has 31 possbile states to be in. It has the following inputs: Enum: Current State (so 0 - 30) Enum: source (currently only 2 entries) Boolean: Request Boolean: type Enum: Status (3 states) Enum: Handling (3 states) Boolean: Completed The 31 States are really needed (big business process). Breaking into seperate state machines doesnt seem feasable - each state is distinct. I have written tests for one set of inputs (the most common set), with one test per input (all inputs constant, except for the State input): [Subject("Application Process States")] public class When_state_is_meeting2Requested : AppProcessBase { Establish context = () => { //Setup.... }; Because of = () => process.Load(jas, vac); It Current_node_should_be_meeting2Requested = () => process.CurrentNode.ShouldBeOfType<meetingRequestedNode>(); It Can_move_to_clientDeclined = () => Check(process, process.clientDeclined); It Can_move_to_meeting1Arranged = () => Check(process, process.meeting1Arranged); It Can_move_to_meeting2Arranged = () => Check(process, process.meeting2Arranged); It Can_move_to_Reject = () => Check(process, process.Reject); It Cannot_move_to_any_other_state = () => AllOthersFalse(process); } As no one is entirely sure on what the output should be for each state and set of inputs i have been starting to write tests for it, however on calculation i will need to write 4320 ( 30*2*2*2*3*3*2 ) tests for it. Does anyone have any suggestions on how i should go about testing this?

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  • jQuery form zip code to state function

    - by Dakota R.
    I'm trying to convert a preexisting javascript function into a jQuery function. The function comes from http://javascript.internet.com/forms/zip-to-state.html and aims to convert a user-entered zip code into a state. I'm using jQuery 1.3.2, with all the necessary plugins, but I'm not very familiar with jQuery syntax and how to convert this from plain ol' Javascript syntax. The setState function takes two parameters, the zip code element and the state element, so I'm trying to do something like this: $('$zip_code').change( function () { setState($(this), $('#state')); }); Any thoughts on this syntax? Thanks, Dakota function getState(zip) { if ((parseInt(zipString.substr(zip / 4, 1), 16) & Math.pow(2, zip % 4)) && (zip.length == 5)) for (var i = 0; i < stateRange.length; i += 7) if (zip <= 1 * stateRange.substr(i, 5)) return stateRange.substr(i + 5, 2); return null; } function setState(txtZip, optionBox) { if (txtZip.value.length != 5 || isNaN(txtZip.value / 4)) { optionBox.options[0].selected = true; alert("Please enter a 5 digit, numeric zip code."); return; } var state = getState(txtZip.value); for (var i = 0; i < optionBox.options.length; i++) if (optionBox.options[i].value == state) return optionBox.options[i].selected = true; for (var i = 0; i < optionBox.options.length; i++) if (optionBox.options[i].value == "XX") return optionBox.options[i].selected = true; }

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  • Windows Server 2008 System State Backup

    - by MJ
    What I'm looking for, is info on what is contained in the server 2008 system state backup. It is incredibly large (10+ G), and annoying to backup remotely. is there a way to take a full system state, and then do like a weekly incremental? I know the wbadmin tool, but its options are limited. I'm also looking for the option to remove the 2nd or 3rd oldest backup.

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  • 8-bit game creator software

    - by dag729
    Hi, Anyone knows about some 8-bit game creator software that runs under GNU/Linux? I want to make some funny game in my spare time, but I prefer to have a tool (or a set of tools) that will help to keep it just a spare-time-project, thus not involving programming! :D Thanks in advance EDIT: For instance, some month ago I tried FPS Creator, being a frontend of DarkGame Studio. Well, FPS Creator is for a 3D FPS game: what I meant is a software similar to this one, but concening 8-bit'ish game.

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  • Routing protocols, distance vector vs link state

    - by Artem Barger
    I'm trying to figure out the differences(pros/cons) between two routing protocols approach and I would be great-full for any help, advice and explanation. As far I can say that it seems like distance vector is more static and more local based routing, since it doesn't know the network state whereas link state is more aware of current states therefore it seems more natural to use it over distance-vector, but I have a feeling like I'm missing something. And I would be glad to here about more aspects and different issues I have to consider while choosing one of them.

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  • Windows sometimes minimizes game and shows the desktop?

    - by Gary
    For some reason, every once in a while when I'm playing a full-screen game in Windows 7, the game will minimize and focus will be given to the Desktop. I don't know what does this because no other problem appears to activate (nothing new in the taskbar or system tray appears). This occurs in a variety of games, from a variety of publishers, so it's definitely not the game that's having the problem. When this occurs, I can simply click on the game to go back to it, but it's obviously still quite annoying. Anyone know what's going on here? Is this a common occurrence with a simple fix? Thanks in advance!

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