Search Results

Search found 16259 results on 651 pages for 'vb game'.

Page 161/651 | < Previous Page | 157 158 159 160 161 162 163 164 165 166 167 168  | Next Page >

  • How do I apply different probability factors in an algorithm for a cricket simulation game?

    - by Komal Sharma
    I am trying to write the algorithm for a cricket simulation game which generates runs on each ball between 0 to 6. The run rate or runs generated changes when these factors come into play like skill of the batsman, skill of the bowler, target to be chased. Wickets left. If the batsman is skilled more runs will be generated. There will be a mode of play of the batsman aggressive, normal, defensive. If he plays aggressive chances of getting out will be more. If the chasing target is more the run rate should be more. If the overs are final the run rate should be more. I am using java random number function for this. The code so far I've written is public class Cricket { public static void main(String args[]) { int totalRuns=0; //i is the balls bowled for (int i = 1; i <= 60 ; i++) { int RunsPerBall = (int)(Math.random()*6); //System.out.println(Random); totalRuns=totalRuns+RunsPerBall; } System.out.println(totalRuns); } } Can somebody help me how to apply the factors in the code. I believe probability will be used with this. I am not clear how to apply the probability of the factors stated above in the code.

    Read the article

  • Using gluLookAt to move camera in 2D iPhone game ?

    - by Mr.Gando
    Hey guys, I'm trying to use gluLookAt to move the camera in my iPhone game, but every time I've tried to use gluLookAt my screen just goes "blank" ( grey in this case ) I'm trying to render a simple triangle and to move the camera, this is my code: to setup my scene I do: glViewport(0, 0, backingWidth, backingHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glRotatef(-90.0, 0.0, 0.0, 1.0); //using iPhone in horizontal mode glOrthof(-240, 240, -160, 160, -1, 1); glMatrixMode(GL_MODELVIEW); then my "triangle rendering" code looks like: GLfloat triangle[] = {0, 100, 100, 0, -100, 0,}; glClearColor(0.7, 0.7, 0.7, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnableClientState(GL_VERTEX_ARRAY); glColor4f(1.0, 0.0, 0.0, 1.0); glVertexPointer(2, GL_FLOAT, 0, &triangle); glDrawArrays(GL_TRIANGLES, 0, 6); glDisableClientState(GL_VERTEX_ARRAY); This draws a red triangle in the middle of the screen, when I try to apply gluLookAt ( I got the implementation of the function from Cocos2D so I asume it's correct ), i do: glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0,0,1,0,0,0,0,0,1); // try to move the camera a bit ? GLfloat triangle[] = {0, 100, 100, 0, -100, 0,}; glClearColor(0.7, 0.7, 0.7, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnableClientState(GL_VERTEX_ARRAY); glColor4f(1.0, 0.0, 0.0, 1.0); glVertexPointer(2, GL_FLOAT, 0, &triangle); glDrawArrays(GL_TRIANGLES, 0, 6); glDisableClientState(GL_VERTEX_ARRAY); This leads me to grey screen (glClearColor is grey), I've tried all sort of things and read what I've found about gluLookAt on the net, but no luck :(, if someone could explain me or show me how to move to move the camera in a top-down fashion ( zelda, etc ), I would really appreciate it. Thanks!

    Read the article

  • Dealing with 2D pixel shaders and SpriteBatches in XNA 4.0 component-object game engine?

    - by DaveStance
    I've got a bit of experience with shaders in general, having implemented a couple, very simple, 3D fragment and vertex shaders in OpenGL/WebGL in the past. Currently, I'm working on a 2D game engine in XNA 4.0 and I'm struggling with the process of integrating per-object and full-scene shaders in my current architecture. I'm using a component-entity design, wherein my "Entities" are merely collections of components that are acted upon by discreet system managers (SpatialProvider, SceneProvider, etc). In the context of this question, my draw call looks something like this: SceneProvider::Draw(GameTime) calls... ComponentManager::Draw(GameTime, SpriteBatch) which calls (on each drawable component) DrawnComponent::Draw(GameTime, SpriteBatch) The SpriteBatch is set up, with the default SpriteBatch shader, in the SceneProvider class just before it tells the ComponentManager to start rendering the scene. From my understanding, if a component needs to use a special shader to draw itself, it must do the following when it's Draw(GameTime, SpriteBatch) method is invoked: public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, EffectShader, ViewMatrix); // Draw things here that are shaded by the "EffectShader." spriteBatch.End(); spriteBatch.Begin(/* same settings that were set by SceneProvider to ensure the rest of the scene is rendered normally */); } My question is, having been told that numerous calls to SpriteBatch.Begin() and SpriteBatch.End() within a single frame was terrible for performance, is there a better way to do this? Is there a way to instruct the currently running SpriteBatch to simply change the Effect shader it is using for this particular draw call and then switch it back before the function ends?

    Read the article

  • In a 2D platform game, how to ensure the player moves smoothly over sloping ground?

    - by Kovsa
    See image: http://i41.tinypic.com/huis13.jpg I'm developing a physics engine for a 2D platform game. I'm using the separating axis theorem for collision detection. The ground surface is constructed from oriented bounding boxes, with the player as an axis aligned bounding box. (Specifically, I'm using the algorithm from the book "Realtime Collision Detection" which performs swept collision detection for OBBs using SAT). I'm using a fairly small (close to zero) restitution coefficient in the collision response, to ensure that the dynamic objects don't penetrate the environment. The engine mostly works fine, it's just that I'm concerned about some edge cases that could possibly occur. For example, in the diagram, A, B and C are the ground surface. The player is heading left along B towards A. It seems to me that due to inaccuracy, the player box could be slightly below the box B as it continues up and left. When it reaches A, therefore, the bottom left corner of the player might then collide with the right side of A, which would be undesirable (as the intention is for the player to move smoothly over the top of A). It seems like a similar problem could happen when the player is on top of box C, moving left towards B - the most extreme point of B could collide with the left side of the player, instead of the player's bottom left corner sliding up and left above B. Box2D seems to handle this problem by storing connectivity information for its edge shapes, but I'm not really sure how it uses this information to solve the problem, and after looking at the code I don't really grasp what it's doing. Any suggestions would be greatly appreciated.

    Read the article

  • Which Open Source Licenses can address concerns for an Open Source Game Engine?

    - by Chris
    I am on a team that is looking to open source an engine we are building. It's intended as an engine for Online RPG style games. We're writing it to work on both desktops and android platforms. I've been over to the OSI http://opensource.org/licenses/category to check out the most common licenses. However, this will be my first time going into an open source project and I wanted to know if the community had some insight into which licenses might be best suited. Key licensing concerns: Removing or limiting our liability (most already seem to cover this, but stating for completeness). We want other developers to be able to take part or all of our project and use it in their own projects with proper accreditation to our project. Licensing should not hinder someone's ability to quickly use the engine. They should be able to download a release and start using it without needing to wait on licensing issues. Game content (gfx, sound, etc.) that is not part of the engine should be allowed to be licensed separately. If someone is using our engine, they can retain full copy right of their content, including engine generated data. Our primary goal is exposure, which is why we're going open source to start with. Both for the project and for the individuals developing it. Are there any licenses that can require accreditation visible to players? While I'd put our primary goal as exposure, for licensing the accreditation is less of a concern. From what I've read through (and have been able to understand) it doesn't seem like any of the licenses cover anything that is produced by the licensed software. Are there any that state this specifically, or does simply not mentioning it leave it open for other licensing? Are there any other concerns that we should consider? Has anyone had any issues using any of these licenses?

    Read the article

  • How do I implement movement in a WPF Adventure game?

    - by ZeroPhase
    I'm working on making a short WPF adventure game. The only major hurdle I have right now is how to animate objects on the screen correctly. I've experimented with DoubleAnimation and ThicknessAnimation both enable movement of the character, but the speed is a bit erratic. The objects I'm trying to move around are labels in a grid, I'm checking the mouse's position in terms of the canvas I have the grid in. Does anyone have any suggestions for coding the movement, while still allowing mouse clicks to pick up items when needed? It would be nice if I could continue using the Visual Studio GUI Editor. By the way, I'm fine with scrapping labels in a grid for a more ideal object to manipulate. Here's my movement code: ThicknessAnimation ta = new ThicknessAnimation(); The event handling movement: private void Hansel_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { ta.FillBehavior = FillBehavior.HoldEnd; ta.From = Hansel.Margin; double newX = Mouse.GetPosition(PlayArea).X; double newY = Mouse.GetPosition(PlayArea).Y; if (newX < Convert.ToDouble(Hansel.Margin.Left)) { //newX = -1 * newX; ta.To = new Thickness(0, newY, newX, 0); } else if (newY < Convert.ToDouble(Hansel.Margin.Top)) { newY = -1 * newY; } else { ta.To = new Thickness(newX, newY, 0, 0); } ta.Duration = new Duration(TimeSpan.FromSeconds(2)); Hansel.BeginAnimation(Grid.MarginProperty, ta); } ScreenShot with annotations: http://i1118.photobucket.com/albums/k608/sealclubberr/clickToMove_zps9d4a33cc.png ScreenShot with example movement: http://i1118.photobucket.com/albums/k608/sealclubberr/clickToMove_zps51f2359f.jpg

    Read the article

  • Is there an open source clone of a game in the Total War Series?

    - by sinekonata
    I loved Shogun:Total War gameplay and then later on spent weeks re-enacting historical wars and battles with Europa Barbarorum. It's a mod for Rome:TW that focuses on historical accuracy in the peoples, units, sounds, visuals, everything from macro mechanics to actual battles (e.g. a lot more missiles). Since that time I kind of turned my back on Windows cause it sucks and use Linux cause Mac sucks even worse. So as I miss that game (Eur. Barb.) and consider it the most realistic RTS to date, I'd like to know if there are any free and open source alternatives to it because ever since I'm under linux, I became addicted to FOSS so I also turned my back on paying (even kickstarters) for closed source, pay to play games. I have found a clone/alternative for everyone of the best games like Minecraft, CSS, Natural Selection, TA/SupCom etc... It's kind of the last one I need. The Spring engine is amazing for example, is there another open source project of the source in current development? Or would Spring itself be enough (it certainly looks capable) to make it? Thanks in advance guys...

    Read the article

  • How to code Time Stop or Bullet Time in a game?

    - by David Miler
    I am developing a single-player RPG platformer in XNA 4.0. I would like to add an ability that would make the time "stop" or slow down, and have only the player character move at the original speed(similar to the Time Stop spell from the Baldur's Gate series). I am not looking for an exact implementation, rather some general ideas and design-patterns. EDIT: Thanks all for the great input. I have come up with the following solution public void Update(GameTime gameTime) { GameTime newGameTime = new GameTime(gameTime.TotalGameTime, new TimeSpan(gameTime.ElapsedGameTime.Ticks / DESIRED_TIME_MODIFIER)); gameTime = newGameTime; or something along these lines. This way I can set a different time for the player component and different for the rest. It certainly is not universal enough to work for a game where warping time like this would be a central element, but I hope it should work for this case. I kinda dislike the fact that it litters the main Update loop, but it certainly is the easiest way to implement it. I guess that is essentialy the same as tesselode suggested, so I'm going to give him the green tick :)

    Read the article

  • What's the best way to compare blocks in a matching game that can be multiple colors?

    - by Ryan Detzel
    I have a match 3-4 game and the blocks can be one of 7 colors. There are an addition 7 blocks that are a mix of the original 7 colors so for example there is a red and blue block and there is also a red/blue block which can be matched with either the red or the blue. My original thought is just to use binary operations so. int red = 0x000000001; int blue = 0x000000010; int redblue = 0x000000011; Then just do an & operation so see if they match. Does this sound like a decent plan or am I over complicating it? edit: Better yet so it's more readable. int red = 1; int blue = 2; int red_blue = 3; int yellow = 4; int red_yellow = 5; maybe as defines or static vars?

    Read the article

  • Best way to calculate unit deaths in browser game combat?

    - by MikeCruz13
    My browser game's combat system is written and mechanically functioning well. It's written in PHP and uses a SQL database. I'm happy with the unit balance in relation to one another. I am, however, a little worried about how I'm calculating unit deaths when one player attacks another because the deaths seem to pile up a little fast for my taste. For this system, a battle doesn't just trigger, calculate winner, and end. Instead, it is allowed to go for several rounds (say one round every 15 mins.) until one side passes a threshold of being too strong for the other player and allows players to send reinforcements between rounds. Each round, units pair up and attack each other. Essentially what I do is calculate the damage: AP = Attack Points HP = Hit Points Units AP * Quantity * Random Factors * other factors (such as attrition) I take that and divide by the defending unit's HP to find the number of casualties of defending units. So, for example (simplified to take out some factors), if I have: 500 attackers with 50 AP vs 1000 defenders with 100 HP = 250 deaths. I wonder if that last step could be handled better to reduce the deaths piling up. Some ideas: I just change all the units with more HP? I make sure to set the Attacking unit's AP to be a max of the defender's HP to make sure they only kill 1 unit. (is that fair if I have less huge units vs many small units?) I spread the damage around more by including the defending unit's quantity more? i.e. in that scenario some are dead and some are 50% damage. (How would I track this every round?) Other better mathematical approaches?

    Read the article

  • How to Create a Grid for a 2D Game?

    - by SoulBeaver
    So I'm currently writing the engine for my videogame. I've almost integrated Tiled (I think) so I should have a map-creator here soon. My question is, how do I actually make the grid? I'm really confused here. If I create a large map with, say, 20x20 grids the size of 32x32 (screen size 640x640), then what do I do with it? Let's say I have the code for creating a window, and then place a player sprite that I can move with input, that's fine. If I use one map that's as big as the screen, then every pixel on the map is also a pixel on the game screen. The mapping is exact. Now what happens if I have a 2000x2000 map, for example? My character would have to keep moving and move the map around (or rather the camera focused on the player moves). Then I can no longer say that the screen maps exactly to the pixel position of the map. I tried making a Grid class that maps out the screen area to 32x32 tiles, but I'm not sure if that makes any sense. Once the map moves each tile would have to update its information, or something. I'm just really confused here. How do I actually make the tiles and a grid and map them to the data I get from tiled, or that I make myself? Are there any good examples of source code that I could look at?

    Read the article

  • Trying to make a game with C++, using lists to store bullets and enemies, but they are not erased

    - by XD_dued
    I've been trying to make a pretty simple space shooter game with C++, and I have been having a lot of trouble trying to use lists to store enemies and bullets. Basically I followed the post here almost exactly to store my bullets: SDL Bullet Movement I've done something similar to store my enemies. However, when I call bullets.erase(it++), for some reason the bullet is not erased. When the bullet movement is run for the next frame, it tries to re delete the bullet and segfaults the program. When I comment out the erase line, it runs fine, but the bullets are then never erased from the list... Is there any reason why the elements of the list aren't being deleted? I also set it up to print the number of elements in the list for every iteration, and it does not go down after deleting. Thanks! EDIT: Here's the specific code I'm using to store my enemies and having them act: std::list<Grunt*> doGrunts(std::list<Grunt*> grunts) { for(std::list<Grunt*>::iterator it = grunts.begin(); it != grunts.end();) { if((*it)->getHull() == 0) { delete * it; grunts.erase(it++); } else { (**it).doUnit(grunts, it); ++it; } } } Grunt is my enemy class, and the list grunts is a global variable. Is that my problem? When I pass the global into the function it becomes local? I assumed lists would be a reference type so thought this wouldn't be a problem. Sorry if this was a dumb question, I'm very new to C++, this is the first major thing I'm working on.

    Read the article

  • Space Invaders-type game: Keeping the enemies aligned with each other as they turn around?

    - by CorundumGames
    OK, so here's the lowdown of the problem I'm trying to solve. I'm developing a game in PyGame that's a cross between Space Invaders and Columns. I'm trying to make the motion of the enemies similar to that of the aliens in Space Invaders; that is, they're all clustered in a grid, and if even one hits the side of the screen, the entire formation moves down and turns around. However, the motion of these aliens is continuous (as continuous as a monitor can be, anyway), not on a discrete grid like in the original. The enemies are instances of an Enemy class, and in turn they're held by a 2D array in a enemysquadron module (which, if you don't use Python, is in this case essentially a singleton due to the way Python modules work). Inside the Enemy class I have a class-scope velocity vector that is reversed every time an Enemy object touches the edge of the screen. This won't do, though, because as time goes on the enemies just become disorganized and jumbled (i.e. not in a grid as planned). I haven't implemented the Enemies going downward yet, so let's not worry about that right now. Any tips?

    Read the article

  • How do I draw a 2d plane and rotate camara (To be a board) in a 3d XNA game?

    - by Mech0z
    I am trying to create a simple board game, but the 3d part of this is really killing me. From what I can gather I have created a plane, but it never moves even though I turn the camara, but that partially makes sense as I only turn the camara with a 3d model, but in my head that makes 0 sense, in my head if I turn the camara it should affect ALL my models? But with this code the camara only "cares" about the 3d cylinder, the plane is just completely still private void OnDraw(object sender, GameTimerEventArgs e) { SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue); foreach (ModelMesh mesh in cylinderModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { //effect.World = Matrix.CreateRotationX((float)e.TotalTime.TotalSeconds * 2); effect.View = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.EnableDefaultLighting(); } mesh.Draw(); } //cameraPosition.Z -= 5.0f; _effect.World = Matrix.CreateRotationZ((MathHelper.ToRadians(((float)e.TotalTime.Milliseconds / 2) % 360))); foreach (EffectPass pass in _effect.CurrentTechnique.Passes) { pass.Apply(); SharedGraphicsDeviceManager.Current.GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleStrip, _vertices, 0, 1, VertexPositionColor.VertexDeclaration); } } Is there a way to get the camara to affect all models?

    Read the article

  • What's a good way to check that a player has clicked on an object in a 3D game?

    - by imja
    I'm programming a 3D game (using C++ and OpenGL), and I have a few 3D objects in the scene, we can say they are boxes for this example. I want to let the player click on those boxes to select them (ie. they might change color) with the typical restriction like if more than one box is located where the user clicked, only the one closest to the camera would get selected. What would be the best way to do this? The fact that these objects go through several transforms before getting to window coordinates is what makes this a bit tricky. One approach I thought about was that if the player clicks on the screen, I could normalize the x,y coordinates of mouse click and then transform the bounding box coordinates of the objects into clip-space so that I could compare then to the normalized mouse coordinates. I guess I could then do some sort of ray-box collision test to see if any objects lie as the path of the mouse click. I'm afraid I might be over complicating it. Any better methods out there?

    Read the article

  • How to gun shots sounds right in game development?

    - by G3tinmybelly
    So I am now trying to find sounds for my guns but when I grab a gun sound effect and play it in my game a lot of the sounds are either terrible sounding or have this horrible echoing effect because as a gun shoots sometimes the previous sound is playing still. public void shoot(float x, float y, float direction){ if(empty){ PlayHUD.message = "No more bullets!"; return; } if(reloading){ return; } if(System.currentTimeMillis() - lastShot < fireRate){ //AssetsLoader.lmgSound.stop(); return; } float dx = (float) (-13 * Math.cos(direction) + 75 * Math.sin(direction)); float dy = (float) (-14 * -Math.sin(direction) + 75 * Math.cos(direction)); float dx1 = (float) (-13 * Math.cos(direction) + 75 * Math.sin(direction)); float dy1 = (float) (-14 * -Math.sin(direction) + 75 * Math.cos(direction)); PlayState.effects.add(new MuzzleFlashEffect(x + dx1, y + dy1, (float) Math.toDegrees(-direction))); PlayState.projectiles.add(new Bullet(this, x + dx, y + dy, (float) (direction + (Math.toRadians(MathUtils.random(-accuracy, accuracy)))))); if(OptionState.soundOn){ AssetsLoader.lmgSound.play(OptionState.volume); } bulletsInClip--; lastShot = System.currentTimeMillis(); } Here is the code for where the sound plays. Every time this method is called the sound is called but it happens so often in this case that there is this terrible echoing. Any idea on how to fix this?

    Read the article

  • How should a team share/store game content during development?

    - by irwinb
    Other than Dropbox, what out there has been especially useful for storing and sharing game content like images during development (similar feature set to Dropbox like working offline, automatic syncing and support for windows/osx)? We are looking into hosting our own SharePoint server but it seems to be really focused on documents... Maybe Box.net would work? EDIT For code, we are using Git. To be more precise, I was looking for an easy, automatic way for content produced by artists/audio engineers to be available to everyone. Features like approvals of assets don't hurt either. Following the answer linked by Tetrad, Alienbrain looked pretty interesting but..is way out of our budget (may be something to invest in in the future). What ended up doing... We were going to go with Box.net but downloading the sync apps for desktop use required us to wait to be contacted by them for some reason. We did not have much time to wait so we ended up going with Dropbox Teams. Box.net has a nice feature set but we never really felt held back without them. Thanks for the help :).

    Read the article

  • Should I be worrying about limiting the number of textures in my game?

    - by Donutz
    I am working on a GUI in XNA 4.0 at the moment. (Before you point out that there are many GUIs already in existance, this is as much a learning exercise as a practical project). As you may know, controls and dialogs in Windows actually consist of a number of system-level windows. For instance, a dialog box may consist of a window for the whole dialog, a child window for the client area, another window (barely showing) for the frame, and so on. This makes detecting mouse hits and doing clipping relatively easy. I'd like to design my XNA GUI along the same lines, but using overlapping Textures instead of windows obviously. My question (yes, there's actually a question in this drivel) is: am I at risk of adversely affecting game performance and/or running low in resources if I get too nuts with the creating of many small textures? I haven't been able to find much information on how resource-tight the XNA environment actually is. I grew up in the days of 64K ram so I'm used to obsessing about resources and optimization. Anyway, any feedback appreciated.

    Read the article

  • iTextSharp custom paper size

    - by Morron
    Hi, I'm using iTextsharp library to create PDF files. I can declare for A4 Landscape paper like this: Dim pdfTable As New PdfPTable(9) pdfTable.WidthPercentage = 100 Dim pdfDoc As New Document(PageSize.A4.Rotate()) I'm wondering how I can set Height of pdfTable or A4 Height manually. Because there's a lot more margin left at the bottom, and I need to put some text at that margin. Right now, I put a line of text at the bottom, the line's got pushed to the new page. Q1: How can I override the height of A4 paper provied by iTextsharp? Q2: How can I create a custom size paper, say Width = 29cm, Height = 22cm? Thank you.

    Read the article

  • Linq to Datarow, Select multiple columns as distinct?

    - by Beta033
    basically i'm trying to reproduce the following mssql query as LINQ SELECT DISTINCT [TABLENAME], [COLUMNNAME] FROM [DATATABLE] the closest i've got is Dim query = (From row As DataRow In ds.Tables("DATATABLE").Rows _ Select row("COLUMNNAME") ,row("TABLENAME").Distinct when i do the above i get the error Range variable name can be inferred only from a simple or qualified name with no arguments. i was sort of expecting it to return a collection that i could then iterate through and perform actions for each entry. maybe a datarow collection? As a complete LINQ newb, i'm not sure what i'm missing. i've tried variations on Select new with { row("COLUMNNAME") ,row("TABLENAME")} and get: Anonymous type member name can be inferred only from a simple or qualified name with no arguments. Also, does anyone know of any good books/resources to get fluent?

    Read the article

  • WinForms ReportViewer: slow initial rendering

    - by Bryan Roth
    UPDATE 2.4.2010 Yeah, this is an old question but I thought I would give an update. So, I'm working with the ReportViewer again and it's still rendering slowly on the initial load. The only difference is that the SQL database is on the reporting server. UPDATE 3.16.2009 I have done profiling and it's not the SQL that is making the ReportViewer render slowly on the first call. On the first call, the ReportViewer control locks up the UI thread and makes the program unresponsive. After about 5 seconds the ReportViewer will unlock the UI thread and display "Report is being generated" and then finally show the report. I know 5 seconds is not much but this shouldn't be happening. My coworker does the same thing in a program of his and the ReportViewer immediately displays the "Report is being generated" upon any request. The only difference is that the reporting server is on one server and the data is on another server. However, when I am developing the reports within SSRS, there is no delay. UPDATE I have noticed that only the first load of the ReportViewer takes a long time; each subsequent load of the same or different reports loads fast. I have a WinForms ReportViewer that I'm using in Remote processing mode that can take up to 30 seconds to render when the ReportViewer.RefreshReport() method is called. However, the report itself runs fast. This is the code to setup my ReportViewer: rvReport.ProcessingMode = ProcessingMode.Remote rvReport.ShowParameterPrompts = False rvReport.ServerReport.ReportServerUrl = New Uri(_reportServerURL) rvReport.ServerReport.ReportPath = _reportPath This is where the ReportViewer can take up to 30 seconds to render: rvReport.RefreshReport()

    Read the article

  • Application pool crashing regularly (8007006d) (Service Unavailable)

    - by Phil
    I have a basic web form site running. Nothing out of the ordinary. It is frequently crashing the application pool. The error code I got from the logs is '8007006d'. Googling this does not come up with the usual bevy of results.... I do get a few people with a similar problem. Any the advise seems to be that the error is related to registry permissions. Can anyone confirm / disconfirm this theory. That if I get error 8007006d it is definately a reg permissions problem? Here is the code from my page. I'm not seeing anything that would cause a memory leak or make this happen. It is basically just one big insert command with many parameters? Imports System.Web.Configuration Imports System.Data.SqlClient Imports System.Net.Mail Imports System.IO Imports System.Globalization Partial Class _Default Inherits System.Web.UI.Page Public Sub WriteError(ByVal errorMessage As String) Try Dim path As String = "~/Error/" & DateTime.Today.ToString("dd-mm-yy") & ".txt" If (Not File.Exists(System.Web.HttpContext.Current.Server.MapPath(path))) Then File.Create(System.Web.HttpContext.Current.Server.MapPath(path)).Close() End If Using w As StreamWriter = File.AppendText(System.Web.HttpContext.Current.Server.MapPath(path)) w.WriteLine(Constants.vbCrLf & "Log Entry : ") w.WriteLine("{0}", DateTime.Now.ToString(CultureInfo.InvariantCulture)) Dim err As String = "Error in: " & System.Web.HttpContext.Current.Request.Url.ToString() & ". Error Message:" & errorMessage w.WriteLine(err) w.WriteLine("__________________________") w.Flush() w.Close() End Using Catch ex As Exception WriteError(ex.Message) End Try End Sub Protected Sub Page_PreLoad(ByVal sender As Object, ByVal e As System.EventArgs) Handles Me.PreLoad otherlanguagespecify.Text = "Language: Speaking: Reading: Writing:" 'Show / hide 'other' panels ProvincePanel.Visible = False If Province.SelectedValue = "Other" Then ProvincePanel.Visible = True End If languagespanel.Visible = False If OtherLanguage.Checked Then languagespanel.Visible = True End If End Sub Protected Sub Submit_Click(ByVal sender As Object, ByVal e As System.EventArgs) Handles Submit.Click Dim areasexpertise As String = String.Empty Dim areasli As ListItem Dim english As String = String.Empty Dim connstring As String = WebConfigurationManager.ConnectionStrings("Str").ToString() Dim c As SqlConnection = New SqlConnection(connstring) Dim s As String = ("INSERT INTO [MBA_EOI]") & _ ("([subdate],[surname], [name], [dob], [nationality], [postaladdress],") & _ ("[province],[city], [postcode], [worktelephone],") & _ ("[hometelephone], [mobile], [email],[fax], [institution1],") & _ ("[institution2], [institution3], [institution4], [institutiondate1], [institutiondate2],") & _ ("[institutiondate3], [institutiondate4],[institutionquals1], [institutionquals2], [institutionquals3],") & _ ("[institutionquals4],[profdates1], [profdates2],") & _ ("[profdates3], [profdates4], [profdates5], [profdates6], [profdates7], ") & _ ("[profloc1], [profloc2], [profloc3], [profloc4], [profloc5],") & _ ("[profloc6], [profloc7], [profcomp1], [profcomp2], [profcomp3],") & _ ("[profcomp4], [profcomp5], [profcomp6], [profcomp7], [profpos1],") & _ ("[profpos2], [profpos3], [profpos4], [profpos5], [profpos6],") & _ ("[profpos7], [profdesc1], [profdesc2], [profdesc3], [profdesc4],") & _ ("[profdesc5],[profdesc6],[profdesc7], [company1], [company2],") & _ ("[company3], [company4], [company5], [nature1], [nature2],") & _ ("[nature3], [nature4], [nature5], [workdate1], [workdate2],") & _ ("[workdate3], [workdate4], [workdate5], [contactname1], [contactname2],") & _ ("[contactname3], [contactname4], [contactname5], [wtelephone1], [wtelephone2],") & _ ("[wtelephone3],[wtelephone4], [wtelephone5], [philosophy], [publications],") & _ ("[english], [otherlanguage], [areasofexpertise], [otherareasofexpertise],") & _ ("[assessortrue], [coordinatortrue], [facilitatortrue], [moderatortrue], [productdevelopertrue],") & _ ("[projectmanagertrue], [assessorexp], [coordinatorexp], [facilitatorexp], [moderatorexp],") & _ ("[productdeveloperexp], [projectmanagerexp], [assessorlvl], [coordinatorlvl], [facilitatorlvl],") & _ ("[moderatorlvl], [productdeveloperlvl], [projectmanagerlvl], [assessorpref], [coordinatorpref],") & _ ("[FacilitatorPref], [ModeratorPref], [ProductDeveloperPref], [ProjectManagerPref], [designation], [professortrue],") & _ ("[professorlvl], [professorexp], [professorpref], [lecturertrue], [lecturerpref], [lecturerlvl], [lecturerexp], [affiliations], [educationmore], ") & _ ("[wemail1], [wemail2], [wemail3], [wemail4], [wemail5])") & _ ("VALUES") & _ ("(@subdate, @surname, @name, @dob, @nationality, @postaladdress,") & _ ("@province,@city, @postcode, @worktelephone,") & _ ("@hometelephone, @mobile, @email, @fax, @inst1,") & _ ("@inst2, @inst3, @inst4, @instdate1, @instdate2,") & _ ("@instdate3, @instdate4, @instquals1, @instquals2, @instquals3,") & _ ("@instquals4, @profdates1, @profdates2,") & _ ("@profdates3, @profdates4, @profdates5, @profdates6, @profdates7,") & _ ("@profloc1, @profloc2, @profloc3, @profloc4, @profloc5,") & _ ("@profloc6, @profloc7, @profcomp1, @profcomp2, @profcomp3,") & _ ("@profcomp4, @profcomp5, @profcomp6, @profcomp7, @profpos1,") & _ ("@profpos1, @profpos1, @profpos4, @profpos5, @profpos6,") & _ ("@profpos7, @profdesc1, @profdesc2, @profdesc3, @profdesc4,") & _ ("@profdesc5, @profdesc6, @profdesc7, @company1, @company2,") & _ ("@company3, @company4, @company5,@nature1, @nature2,") & _ ("@nature3, @nature4, @nature5, @workdate1, @workdate2,") & _ ("@workdate3, @workdate4, @workdate5, @contactname1, @contactname2,") & _ ("@contactname3, @contactname4, @contactname5, @wtelephone1, @wtelephone2,") & _ ("@wtelephone3,@wtelephone4, @wtelephone5, @philosophy, @publications,") & _ ("@english, @otherlanguage, @areasofexpertise, @otherareasofexpertise,") & _ ("@assessor, @coordinator, @facilitator, @moderator, @productdeveloper,") & _ ("@projectmanager, @assessorexp, @coordinatorexp, @facilitatorexp, @moderatorexp,") & _ ("@productdeveloperexp, @projectmanagerexp, @assessorlvl, @coordinatorlvl, @facilitatorlvl,") & _ ("@moderatorlvl, @productdeveloperlvl, @projectmanagerlvl, @assessorpref, @coordinatorpref,") & _ ("@facilitatorpref, @moderatorpref, @productdeveloperpref, @projectmanagerpref, @designation, @professor, @professorlvl, @professorexp, @professorpref,") & _ ("@lecturer, @lecturerpref, @lecturerlvl, @lecturerexp, @affiliations, @educationmore, ") & _ ("@wemail1, @wemail2, @wemail3, @wemail4, @wemail5)") 'Setup birthday Dim birthdaystring As String = MonthBirth.SelectedValue.ToString & "/" & DayBirth.SelectedValue.ToString & "/" & YearBirth.SelectedValue.ToString Dim birthday As DateTime = Convert.ToDateTime(birthdaystring) Try Dim x As New SqlCommand(s, c) x.Parameters.AddWithValue("@subdate", DateTime.Now()) x.Parameters.AddWithValue("@surname", Surname.Text) x.Parameters.AddWithValue("@name", Name.Text) x.Parameters.AddWithValue("@dob", birthday) x.Parameters.AddWithValue("@nationality", Nationality.Text) x.Parameters.AddWithValue("@postaladdress", Postaladdress.Text) x.Parameters.AddWithValue("@designation", Designation.SelectedItem.ToString) 'to control whether or not 'other' province is selected If Province.SelectedValue = "Other" Then x.Parameters.AddWithValue("@province", Otherprovince.Text) Else x.Parameters.AddWithValue("@province", Province.SelectedValue.ToString) End If x.Parameters.AddWithValue("@city", City.Text) x.Parameters.AddWithValue("@postcode", Postcode.Text) x.Parameters.AddWithValue("@worktelephone", Worktelephone.Text) x.Parameters.AddWithValue("@hometelephone", Hometelephone.Text) x.Parameters.AddWithValue("@mobile", Mobile.Text) x.Parameters.AddWithValue("@email", Email.Text) x.Parameters.AddWithValue("@fax", Fax.Text) 'Add education params to x command x.Parameters.AddWithValue("@inst1", Institution1.Text) x.Parameters.AddWithValue("@inst2", Institution2.Text) x.Parameters.AddWithValue("@inst3", Institution3.Text) x.Parameters.AddWithValue("@inst4", Institution4.Text) x.Parameters.AddWithValue("@instdate1", Institutiondates1.Text) x.Parameters.AddWithValue("@instdate2", Institutiondates2.Text) x.Parameters.AddWithValue("@instdate3", Institutiondates3.Text) x.Parameters.AddWithValue("@instdate4", Institutiondates4.Text) x.Parameters.AddWithValue("@instquals1", Institution1quals.Text) x.Parameters.AddWithValue("@instquals2", Institution2quals.Text) x.Parameters.AddWithValue("@instquals3", Institution3quals.Text) x.Parameters.AddWithValue("@instquals4", Institution4quals.Text) 'Add checkbox params to x command Dim eli As ListItem For Each eli In EnglishSkills.Items If eli.Selected Then english += eli.Text + " | " End If Next x.Parameters.AddWithValue("@english", english) For Each areasli In Expertiselist.Items If areasli.Selected Then areasexpertise += " ; " & areasli.Text End If Next x.Parameters.AddWithValue("@areasofexpertise", areasexpertise) If OtherLanguage.Checked.ToString Then x.Parameters.AddWithValue("@otherlanguage", otherlanguagespecify.Text) Else x.Parameters.AddWithValue("@otherlanguage", DBNull.Value) End If 'Add competencies params to x command x.Parameters.AddWithValue("@assessor", AssessorTrue.Checked) x.Parameters.AddWithValue("@coordinator", CoordinatorTrue.Checked) x.Parameters.AddWithValue("@facilitator", FacilitatorTrue.Checked) x.Parameters.AddWithValue("@moderator", ModeratorTrue.Checked) x.Parameters.AddWithValue("@productdeveloper", ProductDeveloperTrue.Checked) x.Parameters.AddWithValue("@projectmanager", ProjectManagerTrue.Checked) x.Parameters.AddWithValue("@assessorexp", Assessorexp.Text) x.Parameters.AddWithValue("@coordinatorexp", coordinatorexp.Text) x.Parameters.AddWithValue("@facilitatorexp", facilitatorexp.Text) x.Parameters.AddWithValue("@moderatorexp", moderatorexp.Text) x.Parameters.AddWithValue("@productdeveloperexp", productdeveloperexp.Text) x.Parameters.AddWithValue("@projectmanagerexp", projectmanagerexp.Text) x.Parameters.AddWithValue("@assessorlvl", Assessorlevel.Text) x.Parameters.AddWithValue("@coordinatorlvl", Coordinatorlevel.Text) x.Parameters.AddWithValue("@facilitatorlvl", Facilitatorlevel.Text) x.Parameters.AddWithValue("@moderatorlvl", Moderatorlevel.Text) x.Parameters.AddWithValue("@productdeveloperlvl", Productdeveloperlevel.Text) x.Parameters.AddWithValue("@projectmanagerlvl", Projectmanagerlevel.Text) x.Parameters.AddWithValue("@assessorpref", AssessorPref.Text) x.Parameters.AddWithValue("@coordinatorpref", CoordinatorPref.Checked) x.Parameters.AddWithValue("@facilitatorpref", FacilitatorPref.Checked) x.Parameters.AddWithValue("@moderatorpref", ModeratorPref.Checked) x.Parameters.AddWithValue("@productdeveloperpref", ProductDeveloperPref.Checked) x.Parameters.AddWithValue("@projectmanagerpref", ProjectManagerPref.Checked) x.Parameters.AddWithValue("@professorpref", ProfessorPref.Checked) x.Parameters.AddWithValue("@professorlvl", Professorlevel.Text) x.Parameters.AddWithValue("@professor", ProfessorTrue.Checked) x.Parameters.AddWithValue("@professorexp", professorexp.Text) x.Parameters.AddWithValue("@lecturerpref", LecturerPref.Checked) x.Parameters.AddWithValue("@lecturerlvl", Lecturerlevel.Text) x.Parameters.AddWithValue("@lecturer", LecturerTrue.Checked) x.Parameters.AddWithValue("@lecturerexp", lecturerexp.Text) 'Add professional experience params to x command x.Parameters.AddWithValue("@profdates1", ProfDates1.Text) x.Parameters.AddWithValue("@profdates2", ProfDates2.Text) x.Parameters.AddWithValue("@profdates3", ProfDates3.Text) x.Parameters.AddWithValue("@profdates4", ProfDates4.Text) x.Parameters.AddWithValue("@profdates5", ProfDates5.Text) x.Parameters.AddWithValue("@profdates6", ProfDates6.Text) x.Parameters.AddWithValue("@profdates7", ProfDates7.Text) x.Parameters.AddWithValue("@profloc1", ProfDates1.Text) x.Parameters.AddWithValue("@profloc2", ProfDates2.Text) x.Parameters.AddWithValue("@profloc3", ProfDates3.Text) x.Parameters.AddWithValue("@profloc4", ProfDates4.Text) x.Parameters.AddWithValue("@profloc5", ProfDates5.Text) x.Parameters.AddWithValue("@profloc6", ProfDates6.Text) x.Parameters.AddWithValue("@profloc7", ProfDates7.Text) x.Parameters.AddWithValue("@profcomp1", ProfCompany1.Text) x.Parameters.AddWithValue("@profcomp2", ProfCompany2.Text) x.Parameters.AddWithValue("@profcomp3", ProfCompany3.Text) x.Parameters.AddWithValue("@profcomp4", ProfCompany4.Text) x.Parameters.AddWithValue("@profcomp5", ProfCompany5.Text) x.Parameters.AddWithValue("@profcomp6", ProfCompany6.Text) x.Parameters.AddWithValue("@profcomp7", ProfCompany7.Text) x.Parameters.AddWithValue("@profpos1", Profpos1.Text) x.Parameters.AddWithValue("@profpos2", Profpos2.Text) x.Parameters.AddWithValue("@profpos3", Profpos3.Text) x.Parameters.AddWithValue("@profpos4", Profpos4.Text) x.Parameters.AddWithValue("@profpos5", Profpos5.Text) x.Parameters.AddWithValue("@profpos6", Profpos6.Text) x.Parameters.AddWithValue("@profpos7", Profpos7.Text) x.Parameters.AddWithValue("@profdesc1", ProfDesc1.Text) x.Parameters.AddWithValue("@profdesc2", ProfDesc2.Text) x.Parameters.AddWithValue("@profdesc3", ProfDesc2.Text) x.Parameters.AddWithValue("@profdesc4", ProfDesc4.Text) x.Parameters.AddWithValue("@profdesc5", ProfDesc5.Text) x.Parameters.AddWithValue("@profdesc6", ProfDesc6.Text) x.Parameters.AddWithValue("@profdesc7", ProfDesc7.Text) 'Add references parameters to x command x.Parameters.AddWithValue("@company1", company1.Text) x.Parameters.AddWithValue("@company2", company2.Text) x.Parameters.AddWithValue("@company3", company3.Text) x.Parameters.AddWithValue("@company4", company4.Text) x.Parameters.AddWithValue("@company5", company5.Text) x.Parameters.AddWithValue("@nature1", natureofwork1.Text) x.Parameters.AddWithValue("@nature2", natureofwork2.Text) x.Parameters.AddWithValue("@nature3", natureofwork3.Text) x.Parameters.AddWithValue("@nature4", natureofwork4.Text) x.Parameters.AddWithValue("@nature5", natureofwork5.Text) x.Parameters.AddWithValue("@workdate1", workdate1.Text) x.Parameters.AddWithValue("@workdate2", workdate2.Text) x.Parameters.AddWithValue("@workdate3", workdate3.Text) x.Parameters.AddWithValue("@workdate4", workdate4.Text) x.Parameters.AddWithValue("@workdate5", workdate5.Text) x.Parameters.AddWithValue("@contactname1", ContactName1.Text) x.Parameters.AddWithValue("@contactname2", ContactName2.Text) x.Parameters.AddWithValue("@contactname3", ContactName3.Text) x.Parameters.AddWithValue("@contactname4", ContactName4.Text) x.Parameters.AddWithValue("@contactname5", ContactName5.Text) x.Parameters.AddWithValue("@wtelephone1", Telephone1.Text) x.Parameters.AddWithValue("@wtelephone2", Telephone2.Text) x.Parameters.AddWithValue("@wtelephone3", Telephone3.Text) x.Parameters.AddWithValue("@wtelephone4", Telephone4.Text) x.Parameters.AddWithValue("@wtelephone5", Telephone5.Text) x.Parameters.AddWithValue("@wemail1", Email1.Text) x.Parameters.AddWithValue("@wemail2", Email2.Text) x.Parameters.AddWithValue("@wemail3", Email3.Text) x.Parameters.AddWithValue("@wemail4", Email4.Text) x.Parameters.AddWithValue("@wemail5", Email5.Text) 'Add other areas of expertise parameter x.Parameters.AddWithValue("@otherareasofexpertise", Otherareasofexpertise.Text) 'Add philosophy / pubs / affils comands to x command x.Parameters.AddWithValue("@philosophy", learningphilosophy.Text) x.Parameters.AddWithValue("@publications", publicationdetails.Text) x.Parameters.AddWithValue("@affiliations", affiliations.Text) x.Parameters.AddWithValue("@educationmore", educationmore.Text) c.Open() x.ExecuteNonQuery() c.Close() Catch ex As Exception WriteError(ex.ToString) End Try 'If everyone is happy, redirect to thank you page If (Page.IsValid) Then Response.Redirect("Thanks.aspx") End If End Sub End Class

    Read the article

  • Facebook Game Development - Which Programming languages?

    - by Ben
    Hi folks, I am going to develop a facebook game as topic for my thesis. I am wondering which programming languages i should choice. I am used to programming in .NET. But i am also comfortable in C++ and Java. I don't want to use Flash as the graphical frontend since i don't like it. So i guess i'll go with ASP.NET + Silverlight. What do you think?

    Read the article

  • Abcpdf throwing System.ExecutionEngineException

    - by Tom Tresansky
    I have the binary for several pdf files stored in a collection of Byte arrays. My goal is to concatenate them into a single .pdf file using abcpdf, then stream that newly created file to the Response object on a page of an ASP.Net website. Had been doing it like this: BEGIN LOOP ... 'Create a new Doc Dim doc As Doc = New Doc 'Read the binary of the current PDF doc.Read(bytes) 'Append to the master merged PDF doc _mergedPDFDoc.Append(Doc) END LOOP Which was working fine 95% of the time. Every now and then however, creating a new Doc object would throw a System.ExecutionEngineException and crash the CLR. It didn't seem to be related to a large number of pdfs (sometimes would happen w/ only 2), or with large sized pdfs. It seemed almost completely random. This is a known bug in abcpdf described (not very well) here Item 6.24. I came across a helpful SO post which suggested using a Using block for the abcpdf Doc object. So now I'm doing this: Using doc As New Doc 'Read the binary of the current PDF doc.Read(bytes) 'Append to the master merged PDF doc _mergedPDFDoc.Append(doc) End Using And I haven't seen the problem occur again yet, and have been pounding on a test version as best as I can to get it to. Has anyone had any similar experience with this error? Did this fix it?

    Read the article

< Previous Page | 157 158 159 160 161 162 163 164 165 166 167 168  | Next Page >