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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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  • Disposing of ContentManager increases memory usage

    - by Havsmonstret
    I'm trying to wrap my head around how memory management works in XNA 4.0 I've created a screen management test and when I close a screen, the ContentManager created by that screen is unloaded. I have used ANTS Memory Manager to look at how the memory usage is altered when I do this, and it gives me some results which makes me scratch my head. The game starts with loading two textures (435kB and 48,3kB) which puts the usage at about 61MB. Then, when I delete the screen and runs Unload on the ContentManager, the memory usage drops to 56,5MB but instantly after goes up to 64,8MB. Am I doing something wrong or is this usual for XNA games? Do I have to dispose of everything the ContentManager loads seperatly or do I need to do something more to the ContentManager? Thanks in advance!

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  • How can I ensure reasonably spaced out enemies

    - by Samuraisoulification
    I have a simple javascript game and I'm initializing their positions on the y axis using random numbers. How can I ensure that they are reasonably spaced apart? My simple algorithm is: y = (Math.random()*1000%600); However I frequently get enemies almost directly on top of each other. This is a huge problem for the game, since it's a word game and the enemies have text on their center, that if overlapped makes them impossible to kill since you can't see the words. Any advice would be appreciated! I'm pretty new to making games in general so this has all been a learning experience for me!

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  • Settlers-like terrain representation

    - by Olle
    Remember this beauty? I'm playing it now on my old Amiga 1200. My question is: How do you think they represented the terrain, data structure wise? Obviously it's some kind of points, with a height. Or hexagons. And how did they decide which dots were buildable? EDIT: I could rephrase the question to say "how do I achieve this kind of terrain", but I would still only be interested in how to do it on a machine with 1 MB of RAM and a 7 Mhz processor, because this is the machine i currently developing games for. If that seems like a vague or meaningless question to you, that's alright, but I'm still curious if someone has any knowledge about this.

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  • Good way of handling class instances in game development?

    - by Bugster
    I'm a new indie game developer, and I've made a few games, but often times when coding I wonder "Is this the way most people do it? Am I doing it wrong?" because I'd like to become a game developer some day, and I really want to get rid of bad practices in time. The way I'm doing it right now is like this: #include <some libraries> #include "Some classes" int main() { Class1 a; Class2 b; Class3 c; a.init(); b.init(); c.init(); // game logic; } Now as I see the game grow, I have more and more classes to initialize and create instances of. This is clean but I'm not sure if this is standard practice. Is this a regular way of creating instances of your game classes or is there a cleaner and more efficient way to do it?

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  • Creating video with audio and still image for YouTube

    - by scottlabs
    I'm running the following command: ffmpeg -i audio.mp3 -ar 44100 -f image2 -i logo.jpg -r 15 -b 1800 -s 640x480 foo.mov Which successfully outputs a video with my recorded audio and an image on it. When I try and upload this to YouTube it fails to process, regardless of the formats I try: .mov, .avi, .flv, .mp4 Is there some setting I'm missing in the above that would generate a format Youtube will accept? I've tried looking through the ffmpeg documentation but I'm in over my head. I did an experiment by putting a 2 second video with a 30 second mp3. When I uploaded to youtube, the resulting video was only 2 seconds long. So it may be that YouTube looks only to the video track for the length, and since a picture is only a frame long or whatever, maybe that borks it.

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  • Showing range on hexagonal grid

    - by user23673
    Here is the situation. I have hexagonal board,and a unit on it,with speed or move value 4.Diffrent terrain has a diffrent cost.When i click on the unit,game should show me a move range. My solution was to check each hex in range of 4,with A* pathfinding,and if path cost was less than 4 then this hex was in range.Finally game nicely show me range of that unit. My question is: Is there other solution to search for range on hex grids or square grid,because even if i am really proud of what i did in my solution,i think,it is a little to exaggerated?:)) What make me ask this question?I noticed that when unit speed is 4 or 6 or even 8,time to computing range for my computer was really good,but when speed was 10 and more i noticed that i needed to wait few second to compute.Well in real games i rather dont see something like this and my A* pathfinding is rather well optimized,so im thinking that my solution is wrong. Thanks for any replies.

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  • Where actually did they spend money? [on hold]

    - by WannabeProgrammer
    I am a total beginner in the field of game development. Every time I saw or read an interview session with any indie developer they mention about the amount of money they spend on developing a game. I want to know where exactly did they spend the money ? Just imagine that you are making a game for mobile devices from scratch , where and all will you be spending your money to make one ? Is it possible to make games for mobile devices without spending any ? If yes , then it makes more sense for a indie game developer who is talented but comes from a very weak financial background. Thank you.

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  • game programming career, vc++ reference and future of it [closed]

    - by Pappu Bacha
    1) I have quite a lot of interest in game programming and I (to my thought) am quite good at programming skills, I have developed some console based animations and text based animation games (like copter-it, snake, and a music visualization), should I invest in game programming? I have 2 years at college left. 2) If I am to pursue a career in game programming, and I select to go only with c++ and DirectX, is it enough? is assembly language necessary? 3) is Visual C++ or MFC dead? should I invest in it or not? 4) I am unable to find any reference book for Visual C++ 2008 or later (just like C++ the complete reference book) I need a book that covers the basic fundamentals and covers the most of the libraries etc.

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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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  • C++ game programming

    - by UnTraDe
    Until now I have been using C# with XNA for 2d and a little bit of 3d games, althought I dont remember that I finished any of them I want to start working with C++. I have a very very little exprience with C++ and my question is where to start? I plated a little bit with SFML and I encountered some problems with performance when I started to build a tile based game. I'm pretty sure that the problem is my code and not the library itself. Is there anything similiar to XNA for C++? I should keep try and work with SFML? Sorry for my bad english! Thanks in advance!

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  • Weird sound problems after upgrading to 13.10 (macbook)

    - by Atsch
    I have been having a very weird problem with my sound lately: 1)My right channel is extremely disorted with relativly loud noises, tested with several headphones. 2) After a while, wiered noises start coming from my speakers 3) playing lots of sounds at once causes the the output to become really mushed, e.g. in lmms or games. all points to a: a fault in my sound card, or b: a fault in alsa or pulseaudio, but I don't know how to find out. I will now try using the alsa-daily, and edit this away depending on my results after a restart

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  • How do I create my own Ubuntu version? [closed]

    - by Alvar
    Possible Duplicate: How to customize live Ubuntu CD? I don't like unity and I don't like xubuntu or kubuntu that much, so I want to know how I can create my own Ubuntu distro! I want: a GUI only a terminal installed (no other unnecessary programs.) I don't want Unity no browser, games, text editors or video players. I basically want a distro that is easy to set up the way you want it. So as many ppa should be added as default. Is this at all possible?

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  • Driver inversion

    - by Val
    I have a GUI game, which is driven by user every time it clicks the mouse. Every time user clicks a square on a board, the board state is updated (we re-compute the score, the player to make next move and legal movements it can make) and repainted. Both mouse click, state recomputation and painting are handled in the GUI thread. Now, suppose that I want to train AI to play without GUI. That is, game engine should consume next move by simply calling AI's makeMove function in one thread. This would allow to play millions of games per second automatically. GUI may just screenshot some arbitrary states time after time. How do you switch to this strategy?

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  • Help with off-game tasks

    - by peoro
    I love writing video games for fun, and often do that. I noticed, anyway, that most of the times implementing the gameplay itself doesn't take too much time to me (maybe because I already did that plenty times and know what and how to do for most of the things), but when I try to implement off-game stuff I get lost. By off-game I mean what is not gameplay: menus, cutscenes between levels, world map to choose levels, saving and loading status, managing replays ... Only tried to write a few of these a few times, but always failed; that's why I never really completed and distributed a game. Are these common problems? And where should I start to do this? Where could I find some books/guides about such stuff?

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  • TexturePacker ignores extensions

    - by The Oddler
    I'm using TexturePacker in one of my games, though when packing a bunch of textures their extension is kept in the data file. So when I want to find a texture I need to search for "image.png" instead of just "image". Is there an option to let texture packer ignore the extensions of my source images in the data file? Solved: So if anyone else wants this, here's the exported I made: https://www.box.com/s/bf12q1i1yc9jr2c5yehd Just extract it into "C:\Program Files (x86)\CodeAndWeb\TexturePacker\bin\exporters\UIToolkit No Extensions" (or something similar) and it should show op as an exporter.

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  • Either I'm not confident I just don't know anything [on hold]

    - by zoomerzoom25
    My name is Sael and I'm 14 years old. Since I was 12 and I got my first computer I instantly go interested in making games. So of course like any other I googled it, got discouraged and forgot about it for a few months. When I was 13 I decided to continue programming, and decided that java would best suit me. Now after a year, I have a basic understanding of java and how it works (it just clicked instantly one day). Anyways, my problem is that I know how I'm going to make a simple game in my head, but as soon as I click that "New Project" button on eclipse, I'm instantly lost and can't figure out where to start. I can't do much without a tutorial beside me since my mind is so dependent on it. So here's the question : what can I do to get past this problem of mine, and have any of you felt like this before? sorry if my English is a bit incorrect, Spanish is my main language* I've made Minecraft mods before

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  • How many hours do you spend programming outside of work if you are married (with children) [closed]

    - by eterps
    I recently attended a conference and met some insanely talented developers with mile-long lists of accomplishments. One puzzling thing I noticed about many of these wildly successful people is that a lot of their output (books, blogs, games, mobile apps) are done as hobby projects outside of their normal jobs. Not only this, but most of them were married, and some even with children. I'm absolutely baffled by this. My question is targeted to folks that are married, working full time, and also spend time outside of work on hobby projects or extra programming. The question is: How many hours do you put in programming outside of your normal job, and how do you balance it with your family life?

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  • dynamically include zipfilesets into a WAR

    - by Konstantin
    hi all - a bit of clumsy situation but for the moment we cannot migrate to more straight-forward project layout. We have a project called myServices and it has 2 source folders (yes, I know, but that's the way it is for now) - I'm trying to make build process a bit more flexible so we now have a property called artifact.names that will be parsed by generic build.xml and based on name, it will call either jar or war task, eg. myService-war will create a WAR file with the following zipfilesets included there: myService-war-classes, myService-war-web-inf, myService-war-meta-inf. I want to add a bit more flexibility, and allow having additional zipfilesets, eg. myService-war-etc-1,2 etc - so these will be picked up by the package target automatically. I cannot use "if" inside war target, and also ${ant.refid:myService-war-classes} property is not resolved, so I'm kind of stuck at the moment with my options - how do I dynamically include a zipfileset into a WAR? You can refer to fileset by id, but it MUST be defined then, eg. you can't have it optional on project level. Thank you. Some build.xml snippets: <target name="archive"> <for list="${artifact.names}" param="artifact"> <sequential> <echo>Packaging artifact @{artifact} of project ${project.name}</echo> <property name="display.@{artifact}.packaging" refid="@{artifact}.packaging" /> <echo>${display.@{artifact}.packaging}</echo> <propertyregex property="@{artifact}.archive.type" input="@{artifact}" regexp="([a-zA-Z0-9]*)(\-)([ejw]ar)" select="\3" casesensitive="false"/> <propertyregex property="@{artifact}.base.name" input="@{artifact}" regexp="([a-zA-Z0-9]*)(\-)([ejw]ar)" select="\1" casesensitive="false"/> <echo>${@{artifact}.archive.type}</echo> <if> <then> <war destfile="${jar.dir}/${@{artifact}.base.name}.war" compress="true" needxmlfile="false"> <resources refid="@{artifact}.packaging" /> <zipfileset refid="@{artifact}-classes" erroronmissingdir="false" /> <zipfileset refid="@{artifact}-meta-inf" erroronmissingdir="false" /> <zipfileset refid="@{artifact}-web-inf" erroronmissingdir="false" /> <!-- Additional zipfilesets to package --> <zipfileset refid="@{artifact}-etc-2" erroronmissingdir="false" /> <zipfileset refid="@{artifact}-etc-3" erroronmissingdir="false" /> <zipfileset refid="@{artifact}-etc-4" erroronmissingdir="false" /> <zipfileset refid="@{artifact}-etc-5" erroronmissingdir="false" /> <zipfileset refid="@{artifact}-etc-6" erroronmissingdir="false" /> <zipfileset refid="@{artifact}-etc-7" erroronmissingdir="false" /> <zipfileset refid="@{artifact}-etc-8" erroronmissingdir="false" /> <zipfileset refid="@{artifact}-etc-9" erroronmissingdir="false" /> <zipfileset refid="@{artifact}-etc-10" erroronmissingdir="false" /> </war> </then> <!-- Generic JAR packaging --> <else> <jar destfile="${jar.dir}/@{artifact}.jar" compress="true"> <resources refid="@{artifact}.packaging" /> <zipfileset refid="@{artifact}-meta-inf" erroronmissingdir="false" /> </jar> </else> </if> </sequential> </for> </target>

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  • Proguard and two projects using the same android library. broadcasting. ClassNotFoundException

    - by trololo
    The problem:I have got 2 apps. The interact with each other via broadcasting. I have parcelable class in the android library (they send content of class in the library). So after using Proguard I have got ClassNotFondException. How to solve it? 07-03 02:13:51.832: E/AndroidRuntime(6801): FATAL EXCEPTION: main 07-03 02:13:51.832: E/AndroidRuntime(6801): java.lang.RuntimeException: Unable to start receiver <appname>.<name>.ar.free.BRMain: java.lang.RuntimeException: Parcelable encounteredClassNotFoundException reading a Serializable object (name = <appname>.a.a.b) 07-03 02:13:51.832: E/AndroidRuntime(6801): at android.app.ActivityThread.handleReceiver(ActivityThread.java:2277) 07-03 02:13:51.832: E/AndroidRuntime(6801): at android.app.ActivityThread.access$1500(ActivityThread.java:140) 07-03 02:13:51.832: E/AndroidRuntime(6801): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1303) 07-03 02:13:51.832: E/AndroidRuntime(6801): at android.os.Handler.dispatchMessage(Handler.java:99) 07-03 02:13:51.832: E/AndroidRuntime(6801): at android.os.Looper.loop(Looper.java:137) 07-03 02:13:51.832: E/AndroidRuntime(6801): at android.app.ActivityThread.main(ActivityThread.java:4898) 07-03 02:13:51.832: E/AndroidRuntime(6801): at java.lang.reflect.Method.invokeNative(Native Method) 07-03 02:13:51.832: E/AndroidRuntime(6801): at java.lang.reflect.Method.invoke(Method.java:511) 07-03 02:13:51.832: E/AndroidRuntime(6801): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1006) 07-03 02:13:51.832: E/AndroidRuntime(6801): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:773) 07-03 02:13:51.832: E/AndroidRuntime(6801): at dalvik.system.NativeStart.main(Native Method) 07-03 02:13:51.832: E/AndroidRuntime(6801): Caused by: java.lang.RuntimeException: Parcelable encounteredClassNotFoundException reading a Serializable object (name = <appname>.a.a.b) 07-03 02:13:51.832: E/AndroidRuntime(6801): at android.os.Parcel.readSerializable(Parcel.java:2148) 07-03 02:13:51.832: E/AndroidRuntime(6801): at android.os.Parcel.readValue(Parcel.java:2016) 07-03 02:13:51.832: E/AndroidRuntime(6801): at android.os.Parcel.readMapInternal(Parcel.java:2226) 07-03 02:13:51.832: E/AndroidRuntime(6801): at android.os.Bundle.unparcel(Bundle.java:223) 07-03 02:13:51.832: E/AndroidRuntime(6801): at android.os.Bundle.getInt(Bundle.java:922) 07-03 02:13:51.832: E/AndroidRuntime(6801): at <appname>.<name>.ar.free.BRMain.onReceive(BRMain.java:35) 07-03 02:13:51.832: E/AndroidRuntime(6801): at android.app.ActivityThread.handleReceiver(ActivityThread.java:2270) 07-03 02:13:51.832: E/AndroidRuntime(6801): ... 10 more 07-03 02:13:51.832: E/AndroidRuntime(6801): Caused by: java.lang.ClassNotFoundException: <appname>.a.a.b 07-03 02:13:51.832: E/AndroidRuntime(6801): at java.lang.Class.classForName(Native Method) 07-03 02:13:51.832: E/AndroidRuntime(6801): at java.lang.Class.forName(Class.java:217) 07-03 02:13:51.832: E/AndroidRuntime(6801): at java.io.ObjectInputStream.resolveClass(ObjectInputStream.java:2301) 07-03 02:13:51.832: E/AndroidRuntime(6801): at java.io.ObjectInputStream.readNewClassDesc(ObjectInputStream.java:1660) 07-03 02:13:51.832: E/AndroidRuntime(6801): at java.io.ObjectInputStream.readClassDesc(ObjectInputStream.java:683) 07-03 02:13:51.832: E/AndroidRuntime(6801): at java.io.ObjectInputStream.readNewObject(ObjectInputStream.java:1803) 07-03 02:13:51.832: E/AndroidRuntime(6801): at java.io.ObjectInputStream.readNonPrimitiveContent(ObjectInputStream.java:787) 07-03 02:13:51.832: E/AndroidRuntime(6801): at java.io.ObjectInputStream.readObject(ObjectInputStream.java:2003) 07-03 02:13:51.832: E/AndroidRuntime(6801): at java.io.ObjectInputStream.readObject(ObjectInputStream.java:1960) 07-03 02:13:51.832: E/AndroidRuntime(6801): at android.os.Parcel.readSerializable(Parcel.java:2142) 07-03 02:13:51.832: E/AndroidRuntime(6801): ... 16 more 07-03 02:13:51.832: E/AndroidRuntime(6801): Caused by: java.lang.NoClassDefFoundError: <appname>/a/a/b 07-03 02:13:51.832: E/AndroidRuntime(6801): ... 26 more 07-03 02:13:51.832: E/AndroidRuntime(6801): Caused by: java.lang.ClassNotFoundException: <appname>.a.a.b 07-03 02:13:51.832: E/AndroidRuntime(6801): at dalvik.system.BaseDexClassLoader.findClass(BaseDexClassLoader.java:61) 07-03 02:13:51.832: E/AndroidRuntime(6801): at java.lang.ClassLoader.loadClass(ClassLoader.java:501) 07-03 02:13:51.832: E/AndroidRuntime(6801): at java.lang.ClassLoader.loadClass(ClassLoader.java:461) 07-03 02:13:51.832: E/AndroidRuntime(6801): ... 26 more

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  • Learning to implement DIC in MVC

    - by Tom
    I am learning to apply DIC to MVC project. So, I have sketched this DDD-ish DIC-ready-ish layout to my best understanding. I have read many blogs articles wikis for the last few days. However, I am not confident about implementing it correctly. Could you please demonstrate to me how to put them into DIC the proper way? I prefer Ninject or Windsor after all the readings, but anyDIC will do as long as I can get the correct idea how to do it. Web controller... public class AccountBriefingController { //create private IAccountServices accountServices { get; set; } public AccountBriefingController(IAccountServices accsrv) accountServices = accsrv; } //do work public ActionResult AccountBriefing(string userid, int days) { //get days of transaction records for this user BriefingViewModel model = AccountServices.GetBriefing(userid, days); return View(model); } } View model ... public class BriefingViewModel { //from user repository public string UserId { get; set; } public string AccountNumber {get; set;} public string FirstName { get; set; } public string LastName { get; set; } //from account repository public string Credits { get; set; } public List<string> Transactions { get; set; } } Service layer ... public interface IAccountServices { BriefingViewModel GetBriefing(); } public class AccountServices { //create private IUserRepository userRepo {get; set;} private IAccountRepository accRepo {get; set;} public AccountServices(UserRepository ur, AccountRepository ar) { userRepo = ur; accRepo = ar; } //do work public BriefingViewModel GetBriefing(string userid, int days) { var model = new BriefingViewModel(); //<---is that okay to new a model here?? var user = userRepo.GetUser(userid); if(user != null) { model.UserId = userid; model.AccountNumber = user.AccountNumber; model.FirstName = user.FirstName; model.LastName = user.LastName; //account records model.Credits = accRepo.GetUserCredits(userid); model.Transactions = accRepo.GetUserTransactions(userid, days); } return model; } } Domain layer and data models... public interface IUserRepository { UserDataModel GetUser(userid); } public interface IAccountRepository { List<string> GetUserTransactions(userid, days); int GetUserCredits(userid); } // Entity Framework DBContext goes under here Please point out if my implementation is wrong, e.g.I can feel in AccountServices-GetBriefing - new BriefingViewModel() seems wrong to me, but I don't know how to fit the stud into DIC? Thank you very much for your help!

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  • output image is not displayed

    - by gerry chocolatos
    so, im doing an image detection which i have to process on each red, green, n blue element to get the edge map and combine them become one to show the output. but it doesnt show my output image would anyone pls be kind enough to help me? here is my code so far. //get the red element process_red = new int[width * height]; counter = 0; for(int i = 0; i < 256; i++) { for(int j = 0; j < 256; j++) { int clr = buff_red.getRGB(j, i); int red = (clr & 0x00ff0000) >> 16; red = (0xFF<<24)|(red<<16)|(red<<8)|red; process_red[counter] = red; counter++; } } //set threshold value for red element int threshold = 100; for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { int bin = (buff_red.getRGB(x, y) & 0x000000ff); if (bin < threshold) bin = 0; else bin = 255; buff_red.setRGB(x,y, 0xff000000 | bin << 16 | bin << 8 | bin); } } and i do the same way for my green n blue elements. and then i wanted to get to combination of the three by doing it this way: //combine the three elements process_combine = new int[width * height]; counter = 0; for(int i = 0; i < 256; i++) { for(int j = 0; j < 256; j++) { int clr_a = buff_red.getRGB(j, i); int ar = clr_a & 0x000000ff; int clr_b = buff_green.getRGB(j, i); int bg = clr_b & 0x000000ff; int clr_c = buff_blue.getRGB(j, i); int cb = clr_b & 0x000000ff; int alpha = 0xff000000; int combine = alpha|(ar<<16)|(bg<<8)|cb; process_combine[counter] = combine; counter++; } } buff_rgb = new BufferedImage(width,height, BufferedImage.TYPE_INT_ARGB); Graphics rgb; rgb = buff_rgb.getGraphics(); rgb.drawImage(output_rgb, 0, 0, null); rgb.dispose(); repaint(); and to show the output whic is from the combining process, i use a draw method: g.drawImage(buff_rgb,800,100,this); but still it doesnt show the image. can anyone pls help me? ur help is really appreciated. thanks.

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  • Making the Android emulator run faster

    - by hgpc
    The Android emulator is a bit sluggish. For some devices, like the Motorola Droid and the Nexus One, the app runs faster in the actual device than the emulator. This is a problem when testing games and visual effects. How do you make the emulator run as fast as possible? I've been toying with its parameters but haven't found a configuration that shows a noticeable improvement yet.

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