Daily Archives

Articles indexed Wednesday March 21 2012

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  • How do I change the Google Chrome offline icon?

    - by user1105047
    I am using some offline apps for google chrome and because of this an application indicator pops un in the gnome panel. My problem is that this indicator uses the google chrome default system tray icon and I think it looks ugly with my current theme so I would basically like to change the icon. I can't find the icons that google chrome is using for this purpose but I have no problem finding the other icons used by google chrome and changing them, like the 24x24 or 22x22 icons that you see in the gnome application menu (which by default looks like the application indicator for google chrome). It doens't seem like Google Chrome is taking the icon from e.g /usr/share/icons/ and I can't change the icon by changing the icon theme in like gconf-editor Is there anyway to see the preferences (like you can do with launchers) of the application indicators in the gnome-panel and then locate the indicator icon or change it in another way?

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  • HP 6735s Brightness hotkey problem; where is brightness panel?

    - by Paul
    I have installed ubuntu 11.10 on my laptop hp 6735s. The screen is often too dark and i want to make it brighter, although the hotkeys Fn+F7/F8 are not working. I have tried some things: Firstly it appears that sometimes they are in fact working, after reboot they either work and continue to do so or they don't. I've read about a brightness applet; but where can i find or install it? I have tried some grub options; acpi_osi=Linux and acpi_backlight=vendor but nothing changes. I don't want to add another question but since it might be related: my laptop also gets quite hot, i'm having doubts whether ubuntu connects to the available sensors and cooling plans (or how does it work???); sensors (or psensor) only shows 2 sensors both named temp1. Any help is greatly appreciated! Paul

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  • Cannot update Eclipse due to conflicting dependencies

    - by kemra102
    I installed Eclipse via the Ubuntu repos (I'm on Ubuntu 11.10). Then I added the Indigo repo (http://download.eclipse.org/releases/indigo/) as only Helios repos were listed as part of the default install. If I go to HelpCheck for Updates then a number of updates are listed for install, however when I click Next I get the following error: Cannot complete the install because of a conflicting dependency. Software being installed: Eclipse Java Development Tools 3.7.1.r371_v20110810-0800-7z8gFcoFMLfTabvKsR5Qm9rBGEBK (org.eclipse.jdt.feature.group 3.7.1.r371_v20110810-0800-7z8gFcoFMLfTabvKsR5Qm9rBGEBK) Software currently installed: Shared profile 1.0.0.1317160468326 (SharedProfile_PlatformProfile 1.0.0.1317160468326) Only one of the following can be installed at once: JSch UI 1.1.300.dist (org.eclipse.jsch.ui 1.1.300.dist) JSch UI 1.1.300.I20110511-0800 (org.eclipse.jsch.ui 1.1.300.I20110511-0800) Cannot satisfy dependency: From: Shared profile 1.0.0.1317160468326 (SharedProfile_PlatformProfile 1.0.0.1317160468326) To: org.eclipse.jsch.ui [1.1.300.dist] Cannot satisfy dependency: From: Eclipse Java Development Tools 3.7.1.r371_v20110810-0800-7z8gFcoFMLfTabvKsR5Qm9rBGEBK (org.eclipse.jdt.feature.group 3.7.1.r371_v20110810-0800-7z8gFcoFMLfTabvKsR5Qm9rBGEBK) To: org.eclipse.platform.feature.group 3.7.1 Cannot satisfy dependency: From: Eclipse Platform 3.7.1.r37x_v20110729-9gF7UHOxFtniV7mI3T556iZN9AU8bEZ1lHMcVK (org.eclipse.platform.feature.group 3.7.1.r37x_v20110729-9gF7UHOxFtniV7mI3T556iZN9AU8bEZ1lHMcVK) To: org.eclipse.jsch.ui [1.1.300.I20110511-0800] I have tried fully removing eclipse and all config files and re-installing but that doesn't help. I can't find any info from Googling around either.

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  • How do I create a Unicode databases in PostgreSQL 8.4?

    - by wildpeaks
    I installed the postgresql-8.4 package with default options. Everything worked fine, however I can't seem to manage to create unicode databases: -- This doesn't work createdb test1 --encoding UNICODE -- This works createdb test2 The error message, createdb: database creation failed: ERROR: new encoding (UTF8) is incompatible with the encoding of the template database (SQL_ASCII) is a bit puzzling because (afaik) I don't use a template for creating the new db, or is it implicitely referring to the default "postgres" database for some reason ? Or maybe I'm missing a setting in a .conf file ?

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  • An increase to 3 Gig of RAM slows down Ubuntu 10.04 LTS

    - by williepabon
    I have Ubuntu 10.04 running from an external hard drive (installed on an enclosure) connected via USB port. Like a month or so ago, I increased RAM on my pc from 2 Gigs to 3 Gigs. This resulted on extremely long boot times and slow application loads. While I was understanding the nature of my problem, I posted various threads on this forum ( Questions # 188417, 188801), where I was advised to gather speed tests, and other info on my machine. I was also suggested that I might have problems with the RAM installed. Initially, I did not consider that possibility because: 1) I did a memory test with a diagnostic program from DELL (My pc is from Dell) 2) My pc works fine with Windows XP (the default OS), no problems with memory 3) My pc works fine when booting with Ubuntu 10.10 memory stick, no speed problems 4) My pc works fine when booting with Ubuntu 11.10 memory stick, no speed problems Anyway, I performed the memory tests suggested. But before doing it, and to check out any possibility of hardware issues on the hard drive, I did the following: (1) purchased a new hard drive enclosure and moved my hard drive to it, (2) purchased a new USB cable and used it to connect my hard drive/enclosure setup to a different USB port on my pc. Then, I performed speed tests with 1 Gig, 2 Gigs and 3 Gigs of RAM with my Ubuntu 10.04 OS. Ubuntu 10.04 worked well when booted with 1 Gig or 2 Gigs of RAM. When I increased to 3 Gigs, it slowed down to a crawl. I can't understand the relationship between an increase of 1 Gig and the effect it has in Ubuntu 10.04. This doesn't happen with Ubuntu 10.10 and 11.10. Unfortunately for me, Ubuntu 10.04 is my principal work operating system. So, I need a solution for this. Hardware and system information: DELL Precision 670 2 internal SATA Hard drives Audigy 2 ZS audio system Factory OS: Windows XP Professional SP3 NVidia 8400 GTS video card More info: williepabon@WP-WrkStation:~$ uname -a Linux WP-WrkStation 2.6.32-38-generic #83-Ubuntu SMP Wed Jan 4 11:13:04 UTC 2012 i686 GNU/Linux williepabon@WP-WrkStation:~$ lsb_release -a No LSB modules are available. Distributor ID: Ubuntu Description: Ubuntu 10.04.4 LTS Release: 10.04 Codename: lucid Speed test with the 3 Gigs of RAM installed: williepabon@WP-WrkStation:~$ sudo hdparm -tT /dev/sdc [sudo] password for williepabon: /dev/sdc: Timing cached reads: 84 MB in 2.00 seconds = 41.96 MB/sec Timing buffered disk reads: 4 MB in 3.81 seconds = 1.05 MB/sec This is a very slow transfer rate from a hard drive. I will really appreciate a solution or a work around for this problem. I know that that there are users that have Ubuntu 10.04 with 3 Gigs or more of RAM and they don't have this problem. Same question asked on Launchpad for reference.

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  • How can I change my cursor behavior?

    - by Doug Clement
    When I am typing, my mouse cursor, if left on the text, will eventually auto-click in whatever space in the the text box I happen to be, causing me to type in the middle of a sentence. Also, the cursor in the text box will frequently stop mid-word and the screen will scroll down all of a sudden when pressing the space bar while typing. My question is, how do I change this behavior because it is driving me absolutely bat crap crazy. I have an Acer Aspire One D257 Netbook. I am not sure if it's a Xubuntu problem because it does this while I am using Windows 7 too. Any help would be nice, thanks!

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  • Will adsense 'use' comments between the adsense opening and closing tags for ad targeting?

    - by SuperSpy
    I've got a simple website on which students of my school can see their timetable. I setup adsense three weeks ago and everything is working fine. But I would like to help adsense. Since only a timetable and a few instructions are shown, there is scarcely content to which ads can relate. Idea: <!- google_ad_section_start –> <!-- Students like clothing ... and bargains, etc.--> <!– google_ad_section_end –> Will this work? Or are there other ways to help adsense?

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  • custom facebook connect image - Is it facebook's policy violation?

    - by Viruthagiri
    I was going to change facebook's default login button with my custom image like mashable I mean like this But I found a article which state its against facebook's policies Is it really a violation? If it is how come mashable using custom image? Can someone answer me? Update This is the exact image i would like to use. Facebook mentioned like this in this page. While you may scale the size to suit your needs, you may not modify the “f” logo in any other way (such as by changing the design or color). If you are unable to use the correct colour due to technical limitations, you may revert to black and white. So my sign in with facebook image violating facebook policy in anyway?

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  • PhP/HTML play button [migrated]

    - by Marian
    I'm wanting to make my own small webpage, I've got a domain Saoo.eu As you see there is a small play button in the corner witch plays a playlist. Is there anyway to have that playbutton on each page I'd add in the future without resetting every time the page changes? Am I forced to use iFrames for that? This is my player code <button id="audioControl" style="width:30px;height:25px;"></button> <audio id="aud" src="" autoplay autobuffer /> Script: $(document).ready(function() { $('#audioControl').html('II'); if(Modernizr.audio && Modernizr.audio.mp3) { audio.setAttribute("src",'http://daokun.webs.com/play0.mp3'); } else if(Modernizr.audio && Modernizr.audio.wav) { audio.setAttribute("src", 'http://daokun.webs.com/play0.ogg'); } }); var audio = document.getElementById('aud'), count = 0; $('#audioControl').toggle( function () { audio.pause(); $('#audioControl').html('>'); }, function () { audio.play(); $('#audioControl').html('II'); } ); audio.addEventListener("ended", function() { count++; if(count == 4){count = 0;} if(Modernizr.audio && Modernizr.audio.mp3) { audio.setAttribute("src",'http://daokun.webs.com/play'+count+'.mp3'); } else if(Modernizr.audio && Modernizr.audio.wav) { audio.setAttribute("src", 'http://daokun.webs.com/play'+count+'.ogg'); } audio.load(); });

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  • Where to store shaders

    - by Mark Ingram
    I have an OpenGL renderer which has a Scene member variable. The Scene object can contain N SceneObjects. I use these SceneObjects for storing the vertex position and any transforms. My question is, where should shaders be stored in this arrangement? I guess they need to be in a central location because multiple objects can use the same shader. But then each object needs access to the shader because it needs to set attributes into the shader. Does anyone have any advice?

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  • How do I determine the draw order in an isometric view flash game?

    - by Gajet
    This is for a flash game, with isometric view. I need to know how to sort object so that there is no need for z-buffer checking when drawing. This might seem easy but there is another restriction, a scene can have 10,000+ objects so the algorithm needs to be run in less than O(n^2). All objects are rectangular boxes, and there are 3-4 objects moving in the scene. What's the best way to do this? UPDATE in each tile there is only object (I mean objects can stack on top of each other). and we access to both map of Objects and Objects have their own position.

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  • What data should be cached in a multiplayer server, relative to AI and players?

    - by DevilWithin
    In a virtual place, fully network driven, with an arbitrary number of players and an arbitrary number of enemies, what data should be cached in the server memory, in order to optimize smooth AI simulation? Trying to explain, lets say player A sees player B to E, and enemy A to G. Each of those players, see player A, but not necessarily each other. Same applies to enemies. Think of this question from a topdown perspective please. In many cases, for example, when a player shoots his gun, the server handles the sound as a radial "signal" that every other entity within reach "hear" and react upon. Doing these searches all the time for a whole area, containing possibly a lot of unrelated players and enemies, seems to be an issue, when the budget for each AI agent is so small. Should every entity cache whatever enters and exits from its radius of awareness? Is there a great way to trace the entities close by without flooding the memory with such caches? What about other AI related problems that may arise, after assuming the previous one works well? We're talking about environments with possibly hundreds of enemies, a swarm.

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  • Learning to code first game, few questions on basic game development and 3D

    - by ProgrammerByDay
    I've been programming for a while, and I'm concurrently learning how to make a basic game and slimdx, and wanted to talk to someone to hopefully get a few pointers. I've read that Tetris is the "Hello, world" of game programming, which made sense to me, so I decided to give it a shot. I've been able to code up a basic version in a few hours, which I'm quite happy with, but I had a few questions about 3D programming. Right now I'm using Direct3D to do display the blocks without any textures (just colored squares). I have a data structure (2d array of bytes, where each byte denotes the presence of a block and its color) which is the "game board," and on every render() call I create a new vertex buffer of the existing squares in the game board, and draw those primitives. This feels very inefficient, and I wondering what would be the idiomatic way of doing this in a 3D world, with matrix/rotations/translation operations. I know 3D is overkill for such a project, but I want to learn any 3d concepts that I can while I'm doing it. I understand that what you'd usually want to do is keep the same vertices/vertex buffers but manipulate them with matrices to achieve rotations/translations, etc. To do so, I assume what would happen is I'd have one vertex buffer for the "active" piece, since that'll be constantly rotated and moved, and have one vertex buffer for the frozen pieces on the bottom of the board, which is pretty much stationary, but will need to be changed/recreated when the active piece becomes frozen. Right now I'm just clearing and redrawing on every render call, which seems like the easiest way to do things, although I wonder if there's a more efficient way to deal with changes. Obviously there are a lot of questions I'm asking here, but if you can even just point me a step or two ahead in terms of how I should be thinking, it'd be great. Thanks

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  • Implementing unlockable items on Android

    - by coder_For_Life22
    I know this would be a beginners question (some of you might think) but I would like to know different approaches for this. I have a game with lets say 20 unlockable items, at the main menu I have a button where the user can go to an activity and view the unlockable items. So I would like for it to have a "Locked image" and under it a text telling you what the item is and maybe how to unlock it. What is the best way of going about this? And then when the item is unlocked during the game, maybe put a variable in the shared preference and check at the beginning of the activity with the unlockabled items. Let me know what you guys think. Thanks.

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  • Bukkit send a custom placed name plate?

    - by HcgRandon
    Hello i have been working on a part of my plugin that has waypoints allowing the user to create delete etc. I got to thinking after using and seeing a couple of the disguse plugins. That maybe i could create a command toggle that would show the user where the waypoints they have are! I know how to do all of this i just have no idea how to display a nameplate to the client. I know its possible because disguisecraft does it i tried looking though their code but couldent find much... I belive to get this effect i need to send packets to the client if someone can direct me to a list of bukkit packets or even a solution to sending the client a custom located nameplate that would be fantastic! Thanks in advanced.

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  • How to integrate game logic in game engines

    - by MahanGM
    Recently I'm working on a 2d game engine example in .Net with C#. My main problem is that I can't figure out how I should include the game logic within the game. Currently I have a base engine which is a set of classes that they are running sub-systems like Render, Sound, Input and Core functionality. There is an editor which helps the user to add resources, build levels, write scripts and other stuffs. I came up with an idea to use Reflection and CSharpCodeProvider from my editor to compile the written code. This way I can get an executable of my product too. This way is quite well but I would like to know what's really the solution and architecture to do this. My engine's role is 2d platform. The scripting language is C# right now because I can't consist any other embeddable language for now. The game needs compilation and CSharpCodeProvider is the only way for me to do it meantime.

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  • Removing/Adding a specific variable from an object inside javascript array? [migrated]

    - by hustlerinc
    I have a map array with objects stuffed with variables looking like this: var map = [ [{ground:0, object:1}, {ground:0, item:2}, {ground:0, object:1, item:2}], [{ground:0, object:1}, {ground:0, item:2}, {ground:0, object:1, item:2}] ]; Now I would like to be able to delete and add one of the variables like item:2. 1) What would I use to delete specific variables? 2) What would I use to add specific variables? I just need 2 short lines of code, the rest like detecting if and where to execute I've figured out. I've tried delete map[i][j].item; with no results. Help appreciated.

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  • Bukkit saving inventory

    - by HcgRandon
    Alright i will make this quick... I am working on a command in my plugin to allow you to transfer worlds and i am trying to save inventory but i am getting a problem here is the code: public void savePlayerInv(Player p, World w){ File playerInvConfigFile = new File(plugin.getDataFolder() + File.separator + "players" + File.separator + p.getName(), "inventory.yml"); FileConfiguration pInv = YamlConfiguration.loadConfiguration(playerInvConfigFile); PlayerInventory inv = p.getInventory(); int i = 0; for (ItemStack stack : inv.getContents()) { //increment integer i++; String startInventory = w.getName() + ".inv." + Integer.toString(i); //save inv pInv.set(startInventory + ".amount", stack.getAmount()); pInv.set(startInventory + ".durability", Short.toString(stack.getDurability())); pInv.set(startInventory + ".type", stack.getTypeId()); //pInv.set(startInventory + ".enchantment", stack.getEnchantments()); //TODO add enchant saveing } i = 0; for (ItemStack armor : inv.getArmorContents()){ i++; String startArmor = w.getName() + ".armor." + Integer.toString(i); //save armor pInv.set(startArmor + ".amount", armor.getAmount()); pInv.set(startArmor + ".durability", armor.getDurability()); pInv.set(startArmor + ".type", armor.getTypeId()); //pInv.set(startArmor + ".enchantment", armor.getEnchantments()); } //save exp if (p.getExp() != 0) { pInv.set(w.getName() + ".exp", p.getExp()); } } Now here is the stack trace i recive it is commplaing about line 130 which is this line pInv.set(startInventory + ".amount", stack.getAmount()); okay now trace 2012-03-21 13:23:25 [SEVERE] null org.bukkit.command.CommandException: Unhandled exception executing command 'wtp' in plugin Needs v1.0 at org.bukkit.command.PluginCommand.execute(PluginCommand.java:42) at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:166) at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:461) at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:818) at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:778) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:761) at net.minecraft.server.Packet3Chat.handle(Packet3Chat.java:33) at net.minecraft.server.NetworkManager.b(NetworkManager.java:229) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:112) at net.minecraft.server.NetworkListenThread.a(NetworkListenThread.java:78) at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:554) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452) at net.minecraft.server.ThreadServerApplication.run(SourceFile:490) Caused by: java.lang.NullPointerException at com.devoverflow.improved.needs.commands.CommandWorldtp.savePlayerInv(CommandWorldtp.java:130) at com.devoverflow.improved.needs.commands.CommandWorldtp.onCommand(CommandWorldtp.java:60) at org.bukkit.command.PluginCommand.execute(PluginCommand.java:40) ... 12 more

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  • How can I replicate the look and limitations of the Super NES?

    - by Mikalichov
    I am looking to produce graphics with the same limitations / look that in the Super Nes era. I am specifically looking for graphics similar to Chrono Trigger / FF6. It would be a lot easier to do if I had an idea of the resolution / dpi I am supposed to use. I found that the technical specs for the SNES are: Progressive: 256 × 224, 512 × 224, 256 × 239, 512 × 239 Interlaced: 512 × 448, 512 × 478 But even by using these resolutions, it is pointless if I set it at 72dpi, as I will still have possibly very detailed graphics (that is the main thing, I don't want detailed graphics, I want to go pixelated). I figured it might be related to the sprite size limit, i.e.: Sprites can be 8 × 8, 16 × 16, 32 × 32, or 64 × 64 pixels, each using one of eight 16-color palettes and tiles from one of two blocks of 256 in VRAM. Up to 32 sprites and 34 8 × 8 sprite tiles may appear on any one line. This would work for sprites (characters, objects), but what about maps? Are they built entirely from 8x8 tiles? And then, at what resolution is the end result displayed? It might seem like I am giving the question and answers at the same time, but all of these are suppositions I am making, so could someone confirm or correct them?

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  • Which code module should map physical keys to abstract keys?

    - by Paul Manta
    How do you bridge the gap between the library's low-level event system and your engine's high-level event system? (I'm not necessarily talking about key events, but also about quit events.) At the top level of my event system, I send out KeyPressedEvents, KeyRelesedEvents and others of this kind. These high-level events only contain the abstract values of the keys (they don't say that Space way pressed, but that the JumpKey was pressed, for example). Whose responsibility should it be to map the "JumpKey" to an actual key on the keyboard?

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  • generating maps

    - by gardian06
    This is a conglomeration question when answering please specify which part you are addressing. I am looking at creating a maze type game that utilizes elevation. I have a few features I would like to have, but am unsure as to some of the implementation. I have done work doing fileIO maze generation (using a key to read the file, and then generate the level based on that file), but I am unsure how to think about this with elevation in the mix. I think height maps might be a good approach, but don't know how to represent them effectively. for a height map which is more beneficial XML(containing h[u,v] data and key definition), CSV (item1 is key reference, item2 is elevation), or another approach that I have not thought of yet? When it comes to placing the elevation values themselves what kind of deltah values are appropriate to have it noticeable at about a 60degree angle while not really effecting gravity driven physics (assuming some effect while moving up/down hill)? I am thinking of maybe going to procedural generation at some point, but am wondering if it is practical to have a procedurally generated grid (wall squares possibly same dimensions as the open space squares), or if designing to a thin wall open spaces is better? this decision will effect the amount of work need on the graphics end for uniform vs. irregular walls. EDIT: game will be a elevation maze shooter. levels/maps will be mazes with elevation the player has to negotiate. elevations will have effects on "combat" vision, and movement

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  • How do I get the source code from a Google Code game project?

    - by BluFire
    I'm trying to get the Hedgewars source code. When I went to the downloads tab, it doesn't specify which is the actual game. I tried downloading it using the SVN Checkout on Tortoise, but it seems like it doesn't work on the browse section of Source. (Hgproject_filesAndroid_buildSDL-android-project) I then proceeded to the wiki but I got stuck at step two because I don't know anything about Mercurial. Some other things I don't know from the wiki is "FreePascal" "Android NDK" and "Tar" files. They are new to me so I am really confused. So my question is, how can I download the source code from Hedge Wars for Android without having to browse the source code inside the source tab?

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  • When should I decide what language and platforms I will use for a project?

    - by Mikalichov
    During your development process, when is the recommended phase to decide what platform to aim for, and what language to use? I figured that it would be better to choose at the beginning what would be your target platform, as it would affect your design decisions, and limit the language you are supposed to use. However, I have heard several stories of people developing their game with whatever language they were the most confident with, and then porting it to the various platforms. So, what is the best moment to choose? Before, during, after? If there is not one best choice, what factors should affect the decision?

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  • How can I create a rectangular SDL surface filled with a particular color?

    - by user3689
    I'm learning SDL. I'd like to create rectangular surface filled with a flat color (not an image). Below is my code -- it compiles fine, but doesn't work. I'm passing the function these parameters: SDL_Surface* m_screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE ); SDL_FillRect( m_screen, &m_screen->clip_rect, SDL_MapRGB(m_screen->format,0xFF, 0xFF, 0xFF) ); ... Button button(m_screen,0,0,50,50,255,0,0) ... ... Button::Button(SDL_Surface* screen,int x,int y,int w,int h,int R, int G, int B) { SDL_Rect box; SDL_Surface * ButtonSurface; ButtonSurface = NULL ; Uint32 rmask, gmask, bmask, amask; #if SDL_BYTEORDER == SDL_BIG_ENDIAN rmask = 0xff000000; gmask = 0x00ff0000; bmask = 0x0000ff00; amask = 0x000000ff; #else rmask = 0x000000ff; gmask = 0x0000ff00; bmask = 0x00ff0000; amask = 0xff000000; #endif box.x = x; box.y = y; box.w = w; box.h = h; ButtonSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, box.w,box.h, 32, rmask, gmask, bmask, amask); if(ButtonSurface == NULL) { LOG_MSG("Button::Button Button failed"); } SDL_FillRect(screen,&box,SDL_MapRGB ( ButtonSurface->format, R, G, B )); //ut.ApplySurface(0,0,ButtonSurface,screen); SDL_BlitSurface(ButtonSurface,NULL,screen,&box); } What am I doing wrong here?

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