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  • View Source and Chrome Developer Tools showing different output

    - by patricksweeney
    I have a page located here. Viewing it in Chrome and Firefox show a really small h1 title, and also it changes color as if it is a link. The template that generates everything looks exactly how it should be. When diagnosing the issue, the relevant section of code looks like this when I go to view source: <div class="page-heading"> <h1>Title Here</h1> </div> However, when I go to view it in Chrome's Developer tools, it is throwing in extraneous malformed anchor tags, which is obviously causing the hovering behavior. This is what it looks like to the dev tools: <div class="page-heading"> <h1> <a style="font-family: arial; font-size: 9px" <="" a="">Title Here</a> </h1> </div> In addition, when viewing a local copy of the site, the output shown in the dev tools is the same as viewing the source and they both render correctly locally. Oddly enough, all version of IE render it correctly. The current version of both Chrome and Firefox both render it weirdly. Initially I thought it may be a user agent stylesheet problem, but if anything the CSS is fine, it's the HTML that is malformed.

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  • Financial Market Developer dilemma...

    - by Sahat
    ...In the future I am planning to work in the financial sector as a programmer. I have a couple of options right now (1 or 2): Learn and master .NET since presumably that's widely used in that industry OR Learn the programming concepts, learn algorithms, learn a little bit of c,c++,c#,java,objective-c,sql,oracle,cobol - in other words learn the fundamental principles that tie all programming languages together without going too deep in any particular language. Someone has told me that most of the time as a programmer you won't be writing any code, but instead maintaing and existing code that people before you have built. Does that mean I don't really need to master any specific language and as long as I have general concepts it'll be good enough? If you or if you know someone who has worked in the financial industry as a software developer could you please share the experience and what is the daily routine consists of? Also what should I be learning right now while I am still young and in college? Do I have to thoroughly understand the market and the current economy? What about Oracle or SQL Databases - do I need to know them inside out as a programmer? Thanks if you have anything else to add that I have not mentioned then please do so! Thanks in advance!

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  • facebook application using iframe on Facebook Developer Toolkit 3.0

    - by adveb
    hey i am trying to build facebook iframe application using the Facebook Developer Toolkit 3.01 asp.net c#. i am working by the ifrmae sample of the toolkit can be download here. www.facebooktoolkit.codeplex.com/releases/view/39727 this is my facebook application that is the same as the iframe sample. http://apps.facebook.com/alefbet/ this is my code, it has 2 pages, master page and default. this 2 pages are the same as the iframe sample. 1) this is the master page. public partial class IFrameMaster : Facebook.Web.CanvasIFrameMasterPage { public IFrameMaster() { RequireLogin = true; } } 2) this is the default.aspx public partial class Default : System.Web.UI.Page { private const string SCRIPT_BLOCK_NAME = "dynamicScript"; protected void Page_Load(object sender, EventArgs e) { if (IsPostBack) { if (Master.Api.Users.HasAppPermission(Enums.ExtendedPermissions.email)) { SendThankYouEmail(); } Response.Redirect("ThankYou.aspx"); } else { if (Master.Api.Users.HasAppPermission(Enums.ExtendedPermissions.email)) { emailPermissionPanel.Visible = false; } CreateScript(); } } private void SendThankYouEmail() { var subject = "Thank you for telling us your favorite color"; var body = "Thank you for telling us what your favorite color is. We hope you have enjoyed using this application. Encourage your friends to tell us their favorite color as well!"; this.Master.Api.Notifications.SendEmail(this.Master.Api.Session.UserId.ToString(), subject, body, string.Empty); } private void CreateScript() { var saveColorScript = @" function saveColor(color) { document.getElementById('" + colorInput.ClientID + @"').value = color; } function submitForm() { document.getElementById('" + form.ClientID + @"').submit(); } "; if (!ClientScript.IsClientScriptBlockRegistered(SCRIPT_BLOCK_NAME)) { ClientScript.RegisterClientScriptBlock(this.GetType(), SCRIPT_BLOCK_NAME, saveColorScript); } } } my directory structure is 1)the master page is in the root. 2)the default.aspx is in the root/alfbet directory. 3)i have also have the xd_receiver.htm inside root/channel directory. that inside the master page their is the folowing line: <script type="text/javascript"> FB_RequireFeatures(["XFBML"], function() { FB.Facebook.init("c81f17ee4d4ffc5113c55f8b99fdcab5", "channel/xd_receiver.htm"); }); </script> the problem is that the applicatin dosent work apps.facebook.com/alefbet/default.aspx why it dosent work ? please help me and others who also obstacle in this issue. i tryied lots of things, one of them was to display the user id. for that i put label in the default.aspx and wrote lblTest.Text = Master.Api.Users.GetInfo().uid.ToString(); and it dosent event get to this line. i know it because it keeps display in the label.text the word "label" thank you very much.

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  • Blackberry Development, communicating two Blackberry device in a multiplayer game programatically

    - by Nikesh Yadav
    Hi Forum, We are developing a game application for Blackberry, which will have multi player option to let two or more player compete against each other. We have implemented the logic for that and already two or more player are able to play the game simultaneously on single device. Now we want to upgrade our application so that two or more user can compete each other playing from different device and different locations. Can anyone please help me by providing me the way (or code) to achieve this (communicating two blackberry devices over the air to access single session programmaticaly)? I found the code to connect two device using Bluetooth but as the player may situated in different geographic regions we need to achieve this using over the air connection. Thanks in advance. Thanks, Nikesh

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  • Jeopardy template for Silverlight

    - by Mohit Deshpande
    I am supposed to be making a jeopardy game for my class. I was wondering it there is a template for it already out? Or do I have to make one myself, in which case, what would be the best approach to making this game in Silverlight? (My last resort is to make it in PowerPoint)

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  • Horizontal Scrolling Flash Game/Large Horizontal Scene

    - by Nathan
    Hello, I'm currently learning Flash (CS4, AS3) and am creating a game. I have currently 1 flv file with 4 scenes, I then move from left to right and then to scene 2 and go from left to right. This is the game where items pop up that need to be clicked on and you get points. Is there any way I can combine these onto 1 scene? Flash only allows you to have a maximum of 2880px wide. The reason for this is the transition between the scenes is RUBBISH and that my AS is not working correctly in between scenes (it loses values). Any help would be greatly appreciated! Nathan

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  • Is this a good way to do a game loop for an iPhone game?

    - by Danny Tuppeny
    Hi all, I'm new to iPhone dev, but trying to build a 2D game. I was following a book, but the game loop it created basically said: function gameLoop update() render() sleep(1/30th second) gameLoop The reasoning was that this would run at 30fps. However, this seemed a little mental, because if my frame took 1/30th second, then it would run at 15fps (since it'll spend as much time sleeping as updating). So, I did some digging and found the CADisplayLink class which would sync calls to my gameLoop function to the refresh rate (or a fraction of it). I can't find many samples of it, so I'm posting here for a code review :-) It seems to work as expected, and it includes passing the elapsed (frame) time into the Update method so my logic can be framerate-independant (however I can't actually find in the docs what CADisplayLink would do if my frame took more than its allowed time to run - I'm hoping it just does its best to catch up, and doesn't crash!). // // GameAppDelegate.m // // Created by Danny Tuppeny on 10/03/2010. // Copyright Danny Tuppeny 2010. All rights reserved. // #import "GameAppDelegate.h" #import "GameViewController.h" #import "GameStates/gsSplash.h" @implementation GameAppDelegate @synthesize window; @synthesize viewController; - (void) applicationDidFinishLaunching:(UIApplication *)application { // Create an instance of the first GameState (Splash Screen) [self doStateChange:[gsSplash class]]; // Set up the game loop displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(gameLoop)]; [displayLink setFrameInterval:2]; [displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; } - (void) gameLoop { // Calculate how long has passed since the previous frame CFTimeInterval currentFrameTime = [displayLink timestamp]; CFTimeInterval elapsed = 0; // For the first frame, we want to pass 0 (since we haven't elapsed any time), so only // calculate this in the case where we're not the first frame if (lastFrameTime != 0) { elapsed = currentFrameTime - lastFrameTime; } // Keep track of this frames time (so we can calculate this next time) lastFrameTime = currentFrameTime; NSLog([NSString stringWithFormat:@"%f", elapsed]); // Call update, passing the elapsed time in [((GameState*)viewController.view) Update:elapsed]; } - (void) doStateChange:(Class)state { // Remove the previous GameState if (viewController.view != nil) { [viewController.view removeFromSuperview]; [viewController.view release]; } // Create the new GameState viewController.view = [[state alloc] initWithFrame:CGRectMake(0, 0, IPHONE_WIDTH, IPHONE_HEIGHT) andManager:self]; // Now set as visible [window addSubview:viewController.view]; [window makeKeyAndVisible]; } - (void) dealloc { [viewController release]; [window release]; [super dealloc]; } @end Any feedback would be appreciated :-) PS. Bonus points if you can tell me why all the books use "viewController.view" but for everything else seem to use "[object name]" format. Why not [viewController view]?

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  • Visual Studio PC benchmark

    - by user319353
    Hi: Is there a good way to benchmark a Visual Studio developer PC, instead of looking at the technical specs? Objective is to set a level and see every developer passes, if not upgrade them to new PC. Any thoughts and suggestions?

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  • Breaking a concave polygon into convex ones.

    - by Bart van Heukelom
    I'm using a game physics library (Box2D) which only supports convex polygon shapes. However, I'd like the level builder to be able to just specify concave polygons without having to worry about that. So, how can I automatically break apart a concave polygon into convex ones (or even all triangles). Speed would be cool, but ease of implementation is more important. The breaking apart will only be done on game initialization. (My language is Flash/ActionScript 3, but that shouldn't matter)

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  • Preventing cheating in online chess games?

    - by gamedevv
    In many online chess lobbies, I've seen instances of 'engining', where a cheater would open a chess program at the same time as the main game window. He would then set it up so that the opponent's moves are relayed to the computer, then which he would copy the computer's moves, until he (almost always) wins. As a game developer and moderator, what is there to do about this situation?

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  • Odd "Object reference not set to an instance of an object" involving xWinForms

    - by Kyle
    Hey, I've been trying to get the xWinForms 3.0 library (a library with forms support in xna) working with my C# XNA Game project but I keep getting the same problem. I add the reference to my project, put in the using statement, declare a formCollection variable and then I try to initialize it. whenever I run the project I get stopped on this line: formCollection = new FormCollection(this.Window, Services, ref graphics); it gives me the error: " System.NullReferenceException was unhandled Message="Object reference not set to an instance of an object." Source="Microsoft.Xna.Framework" StackTrace: at Microsoft.Xna.Framework.Graphics.VertexShader..ctor(GraphicsDevice graphicsDevice, Byte[] shaderCode) at Microsoft.Xna.Framework.Graphics.SpriteBatch.ConstructPlatformData() at Microsoft.Xna.Framework.Graphics.SpriteBatch..ctor(GraphicsDevice graphicsDevice) at xWinFormsLib.FormCollection..ctor(GameWindow window, IServiceProvider services, GraphicsDeviceManager& graphics) at GameSolution.Game2.LoadContent() in C:\Users\Owner\Documents\School\Year 3\Winter\Soen 390\TeamWTF_3\SourceCode\GameSolution\GameSolution\Game2.cs:line 45 at Microsoft.Xna.Framework.Game.Initialize() at GameSolution.Game2.Initialize() in C:\Users\Owner\Documents\School\Year 3\Winter\Soen 390\TeamWTF_3\SourceCode\GameSolution\GameSolution\Game2.cs:line 37 at Microsoft.Xna.Framework.Game.Run() at GameSolution.Program.Main(String[] args) in C:\Users\Owner\Documents\School\Year 3\Winter\Soen 390\TeamWTF_3\SourceCode\GameSolution\GameSolution\Program.cs:line 14 InnerException: " In a project I downloaded that used the xWinForms, I put the following code in and it compiled and ran no error. but when I put it in my project I get the error. Am I making some stupid mistake about including dlls or something? I've been at this for hours and I can't seem to find anything that would cause this. using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Net; using Microsoft.Xna.Framework.Storage; using xWinFormsLib; namespace GameSolution { public class Game2 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; FormCollection formCollection; public Game2() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); formCollection = new FormCollection(this.Window, Services, ref graphics); } protected override void Update(GameTime gameTime) { base.Update(gameTime); } protected override void Draw(GameTime gameTime) { base.Draw(gameTime); } } } Any help would be greatly appreciated ._.

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  • Ruby Hide Console

    - by Ell
    I am attempting to make a game written in Ruby using the Gosu library (http://www.libgosu.org/) but when I run the game, a console also shows. How do I make sure the console is hidden from the start? thanks in advance, ell

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  • Modifying multiplying calculation to use delta time

    - by Bart van Heukelom
    function(deltaTime) { x = x * 0.9; } This function is called in a game loop. First assume that it's running at a constant 30 FPS, so deltaTime is always 1/30. Now the game is changed so deltaTime isn't always 1/30 but becomes variable. How can I incorporate deltaTime in the calculation of x to keep the "effect per second" the same?

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  • Artificial Intelligence in online game using Google App Engine

    - by Hortinstein
    I am currently in the planning stages of a game for google app engine, but cannot wrap my head around how I am going to handle AI. I intend to have persistant NPCs that will move about the map, but short of writing a program that generates the same XML requests I use to control player actions, than run it on another server I am stuck on how to do it. I have looked at the Task Queue feature, but due to long running processes not being an option on the App engine, I am a little stuck. I intend to run multiple server instances with 200+ persistant NPC entities that I will need to update. Most action is slowly roaming around based on player movements/concentrations, and attacking close range players...(you can probably guess the type of game im developing)

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  • Server-side technology for a game

    - by Soonts
    We’re creating a massively-multiplayer social game. We expect up to 1 million concurrent users. The game is not real-time, instead it’s turn-based. We need reliable messaging between our clients and the server, preferably over HTTP protocol. Besides the multiplayer functionality, we’ll also need a content delivery service. Could you please recommend a server-side technology for us, so we’ll start searching for the right people to hire? Is it correct assumption that no single server will hold that amount of load so it must scale horizontally? Will Windows Azure do the job? Thanks in advance.

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  • Web Services Primer for a WinForms Developer?

    - by Unicorns
    I've been writing client/server applications with Winforms for about six years now, but I have yet to venture into the web space (neither ASP.NET nor web services). Given the direction that the job market has been heading for some time and the fact that I have a basic curiosity, I'd like to get involved with writing web services, but I don't know where to start. I've read about various options (XML/SOAP vs. JSON, REST vs...well, actually I don't know what it's called, etc.), but I'm not sure what sort of criteria are in play when making the determination to use one or the other. Obviously, I'd like to leverage the tools that I have (Visual Studio, the .NET framework, etc.) without hamstringing myself into only targeting a particular audience (i.e. writing the service in such a way as to make it difficult to consume from a Windows Mobile/Android/iPhone client, for example). For the record, my plan--for now--is to use WCF for my web service development, but I'm open to using another .NET approach if that's advisable. I realize that this question is pretty open-ended so it may get closed, but here are some things I'm wondering: What are some things to consider when choosing the type of web service (REST, etc.) I intend to write? Is it possible (and, if so, feasible) to move from one approach to another? Can web services be written in an event-driven way? As I said I'm a Winforms developer, so I'm used to objects raising events for me to react to. For instance, if I have two clients connected to my service, is there a way for me to "push" information to one of them as a result of an action by the other? If this is possible, is this advisable or am I just not thinking about it correctly? What authentication mechanisms seem to work best for public-facing services? What about if I plan to have different types of OS'es and clients connecting to the service? Is there a generally accepted platform-agnostic approach? In the line of authentication, is this something that I should be doing myself (authenticating an managing sessions, etc.) or is this something should be handled at the framework level and I just define exactly how it should work? If that's the case, how do I tell who the requester has authenticated themselves as? I started writing an authentication mechanism (simple username/password combinations stored in the database and a corresponding session table with a GUID key) within my service and just requiring that key to be passed with every operation (other than logging in, of course), but I want to make sure that I'm not reinventing the wheel here. However, I also don't want to clutter up the server with a bunch of machine user accounts just to use Basic authentication. I'm also under the impression that Digest (and of course Windows) authentication requires a machine (or AD) user account.

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  • VWD 2008 Express : where can i set absolute positioning as a default?

    - by Justin
    So when I used Visual Web Developer 2005 Express edition, in the ribbon there was a menu option for "Layout", which you could go through and select positioning and set absolute to default. I am using Visual Web Developer 2008 Express now, and I see that you can select format from the menu bar, and set position absolute, for each individual control that you add to the design surface, but is there a place I can just set absolute as the default, like in 2005? Thanks, Justin

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  • assistance required, hangman game.

    - by Phillip Gibson
    I am making a hangman game and am having trouble with part of it. I have selected a random word from a file, but I want to display the word as a series of undersocres __ and then match the letter chosen to a position in the undersocres. Can anyone help me? cout <<"1. Select to play the game\n"; cout <<"2. Ask for help\n"; cout <<"3. Select to quit the game\n"; cout << "Enter a selection: "; int number; cin >> number; while(number < 1 || number > 3 || cin.fail()) { if(cin.fail()) { cin.sync(); cin.clear(); cout << "You have not entered a number, please enter a menu selection between 1 and 3\n"; cin >> number; } else { cout << "Your selection must be between 1 and 3!\n"; cin >> number; } } switch (number) { case 1: { string word; string name; cout << " Whats your name? "; cin >> name; Player player(); ifstream FileReader; FileReader.open("words.txt"); if(!FileReader.is_open()) cout << "Error"; //this is for the random selection of words srand(time(0)); int randnum = rand()%10+1; for(int counter = 0; counter < randnum; counter++) { getline(FileReader, word, '\n'); } cout << "my word: " << word << "\n"; // get length of word int length; //create for loop for(int i = 0; i < length; i++) cout << "_"; //_ _ _ _ _ SetCursorPos(2,10); FileReader.close(); break;

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  • C++ game designing & polymorphism question

    - by Kotti
    Hi! I'm trying to implement some sort of 'just-for-me' game engine and the problem's plot goes the following way: Suppose I have some abstract interface for a renderable entity, e.g. IRenderable. And it's declared the following way: interface IRenderable { // (...) // Suppose that Backend is some abstract backend used // for rendering, and it's implementation is not important virtual void Render(Backend& backend) = 0; }; What I'm doing right now is something like declaring different classes like class Ball : public IRenderable { virtual void Render(Backend& backend) { // Rendering implementation, that is specific for // the Ball object // (...) } }; And then everything looks fine. I can easily do something like std::vector<IRenderable*> items, push some items like new Ball() in this vector and then make a call similiar to foreach (IRenderable* in items) { item->Render(backend); } Ok, I guess it is the 'polymorphic' way, but what if I want to have different types of objects in my game and an ability to manipulate their state, where every object can be manipulated via it's own interface? I could do something like struct GameState { Ball ball; Bonus bonus; // (...) }; and then easily change objects state via their own methods, like ball.Move(...) or bonus.Activate(...), where Move(...) is specific for only Ball and Activate(...) - for only Bonus instances. But in this case I lose the opportunity to write foreach IRenderable* simply because I store these balls and bonuses as instances of their derived, not base classes. And in this case the rendering procedure turns into a mess like ball.Render(backend); bonus.Render(backend); // (...) and it is bad because we actually lose our polymorphism this way (no actual need for making Render function virtual, etc. The other approach means invoking downcasting via dynamic_cast or something with typeid to determine the type of object you want to manipulate and this looks even worse to me and this also breaks this 'polymorphic' idea. So, my question is - is there some kind of (probably) alternative approach to what I want to do or can my current pattern be somehow modified so that I would actually store IRenderable* for my game objects (so that I can invoke virtual Render method on each of them) while preserving the ability to easily change the state of these objects? Maybe I'm doing something absolutely wrong from the beginning, if so, please point it out :) Thanks in advance!

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