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  • When i run rake db:create ,Error rake aborted! uninitialized constant Cucumber

    - by Big Bang Theory
    Hi I am trying to experiment on an open source application application . when i run $ rake db:create Following is the stacktrace rake aborted! uninitialized constant Cucumber /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.2/lib/active_support/dependencies.rb:443:in `load_missing_constant' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.2/lib/active_support/dependencies.rb:80:in `const_missing' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.2/lib/active_support/dependencies.rb:92:in `const_missing' /home/BigBangTheory/Desktop/spot-us/lib/tasks/cucumber.rake:13 /usr/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:1882:in `in_namespace' /usr/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:910:in `namespace' /home/BigBangTheory/Desktop/spot-us/lib/tasks/cucumber.rake:12 /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.2/lib/active_support/dependencies.rb:145:in `load_without_new_constant_marking' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.2/lib/active_support/dependencies.rb:145:in `load' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.2/lib/active_support/dependencies.rb:521:in `new_constants_in' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.2/lib/active_support/dependencies.rb:145:in `load' /usr/lib/ruby/gems/1.8/gems/rails-2.3.2/lib/tasks/rails.rb:8 /usr/lib/ruby/gems/1.8/gems/rails-2.3.2/lib/tasks/rails.rb:8:in `each' /usr/lib/ruby/gems/1.8/gems/rails-2.3.2/lib/tasks/rails.rb:8 /usr/local/lib/site_ruby/1.8/rubygems/custom_require.rb:31:in `gem_original_require' /usr/local/lib/site_ruby/1.8/rubygems/custom_require.rb:31:in `require' /home/BigBangTheory/Desktop/spot-us/Rakefile:9 /usr/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:2383:in `load' /usr/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:2383:in `raw_load_rakefile' /usr/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:2017:in `load_rakefile' /usr/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:2068:in `standard_exception_handling' /usr/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:2016:in `load_rakefile' /usr/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:2000:in `run' /usr/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:2068:in `standard_exception_handling' /usr/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:1998:in `run' /usr/lib/ruby/gems/1.8/gems/rake-0.8.7/bin/rake:31 /usr/bin/rake:19:in `load' /usr/bin/rake:19 Any help ?

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  • Remove part of the URL with .htaccess

    - by Gabriel Bianconi
    Hello. I've changed some settings in my website, and now I need to redirect from: www.plugb.com/home/game/a www.plugb.com/home/something/else www.plugb.com/home/game/b ... to www.plugb.com/game/a www.plugb.com/something/else www.plugb.com/game/b ... I don't know how to do this with .htaccess. BTW, I'm using CodeIgniter. Thanks in advance.

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  • Regex: Getting content from url

    - by farazshuja
    i want to get "the-game" using regex from urls like http ://www.somesite.com.domain.webdev.domain.com/en/the-game/another-one/another-one/another-one/ http ://www.somesite.com.domain.webdev.domain.com/en/the-game/another-one/another-one/ http ://www.somesite.com.domain.webdev.domain.com/en/the-game/another-one/ Just created space after http, as its not allowing me to post more links

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  • Incorrect logic flow? function that gets coordinates for a sudoku game

    - by igor
    This function of mine keeps on failing an autograder, I am trying to figure out if there is a problem with its logic flow? Any thoughts? Basically, if the row is wrong, "invalid row" should be printed, and clearInput(); called, and return false. When y is wrong, "invalid column" printed, and clearInput(); called and return false. When both are wrong, only "invalid row" is to be printed (and still clearInput and return false. Obviously when row and y are correct, print no error and return true. My function gets through most of the test cases, but fails towards the end, I'm a little lost as to why. bool getCoords(int & x, int & y) { char row; bool noError=true; cin>>row>>y; row=toupper(row); if(row>='A' && row<='I' && isalpha(row) && y>=1 && y<=9) { x=row-'A'; y=y-1; return true; } else if(!(row>='A' && row<='I')) { cout<<"Invalid row"<<endl; noError=false; clearInput(); return false; } else { if(noError) { cout<<"Invalid column"<<endl; } clearInput(); return false; } }

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  • Does a hidden UIViewController consume any resources (iPhone)?

    - by MrDatabase
    My simple iPhone game has two basic "screens": home screen (UIViewController subclass) game screen (UIWindow w/ EAGLLayer where all the OpenGL drawing happens) Currently when the user taps "Play" on the homescreen the UIViewController is just hidden and the game screen is revealed. When the game is over the homescreen UIViewController is unhidden. Does the hidden UIViewController consume any resources when it's hidden?

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  • How to Iterate in ruby ?

    - by Big Bang Theory
    Hi I would like to iterate @some_value outputs the following result {"Meta"=>{"Query"=>"java", "ResultOffset"=>"1", "NumResults"=>"1", "TotalResults"=>"21931"}} i need to retrieve the Value of each individual value for example java 1 1 21931

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  • As a PHP developer thinking of making Perl a secondary strong suit, what do I need to know?

    - by Hexagon Theory
    I consider myself quite fluent in PHP and am rather familiar with nearly all of the important aspects and uses, as well as its pratfalls. This in mind, I think the major problem in taking on Perl is going to be with the syntax. Aside from this (a minor hindrance, really, as I'm rather sold on the fact that Perl's is far more readable), what are some key differences you think I should make myself aware of prior to taking on the language?

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  • How to import a package from Eclipse?

    - by Roman
    In one of my directories I have all .java files which belong to one package ("game"). Now I want to create one .java file which does not belong to this package and which imports the "game" package. If I create a new file and write import game; then Eclipse complains that it does not know what the "game" package means. Can somebody please help me to solve this problem?

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  • automatically minimized chat tabs

    - by Xiang Ubao
    now I have a very urgent matter, ask for your help.Because we must call fu.init in hideFlashCallback to pause our game, When the user is in the another page to open chat tabs to our game, the game will pause automatically. Is there a method like FB API or something at the beginning of the loading game, automatically minimized chat tabs, so as to solve our problems.Hope you reply to us, help us to solve the problem. Thanks a million.

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  • Django model help

    - by dotty
    Does anyone have any clue why this doesn't work as expected. If i use the python shell and do team.game_set or team.games It returns an error AttributeError: 'Team' object has no attribute 'game' If i create a Game object and call game.home_team it returns the correct team object Heres my model class Team(models.Model): name = models.CharField(blank=True, max_length=100) class Game(models.Model): home_team = models.ForeignKey(Team, related_name="home_team")

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  • Writing to an xml file with xmllite?

    - by Chris
    I have an xml file which holds a set of "game" nodes (which contain details about saved gameplay, as you'd save your game on any console game). All of this is contained within a "games" root node. I'm implementing save functionality to this xml file and wish to be able to append or overwrite a "game" node and its child nodes within the "games" root node. How can this be accomplished with xmllite.dll?

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  • Why is the application not starting from top...

    - by user536213
    i have created iphone game.When i pause the game using pause button i quit cliking quit button... Now when i start the game again ..the previous counter i created using this code... [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:@selector(updateTimerFunc) userInfo:nil repeats:YES]; the timer is 100 sec and moves to zero...now it start giving the difference of twwo ,,98,96,94 if i quit the game again ans start this time the difference will become of 4 96,92 ...its keep on increasing ....what is this issue? kindly help

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  • I am making a maze type of game using javascript and HTML and need some questions answered [on hold]

    - by Timothy Bilodeau
    First off, i am a noob to JavaScript but am willing to learn. :) I found a simple JavaScript moment engine created by another member on this site. Using that i made it so my character can walk around within a rectangle/square shaped room. I want to make it so the character can walk through a "doorway" within a wall to the next room. Either that or make it so if the character moves over a certain image within the room it will take the player to another webpage in which the character "spawns" into the room and so on and so fourth. Here is a link to what i have made so far as to get an idea. http://bit.ly/1fSMesA Any help would be much appreciated. Here is the javascript code for the character movement and boundaries. <script type='text/javascript'> // movement vars var xpos = 100; var ypos = 100; var xspeed = 1; var yspeed = 0; var maxSpeed = 5; // boundary var minx = 37; var miny = 41; var maxx = 187; // 10 pixels for character's width var maxy = 178; // 10 pixels for character's width // controller vars var upPressed = 0; var downPressed = 0; var leftPressed = 0; var rightPressed = 0; function slowDownX() { if (xspeed > 0) xspeed = xspeed - 1; if (xspeed < 0) xspeed = xspeed + 1; } function slowDownY() { if (yspeed > 0) yspeed = yspeed - 1; if (yspeed < 0) yspeed = yspeed + 1; } function gameLoop() { // change position based on speed xpos = Math.min(Math.max(xpos + xspeed,minx),maxx); ypos = Math.min(Math.max(ypos + yspeed,miny),maxy); // or, without boundaries: // xpos = xpos + xspeed; // ypos = ypos + yspeed; // change actual position document.getElementById('character').style.left = xpos; document.getElementById('character').style.top = ypos; // change speed based on keyboard events if (upPressed == 1) yspeed = Math.max(yspeed - 1,-1*maxSpeed); if (downPressed == 1) yspeed = Math.min(yspeed + 1,1*maxSpeed) if (rightPressed == 1) xspeed = Math.min(xspeed + 1,1*maxSpeed); if (leftPressed == 1) xspeed = Math.max(xspeed - 1,-1*maxSpeed); // deceleration if (upPressed == 0 && downPressed == 0) slowDownY(); if (leftPressed == 0 && rightPressed == 0) slowDownX(); // loop setTimeout("gameLoop()",10); } function keyDown(e) { var code = e.keyCode ? e.keyCode : e.which; if (code == 38) upPressed = 1; if (code == 40) downPressed = 1; if (code == 37) leftPressed = 1; if (code == 39) rightPressed = 1; } function keyUp(e) { var code = e.keyCode ? e.keyCode : e.which; if (code == 38) upPressed = 0; if (code == 40) downPressed = 0; if (code == 37) leftPressed = 0; if (code == 39) rightPressed = 0; } </script> here is the HTML code to follow <!-- The Level --> <img src="room1.png" /> <!-- The Character --> <img id='character' src='../texture packs/characters/snazgel.png' style='position:absolute;left:100;top:100;height:40;width:26;'/>

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  • Creating a top-down spaceship

    - by Ali
    I'm creating a top-down 2D space game in LIBGDX for android. When spaceship is going forward it will look like this: when it goes upward I want to change it's direction with a nice animation so it seems like a real spaceship. A between frame would be like this: I have rendered the spaceship in different Z axis degrees from ship0 to ship90. Calculating rotation on XY plane wouldn't be so hard, but I don't know how to calculate the rotation on Z axis so I can choose the right sprite to use.

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  • Create and use a Button class on AS3.0

    - by Madcowe
    I am currently working on a game and it is all going well. On the shop screen there are several buttons that affect the player's stats for when the player restarts the game. The button's names (with a text on the left), however, are rather cryptic and it's hard to figure out what they do unless you test or something. So the solution I came up with, is to create an InfoBox with an InfoText inside so that when the cursor is over the button it appears with the description, cost and etc. This I managed to do too however, the way I was about to do it would mean that I had to create 3 event listeners per button (CLICK, ROLL_OVER, ROLL_OUT) and, obviously, 3 functions connected to each event listener. Now, I don't mind much about having 1 event listener per button, for the click, but since the other events are just to make a box appear and disappear as well as display some text, I thought it was way too much of a mess of code. What I tried to do: I created a new class called InfoBoxButton, and this is the class' code: package { import flash.display.SimpleButton; import flash.display.MovieClip; import flash.ui.Mouse; import flash.events.MouseEvent; public class InfoBoxButton extends SimpleButton { public var description:String; public var infoBox:InfoBox; public function InfoBoxButton(description) { this.addEventListener( MouseEvent.ROLL_OVER, displayInfoText, false, 0, true); this.addEventListener( MouseEvent.ROLL_OUT, hideInfoText, false, 0, true); } private function displayInfoText() { infoBox.infoText.text = description; infoBox.visible = true; } private function hideInfoText() { infoBox.infoText.text = ""; infoBox.visible = false; } } } But now I don't have an idea how to associate it with the button, I have tried this: public var SoonButton:InfoBoxButton = new InfoBoxButton("This is merely a test"); The SoonButton is a button I made on the shopscreen, SoonButton is it's instance name, but I can't think of a way of associating one button to the other... I have been fiddling with the code for like 3 hours yesterday and no luck... can anyone give me some pointers on how I should go about doing it?

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  • Combining multiple sprites vs separate sprites

    - by david oliver
    I have a character which can hold ten types of weapons. Should I: Create ten sets of animations for the character with each weapon Create animations for each weapon, and programmatically draw them on the character Option 1 is simpler in general, but requires more work on the artist, and results in larger game size. Option 2, to me, is a programming nightmare... Whats the better practice in general? Thanks.

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  • Spin-off of "Project: Memory++" in Khan academy [on hold]

    - by smraj
    This is the link of the program that I am trying https://www.khanacademy.org/cs/memory-tile-game/5966959895642112 When I am placing the mouse over the block it should change to red colour and when it is released the image should be displayed but my issue is that when i place the mouse over the block it changes its color ,but on release the image is not displayed.I kindly request someone in solving this

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  • Laser Beam End Points Problems

    - by user36159
    I am building a game in XNA that features colored laser beams in 3D space. The beams are defined as: Segment start position Segment end position Line width For rendering, I am using 3 quads: Start point billboard End point billboard Middle section quad whose forward vector is the slope of the line and whose normal points to the camera The problem is that using additive blending, the end points and middle section overlap, which looks quite jarring. However, I need the endpoints in case the laser is pointing towards the camera! See the blue laser in particular:

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  • "exception at 0x53C227FF (msvcr110d.dll)" with SOIL library

    - by Sean M.
    I'm creating a game in C++ using OpenGL, and decided to go with the SOIL library for image loading, as I have used it in the past to great effect. The problem is, in my newest game, trying to load an image with SOIL throws the following runtime error: This error points to this part: // SOIL.c int query_NPOT_capability( void ) { /* check for the capability */ if( has_NPOT_capability == SOIL_CAPABILITY_UNKNOWN ) { /* we haven't yet checked for the capability, do so */ if( (NULL == strstr( (char const*)glGetString( GL_EXTENSIONS ), "GL_ARB_texture_non_power_of_two" ) ) ) //############ it points here ############// { /* not there, flag the failure */ has_NPOT_capability = SOIL_CAPABILITY_NONE; } else { /* it's there! */ has_NPOT_capability = SOIL_CAPABILITY_PRESENT; } } /* let the user know if we can do non-power-of-two textures or not */ return has_NPOT_capability; } Since it points to the line where SOIL tries to access the OpenGL extensions, I think that for some reason SOIL is trying to load the texture before an OpenGL context is created. The problem is, I've gone through the entire solution, and there is only one place where SOIL has to load a texture, and it happens long after the OpenGL context is created. This is the part where it loads the texture... //Init glfw if (!glfwInit()) { fprintf(stderr, "GLFW Initialization has failed!\n"); exit(EXIT_FAILURE); } printf("GLFW Initialized.\n"); //Process the command line arguments processCmdArgs(argc, argv); //Create the window glfwWindowHint(GLFW_SAMPLES, g_aaSamples); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); g_mainWindow = glfwCreateWindow(g_screenWidth, g_screenHeight, "Voxel Shipyard", g_fullScreen ? glfwGetPrimaryMonitor() : nullptr, nullptr); if (!g_mainWindow) { fprintf(stderr, "Could not create GLFW window!\n"); closeOGL(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(g_mainWindow); printf("Window and OpenGL rendering context created.\n"); //Create the internal rendering components prepareScreen(); //Init glew glewExperimental = GL_TRUE; int err = glewInit(); if (err != GLEW_OK) { fprintf(stderr, "GLEW initialization failed!\n"); fprintf(stderr, "%s\n", glewGetErrorString(err)); closeOGL(); exit(EXIT_FAILURE); } printf("GLEW initialized.\n"); <-- Sucessfully creates an OpenGL context //Initialize the app g_app = new App(); g_app->PreInit(); g_app->Init(); g_app->PostInit(); <-- Loads the texture (after the context is created) ...and debug printing to the console CONFIRMS that the OpenGL context was created before the texture loading was attempted. So my question is if anyone is familiar with this specific error, or knows if there is a specific instance as to why SOIL would think OpenGL isn't initialized yet.

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  • Efficient way of drawing outlines around sprites

    - by Greg
    Hi, I'm using XNA to program a game, and have been experimenting with various ways to achieve a 'selected' effect on my sprites. The trouble I am having is that each clickable that is drawn in the spritebatch is drawn using more than a single sprite (each object can be made up of up to 6 sprites). I'd appreciate it if someone could advise me on how I could achieve adding an outline to my sprites of X pixels (so the outline width can be various numbers of whole pixels). Thanks in advance, Greg.

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  • HTML5 canvas screen to isometric coordinate conversion

    - by ovhqe
    I am trying to create an isometric game using HTML5 canvas, but don't know how to convert HTML5 canvas screen coordinates to isometric coordinates. My code now is: var mouseX = 0; var mouseY = 0; function mouseCheck(event) { mouseX = event.pageX; mouseY = event.pageY; } which gives me canvas coordinates. But how do I convert these coordinates to isometric coordinates? I am using 16x16 tiles.

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