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  • How does one manage perfectionism in programming? [closed]

    - by Craige
    Possible Duplicate: Where do you draw the line for your perfectionism? First of - I'm a perfectionist; I know and accept this. Problem is, this really is a counter-productive programming trait. It's a never-ending endeavor that hinders productivity as you find a new and "better" way you should be doing something. To me, if you're not doing it right, then don't do it at all. How does one manage such a characteristic in programming?

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  • Multiply mode in SpriteBatch

    - by ashes999
    I have a "lighting" texture (black background with white or colours for lights) that I want to draw as a multiplcation operation. SpriteBatch.Begin can specify BlendState.Additive, but there's no BlendState.Multiplicative. I also tried the solution in this answer, but it didn't work -- even when I (incorrectly?) changed the code to work with XNA 4 style ColorDestinationBlend, I ended up with the final solution being inverted (black area where the light is, everything else is visible). I initially thought of a shader, but I couldn't get shaders to work with MonoGame, so I'm falling back to SpriteBatch.

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  • OpenGL: Drawing to a texture

    - by Danran
    Well im just a bit stuck wondering how to draw an item to a texture. Specifically, i'm using; glDrawArrays(GL_LINE_STRIP, indices[0], indices.size()); Because what i'm drawing via the above function updates every-frame, i'm just totally not sure how to go about drawing what i have to a texture. Any help is greatly appreciated! Edit: Well unfortunately my graphics card doesn't support FrameBuffer Objects :/. So i've been trying to get the copy contents from backbuffer method working. Here's what i currently have; http://pastebin.com/dJpPt6Pd And sadly all i get is a white square. Its probably something stupid that i'm doing wrong. Just unsure what it could be?

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  • Java and Eclipse setup properly, how do I install JOGL or LWJGL?

    - by shadowprotocol
    I have my Java environment installed alongside Eclipse, and I was successfully able to create and run a new project (simple System.out.println("Yay I work!"); I have the OpenGL SuperBible, and I primarily want to code 3D things (I'll take my time using the book to learn how to draw shapes in 3D space, etc..) Can you help me get setup with OpenGL in Java? I dont really need LWJGL, although I WILL make games eventually. I just can't even figure out with all of these terrible (and old) tutorials floating around on the net how to install either JOGL or LWJGL. If you can give me a hand with that, I'd appreciate it. I'd like to feel I contributed by having this page show the answer to the question, so that other poor souls googling for this same information can benefit.

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  • What's involved in resetting the graphics device?

    - by Donutz
    I'm playing with XNA 4.0, VS2010. I've created a window (not maximized) and drawn some sprites. All is good until I resize the window, after which the sprites stop displaying or only partially display. I'm pretty sure it has something to do with needing to reset the device or something, but can't find any clear instructions or sample code. It's not just a case of needing to increase the preferredbackbuffer size, because even if I shrink the window I get this symptom. I've looked at the source code that I was able to get from Microsoft before they shut down XNA, but it doesn't actually explain anything. Any help or advice? If it makes any difference I'm creating DrawableGameComponents and doing my updates and drawing in their Draw/Update routines.

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  • Is the "impossible object" possible in computer graphics?

    - by CPP_Person
    This may be a silly question but I want to know the answer to it. I saw this thing called the "impossible object", while they're many different images of this online, it's suppost to be impossible geometry. Here is an example: Now as far as logic goes, I know you don't have to obey it in games, such as a flying cow, or an impossible object. So that's out of the way, but what stands in my way is whether or not there is a way to draw this onto a 3D scene. Like is there a way to represent it as a 3D object? Thanks!

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  • How do i add a start menu page to my java game?

    - by user2149407
    I have a rather cool space invaders game that my friend and I have been working on for a while, and we have decided it needs an opening page, with "Start" options, "Quit" options and so forth. I have looked at several methods online, but cant seem to get any of them to work! Does anybody have any ideas? P.S Using JFrame to draw the main frame Im just looking to do this within Java, so just a panel that appears at a state change (GAME, MENU). Id like it to contain a few buttons to start the game, and quit. Later, I will add achievements, but im after something really basic for now. But thanks for the suggestions!

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  • Connect divs with (non-straight) lines [migrated]

    - by Snailer
    I'd like to develop my site with a layout that looks somewhat like houses with connected plumbing, or multiple computers connected to a network. Basically, the will be boxes floating in space, with lines connecting some of the boxes. I'd like these lines to have some turns in them as well (just simple 90 degree corners) rather than just a straight line. My question is what is the best way to achieve this, and perhaps a small example. My thoughts were to use: PHP and CSS: I could create a background grid and then, with some complicated algorithms, draw paths using the grid's borders. This would be more dynamic, but I'm not sure I can plot the math all by myself. just CSS: Perhaps this is as simple as making some pre-drawn lines like L-shapes and T-junctions, then just placing and scaling them. But I don't believe there's a way to scale an image by slicing it.. so the line width would be scaled and thus each image would look different. Any thoughts?

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  • Android - Unity3D: setVisibility(View.VISIBLE) crashes

    - by Kazoeja
    I have a unity project and I use a Android (java) plugin to get camera data. I draw this on a TextureView. I want to hide/show this view when I press a button in unity. But my app crashes when I setVisibility onCreate UnityPlayer.currentActivity.addContentView(texView, new FrameLayout.LayoutParams(400, 400)); java: public void HideVideo() { //Hide view _TextureView.setVisibility(View.INVISIBLE); } Is there an extra function I need to call, or may I only call it on certain times? None of these thins work, they all make my app crash. _TextureView.setVisibility(View.INVISIBLE); _TextureView.setActivated(false); _TextureView.setAlpha(0); _TextureView.setTranslationY(-1000);

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  • XNA + Windows Forms: How make them work together without making the trick of the custom GraphicsDeviceControl?

    - by Renann
    What I've found is a solution where you have to code a custom GraphicsDeviceControl to put inside the form (the well known tutorial from the APPHub), but that's not what I'm searching for. I would like to say that before start to right my question here, I "googled" a lot and I saw some questions here, but I couldn't find what I'm looking for. I would like to have the Draw/Update loops completly managed by XNAFrameWork (with XNA project and so), and not by a custom component. I hope you understand what I asked. Thanks in advance. Edit What's the most important thing for me and wasn't shown in the tutorial of APPHub is: where I have to put the input handling? That's one the problems that wasn't covered by the tutorial.

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  • cocos2dx beginner tutorials

    - by Skeith
    I have tried to start programing with coco2dx but i have no idea where to start and the tutorials are no very not very helpful. What i am looking for is some tutorials/guides on how to begin using cocos2dx for the total beginner. Things like how to setup a project and run it and how to do simple things like draw graphics on the screen, play sounds and get input. I am running on windows 7 and have been told by the cocos2dx wiki that this may cause problems so if anyone has a solution to this that would also be helpful.

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  • Separate parts of a game engine [on hold]

    - by user272716
    I'm pretty new in developing videogames. By now I only used SDL with C/C++ to create games. I'm currently learning OpenGL and I realized that to be fluid and easy to maintain the code must be logically separated. Since I want to use OpenGLES on iOS and Android I was wondering how the engine must be imagined in a technical way, some questions came up: Do I have to separate input/update functions from draw functions in different threads? Is there only one proper way to think a game engine/loop? What kind of assets should I use to create a 3D game using openGl ES to get better performance?

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  • speed up the update of glutidle()

    - by CroCo
    I have a client that sends data at 1KHz (i.e. 0.001 sec) to a master over Internet using UDP protocol. In Master, I need to draw an object, but the problem is that the update of GLUT is slower than the client's update. I have tried to use glutTimerFunc(0,glutIdle, 0); but still slow. Is there a way to speed up the update rate of drawing? I need to update Display() every 0.001 sec. Any suggestions? I'm using windows 7.

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  • Color based collision detection

    - by user1486826
    I am making a game where you fly a ship around some randomly generated planets. Since I am using a for loop to draw over 5000 planets, using the rectangle class or an oval-type class for this is not an option, since creating many objects will severely affect performance. Bitmasking each planet will likely result in performance issues too, so the only candidate is color based collision detection, because I don't need to apply some sort of object to everything I want to check for collisions. Is any way to check the perimeter around the ship for a certain color?

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  • XNA 4.0 - container with content, that can slide (C#)

    - by DijkeMark
    I got an idea, but I got no idea on how to make it. Okay, so here is the deal. I want a container which can contain certain objects (These objects will draw the sprites/graphics). But because of different screen sizes, I want to be able to scale the containers width and height. But I do not want the objects in the container, that go outside of the container, because of the scaling to be visible. Because I want the objects all to be positioned horizontaly to eachother and I want a horizontal sliderbar, so I can slide from left to right within the container. I wonder if anyone could point me in the right direction. Thanks in Advance, Mark

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  • How do I convert a partially transparent image into polygons?

    - by user82779
    I'm using GLEE2D, a level editor allowing me to import images, scale them, rotate them, and position them onto layers and export the data into XML format. However, it does not tell me objects' boundaries. I can calculate them, but only given the original image's polygons. How do I get polygons of objects in a transparent image? An example object (I outlined it): How would I turn the object, knowing the scaled size of the image, into polygons? Is there an algorithm for this? I'll use OpenGL to draw them.

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  • Game Object Design

    - by oisin
    I'm having a problem with the way I designed my first simple game in C++. I have GameObject (abstract class) and ObjectA which inherits the update() and draw() methods from GameObject. My main loop contains a linked list of GameObject*, and while that list is not empty it cycles through it, calling update on each one. Up until this point, I thought the design was standard(?) and would work. However, when I call update on ObjectA() I run into two problems: ObjectA can die which messes up the list, which in turn throws off the loop in main. ObjectA can spawn more ObjectA's but these are local scope and the update() goes out of scope, creating problems in main's list of GameObjects. I think my design if alright, but I'm having such problems with segmentation faults that there must be something seriously wrong with at least one part of my implementation. If anyone could point out any serious mistakes or simple examples of this being done (or even alternative designs) then I would greatly appreciate it!

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  • Directional Lights

    - by Setrio
    I'm working on a game idea (2D) that needs directional lights. Basically I want to add light sources that can be moved and the light rays interact with the other bodies on the scene. What I'm doing right now is some test where using sensors (box2d) and ccDrawLine I could achieve something similar to what I want. Basically I send a bunch of sensors from certain point and with raycast detect collisions, get the end points and draw lines over the sensors. Just want to get some opinions if this is a good way of doing this or is other better options to build something like this? Also I would like to know how to make a light effect over this area (sensors area) to provide a better looking light effect. Any ideas?

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  • QR Code encoding and decoding using zxing

    - by helixed
    Okay, so I'm going to take the off chance that someone here has used zxing before. I'm developing a Java application, and one of the things it needs to do is encode a byte array of data into a QR Code and then decode it at a later time. Here's an example of what my encoder looks like: byte[] b = {0x48, 0x45, 0x4C, 0x4C, 0x4F}; //convert the byte array into a UTF-8 string String data; try { data = new String(b, "UTF8"); } catch (UnsupportedEncodingException e) { //the program shouldn't be able to get here return; } //get a byte matrix for the data ByteMatrix matrix; com.google.zxing.Writer writer = new QRCodeWriter(); try { matrix = writer.encode(data, com.google.zxing.BarcodeFormat.QR_CODE, width, height); } catch (com.google.zxing.WriterException e) { //exit the method return; } //generate an image from the byte matrix int width = matrix.getWidth(); int height = matrix.getHeight(); byte[][] array = matrix.getArray(); //create buffered image to draw to BufferedImage image = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB); //iterate through the matrix and draw the pixels to the image for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { int grayValue = array[y][x] & 0xff; image.setRGB(x, y, (grayValue == 0 ? 0 : 0xFFFFFF)); } } //write the image to the output stream ImageIO.write(image, "png", outputStream); The beginning byte array in this code is just used to test it. The actual byte data will be varied. Here's what my decoder looks like: //get the data from the input stream BufferedImage image = ImageIO.read(inputStream); //convert the image to a binary bitmap source LuminanceSource source = new BufferedImageLuminanceSource(image); BinaryBitmap bitmap = new BinaryBitmap(new HybridBinarizer(source)); //decode the barcode QRCodeReader reader = new QRCodeReader(); Result result; try { result = reader.decode(bitmap, hints); } catch (ReaderException e) { //the data is improperly formatted throw new MCCDatabaseMismatchException(); } byte[] b = result.getRawBytes(); System.out.println(ByteHelper.convertUnsignedBytesToHexString(result.getText().getBytes("UTF8"))); System.out.println(ByteHelper.convertUnsignedBytesToHexString(b)); convertUnsignedBytesToHexString(byte) is a method which converts an array of bytes in a string of hexadecimal characters. When I try to run these two blocks of code together, this is the output: 48454c4c4f 202b0b78cc00ec11ec11ec11ec11ec11ec11ec Clearly the text is being encoded, but the actual bytes of data are completely off. Any help would be appreciated here. Thanks, helixed

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  • drawing thick, textured lines in OpenGL

    - by NateS
    I need to draw thick textured line segments in OpenGL. Actually I need curves made out of short line segments. Here is what I have: In the upper left is an example of two connected line segments. The second image shows once the lines are given width, they overlap. If I apply a texture that uses translucency, the overlap looks terrible. The third image shows that both lines are shortened by half the amount necessary to make the thick line corners just touch. This way I can fill the space between the lines with a triangle. On the right you can see this works well (ignore the horizontal line when the crappy texture repeats). But it doesn't always work well. In the bottom left the curve is made of many short line segments. Note the incorrect texture application. My program is written in Java, making use of the LWJGL OpenGL binding (and minor use of Slick, a 2D helper framework). I've made a zip file that contains an executable JAR so you can easily see the problem. It also has the Java code (there is only one source file) and an Eclipse project, so you can instantly run it through Eclipse and hack at it if you like. Here she is: http://n4te.com/temp/lines.zip To run, execute "java -jar lines.jar". You may need "-Djava.library.path=." before -jar if you are not on Windows. Press space to toggle texture/wireframe. The wireframe only shows the line segments, the triangle between them isn't drawn. I don't need to draw arbitrary lines, just bezier curves similar to what you see in the program. Sorry the code is a bit messy, once I have a solution I will refactor. I have investigated using GLUtessellator. It greatly simplified construction of the line, but I found that applying the texture was perfect. It worked most of the time (top image below), but long vertical curves would have severe texture distortion (bottom image below): This turned out to be much easier to code, but in the end worse than my approach. I believe what I'm trying to do is called "line tessellation" or "stroke tessellation". I assume this has been solved already? Is there standard code I can leverage? Otherwise, how can I fix my code so that the texture does not freak out on short, vertical curves?

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  • Pyglet OpenGL drawing anti-aliasing

    - by Jared Forsyth
    I've been looking around for a way to anti-alias lines in OpenGL, but none of them seem to work... here's some example code: import pyglet from pyglet.gl import * window = pyglet.window.Window(resizable=True) @window.event def on_draw(): window.clear() pyglet.gl.glColor4f(1.0,0,0,1.0) glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glEnable (GL_BLEND) glEnable (GL_LINE_SMOOTH); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE) glLineWidth (3) pyglet.graphics.draw(2, pyglet.gl.GL_LINES, ('v2i', (10, 15, 300, 305)) ) pyglet.app.run() Can anyone see what I am doing wrong?

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  • How to keep pyglet from clearing the screen ?

    - by mayasky
    I want to draw a scene and sequentially add lines to it. But pyglet keeps updating without control :( , so all I get is blinks from pyglet.gl import * window=pyglet.window.Window() def drawline(): ... @window.event def on_draw(): drawline() pyglet.app.run() should I change the decorator(if there exist options) or what? Thanks!

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  • SetWindowLong in CustomDraw causes unhandled exception

    - by neeul
    Hello, I am making some changes to a CSliderCtrl using the Custom Draw, the control is to be used in a dialog. Here is the structure: In my MessageMap I have : ON_NOTIFY_REFLECT_EX(NM_CUSTOMDRAW, OnNMCustomdraw) The OnNMCustomdraw method looks like the following: BOOL CCustomSliderCtrl::OnNMCustomdraw(NMHDR *pNMHDR, LRESULT *pResult) { *pResult = CDRF_DODEFAULT; LPNMCUSTOMDRAW pNMCD = reinterpret_cast<LPNMCUSTOMDRAW>(pNMHDR); switch(pNMCD->dwDrawStage) { case CDDS_PREPAINT: { //Dialogs don't receive CDRF_NOTIFYITEMDRAW notifcations by returning it as part of pResult, we must //use the following so we ensure we receive the msg SetWindowLong(pNMHDR->hwndFrom, DWL_MSGRESULT, CDRF_NOTIFYITEMDRAW); return TRUE; } case CDDS_ITEMPREPAINT: if(pNMCD->dwItemSpec == TBCD_CHANNEL) { ...SNIP... SetWindowLong(pNMHDR->hwndFrom, DWL_MSGRESULT, CDRF_SKIPDEFAULT); return TRUE; } } return FALSE; } Reading around I learnt that you had to use SetWindowLong to set the return value for the custom draw, otherwise your method will not always receive the CDDS_ITEMPREPAINT message. However, when using SetWindowLong my application will never receive the CDDS_ITEMPREPAINT and so my slider just looks like a standard slider. The application crashes when any sort of interaction takes place upon the slider, such as hovering over it or minimizing and maximizing the dialog. I snipped the TBCD_CHANNEL code as it is never reached. When running in debug mode, it crashes at the end of the AfxUnlockGlobals method, in afxcrit.cpp. Here is a stack trace: Update: Since adding debug symbols, the crash seems to be picked up at CWnd::DefWindowProc mwthod. comctl32.dll!_TrackBarWndProc@16() + 0x551 bytes user32.dll!_InternalCallWinProc@20() + 0x28 bytes user32.dll!_UserCallWinProcCheckWow@32() + 0xb7 bytes user32.dll!_CallWindowProcAorW@24() + 0x51 bytes user32.dll!_CallWindowProcW@20() + 0x1b bytes mfc90ud.dll!CWnd::DefWindowProcW(unsigned int nMsg=15, unsigned int wParam=0, long lParam=0) Line 1043 + 0x20 bytes C++ mfc90ud.dll!CWnd::WindowProc(unsigned int message=15, unsigned int wParam=0, long lParam=0) Line 1756 + 0x1c bytes C++ mfc90ud.dll!AfxCallWndProc(CWnd * pWnd=0x0012fdbc, HWND__ * hWnd=0x000308fe, unsigned int nMsg=15, unsigned int wParam=0, long lParam=0) Line 240 + 0x1c bytes C++ mfc90ud.dll!AfxWndProc(HWND__ * hWnd=0x000308fe, unsigned int nMsg=15, unsigned int wParam=0, long lParam=0) Line 403 C++ mfc90ud.dll!AfxWndProcBase(HWND__ * hWnd=0x000308fe, unsigned int nMsg=15, unsigned int wParam=0, long lParam=0) Line 441 + 0x15 bytes C++ user32.dll!_InternalCallWinProc@20() + 0x28 bytes user32.dll!_UserCallWinProcCheckWow@32() + 0xb7 bytes user32.dll!_DispatchClientMessage@20() + 0x4d bytes user32.dll!___fnDWORD@4() + 0x24 bytes ntdll.dll!_KiUserCallbackDispatcher@12() + 0x13 bytes user32.dll!_NtUserDispatchMessage@4() + 0xc bytes user32.dll!_DispatchMessageW@4() + 0xf bytes mfc90ud.dll!AfxInternalPumpMessage() Line 183 C++ mfc90ud.dll!CWinThread::PumpMessage() Line 900 C++ mfc90ud.dll!AfxPumpMessage() Line 190 + 0xd bytes C++ mfc90ud.dll!CWnd::RunModalLoop(unsigned long dwFlags=4) Line 4386 + 0x5 bytes C++ mfc90ud.dll!CDialog::DoModal() Line 584 + 0xc bytes C++ SetSelection.exe!CSetSelectionApp::InitInstance() Line 64 + 0xb bytes C++ mfc90ud.dll!AfxWinMain(HINSTANCE__ * hInstance=0x00400000, HINSTANCE__ * hPrevInstance=0x00000000, wchar_t * lpCmdLine=0x00020a84, int nCmdShow=1) Line 37 + 0xd bytes C++ SetSelection.exe!wWinMain(HINSTANCE__ * hInstance=0x00400000, HINSTANCE__ * hPrevInstance=0x00000000, wchar_t * lpCmdLine=0x00020a84, int nCmdShow=1) Line 34 C++ SetSelection.exe!__tmainCRTStartup() Line 578 + 0x35 bytes C SetSelection.exe!wWinMainCRTStartup() Line 403 C kernel32.dll!_BaseProcessStart@4() + 0x23 bytes So, does anyone have any insight into this matter? If you need more info just let me know.

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  • PHP invalid image's and error handling

    - by Emdiesse
    Using PHP's Image and GD functions you can use the following method to finally output the php image imagepng($image); Sometimes, for whatever reason the image may not be displayed typically the error is not with the image but with the actual php functions not executing successfully. However this causes a blank image to be returned which doesn't help me. What I want to know is, is there a way to detect a blank or an invalid image and create a new image, write the errors to the new image using imagestring() and then display this new (debug) image instead. for example, a successfully displayed image with no errors: $image = imagecreate(256, 256); //create image imagecolortransparent($image, $BLUE); //set transparent imagefilledrectangle($image, 0, 0, 256, 256, $BLUE); //fill with 'transparent colour' //Draw a border round the image imageline($image, 0, 0, 0, 255, $Black); imageline($image, 0, 0, 255, 0, $Black); imageline($image, 255, 0, 255, 255, $Black); imageline($image, 0, 255, 255, 255, $Black); imagestring($image, 1, 10, 10, "I am an image!", $Black); imagepng($image); imagedestroy($image); but if I then introduce some errors in the php script that may or may not be to do with the actual image creation then the php script fails and the image will not be visible... $image = imagecreate(256, 256); //create image imagecolortransparent($image, $BLUE); //set transparent imagefilledrectangle($image, 0, 0, 256, 256, $BLUE); //fill with 'transparent colour' //Draw a border round the image imageline($image, 0, 0, 0, 255, $Black); imageline($image, 0, 0, 255, 0, $Black); imageline($image, 255, 0, 255, 255, $Black); imageline($image, 0, 255, 255, 255, $Black); imagestring($image, 1, 10, 10, "I am an image!", $Black); /* I am here to cause problems with the php script ** and cause the execution to fail, I am a function ** that does't exist... ** ** and I am missing a semi colon! ;)*/ non_existant_function() imagepng($image); imagedestroy($image); At this point I want to create a new image like above but in replacement of the I am an image! text I would put the actual error that has occured.

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