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  • asp.net: Where can I put my source files.

    - by David Sykes
    I am developing a web form using Visual Web Developer Currently I have class source files in the same directory as the web form, or in the App_Code folder. I'd like to organise the files into folders within the web form folder, but I can't find a way of adding a reference to the folders, and they don't seem to be being picked up automatically. These are files that are under constant development. What is the asp.net/c#'s equivalent concept to c++'s #include?

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  • UDK Where did AnimatedCamera go??

    - by Ricket
    I'm porting a game from UT3 to UDK. One of the classes is a subclass of AnimatedCamera. However, AnimatedCamera seems to be missing from the UDK, as the compiler kindly tells me: Error, Superclass AnimatedCamera of class ZCam not found Where did AnimatedCamera go?

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  • jQuery attribute auto added to elements

    - by macca1
    After using the IE8 built in Developers Tools for the first time, I noticed jQuery is attaching an attribute to some of my elements: I've never noticed this before. In fact, this doesn't show up in Firebug... I'm only seeing it for the first time now in IE8 Developer Tools. Does anyone know what jQuery uses this for, and why it's hidden in firebug?

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  • How many developers are there in the world?

    - by Nick Hodges
    What is the total number of software developers in the world? And to respond to the inevitable "How do you define a software developer?" -- I'll answer two ways: Define it as "Anyone who writes code to make a computer do something he wants done". Define it however you like and then answer the question References to studies or more authoritative sources of information would be greatly appreciated.

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  • Which flash server i should use for flash chat with a lot of instant users?

    - by Almas Adilbek
    I'm currently developing flash chat for social networking websites like facebook. Actually i want to develope flash chat in this game. Chat would have a lot of instant active users. So that, i need to know which flash servers i should use, is there any free ones that are pretty good for such high performance needs? I've found ElectroServer4 Professional. Is it enough for my task? Thank you

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  • Changing Image In an ImageButton After Being Clicked?

    - by BuZzZzJaY
    Creating a game in Android using multiple ImageButtons to display an image from the drawable folder and I want to change the button to a different image after the button has been clicked on. Here is the code for my image button: <ImageButton android:id="@+id/b56" android:layout_width="45px" android:layout_height="45px" android:layout_gravity="center_vertical" android:src="@drawable/black" /> I can't find anything about how to change the actual image of the button. You can change the color of the button by using the following code in the java file: b32.setBackgroundColor(0xAA00AA00);

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  • What is the current state of the art in HTML canvas JavaScript libraries and frameworks?

    - by Toby Hede
    I am currently investigating options for working with the canvas in a new HTML 5 application, and was wondering what is the current state of the art in HTML canvas JavaScript libraries and frameworks? In particular, are there frameworks that support the kind of things needed for game development - complex animation, managing scene graphs, handling events and user interactions? Also willing to consider both commercial and open source products.

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  • Powder Physics Games

    - by frinkz
    Does anyone have any experience with this sort of thing? I'm talking about applets like this http://dan-ball.jp/en/javagame/dust/ I'm really interested in how they work, it seems more like fluid-dynamics than regular game physics. Does anyone know any open source variations, or any hints on how they might work? I think it would be really fun and challenging to work on something like this, but I'm not sure where to start researching... Thanks :)

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  • How do games move around objects (in general)

    - by user146780
    I'm sure there's not just 1 answer to this but, do game engines actually change the vectors in memory, or use gltransformations? Because pushing and popping the matrix all the time seems inefficient, but if you keep modifying the verticies you cant make use of display lists. So I'm wondering how it's done in general. Thanks

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  • How do I change the color of a Cocos2d MenuItem?

    - by Rob Sawyer
    [MenuItemFont setFontSize:20]; [MenuItemFont setFontName:@"Helvetica"]; //I'm trying to change the color of start (below item) MenuItem *start = [MenuItemFont itemFromString:@"Start Game" target:self selector:@selector(startGame:)]; MenuItem *help = [MenuItemFont itemFromString:@"Help" target:self selector:@selector(help:)]; Menu *startMenu = [Menu menuWithItems:start, help, nil]; [startMenu alignItemsVertically]; [self add:startMenu];

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  • What is an efficient way to find a non-colliding rectangle nearest to a location

    - by hyn
    For a 2D game I am working on, I am using y axis sorting in a simple rectangle-based collision detection. This is working fine, and now I want to find the nearest empty rectangle at a given location with a given size, efficiently. How can I do this? Is there an algorithm? I could think of a simple brute force grid test (with each grid the size of the empty space we're looking for) but obviously this is slow and not even a complete test.

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  • Best programming based games

    - by Matt Sheppard
    Back when I was at school, I remember tinkering with a Mac game where you programmed little robots in a sort of pseudo-assembler language which could then battle each other. They could move themselves around the arena, look for opponents in different directions, and fire some sort of weapon. Pretty basic stuff, but I remember it quite fondly, even if I can't remember the name. Are there any good modern day equivalents?

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  • what is the best developre toolbar for IE?

    - by hd
    i use 'FireBug' extension of FF to debug designed webpages and installed 'IE Developer Toolbar' for IE to get this purpose, but it is not as well as FireBug. it is difficult to work with it. is there any other extension for IE that is more user friendly and easy to use??

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  • How could I generate instances of an object randomly at the top of the screen and make them "fall"?

    - by Custard
    I am making a game in Flash CS4 (actionscript 3) and I would like to be able to make "copies" of an instance that would randomly appear at the top of the screen and fall. For example, multiple objects(that are the same one) are falling from the top of the screen continuously, starting at random X positions. (i think this would be considered Real-Time effect). P.S., please tell me if the information is insufficient for an answer, I couldn't think of much more to add to it. Thanks for your time and answers, -Custard

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  • How to merge two test into one RSpec

    - by thefonso
    Both the last two test work individually...but when both are set to run (non pending) I get problems. question: can I create a test that merges the two into one? How would this look?(yes, I am new to rspec) require_relative '../spec_helper' # the universe is vast and infinite....and...it is empty describe "tic tac toe game" do context "the game class" do before (:each) do player_h = Player.new("X") player_c = Player.new("O") @game = Game.new(player_h, player_c) end it "method drawgrid must return a 3x3 game grid" do @game.drawgrid.should eq("\na #{$thegrid[:a1]}|#{$thegrid[:a2]}|#{$thegrid[:a3]} \n----------\nb #{$thegrid[:b1]}|#{$thegrid[:b2]}|#{$thegrid[:b3]} \n----------\nc #{$thegrid[:c1]}|#{$thegrid[:c2]}|#{$thegrid[:c3]} \n----------\n 1 2 3 \n") @game.drawgrid end #FIXME - last two test here - how to merge into one? it "play method must display 3x3 game grid" do STDOUT.should_receive(:puts).and_return("\na #{$thegrid[:a1]}|#{$thegrid[:a2]}|#{$thegrid[:a3]} \n----------\nb #{$thegrid[:b1]}|#{$thegrid[:b2]}|#{$thegrid[:b3]} \n----------\nc #{$thegrid[:c1]}|#{$thegrid[:c2]}|#{$thegrid[:c3]} \n----------\n 1 2 3 \n").with("computer move") @game.play end it "play method must display 3x3 game grid" do STDOUT.should_receive(:puts).with("computer move") @game.play end end end just for info here is the code containing the play method require_relative "player" # #Just a Tic Tac Toe game class class Game #create players def initialize(player_h, player_c) #bring into existence the board and the players @player_h = player_h @player_c = player_c #value hash for the grid lives here $thegrid = { :a1=>" ", :a2=>" ", :a3=>" ", :b1=>" ", :b2=>" ", :b3=>" ", :c1=>" ", :c2=>" ", :c3=>" " } #make a global var for drawgrid which is used by external player class $gamegrid = drawgrid end #display grid on console def drawgrid board = "\n" board << "a #{$thegrid[:a1]}|#{$thegrid[:a2]}|#{$thegrid[:a3]} \n" board << "----------\n" board << "b #{$thegrid[:b1]}|#{$thegrid[:b2]}|#{$thegrid[:b3]} \n" board << "----------\n" board << "c #{$thegrid[:c1]}|#{$thegrid[:c2]}|#{$thegrid[:c3]} \n" board << "----------\n" board << " 1 2 3 \n" return board end #start the game def play #draw the board puts drawgrid #external call to player class @player = @player_c.move_computer("O") end end player_h = Player.new("X") player_c = Player.new("O") game = Game.new(player_h, player_c) game.play

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  • Programming language for opengl screenshot software

    - by mandril
    I need to develop a multiplatform software that takes screenshots from opengl games without affecting the game in performance, it will run in the background and will add a watermark to my screenshots. What language should i use? I thought of Perl / Python. Anyone can point me out something to start? Thanks!

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  • Methods in Customized View did not get invoke in AppDelegate, Why?

    - by NorthKyut
    I want the methods pauseGame in customized UIView - MyGameView get invoked when the phone is locked or interrupted. So I have a pauseGame method but it can't stop the timer when user lock screen (command+L). The lock screen did appear but the game still running at the background. So I added the testPause method to MyGameView and MyGameAppDelegate and and put a breakpoint to debug it. When screen locked it, the screen lock appeared and the code did stop at the breakpoint. But when I tried to step into the testPause method, it didn't take me to the method in MyGameView (it just passed it, not skipped) and no message was printed on terminal by NSLog. Why? What did I miss? // // MyGameAppDelegate.h // MyGame // #import <UIKit/UIKit.h> @class MyGameViewController; @class MyGameView; @interface MyGameAppDelegate : NSObject { UIWindow *window; MyGameViewController *viewController; MyGameView *view; } @property (nonatomic, retain) IBOutlet UIWindow *window; @property (nonatomic, retain) IBOutlet MyGameViewController *viewController; @property (nonatomic, retain) IBOutlet MyGameView *view; @end // // MyGameAppDelegate.m // MyGame // #import "MyGameAppDelegate.h" #import "MyGameViewController.h" #import "MyGameView.h" @implementation MyGameAppDelegate @synthesize window; @synthesize viewController; @synthesize view; - (void)applicationWillResignActive:(UIApplication *)application { /* Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state. Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game. */ [view pauseGame]; [view testPause]; } @end // // MyGameView.h // MyGame @interface MyGameView : UIView { - (void)pauseGame; - (void)testPause; @end // // MyGameView.m // MyGame // #import "MyGameView.h" #import "AtlasSprite.h" #import "MyGameViewController.h" #import "SecondViewController.h" @implementation MyGameView - (void)pauseGame { [theTimer invalidate]; theTimer = nil; } - (void)testPause{ NSLog(@"TestPause"); } @end

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