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  • Testing for Auto Save and Load Game

    - by David Dimalanta
    I'm trying to make a simple app that will test the save and load state. Is it a good idea to make an app that has an auto save and load game every time the newbies open the first app then continues it on the other day? I'm trying to make a simple app with a simple moving block sprite, starting at the center coordinate. Once I moved the sprite to the top by touch n' drag, I touch the back key to close the app. I expected that once I re-open the app and the block sprite is still at the top. But instead, it goes back to the center instead. Where can I find more ways to use the preferences or manipulating by telling the dispose method to dispose only specific wastes but not the important records (fastest time, last time where the sprite is located via coordinates, etc.). Is there really an easy way or it has no shortcuts but most effective way? I need help to expand more ideas. Thank you. Here are the following links that I'm trying to figure it out how to use them: http://www.youtube.com/watch?v=gER5GGQYzGc http://www.badlogicgames.com/wordpress/?p=1585 http://www.youtube.com/watch?v=t0PtLexfBCA&feature=relmfu Take note that these links above are codes. But I'm not looking answers for code but to look how to start or figure it out how to use them. Tell me if I'm wrong.

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  • Loading Obj Files in Soya3d engine

    - by John Riselvato
    I recently just found soya3d and from what i have seen through the tutorials i will be able to make exactly what i wanted with python skills. Now i have built this map generator. The only issue is that i can not manage to understand from any documents how to load obj files. At first i figured that i had to convert it to a .data file, but i dont understand how to do this. I just want to load a simple model of a house. I tried using the soya_editor, but i can not figure out at all how to do anything with that. Heres my script so far: import sys, os, os.path, soya, soya.sdlconst width, height = 760, 375 soya.init("Generator 0.1", width, height) soya.path.append(os.path.join(os.path.dirname(sys.argv[0]), "data")) scene = soya.World() model = soya.model.get("house") light = soya.Light(scene) light.set_xyz(0.5, 0.0, 2.0) camera = soya.Camera(scene) camera.z = 2.0 soya.set_root_widget(camera) soya.MainLoop(scene).main_loop() house is in .obj form at folder data/models The error i get is: Traceback (most recent call last): File "introduction.py", line 7, in <module> model = soya.Model.get("house") File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 259, in get return klass._alls.get(filename) or klass._alls.setdefault(filename, klass.load(filename)) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 268, in load dirname = klass._get_directory_for_loading_and_check_export(filename) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 194, in _get_directory_for_loading_and_check_export dirname = klass._get_directory_for_loading(filename, ext) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 171, in _get_directory_for_loading raise ValueError("Cannot find a %s named %s!" % (klass, filename)) ValueError: Cannot find a <class 'soya.Model'> named house! * Soya3D * Quit... So i am figuring that because i dont understand how to turn my files into .data files, i will need to learn that. So my question is, how do i use my own models?

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  • Loading class instance from XML with Texture2D

    - by Thegluestickman
    I'm having trouble with XML and XNA. I want to be able to load weapon settings through XML to make my weapons easier to make and to have less code in the actual project file. So I started out making a basic XML document, something to just assign variables with. But no matter what I changed it gave me a new error every time. The code below gives me a "XML element 'Tag' not found", I added and it started to say the variables weren't found. What I wanted to do in the XML file as well, was load a texture for the file too. So I created a static class to hold my texture values, then in the Texture tag of my XML document I would set it to that instance too. I think that's were the problems are occuring because that's where the "XML element 'Tag' not found" error is pointing me too. My XML document: <XnaContent> <Asset Type="ConversationEngine.Weapon"> <weaponStrength>0</weaponStrength> <damageModifiers>0</damageModifiers> <speed>0</speed> <magicDefense>0</magicDefense> <description>0</description> <identifier>0</identifier> <weaponTexture>LoadWeaponTextures.ironSword</weaponTexture> </Asset> </XnaContent> My Class to load the weapon XML: public class Weapon { public int weaponStrength; public int damageModifiers; public int speed; public int magicDefense; public string description; public string identifier; public Texture2D weaponTexture; } public static class LoadWeaponXML { static Weapon Weapons; public static Weapon WeaponLoad(ContentManager content, int id) { Weapons = content.Load<Weapon>(@"Weapons/" + id); return Weapons; } } public static class LoadWeaponTextures { public static Texture2D ironSword; public static void TextureLoad(ContentManager content) { ironSword = content.Load<Texture2D>("Sword"); } } I'm not entirely sure if you can load textures through XML, but any help would be greatly appreciated.

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  • Recommended method for XML level loading in XNA

    - by David Saltares Márquez
    I want to use Blender as my level designer tool for an XNA game. Using an existing plugin, I can export my levels to DotScene format which is basically an xml file like this one: <scene formatVersion="1.0.0"> <nodes> <node name="scene-staircase.001"> <position x="10.500000" y="1.400000" z="-9.600000"/> <quaternion x="0.000000" y="0.000000" z="-0.000000" w="1.000000"/> <scale x="1.000000" y="1.000000" z="1.000000"/> <entity name="scene-staircase.001" meshFile="staircase.mesh"/> </node> <node name="Lamp.003"> <position x="11.024290" y="5.903862" z="9.658987"/> <quaternion x="-0.284166" y="0.726942" z="0.342034" w="0.523275"/> <scale x="1.000000" y="1.000000" z="1.000000"/> <light name="Spot.003" type="point"> <colourDiffuse r="0.400000" g="0.154618" b="0.145180"/> <colourSpecular r="0.400000" g="0.154618" b="0.145180"/> <lightAttenuation range="5000.0" constant="1.000000" linear="0.033333" quadratic="0.000000"/> </light> </node> ... </nodes> </scene> Using naming conventions I could easily parse the file and load the correspondent in game content. I am new to XNA and I have seen that there are several methods to load XML files into a game like serializing and deserializing. Which one would you recommend?

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  • NHibernate Pitfalls: Loading Foreign Key Properties

    - by Ricardo Peres
    This is part of a series of posts about NHibernate Pitfalls. See the entire collection here. When saving a new entity that has references to other entities (one to one, many to one), one has two options for setting their values: Load each of these references by calling ISession.Get and passing the foreign key; Load a proxy instead, by calling ISession.Load with the foreign key. So, what is the difference? Well, ISession.Get goes to the database and tries to retrieve the record with the given key, returning null if no record is found. ISession.Load, on the other hand, just returns a proxy to that record, without going to the database. This turns out to be a better option, because we really don’t need to retrieve the record – and all of its non-lazy properties and collections -, we just need its key. An example: 1: //going to the database 2: OrderDetail od = new OrderDetail(); 3: od.Product = session.Get<Product>(1); //a product is retrieved from the database 4: od.Order = session.Get<Order>(2); //an order is retrieved from the database 5:  6: session.Save(od); 7:  8: //creating in-memory proxies 9: OrderDetail od = new OrderDetail(); 10: od.Product = session.Load<Product>(1); //a proxy to a product is created 11: od.Order = session.Load<Order>(2); //a proxy to an order is created 12:  13: session.Save(od); So, if you just need to set a foreign key, use ISession.Load instead of ISession.Get.

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  • KDE not loading without nomode tag in grub and bad resolution [migrated]

    - by fcole90
    I recently installed Linux Mint 13 KDE but it's not working fine. At first I had to use failsafe mode to boot because normal boot takes to a textual login. If I use normal boot and text login I'm not able to run KDE nor with kdm start neither with startx. kdm says that's already running. Instead X is not able to run because can't connect Xserver to display. If I stop kdm and starx again doesn't change anything. Now I edited the grub to load in nomode. In that way KDE loads but resolution is wrong and xrandr doesn't help, because if I do this: cvt 1366 768 it changes it to 1368: # 1368x768 59.88 Hz (CVT) hsync: 47.79 kHz; pclk: 85.25 MHz Modeline "1368x768_60.00" 85.25 1368 1440 1576 1784 768 771 781 798 -hsync +vsync I also installed bumblebee and nvidia drivers because of optimus technology.. It worked just to have fun with glxspheres but there isn't any gain on KDE.. This is lspci output: fabio@fabio-EasyNote-TS11HR ~ $ lspci |grep VGA 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) 01:00.0 VGA compatible controller: NVIDIA Corporation GF108 [GeForce GT 540M] (rev ff My notebook is an EasyNote TS with NVIDIA GeForce GT 540M. Thank you in advance to anyone that may help!

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  • Printing problem in Silverlight 4.0 RC - loading images in code behind

    - by Jacek Ciereszko
    Few days ago I faced a problem with printing in new Silverlight 4 RC. When you try to dynamically load image (in code behind) and print it, it doesn't work. Paper sheet is blank. Problem XAML file: <Image x:Name="image" Stretch="None" /> XAML.cs: image.Source = new BitmapImage(new Uri(imageUri, UriKind.RelativeOrAbsolute));  Print: var pd = new PrintDocument();   pd.PrintPage += (s, args) =>     {       args.PageVisual = image;     };   pd.Print(); Result: Blank paper.   Solution What you need to do, is forced Silverlight engine to load that image before printing start. To accomplish that I proposed simply checking PixelWith value. Your code will ask about PixelWidth of image so it will have to be loaded. XAML.cs: BitmapImage bImage = new BitmapImage(new Uri(imageUri, UriKind.RelativeOrAbsolute)); image.Source = bImage; InitControl(imageUri, movieUri, isLeft); int w = bImage.PixelWidth; int h = bImage.PixelHeight;   DONE!   Jacek Ciereszko

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  • Modules loading despite being added to the blacklist

    - by László Monda
    I'd like to blacklist a couple of modules, namely drm, drm_kms_helper, i2c_algo_bit and i915 to forbid my integrated Intel GPU to be used, but to use my Nvidia MXM card instead. I inserted the following lines into /etc/modprobe.d/blacklist.conf: blacklist i915 blacklist drm blacklist drm_kms_helper blacklist i2c_algo_bit Despite the above right after rebooting my laptop and typing lsmod I can see these modules loaded. Why does my blacklist get utterly disrespected and what can I do about it?

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  • Can't get past the Ubuntu loading screen when installing

    - by Oscar Godson
    I'm trying to install Ubuntu 11.04 onto some custom made PC that my father in law tried building. It had Windows on it, but he wants Ubuntu so he asked me to do it. I've installed Ubuntu 11.04 on a few computers no issues, but on this computer I get to the all purple screen with the Ubuntu logo and the orange and white dots that light up. Like this: The fan is also super, super loud and sounds like the whole thing is going to explode and has been running like this for 15 mins ish. Then, after about 15 mins the dots stop animating from orange to white and usually just stick at all orange. Any ideas?

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  • Making a game preloader (Flash) [closed]

    - by Artemix
    Possible Duplicate: How do you create a single/internal pre-loader for a Flash game written using Flex? Hi guys, Im trying to make a preloader in a Flash game. Thing is, I need some advices on this since I never made one, I have the game almost complete, but when, i.e, I upload the game to a website I get a white screen for a few seconds, and then I see the game. Is there a simple way, maybe using an a API or something like that, to make a preloader screen? Im using Flash Builder fyi. Thx!

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  • USB drives not recognized all of a sudden (module usb_storage not loading)

    - by Siddharth
    I am very close to the solution, just need to know how to get usb-storage to load I have tried most of the advice on askubuntu and other sites, usb_storage enable to fdisk -l. But I am unable to find steps to get it working again. sudo lsusb results Bus.... skipped 4 lines Bus 004 Device 002: ID 413c:3012 Dell Computer Corp. Optical Wheel Mouse Bus 005 Device 002: ID 413c:2105 Dell Computer Corp. Model L100 Keyboard Bus 001 Device 005: ID 8564:1000 sudo dmseg | tail reports [ 69.567948] usb 1-4: USB disconnect, device number 4 [ 74.084041] usb 1-6: new high-speed USB device number 5 using ehci_hcd [ 74.240484] Initializing USB Mass Storage driver... [ 74.256033] scsi5 : usb-storage 1-6:1.0 [ 74.256145] usbcore: registered new interface driver usb-storage [ 74.256147] USB Mass Storage support registered. [ 74.257290] usbcore: deregistering interface driver usb-storage fdisk -l reports Device Boot Start End Blocks Id System /dev/sda1 * 2048 972656639 486327296 83 Linux /dev/sda2 972658686 976771071 2056193 5 Extended /dev/sda5 972658688 976771071 2056192 82 Linux swap / Solaris I think I need steps to install and get usb_storage module working. Edit : I tried sudo modprobe -v usb-storage reports sudo modprobe -v usb-storage insmod /lib/modules/3.2.0-48-generic-pae/kernel/drivers/usb/storage/usb-storage.ko Edit : jsiddharth@siddharth-desktop:~$ sudo udevadm monitor --udev monitor will print the received events for: UDEV - the event which udev sends out after rule processing UDEV [4757.144372] add /module/usb_storage (module) UDEV [4757.146558] remove /module/usb_storage (module) UDEV [4757.148707] add /devices/pci0000:00/0000:00:1d.7/usb1/1-6 (usb) UDEV [4757.149699] add /bus/usb/drivers/usb-storage (drivers) UDEV [4757.151214] remove /bus/usb/drivers/usb-storage (drivers) UDEV [4757.156873] add /devices/pci0000:00/0000:00:1d.7/usb1/1-6/1-6:1.0 (usb) UDEV [4757.160903] add /devices/pci0000:00/0000:00:1d.7/usb1/1-6/1-6:1.0/host9 (scsi) UDEV [4757.164672] add /devices/pci0000:00/0000:00:1d.7/usb1/1-6/1-6:1.0/host9/scsi_host/host9 (scsi_host) UDEV [4757.165163] remove /devices/pci0000:00/0000:00:1d.7/usb1/1-6/1-6:1.0/host9/scsi_host/host9 (scsi_host) UDEV [4757.165440] remove /devices/pci0000:00/0000:00:1d.7/usb1/1-6/1-6:1.0/host9 (scsi) Narrowing down more : Seems like I need usb_storage to load as a module jsiddharth@siddharth-desktop:~$ lsmod | grep usb usbserial 37201 0 usbhid 41937 0 hid 77428 1 usbhid Still no usb driver mounted. Nor does a device show up in /dev. Any step by step process to debug and fix this will be really helpful.

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  • Loading a new instance of a class through XML not working quite right

    - by Thegluestickman
    I'm having trouble with XML and XNA. I want to be able to load weapon settings through XML to make my weapons easier to make and to have less code in the actual project file. So I started out making a basic XML document, something to just assign variables with. But no matter what I changed it gave me a new error every time. The code below gives me a "XML element 'Tag' not found", I added and it started to say the variables weren't found. What I wanted to do in the XML file as well, was load a texture for the file too. So I created a static class to hold my texture values, then in the Texture tag of my XML document I would set it to that instance too. I think that's were the problems are occuring because that's where the "XML element 'Tag' not found" error is pointing me too. My XML document: <XnaContent> <Asset Type="ConversationEngine.Weapon"> <weaponStrength>0</weaponStrength> <damageModifiers>0</damageModifiers> <speed>0</speed> <magicDefense>0</magicDefense> <description>0</description> <identifier>0</identifier> <weaponTexture>LoadWeaponTextures.ironSword</weaponTexture> </Asset> </XnaContent> My Class to load the weapon XML: public static class LoadWeaponXML { static Weapon Weapons; public static Weapon WeaponLoad(ContentManager content, int id) { Weapons = content.Load<Weapon>(@"Weapons/" + id); return Weapons; } } public static class LoadWeaponTextures { public static Texture2D ironSword; public static void TextureLoad(ContentManager content) { ironSword = content.Load<Texture2D>("Sword"); } } I'm not entirely sure if you can load textures through XML, but any help would be greatly appreciated.

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  • Gravity Forms not loading under https, jQuery is not defined

    - by cmykrgbb
    I am using Gravity Forms on my Wordpress site, and so far so good. The problem is I have made the page secure (https/SSL), and this is making the form not to work. It looks like the issue is how the site is trying to load jQuery. There are 23 JS errors on the page, which seem to be due to a failed jQuery load "Uncaught ReferenceError: jQuery is not defined". If I go to the page where the source is trying to pull the jQuery file, you'll see the error:https://code.jquery.com/jquery-1.7.1.min.js?ver=3.4.2 Screenshot of the error: https://www.evernote.com/shard/s212/sh/326f95d6-a498-4c33-b413-7e968225cc79/c2e380ed0fa02a913f712005c8301185 And this screenshot is the reference in the page source: https://www.evernote.com/shard/s212/sh/ae547962-c017-4321-90a2-c51433e59262/124ae116f2b803771f4eb36c90b5a524 So I have been told I'd want to look into that - that's where the ultimate issue is, but I don't really know what to do next. Is it failing because of Gravity Forms, the HTTPS plugin from Wordpress, my SSL certificate...? Thanks in advance!

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  • XNA 4.0: Problem with loading XML content files

    - by 200
    I'm new to XNA so hopefully my question isn't too silly. I'm trying to load content data from XML. My XML file is placed in my Content project (the new XNA 4 thing), called "Event1.xml": <?xml version="1.0" encoding="utf-8" ?> <XnaContent> <Asset Type="MyNamespace.Event"> // error on this line <name>1</name> </Asset> </XnaContent> My "Event" class is placed in my main project: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Xml.Linq; namespace MyNamespace { public class Event { public string name; } } The XML file is being called by my main game class inside the LoadContent() method: Event temp = Content.Load<Event>("Event1"); And this is the error I'm getting: There was an error while deserializing intermediate XML. Cannot find type "MyNamespace.Event" I think the problem is because at the time the XML is being evaluated, the Event class has not been established because one file is in my main project while the other is in my Content project (being a XNA 4.0 project and such). I have also tried changing the build action of the xml file from compile to content; however the program would then not be able to find the file and would give this other warning: Project item 'Event1.xml' was not built with the XNA Framework Content Pipeline. Set its Build Action property to Compile to build it. Any suggestions are appreciated. Thanks.

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  • Loading sound in XNA without the Content Pipeline

    - by David Gouveia
    I'm working on a "Game Maker"-type of application for Windows where the user imports his own assets to be used in the game. I need to be able to load this content at runtime on the engine side. However I don't want the user to have to install anything more than the XNA runtime, so calling the content pipeline at runtime is out. For images I'm doing fine using Texture2D.FromStream. I've also noticed that XNA 4.0 added a FromStream method to the SoundEffect class but it only accepts PCM wave files. I'd like to support more than wave files though, at least MP3. Any recommendations? Perhaps some C# library that would do the decoding to PCM wave format.

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  • SEO when loading items through AJAX

    - by Qmal
    Let's say I have standard scenario of commerce site that has categories on the left and items on the right. What I would like to do is that when user clicks on category it will pass it's ID to js, js will get all items from API by using that id and load them very prettily to my content. It looks all cool and pro but what is the situation from SEO point of view? AFAIK google bot enters my site, sees I have span with categories and that's all?

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  • Bizarre image loading problem from apache2

    - by NateDSaint
    Users have complained a few times about seeing a bizarre set of pink or green stripes on our webpage. At first I thought there were a rash of video card outages, but then someone sent me a screenshot from their browser (IE8). I later saw the same thing, but with slightly different colors on Chrome. Users have experienced this on their iPads and iPhones (iOS Safari). Because I've optimized the site to cache images, the bad image stays around until you clear your cache, so once you do, it resolves itself. My assumption is that the transmission of the image is being cut off mid-stream and then staying that way, but I can't for the life of me figure out why. Here's what I've checked: Header length is being sent, and transmission looks okay (wget sample below): wget http://www.superiorlivestock.com/templates/sla2/images/wallbg2.jpg --2012-04-05 08:46:00-- http://www.superiorlivestock.com/templates/sla2/images/wallbg2.jpg Resolving www.superiorlivestock.com (www.superiorlivestock.com)... [ip redacted] Connecting to www.superiorlivestock.com (www.superiorlivestock.com)|[ip redacted]|:80... connected. HTTP request sent, awaiting response... 200 OK Length: 45926 (45K) [image/jpeg] Saving to: `wallbg2.jpg' Images are not being served gzipped (apache conf below): SetOutputFilter DEFLATE SetEnvIfNoCase Request_URI \.(?:gif|jpe?g|png)$ no-gzip dont-vary The site is www.superiorlivestock.com, and here's a sample of the bad page load: Is there something obvious I'm missing? Am I saving my images in the wrong format somehow?

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  • When should a bullet texture be loaded in XNA?

    - by Bill
    I'm making a SpaceWar!-esque game using XNA. I want to limit my ships to 5 active bullets at any time. I have a Bullet DrawableGameComponent and a Ship DrawableGameComponent. My Ship has an array of 5 Bullet. What is the best way to manage the Bullet textures? Specifically, when should I be calling LoadTexture? Right now, my solution is to populate the Bullet array in the Ship's constructor, with LoadTexture being called in the Bullet constructor. The Bullet objects will be disabled/not visible except when they are active. Does the texture really need to be loaded once for each individual instance of the bullet object? This seems like a very processor-intensive operation. Note: This is a small-scale project, so I'm OK with not implementing a huge texture-management framework since there won't be more than half a dozen or so in the entire game. I'd still like to hear about scalable solutions for future applications, though.

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  • I can't figure out how to animate my loaded model with Assimp

    - by Brendan Webster
    I have loaded in a model to my C++ OpenGL game. It is a COLLADA file type that I have loaded, and I setup an animation under blender for the file. The problem is I don't know how to animate the model. The Assimp documentation didn't really help me out. Their source code didn't use animations, and I can't seem to find anywhere online that someone explains how to animate your loaded model... I'm sorta wondering if someone could link me to a helpful website, or maybe just help me out, so that maybe I will understand how to do animations with assimp.

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  • LibGdx efficient data saving/loading?

    - by grimrader22
    Currently, my LibGDX game consists of a 512 x 512 map of Tiles and entities such as players and monsters. I am wondering how to efficiently save and load the data of my levels. At the moment I am using JSON serialization for each class I want to save. I implement the Json.Serializable interface for all of these classes and write only the variables that are necessary. So my map consists of 512 x 512 tiles, that's 260,000 tiles. Each tile on the map consists of a Tile object, which points to some final Tile object like a GRASS_TILE or a STONE_TILE. When I serialize each level tile, the final Tile that it points to is re-serialized over and over again, so if I have 100 Tiles all pointing to GRASS_TILE, the data of GRASS_TILE is written 100 times over. When I go to load/deserialize my objects, 100 GrassTile objects are created, but they are each their own object. They no longer point to the final tile object. I feel like this reading/writing files very slow. If I were to abandon JSON serialization, to my knowledge my next best option would be saving the level data to a sql database. Unless there is a way to speed up serializing/deserializing 260,000 tiles I may have to do this. Is this a good idea? Could I really write that many tiles to the database efficiently? To sum all this up, I am trying to save my levels using JSON serialization, but it is VERY slow. What other options do I have for saving the data of so many tiles. I also must note that the JSON serialization is not slow on a PC, it is only VERY slow on a mobile device. Since file writing/reading is so slow on mobile devices, what can I do?

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  • Asset missing problem XNA

    - by ChocoMan
    I'm using VS2010 with XNA 4.0 and I'm trying to load an FBX model with texture on the screen. The problem I'm having is this error: Missing Asset: C:\Users\ChocoMan\Documents\Visual Studio 2010\Projects\XNAGame\Documents\Visual Studio\Projects\XNAGame\XNAGameContent\Textures\texture.bmp but the actual path to the texture is C:\Users\ChocoMan\Documents\Visual Studio\Projects\XNAGame\XNAGameContent\Textures\texture.bmp Also, when I linked the texture in Maya, I used the above address. Does anyone know why VS is looking for an incorrect address that doesnt exist?

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  • Loading Wavefront Data into VAO and Render It

    - by Jordan LaPrise
    I have successfully loaded a triangulated wavefront(.obj) into 6 vectors, the first 3 vectors contain the locations for vertices, uv coords, and normals. The last three have the indices stored for each of the faces. I have been looking into using VAO's and VBO's to render, and I'm not quite sure how to load and render the data. One of my biggest concerns is the fact that indexed rendering only allows you to have one array of indices, meaning I somehow have to make all of the first three vectors the same size, the only way I thought of doing this, is to make 3 new vertex's of equal size, and load in the data for each face, but that would completely defeat the purpose of indexing. Any help would be appreciated. Thanks in advance, Jordan

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  • Speed up loading of test results from builds in Visual Studio

    - by Jakob Ehn
    I still see people complaining about the long time it takes to load test results from a TFS build in Visual Studio. And they make a valid point, it does take a very long time to load the test results, even for a small number of tests. The reason for this is that the test results is not just the result of the test run but also all the binaries that were part of the test run. This often also means that the debug symbols (*.pdb) will be downloaded to your local machine. This reason for this behaviour is that it letsyou re-run the tests locally. However, most of the times this is not what the developer will do, they just want to know which tests failed and why. They can then fix the tests and rerun them locally. It turns out there is a way to load only the test results, which is much faster. The only tricky bit is to find the location of the .trx file that is generated during the build. Particularly in TFS 2010 where you often have multiple build agents, which of corse results in different paths to the trx file. Note: To use this you must have read permission to the build folder on the build agent where the build was executed. Open the build result for the build Click View Log Locate the part where MSTest is invoked. When using test containers, it looks like this:   Note: You can actually search in the log window, press Ctrl+F and you will get a little search box at the bottom. Nice! On the MSTest command line call, locate the /resultsfileroot parameter, which points to the folder where the test results are stored Note that this path is local for the build server, so you need to replace the drive letter with the server name: D:\Builds\Project\TestResults to \Project\TestResults">\\<BuildServer>\Project\TestResults Double-click on the .trx file and you will notice that it loads much faster compared to opening it from the build log window

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  • DockbarX Applet not loading

    - by Nik
    I used to have dockbarX applet installed on my gnome panel. However one day when I login in I got a error message which can be seen in the screenshot below. So I removed it, and then tried adding it again to the gnome panel but I still get the error message. I am running the latest version of dockbarX 0.43 with the helpers enabled and media buttons etc. I did not update it recently and have been using this version for a couple of weeks now and got this problem only now. How can I solve this problem?

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