Search Results

Search found 21 results on 1 pages for 'knocks x'.

Page 1/1 | 1 

  • windows 7 wireless knocks off other computers on the network

    - by Sean
    I am trying to fix a wireless network issue. When a new windows 7 machine (we have 2 in the house) we have problems with any other windows xp machines connecting to the wireless network. I am using a linksys WRT110 running Firmware Version: 1.0.04 (which is not the latest firmware its Ver.1.0.07 but the router would not use the bin update file). I have tried a ton of variations in setting for the wireless network, changed the channel, the security level (none, wep wpa, wpa2), network type (g,bg mixed). I have also read some stuff about homegroup settings for windows 7 but have not seen any differences that make a difference. Basically windows 7 does not like to connect to our network but when I manage to get it to work the windows xp pro machines get kicked off. The windows xp pro machines are a few years old but both windows 7 machines are less than 6 months old.

    Read the article

  • Redirect 404 errors without rewriting the URL

    - by Knocks X
    Is it possible to have an erroneous URL remain in the address bar while redirecting the user to a URL within my domain? I want www.domain.com/forum to be the actual site being served in all 404 circumstances but I don't want the referring URL to be rewritten (other than the domain portion, which is being done on the registrar level). This is my current .htaccess RewriteEngine On RedirectMatch permanent ^/$ http://www.domain.com/forum/ RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d RewriteRule .* http://www.domain.com/forum/ [L,R]

    Read the article

  • .htaccess - Too many redirects

    - by Knocks X
    I am getting a "too many redirects" error from the following two .htaccess files. .htaccess on domain 1 Redirect 301 / http://www.domain2.com/ .htaccess on domain 2 RewriteEngine On RewriteBase / RewriteCond %{HTTP_HOST} !^www\. RewriteRule (.*) http://www.%{HTTP_HOST}/$1 [L,R] RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d RewriteRule .* /forum/ [L,R] RedirectMatch permanent ^/$ /forum/ # Options +FollowSymlinks RewriteCond %{HTTP_REFERER} badsite1\.com [NC,OR] RewriteCond %{HTTP_REFERER} badsite2\.com [NC] RewriteRule .* - [F] Anyone know the reason for the too many redirects error?

    Read the article

  • Not Drowning, Being Saved By a Dog

    - by Aaron Lazenby
    Really, there's no dog in this story. Just a week without travel to get some actual work done.I had plans to blog ambitiously from from Collaborate 10 (Wi-Fi was limited; iPad is still untested), but it's a much busier week than your agenda suggests.Scheduling sessions is one thing: you can count on those chunks of time being lost to the universe. It's the bumping into people in the hall and dropping in on an impromptu lunch that really knocks things out of whack.Good think too: I met with some great folks from

    Read the article

  • Grams to Pounds: A Domino Chain Reaction [Video]

    - by Jason Fitzpatrick
    Most of us have seen a domino knock down or two in our day, but this demonstration video shows how a series of increasingly larger dominoes allow a tiny domino to knock over a 100 pound domino. A domino can knock over another domino about 50% larger than itself. A chain of dominos of increasing size makes a kind of mechanical chain reaction that starts with a tiny push and knocks down an impressively large domino. The only question we have after watching the video is: where can we find 29 appropriately sized dominoes? [via Neatorama] HTG Explains: What Is Windows RT and What Does It Mean To Me? HTG Explains: How Windows 8′s Secure Boot Feature Works & What It Means for Linux Hack Your Kindle for Easy Font Customization

    Read the article

  • Books on Debugging Techniques?

    - by zooropa
    Are there any books on debugging techniques? A friend of mine is learning to code and he asked me this question. I told him I don't know of any. Is it that you just have to go through the School of Hard Knocks to learn?

    Read the article

  • SQL 2008 Mirroring, how to failover from the mirror database?

    - by Luis
    I have configured a database mirroring setup in SQL 2008 using the High-safety, Synchronous mode, without automatic failover. I don't have a Witness instance. Regarding high availability, I understand Mirroring is a better strategy than Log Shipping (faster and smoother failover), and cheaper than Clustering (because of license and hardware costs). According to the MS docs, to do the failover you need to access to the Principal database and in the "Mirror" options click the "Failover" button. But I want to do this from the Mirror database, because what would be the benefit as all this setup is being done in case the Principal server knocks down? Evidently I am missing something. If Mirroring is not a solution for server downtime (as would be Clustering, if I understand correctly), then which practical (i.e. real world examples) cases would benefit from Mirroring for high-availability purposes? Thank you very much for your response! I really need some enlightment.

    Read the article

  • How can we make agile enjoyable for developers that like to personally, independently own large chunks from start to finish

    - by Kris
    We’re roughly midway through our transition from waterfall to agile using scrum; we’ve changed from large teams in technology/discipline silos to smaller cross-functional teams. As expected, the change to agile doesn’t suit everyone. There are a handful of developers that are having a difficult time adjusting to agile. I really want to keep them engaged and challenged, and ultimately enjoying coming to work each day. These are smart, happy, motivated people that I respect on both a personal and a professional level. The basic issue is this: Some developers are primarily motivated by the joy of taking a piece of difficult work, thinking through a design, thinking through potential issues, then solving the problem piece by piece, with only minimal interaction with others, over an extended period of time. They generally complete work to a high level of quality and in a timely way; their work is maintainable and fits with the overall architecture. Transitioning to a cross-functional team that values interaction and shared responsibility for work, and delivery of working functionality within shorter intervals, the teams evolve such that the entire team knocks that difficult problem over. Many people find this to be a positive change; someone that loves to take a problem and own it independently from start to finish loses the opportunity for work like that. This is not an issue with people being open to change. Certainly we’ve seen a few people that don’t like change, but in the cases I’m concerned about, the individuals are good performers, genuinely open to change, they make an effort, they see how the rest of the team is changing and they want to fit in. It’s not a case of someone being difficult or obstructionist, or wanting to hoard the juiciest work. They just don’t find joy in work like they used to. I’m sure we can’t be the only place that hasn’t bumped up on this. How have others approached this? If you’re a developer that is motivated by personally owning a big chunk of work from end to end, and you’ve adjusted to a different way of working, what did it for you?

    Read the article

  • How to restrict paddle movement using Farseer Physics engine 3.2

    - by brainydexter
    I am new to using Farseer Physics Engine 3.2(FPE), so please bear with my questions. Also, since FPE 3.2 is based on Box2D, I have been reading Box2D manual and pieces of code scattered in samples to better understand terminology and usage. Pong is usually my testbed whenever I try to do something new. Here is one of the issue I am running into: How can I restrict paddles to move only along Y axis, because the ball comes in and knocks off the paddles and everything floats in space afterwards ? (Box = Rectangle and ball = circle) I know MKS is the unit system, but is there a recommendation for sizes/position to be used ? I know this is a very generic question, but it would be good to know a simple set of values that one could use for making a game as simple as pong. Between box2d and FPE, I have some doubts: what is the recommended way of making a body in FPE ? world.CreateBody() does not exist in FPE Box2d manual recommends never to "new" body(since Box2D uses Small Object allocators), so is there a recommended way in Farseer to create a body (apart from factories) ? In box2d, it is recommended to keep a track of the body object, since it is also the parent to fixture(s). Why is it that in most of the examples, the fixture object is tracked ? Is there a reason why body is not tracked ? Thanks

    Read the article

  • Bridging Network Devices with Multiple IPs

    - by Andy
    I have a small server with a single NIC that I am trying to get a bridge functioning on so that I can run KVM. On this NIC I have a couple IPs statically assigned to it: eth0 = 192.168.1.1 eth0:1 = 192.168.1.2 eth0:2 = 192.168.1.3 eth0:3 -> Assign the bridge to this I am attempting to set up a bridge using the following instructions: sudo brctl addbr br0 sudo brctl addif br0 eth0:3 sudo ifconfig br0 192.168.1.120 netmask 255.255.255.0 up sudo route add -net 192.168.1.0 netmask 255.255.255.0 br0 sudo route add default gw 192.168.1.1 br0 sudo tunctl -b -u root -t tap0 > /dev/null sudo ifconfig tap0 up sudo brctl addif br0 tap0 However, when I do the second command: sudo brctl addif br0 eth0:3 It puts the ENTIRE eth0 device into promiscuous mode. This knocks the server offline and inaccessible by anything other than locally. Is there a way to bridge JUST eth0:3 to br0 and not put the entire device into promiscuous mode?

    Read the article

  • How can we make agile enjoyable for developers that like to personally, independently own large chunks from start to finish

    - by Kris
    We’re roughly midway through our transition from waterfall to agile using scrum; we’ve changed from large teams in technology/discipline silos to smaller cross-functional teams. As expected, the change to agile doesn’t suit everyone. There are a handful of developers that are having a difficult time adjusting to agile. I really want to keep them engaged and challenged, and ultimately enjoying coming to work each day. These are smart, happy, motivated people that I respect on both a personal and a professional level. The basic issue is this: Some developers are primarily motivated by the joy of taking a piece of difficult work, thinking through a design, thinking through potential issues, then solving the problem piece by piece, with only minimal interaction with others, over an extended period of time. They generally complete work to a high level of quality and in a timely way; their work is maintainable and fits with the overall architecture. Transitioning to a cross-functional team that values interaction and shared responsibility for work, and delivery of working functionality within shorter intervals, the teams evolve such that the entire team knocks that difficult problem over. Many people find this to be a positive change; someone that loves to take a problem and own it independently from start to finish loses the opportunity for work like that. This is not an issue with people being open to change. Certainly we’ve seen a few people that don’t like change, but in the cases I’m concerned about, the individuals are good performers, genuinely open to change, they make an effort, they see how the rest of the team is changing and they want to fit in. It’s not a case of someone being difficult or obstructionist, or wanting to hoard the juiciest work. They just don’t find joy in work like they used to. I’m sure we can’t be the only place that hasn’t bumped up on this. How have others approached this? If you’re a developer that is motivated by personally owning a big chunk of work from end to end, and you’ve adjusted to a different way of working, what did it for you?

    Read the article

  • Seeking an C/C++ OBJ geometry read/write that does not modify the representation

    - by Blake Senftner
    I am seeking a means to read and write OBJ geometry files with logic that does not modify the geometry representation. i.e. read geometry, immediately write it, and a diff of the source OBJ and the one just written will be identical. Every OBJ writing utility I've been able to find online fails this test. I am writing small command line tools to modify my OBJ geometries, and I need to write my results, not just read the geometry for rendering purposes. Simply needing to write the geometry knocks out 95% of the OBJ libraries on the web. Also, many of the popular libraries modify the geometry representation. For example, Nat Robbin's GLUT library includes the GLM library, which both converts quads to triangles, as well as reverses the topology (face ordering) of the geometry. It's still the same geometry, but if your tool chain expects a given topology, such as for rigging or morph targets, then GLM is useless. I'm not rendering in these tools, so dependencies like OpenGL or GLUT make no sense. And god forbid, do not "optimize" the geometry! Redundant vertices are on purpose for maintaining oneself on cache with our weird little low memory mobile devices.

    Read the article

  • How could I evaluate this in code?

    - by WM
    There is a medieval puzzle about an old woman and a basket of eggs. On her way to market, a horseman knocks down the old woman and all the eggs are broken. The horseman will pay for the eggs, but the woman does not remember the exact number she had, only that when she took the eggs in pair, there was one left over; similarly, there was one left over when she took them three or five at a time. When she took them seven at a time, however, none were left. Write an application that can determine the smallest number of eggs the woman could have had. It might be a multiple of seven because there are no eggs left when it's seven at a time. But I have a problem. 49 eggs -1=2*24 49 eggs -1=3*16 49 eggs-4=5*9 49 eggs-0=7*7

    Read the article

  • How could i evaluate this to a code.?

    - by WM
    There is a medieval puzzle about an old woman and a basket of eggs. On her way to market, a horseman knocks down the old woman and all the eggs are broken. The horseman will pay for the eggs, but the woman does not remember the exact number she had, only that when she took the eggs in pair, there was one left over; similarly, there was one left over when she took them three or five at a time. When she took them seven at a time, however, none were left. Write an application that can determine the smallest number of eggs the woman could have had.

    Read the article

  • Introducing Glimpse – Firebug for your server

    - by Neil Davidson
    Here at Red Gate, we spend every waking hour trying to wow .NET and SQL developers with great products.  Every so often, though, we find something out in the wild which knocks our socks off by taking “ingeniously simple” to a whole new level.  That’s what a little community led by developers Nik Molnar and Anthony van der Hoorn has done with the open source tool Glimpse. Glimpse describes itself as ‘Firebug for the server.’  You drop the NuGet package into your ASP.NET project, and then — like magic* — your web pages will bare every detail of their execution.  Even by our high standards, it was trivial to get running: if you can use NuGet, you’re already there. You get all that lovely detail without changing any code. Our feelings go beyond respect for the developers who designed and wrote Glimpse; we’re thrilled that Nik and Anthony have come to work for Red Gate full-time. They’re going to stay in control of the project and keep doing open source development work on Glimpse.  In the medium term, we’re hoping to make paid-for products which plug into the free open source framework, especially in areas like performance profiling where we already have some deep technology.  First, though, Glimpse needs to get from beta to a v1. Given the breakneck pace of new development, this should only be a month or so away. Supporting an open source project is a first for Red Gate, so we’re going to be working with Nik and Anthony, with the Glimpse community and even with other vendors to figure out what ‘great’ looks like from the a user perspective.  Only one thing is certain: this technology deserves a wider audience than the 40,000 people who have already downloaded it, so please have a look and tell us what you think. You can hear more about what the Glimpse developers think on the Glimpse blog, and there are plenty more technical facts over at our product manager’s blog. If you have any questions or queries, please tweet with the #glimpse hashtag or contact the Glimpse team directly on [email protected]. [*That’s ”magic” in the Arthur C. Clarke “sufficiently advanced technology” sense, of course] Neil Davidson co-founder and Joint CEO Red Gate Software http://twitter.com/neildavidson    

    Read the article

  • Port knocking via SSH tunnels

    - by j0ker
    I have a server running in my university's internal network. There is only one SSH daemon running which is secured by port knocking with knockd. Works fine if I try to connect from within the internal network. But since the server has no external IP, I have to tunnel into the internal network every time I want to access the server from outside. And since tunneling only works for a single port I cannot do the port knocking as easily as from an internal client. In fact, I don't get it to work at all. What I'm trying is opening tunnels for all the different ports that have to be knocked. Then I send TCP-SYN packets into the tunnels. But that doesn't work even for a single port. If I establish the tunnel on the first port in the knock sequence and send a packet through it, it doesn't reach the server. There is no entry in the log file of knockd, while there should be something like 123.45.67.89: openSSH: Stage 1 (as shown with internal knocks). So I guess, the problem doesn't exist within my knocking script but is a more general one. Are there any known problems with what I'm trying to do? Is it even possible or am I missing something? Thanks in advance!

    Read the article

  • C++ arrays as parameters, subscript vs. pointer

    - by awshepard
    Alright, I'm guessing this is an easy question, so I'll take the knocks, but I'm not finding what I need on google or SO. I'd like to create an array in one place, and populate it inside a different function. I define a function: void someFunction(double results[]) { for (int i = 0; i<100; ++i) { for (int n = 0; n<16; ++n) //note this iteration limit { results[n] += i * n; } } } That's an approximation to what my code is doing, but regardless, shouldn't be running into any overflow or out of bounds issues or anything. I generate an array: double result[16]; for(int i = 0; i<16; i++) { result[i] = -1; } then I want to pass it to someFunction someFunction(result); When I set breakpoints and step through the code, upon entering someFunction, results is set to the same address as result, and the value there is -1.000000 as expected. However, when I start iterating through the loop, results[n] doesn't seem to resolve to *(results+n) or *(results+n*sizeof(double)), it just seems to resolve to *(results). What I end up with is that instead of populating my result array, I just get one value. What am I doing wrong?

    Read the article

  • C++ arrays as parameters, EDIT: now includes variable scoping

    - by awshepard
    Alright, I'm guessing this is an easy question, so I'll take the knocks, but I'm not finding what I need on google or SO. I'd like to create an array in one place, and populate it inside a different function. I define a function: void someFunction(double results[]) { for (int i = 0; i<100; ++i) { for (int n = 0; n<16; ++n) //note this iteration limit { results[n] += i * n; } } } That's an approximation to what my code is doing, but regardless, shouldn't be running into any overflow or out of bounds issues or anything. I generate an array: double result[16]; for(int i = 0; i<16; i++) { result[i] = -1; } then I want to pass it to someFunction someFunction(result); When I set breakpoints and step through the code, upon entering someFunction, results is set to the same address as result, and the value there is -1.000000 as expected. However, when I start iterating through the loop, results[n] doesn't seem to resolve to *(results+n) or *(results+n*sizeof(double)), it just seems to resolve to *(results). What I end up with is that instead of populating my result array, I just get one value. What am I doing wrong? EDIT Oh fun, I have a typo: it wasn't void someFunction(double results[]). It was: void someFunction(double result[])... So perhaps this is turning into a scoping question. If my double result[16] array is defined in a main.cpp, and someFunction is defined in a Utils.h file that's included by the main.cpp, does the result variable in someFunction then wreak havoc on the result array in main?

    Read the article

  • What Counts For A DBA: Foresight

    - by drsql
    Of all the valuable attributes of a DBA covered so far in this series, ranging from passion to humility to practicality, perhaps one of the most important attributes may turn out to be the most seemingly-nebulous: foresight. According to Free Dictionary foresight is the "perception of the significance and nature of events before they have occurred". Foresight does not come naturally to most people, as the parent of any teenager will attest. No matter how clearly you see their problems coming they won't listen, and have to fail before eventually (hopefully) learning for themselves. Having graduated from the school of hard knocks, the DBA, the naive teenager no longer, acquires the ability to foretell how events will unfold in response to certain actions or attitudes with the unerring accuracy of a doom-laden prophet. Like Simba in the Lion King, after a few blows to the head, we foretell that a sore head that will be the inevitable consequence of a swing of Rafiki's stick, and we take evasive action. However, foresight is about more than simply learning when to duck. It's about taking the time to understand and prevent the habits that caused the stick to swing in the first place. And based on this definition, I often think there is a lot less foresight on display in my industry than there ought to be. Most DBAs reading this blog will spot a line such as the following in a piece of "working" code, understand immediately why it is less than optimimum, and take evasive action. …WHERE CAST (columnName as int) = 1 However, the programmers who regularly write this sort of code clearly lack that foresight, and this and numerous other examples of similarly-malodorous code prevail throughout our industry (and provide premium-grade fertilizer for the healthy growth of many a consultant's bank account). Sometimes, perhaps harried by impatient managers and painfully tight deadlines, everyone makes mistakes. Yes, I too occasionally write code that "works", but basically stinks. When the problems manifest, it is sometimes accompanied by a sense of grim recognition that somewhere in me existed the foresight to know that that approach would lead to this problem. However, in the headlong rush, warning signs got overlooked, lessons learned previously, which could supply the foresight to the current project, were lost and not applied.   Of course, the problem often is a simple lack of skills, training and knowledge in the relevant technology and/or business space; programmers and DBAs forced to do their best in the face of inadequate training, or to apply their skills in areas where they lack experience. However, often the problem goes deeper than this; I detect in some DBAs and programmers a certain laziness of attitude.   They veer from one project to the next, going with "whatever works", unwilling or unable to take the time to understand where their actions are leading them. Of course, the whole "Agile" mindset is often interpreted to favor flexibility and rapid production over aiming to get things right the first time. The faster you try to travel in the dark, frequently changing direction, the more important it is to have someone who has the foresight to know at least roughly where you are heading. This is doubly true for the data tier which, no matter how you try to deny it, simply cannot be "redone" every month as you learn aspects of the world you are trying to model that, with a little bit of foresight, you would have seen coming.   Sometimes, when as a DBA you can glance briefly at 200 lines of working SQL code and know instinctively why it will cause problems, foresight can feel like magic, but it isn't; it's more like muscle memory. It is acquired as the consequence of good experience, useful communication with those around you, and a willingness to learn continually, through continued education as well as from failure. Foresight can be deployed only by finding time to understand how the lessons learned from other DBAs, and other projects, can help steer the current project in the right direction.   C.S. Lewis once said "The future is something which everyone reaches at the rate of sixty minutes an hour, whatever he does, whoever he is." It cannot be avoided; the quality of what you build now is going to affect you, and others, at some point in the future. Take the time to acquire foresight; it is a love letter to your future self, to say you cared.

    Read the article

  • Day 6 - Game Menuing Woes and Future Screen Sneak Peeks

    - by dapostolov
    So, after my last post on Day 5 I dabbled with my game class design. I took the approach where each game objects is tightly coupled with a graphic. The good news is I got the menu working but not without some hard knocks and game growing pains. I'll explain later, but for now...here is a class diagram of my first stab at my class structure and some code...   Ok, there are few mistakes, however, I'm going to leave it as is for now... As you can see I created an inital abstract base class called GameSprite. This class when inherited will provide a simple virtual default draw method:        public virtual void DrawSprite(SpriteBatch spriteBatch)         {             spriteBatch.Draw(Sprite, Position, Color.White);         } The benefits of coding it this way allows me to inherit the class and utilise the method in the screen draw method...So regardless of what the graphic object type is it will now have the ability to render a static image on the screen. Example: public class MyStaticTreasureChest : GameSprite {} If you remember the window draw method from Day 3's post, we could use the above code as follows...         protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             foreach(var gameSprite in ListOfGameObjects)            {                 gameSprite.DrawSprite(spriteBatch);            }             spriteBatch.End();             base.Draw(gameTime);         } I have to admit the GameSprite object is pretty plain as with its DrawSprite method... But ... we now have the ability to render 3 static menu items on the screen ... BORING! I want those menu items to do something exciting, which of course involves animation... So, let's have a peek at AnimatedGameSprite in the above game diagram. The idea with the AnimatedGameSprite is that it has an image to animate...such as ... characters, fireballs, and... menus! So after inheriting from GameSprite class, I added a few more options such as UpdateSprite...         public virtual void UpdateSprite(float elapsed)         {             _totalElapsed += elapsed;             if (_totalElapsed > _timePerFrame)             {                 _frame++;                 _frame = _frame % _framecount;                 _totalElapsed -= _timePerFrame;             }         }  And an overidden DrawSprite...         public override void DrawSprite(SpriteBatch spriteBatch)         {             int FrameWidth = Sprite.Width / _framecount;             Rectangle sourcerect = new Rectangle(FrameWidth * _frame, 0, FrameWidth, Sprite.Height);             spriteBatch.Draw(Sprite, Position, sourcerect, Color.White, _rotation, _origin, _scale, SpriteEffects.None, _depth);         } With these two methods...I can animate and image, all I had to do was add a few more lines to the screens Update Method (From Day 3), like such:             float elapsed = (float) gameTime.ElapsedGameTime.TotalSeconds;             foreach (var item in ListOfAnimatedGameObjects)             {                 item.UpdateSprite(elapsed);             } And voila! My images begin to animate in one spot, on the screen... Hmm, but how do I interact with the menu items using a mouse...well the mouse cursor was easy enough... this.IsMouseVisible = true; But, to have it "interact" with an image was a bit more tricky...I had to perform collision detection!             mouseStateCurrent = Mouse.GetState();             var uiEnabledSprites = (from s in menuItems                                    where s.IsEnabled                                    select s).ToList();             foreach (var item in uiEnabledSprites)             {                 var r = new Rectangle((int)item.Position.X, (int)item.Position.Y, item.Sprite.Width, item.Sprite.Height);                 item.MenuState = MenuState.Normal;                 if (r.Intersects(new Rectangle(mouseStateCurrent.X, mouseStateCurrent.Y, 0, 0)))                 {                     item.MenuState = MenuState.Hover;                     if (mouseStatePrevious.LeftButton == ButtonState.Pressed                         && mouseStateCurrent.LeftButton == ButtonState.Released)                     {                         item.MenuState = MenuState.Pressed;                     }                 }             }             mouseStatePrevious = mouseStateCurrent; So, basically, what it is doing above is iterating through all my interactive objects and detecting a rectangle collision and the object , plays the state animation (or static image).  Lessons Learned, Time Burned... So, I think I did well to start, but after I hammered out my prototype...well...things got sloppy and I began to realise some design flaws... At the time: I couldn't seem to figure out how to open another window, such as the character creation screen Input was not event based and it was bugging me My menu design relied heavily on mouse input and I couldn't use keyboard. Mouse input, is tightly bound with graphic rendering / positioning, so its logic will have to be in each scene. Menu animations would stop mid frame, then continue when the action occured again. This is bad, because...what if I had a sword sliding onthe screen? Then it would slide a quarter of the way, then stop due to another action, then render again mid-slide... it just looked sloppy. Menu, Solved!? To solve the above problems I did a little research and I found some great code in the XNA forums. The one worth mentioning was the GameStateManagementSample. With this sample, you can create a basic "text based" menu system which allows you to swap screens, popup screens, play the game, and quit....basic game state management... In my next post I'm going to dwelve a bit more into this code and adapt it with my code from this prototype. Text based menus just won't cut it for me, for now...however, I'm still going to stick with my animated menu item idea. A sneak peek using the Game State Management Sample...with no changes made... Cool Things to Mention: At work ... I tend to break out in random conversations every-so-often and I get talking about some of my challenges with this game (or some stupid observation about something... stupid) During one conversation I was discussing how I should animate my images; I explained that I knew I had to use the Update method provided, but I didn't know how (at the time) to render an image at an appropriate "pace" and how many frames to use, etc.. I also got thinking that if a machine rendered my images faster / slower, that was surely going to f-up my animations. To which a friend, Sheldon,  answered, surely the Draw method is like a camera taking a snapshot of a scene in time. Then it clicked...I understood the big picture of the game engine... After some research I discovered that the Draw method attempts to keep a framerate of 60 fps. From what I understand, the game engine will even leave out a few calls to the draw method if it begins to slow down. This is why we want to put our sprite updates in the update method. Then using a game timer (provided by the engine), we want to render the scene based on real time passed, not framerate. So even the engine renders at 20 fps, the animations will still animate at the same real time speed! Which brings up another point. Why 60 fps? I'm speculating that Microsoft capped it because LCD's dont' refresh faster than 60 fps? On another note, If the game engine knows its falling behind in rendering...then surely we can harness this to speed up our games. Maybe I can find some flag which tell me if the game is lagging, and what the current framerate is, etc...(instead of coding it like I did last time) Sheldon, suggested maybe I can render like WoW does, in prioritised layers...I think he's onto something, however I don't think I'll have that many graphics to worry about such a problem of graphic latency. We'll see. People to Mention: Well,as you are aware I hadn't posted in a couple days and I was surprised to see a few emails and messenger queries about my game progress (and some concern as to why I stopped). I want to thank everyone for their kind words of support and put everyone at ease by stating that I do intend on completing this project. Granted I only have a few hours each night, but, I'll do it. Thank you to Garth for mailing in my next screen! That was a nice surprise! The Sneek Peek you've been waiting for... Garth has also volunteered to render me some wizard images. He was a bit shocked when I asked for them in 2D animated strips. He said I was going backward (and that I have really bad Game Development Lingo). But, I advised Garth that I will use 3D images later...for now...2D images. Garth also had some great game design ideas to add on. I advised him that I will save his ideas and include them in the future design document (for the 3d version?). Lastly, my best friend Alek, is going to join me in developing this game. This was a project we started eons ago but never completed because of our careers. Now, priorities change and we have some spare time on our hands. Let's see what trouble Alek and I can get into! Tonight I'll be uploading my prototypes and base game to a source control for both of us to work off of. D.

    Read the article

1