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  • Custom Font. Keeping the font width same.

    - by user338322
    I am trying to draw a string using quartz 2d. What i am doing is, i am drawing each letter of the string individually, because each letter has special attributes associated with it, by taking each letter into a new string. The string gets printed, but the space between the letters is not uniform. It looks very ugly to read . I read someting about using custom fonts. But i have no Idea, if I can do it!! my code is here. (void) drawRect : (CGRect)rect{ NSString *string=@"My Name Is Adam"; float j=0; const char *charStr=[string cStringUsingEncoding: NSASCIIStringEncoding]; for(int i=0;i { NSString *str=[NSString stringWithFormat:@"%c",charStr[i]]; const char *s=[str cStringUsingEncoding:NSASCIIStringEncoding]; NSLog(@"%s",s); CGContextRef context=[self getMeContextRef]; CGContextSetTextMatrix (context,CGAffineTransformMakeScale(1.0, -1.0)) ; CGContextSelectFont(context, "Arial", 24, kCGEncodingMacRoman); //CGContextSetCharacterSpacing (context, 10); CGContextSetRGBFillColor (context, 0,0,200, 1); CGContextSetTextDrawingMode(context,kCGTextFill); CGContextShowTextAtPoint(context, 80+j,80,s,1); j=j+15; } } In the output 'My Name is Adam' gets printed but the space between the letters is not uniform.!! is there any way to make the space uniform!!!

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  • TCP/IP Implementation General Questions

    - by user2971023
    I've implemented the concepts shown here; http://wiki.unity3d.com/index.php/Simple_TCP/IP_Client_-_Server outside of unity and it works. (though i had to create the TCPIPServerApp from scratch as i could not find the base project anywhere). I have some general questions on how to use tcp/ip properly however. I've done some research on tcp/ip itself but I'm still a little confused. It seems like using the method above doesn't guarantee that I'll see the message (res). It just checks on every update to see if there is a different message in res. What if multiple messages are sent and the program lags or something, will i miss the earlier packet(s)? Should i instead do an array so it stores the last X messages? How do i know the data was received? Do I need to add a message id and build in my own ack into the data? Should i check to see if the port is in use before setting up a connection? Sorry for all the questions. This is all new to me but I enjoy this very much! ... Below already answered By Anton, Thanks It sounds like tcp uses its own packet numbering to ensure the packets end up in the right order on the other side. What if a packet is missed, are the subsequent packets thrown away? Or is this numbering and packet ordering, only for handling data that is broken out into multiple packets? TCP will automatically break the data into multiple packets if necessary right?

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  • Receiving "expected expression before" Error When Using A Struct

    - by Zach Dziura
    I'm in the process of creating a simple 2D game engine in C with a group of friends at school. I'd like to write this engine in an Object-Oriented way, using structs as classes, function pointers as methods, etc. To emulate standard OOP syntax, I created a create() function which allocates space in memory for the object. I'm in the process of testing it out, and I'm receiving an error. Here is my code for two files that I'm using to test: test.c: #include <stdio.h> int main() { typedef struct { int i; } Class; Class *test = (Class*) create(Class); test->i = 1; printf("The value of \"test\" is: %i\n", test->i); return 0; } utils.c: #include <stdio.h> #include <stdlib.h> #include "utils.h" void* create(const void* class) { void *obj = (void*) malloc(sizeof(class)); if (obj == 0) { printf("Error allocating memory.\n"); return (int*) -1; } else { return obj; } } void destroy(void* object) { free(object); } The utils.h file simply holds prototypes for the create() and destroy() functions. When I execute gcc test.c utils.c -o test, I'm receiving this error message: test.c: In function 'main': test.c:10:32: error: expected expression before 'Class' I know it has something to do with my typedef at the beginning, and how I'm probably not using proper syntax. But I have no idea what that proper syntax is. Can anyone help?

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  • Forcing size of a complex Flash object.

    - by John
    As I've found recently, setting width/height properties on a Sprite only forces the Sprite to fit the given dimensions by scaling the actual size, which is calculated by Flash based on the rendered content. This leaves me confused. If I have a custom Sprite subclass which draws using Graphics, how can I do layout before an initial render - the size will be zero until it is first drawn? For a more complex issue, let's say I have a 2D game world with objects spread over a wide area with world coordinates from (0,0) to (5000,5000), where each object has a size of maybe up to 100x100. I want to have a Flash component which is the "game window", and has a fixed size like 400x300, rendering part of the game world. So how do I force the game window size to 400x300 pixels? I can draw a 400x300 rectangle to get the size correct but then if I draw any objects which are partly in-view, they can screw this up. Is the right approach to provide a custom setSize(w,h) method which is used rather than width & height setters? But even so, is there no way to make a Sprite force to the size I want? Do you really have to catch it every render and re-scale it?

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  • Python: How to transfer varrying length arrays over a network connection

    - by Devin
    Hi, I need to transfer an array of varying length in which each element is a tuple of two integers. As an example: path = [(1,1),(1,2)] path = [(1,1),(1,2),(2,2)] I am trying to use pack and unpack, however, since the array is of varying length I don't know how to create a format such that both know the format. I was trying to turn it into a single string with delimiters, such as: msg = 1&1~1&2~ sendMsg = pack("s",msg) or sendMsg = pack("s",str(msg)) on the receiving side: path = unpack("s",msg) but that just prints 1 in this case. I was also trying to send 4 integers as well, which send and receive fine, so long as I don't include the extra string representing the path. sendMsg = pack("hhhh",p.direction[0],p.direction[1],p.id,p.health) on the receive side: x,y,id,health = unpack("hhhh",msg) The first was for illustration as I was trying to send the format "hhhhs", but either way the path doesn't come through properly. Thank-you for your help. I will also be looking at sending a 2D array of ints, but I can't seem to figure out how to send these more 'complex' structures across the network. Thank-you for your help.

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  • Use of Java [Interfaces / Abstract classes]

    - by Samuel
    Hello, Lately i decided to take a look at Java so i am still pretty new to it and also to the approach of OO programming, so i wanted to get some things straight before learning more, (i guess it's never to soon to start with good practices). I am programming a little 2D game for now but i think my question applies to any non trivial project. For the simplicity i'll provide examples from my game. I have different kinds of zombies, but they all have the same attributes (x, y, health, attack etc) so i wrote an interface Zombie which i implement by WalkingZombie, RunningZombie TeleportingZombie etc. Is this the best thing to do? Am i better of with an abstract class? Or with a super class? (I am not planning to partially implement functions - therefor my choice for an interface instead of an abstract class) I have one class describing the main character (Survivor) and since it is pretty big i wanted to write an interface with the different functions, so that i can easily see and share the structure of it. Is it good practice? Or is it simply a waste of space and time? I hope this question will not be rated as subjective because i thought that experienced programmers won't disagree about this kind of topic since the use of interfaces / super classes / abstract classes follows logical rules and is thereby not simply a personal choice. Thank you for your time -Samuel

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  • Parallelize or vectorize all-against-all operation on a large number of matrices?

    - by reve_etrange
    I have approximately 5,000 matrices with the same number of rows and varying numbers of columns (20 x ~200). Each of these matrices must be compared against every other in a dynamic programming algorithm. In this question, I asked how to perform the comparison quickly and was given an excellent answer involving a 2D convolution. Serially, iteratively applying that method, like so list = who('data_matrix_prefix*') H = cell(numel(list),numel(list)); for i=1:numel(list) for j=1:numel(list) if i ~= j eval([ 'H{i,j} = compare(' char(list(i)) ',' char(list(j)) ');']); end end end is fast for small subsets of the data (e.g. for 9 matrices, 9*9 - 9 = 72 calls are made in ~1 s). However, operating on all the data requires almost 25 million calls. I have also tried using deal() to make a cell array composed entirely of the next element in data, so I could use cellfun() in a single loop: # who(), load() and struct2cell() calls place k data matrices in a 1D cell array called data. nextData = cell(k,1); for i=1:k [nextData{:}] = deal(data{i}); H{:,i} = cellfun(@compare,data,nextData,'UniformOutput',false); end Unfortunately, this is not really any faster, because all the time is in compare(). Both of these code examples seem ill-suited for parallelization. I'm having trouble figuring out how to make my variables sliced. compare() is totally vectorized; it uses matrix multiplication and conv2() exclusively (I am under the impression that all of these operations, including the cellfun(), should be multithreaded in MATLAB?). Does anyone see a (explicitly) parallelized solution or better vectorization of the problem?

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  • Two dimensional strings in C++

    - by dada
    I want to write something like 2d strings in C++. I tried with : vector< vector<string> > table; int m,n,i,j; string s; cin>>n>>m; for(i=0;i<n;i++) { for(j=0;j<m;j++) { cin>>s; table[i][j] = s; } } cout << "\n\n\n\n"; for(i=0;i<n;i++) { for(j=0;j<m;j++) { cout<<table[i][j]<<" "; } cout<<"\n"; } no compile errors, but when i enter input like: 10 20 .....#.............. .....#.............. .....#.............. .....#.............. ######.............. .......###.......... .......#.#.......... .......###...####### .............#.....# .............####### It gives me segmentation fault. Why ? What's wrong ? And how it should be done so it would work correctly ? Thank you.

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  • VB6 Game Development : Don't ask me why :-)

    - by CVS-2600Hertz-wordpress-com
    Hi All, I am developing a game in VB6 (plz don't ask me why :) ). The storyboard is ready and a rough implementation is underway. I am following a "pure-software-rendering" approach. (i.e. no DirectX, no openGL etc.) Amongst many others, the following "serious" problems exist: 2D alpha transparency reqd. to implement overlays. Parallax implementation to give depth-of-field illusion. Capturing mouse-scroll events globally (as in FPS-es; mapping them to changing weapon). Async sound play with absolute "zero-lag". Any ideas anyone. Please suggest any well documented library/ocx or sample-code. Plz do provide solutions with max performance and with as little overhead as possible. Also, anyone who has developed any games, and would be open to sharing her/his code would be highly appreciated. (any well-acknowledged VB games whose source-code i can study??) Thank You

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  • Moving Computer Player in Xcode

    - by user1631497
    I am working on a 2d game using xcode and objective-c. I am trying to make my enemy player move left if I am left of him, until he is touching my character. The same will go when I am right of him. Basically just trying to get him to move towards me. But my code to do so is not working. So I have my code that says the following -(void)moveTowardsCharacter { enemyLeftTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(goEnemyLeft) userInfo:nil repeats:YES]; if (enemyLeftTimer == nil){ enemyLeftTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(goEnemyLeft) userInfo:nil repeats:YES]; } } -(IBAction)enemyStopLeft { if (CGRectIntersectsRect(bluebox.frame, redbox.frame)) { [enemyLeftTimer invalidate]; enemyLeftTimer = nil; } } -(void)goEnemyLeft { if (redbox.center.x + [self getRedboxWidthLeft] > bluebox.center.x + [self getBlueboxWidthRight]) { redbox.center = CGPointMake(redbox.center.x -5, redbox.center.y); } } So the first bit is saying for it to set up a timer to continue moving left. The next will stop the timer if my player(bluebox) and the Computer player(redbox) collide. Finally, the thing that actually tells it to go left, but only if the bluebox is left of the redbox. The getRedBoxWidth Left and getBlueBoxWidthRight are just voids that get, well, the left and right edges. If you could, please help try and solve this code. Thank You.

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  • C++: Vector of objects vs. vector of pointers to new objects?

    - by metamemetics
    Hello, I am seeking to improve my C++ skills by writing a sample software renderer. It takes objects consisting of points in a 3d space and maps them to a 2d viewport and draws circles of varying size for each point in view. Which is better: class World{ vector<ObjectBaseClass> object_list; public: void generate(){ object_list.clear(); object_list.push_back(DerivedClass1()); object_list.push_back(DerivedClass2()); or... class World{ vector<ObjectBaseClass*> object_list; public: void generate(){ object_list.clear(); object_list.push_back(new DerivedClass1()); object_list.push_back(new DerivedClass2()); ?? Would be using pointers in the 2nd example to create new objects defeat the point of using vectors, because vectors automatically call the DerivedClass destructors in the first example but not in the 2nd? Are pointers to new objects necessary when using vectors because they handle memory management themselves as long as you use their access methods? Now let's say I have another method in world: void drawfrom(Viewport& view){ for (unsigned int i=0;i<object_list.size();++i){ object_list.at(i).draw(view); } } When called this will run the draw method for every object in the world list. Let's say I want derived classes to be able to have their own versions of draw(). Would the list need to be of pointers then in order to use the method selector (-) ?

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  • is there a Java GUI for dummies ?

    - by MHero
    Hello, first I want to apologize about my english, it may be not clear enough. Well, I'm new to Java programming, and I search over this web about use of Swing, AWT, 2D, etc. but I didn't get the answer I was looking for. I want to know about a book or method to learn Java GUI programming (not even sure this is a propper term). Previous answers guide me to Filthy Rich Clients by Romain Guy and also to The Swing Tutorial in Sun Web Page. and No offense, but...the first one seems too complex and the second one a bit disorganize. so I ask about a more "for dummies" method. Thanks EDIT: Thanks everyboy, you're very kind and serious. I want to clear some things that I didn't state for being my first question. I dont' want to use autogenerated code(Don't want to say why only focus on my question for consistency) Also I've read Deitel & Deitel and it's a good beginners book but it seems to me that doesn't cover layout(and other details) Finally, I tried to read netbeans generated code but it's a mess find method by method and function by function the way that the IDE does it I hope this edition helps to solve my question

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  • How to store a captured image into MySQL database using JavaScript

    - by R J.
    I am capturing image using canvas and i want to store a captured image in MySQL Database using Javascript. This is my code: <html> <head> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, maximum-scale=1.0"> <style> body {width: 100%;} canvas {display: none;} </style> <title>Instant Camera - Remote</title> <script> var video, canvas, msg; var load = function () { video = document.getElementById('video'); canvas = document.getElementById('canvas'); msg = document.getElementById('error'); if( navigator.getUserMedia ) { video.onclick = function () { var context = canvas.getContext("2d"); context.drawImage(video, 0, 0, 240, 320); var image1 = canvas.toDataURL("image/png"); document.write('<img src="' + image1 + '" />'); }; } else { msg.innerHTML = "Native web camera not supported :("; } }; window.addEventListener('DOMContentLoaded', load, false); </script> </head> <body> <video id="video" width="240" height="320" autoplay> </video> <p id="error">Click on the video to send a snapshot to the receiving screen</p> <canvas id="canvas" width="240" height="320"> </canvas> </body> </html>

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  • Vectors or Java arrays for Tetris?

    - by StackedCrooked
    I'm trying to create a Tetris-like game with Clojure and I'm having some trouble deciding the data structure for the playing field. I want to define the playing field as a mutable grid. The individual blocks are also grids, but don't need to be mutable. My first attempt was to define a grid as a vector of vectors. For example an S-block looks like this: :s-block { :grids [ [ [ 0 1 1 ] [ 1 1 0 ] ] [ [ 1 0 ] [ 1 1 ] [ 0 1 ] ] ] } But that turns out to be rather tricky for simple things like iterating and painting (see the code below). For making the grid mutable my initial idea was to make each row a reference. But then I couldn't really figure out how to change the value of a specific cell in a row. One option would have been to create each individual cell a ref instead of each row. But that feels like an unclean approach. I'm considering using Java arrays now. Clojure's aget and aset functions will probably turn out to be much simpler. However before digging myself in a deeper mess I want to ask ideas/insights. How would you recommend implementing a mutable 2d grid? Feel free to share alternative approaches as well. Source code current state: Tetris.clj (rev452)

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  • Printing a JFrame and its components

    - by Alex Terreaux
    I have been working in a big program and one of its functionalities should be to print the contents of the main window. I checked the API and found this example: http://docs.oracle.com/javase/tutorial/2d/printing/gui.html it was very helpful, I tried to use that code in my program by placing this inside the actionperformed method of my print button: PrinterJob job = PrinterJob.getPrinterJob(); job.setPrintable(this); boolean ok = job.printDialog(); if (ok) { try { job.print(); } catch (PrinterException ex) { /* The job did not successfully complete */ } } If I click the print button, I get a printer dialog and when I tell it to print, it just prints a blank document. I know the above code is not all I need, as I've seen in the API's examples there is a print() method, but apparently they never call it, so it is pretty confusing. I've tried calling and using it many times, but with no success. Also, I think that when I finally get it to print, my window will need to be printed in the landscape orientation, it even may need some scaling. Any ideas on how to do that? I would like any useful help to help me implement this code successfully. I know I should be able to do it by myself just by checking the documentation (I've tried for almost 2 days now) but I can't get it to work. I've learned all the programming I know through the internet. Any help will be greatly appreciated.

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  • how to reverse an angle

    - by MissHalberd
    I am no mathematician, but I somehow got into game development as a hobby. Having never studied anything beyond basic math, I have a lot of trouble figuring out how to reverse the angle of something, facing to the opposite direction, among the X axis. One image says more than 1000 words though (specially uneducated words): http://img156.imageshack.us/i/wihwin.png/ I basically want to reverse the direction of cannon objects adhered to a robot. When the robot changes from facing right to facing left, I do (180 - angle) as everyone suggested me, but it reverses the angle...literally, making the cannons aim up when they are aiming down. So, I need to do something else, but it escapes my knowledge. Anyone would be so kind to help me with this? Oh, I use regular C by the way, in case there's something built-in specific to it. To put it in other words, I work in 2D, so I want an angle that is facing right to face left. 0 being "totally to the right", 180 "left", 90 "up" and 270 "down". I want something that is aiming with an angle of 91 to turn into 89 when reversed, literally. There's no Z axis present. EDIT: Thanks for the answers! Trying them out now. I'll post which one worked in a minute!

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  • NSTimer won't stop it only resets when invalidated & released

    - by J Fries
    When I press my stop button to stop the timer it just resets to the original time and begins counting down again. I have looked everywhere and all I have found is "invalidate" and it isn't working. I want the time to stop when I hit stop and the label to display the original time. I also turned off automatic counting so I could try releasing and it is giving me an error: 0x10e20a5: movl 16(%edx), %edx EXC_BAD_ACCESS (code=2, address=0x10) `NSTimer *rockettTimer; int rocketCount; @interface FirstViewController () @property (strong, nonatomic) IBOutlet UILabel *rocketTimer; - (IBAction)stopButton:(id)sender; - (IBAction)startButton:(id)sender; @end @implementation FirstViewController @synthesize rocketTimer; -(void) rocketTimerRun{ rocketCount = rocketCount - 1; int minuts = rocketCount / 60; int seconds = rocketCount - (minuts * 60); NSString *timerOutput = [NSString stringWithFormat:@"%d:%.2d", minuts, seconds]; rocketTimer.text = timerOutput; } - (IBAction)startButton:(id)sender { rocketCount = 180; rockettTimer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:@selector(rocketTimerRun) userInfo:nil repeats:YES]; - (IBAction)stopButton:(id)sender { [rockettTimer invalidate]; //[rockettTimer release]; } - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view, typically from a nib. } - (void)viewDidUnload { [self setRocketTimer:nil]; [super viewDidUnload]; // Release any retained subviews of the main view. } - (BOOL)shouldAutorotateToInterfaceOrientation: (UIInterfaceOrientation)interfaceOrientation { if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone) { return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown); } else { return YES; } } @end`

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  • Graph not following orientation

    - by user1214037
    so I am trying to draw some grid lines that in landscape go all the way down to the bottom, however when I switch to landscape the the graph doesn't follow and the grid lines go smaller. I have set the - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { // Return YES for supported orientations return YES; } However it still doesn't work, here is my code. Can anyone spot the problem? this is the custom view file, the view controller is the default apart from the code above that returns yes. .h file #import <UIKit/UIKit.h> #define kGraphHeight 300 #define kDefaultGraphWidth 900 #define kOffsetX 10 #define kStepX 50 #define kGraphBottom 300 #define kGraphTop 0 @interface GraphView : UIView @end And here is the implementation - (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetLineWidth(context, 0.6); CGContextSetStrokeColorWithColor(context, [[UIColor lightGrayColor] CGColor]); // How many lines? int howMany = (kDefaultGraphWidth - kOffsetX) / kStepX; // Here the lines go for (int i = 0; i < howMany; i++) { CGContextMoveToPoint(context, kOffsetX + i * kStepX, kGraphTop); CGContextAddLineToPoint(context, kOffsetX + i * kStepX, kGraphBottom); } CGContextStrokePath(context); } Any help would be appreciated btw I am following this tutorial http://buildmobile.com/creating-a-graph-with-quartz-2d/#fbid=YDPLqDHZ_9X

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  • Using large transparent pictures as texture atlases

    - by azlisum
    i'm new to android programming and i'm trying to create a relatively big 2D game. I have to use lots of images and objects in my game so I decided to use OpenGL ES. I have several texture atlases, all of them saved as png's because of the transparency. I also know, but i'm not sure why, that I have to use images, which height and width is multiple of two. I test my game on an old HTC Hero running Android 2.3.3. When my picture atlases are 512x512 each, my game has a frame rate of between 50 to 60 fps. When I use 1024x1024 non transparent png, there is no problem - the FPS is again between 50 to 60 fps. But when i decide to use a 1024x1024 transperent PNG's my frame rate drops to 4,5 fps. Could this be a problem related to the age of the device i'm using for testing? These are the OpenGL functions I use each loop to draw batches: gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); //drawing happens here gl.glDisable(GL10.GL_BLEND); Thanks in advance :)

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  • Zoom in on a point (using scale and translate)

    - by csiz
    I want to be able to zoom in on the point under the mouse in canvas with the mouse whell, like when zooming on maps.google. I'd like straight code as I've been working on this for 5h+ Something to start with: <canvas id="canvas" width="800" height="600"></canvas> <script type="text/javascript"> var canvas = document.getElementById("canvas"); var context = canvas.getContext("2d"); var scale = 1; var originx = 0; var originy = 0; function draw(){ context.fillStyle = "white"; context.fillRect(originx,originy,800/scale,600/scale); context.fillStyle = "black"; context.fillRect(50,50,100,100); } setInterval(draw,100); canvas.onmousewheel = function (event){ var mousex = event.clientX - canvas.offsetLeft; var mousey = event.clientY - canvas.offsetTop; var wheel = event.wheelDelta/120;//n or -n var zoom = 1 + wheel/2; scale *= zoom; originx += 0;//??? originy += 0;//??? context.scale(zoom,zoom); context.translate(0,0);//??? } </script>

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  • What are some ways to accomplish a dynamic array?

    - by Ted
    I'm going to start working on a new game and one of the things I'd like to accomplish is a dynamic array sort of system that would hold map data. The game will be top-down 2d and made with XNA 4.0 and C#. You will begin in a randomized area which will essentially be tile based. As such a 2 dimensional array would be one way to accomplish this by holding numerical values which would correspond to a list of textures and that would be how it would draw this randomly created map. The problem is I would kind of only like to create the area around where you start and they could venture in which ever direction they wanted to. This would mean I'd have to populate the map array with more randomized data in the direction they go. I could make a really large array and use the center of it and the rest would be in anticipation of new content to be made, but that just seems very inefficient. I suppose when they start a new game I could have a one time map creation process that would go through and create a large randomly generated map array, but holding all of in memory at all times seems also inefficient. Perhaps if there was a way that I'd only hold parts of that map data in memory at one time and somehow not hold the rest in memory. In the end I only need to have a chunk of the map somewhat close to them in memory so perhaps some of you might have suggestions on good ways to approach this kind of randomized map and dynamic array problem. It wouldn't need to be a dynamic array type of thing if I made it so that it pulled in map data nearby that is needed and then once off the screen and not needed it could somehow get rid of that memory that way I wouldn't have a huge array taking up a bunch of memory.

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  • How to split up input from System.in

    - by zzaw
    Alright so I'm working on something where I take input from System.in; the first line is an int (n) representing the size of a matrix. The next n lines are the matrix itself like so: 10 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 1 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 1 0 1 0 0 0 0 0 0 0 0 1 0 0 1 1 0 0 1 0 0 0 0 0 1 0 0 0 0 0 0 0 1 1 0 0 0 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 The problem is there may be multiple matrix's in a single input, so the next line would have another int and the corresponding matrix underneath until it hits a line with a single 0. I then have to pass each matrix along with the size at the top as a BufferedReader to a method which adds the numbers to a 2D array. I'm just a little unsure on how to split the input up and send it to the method. Would making a new BufferedReader using skip() and specifying a size each time work? The biggest problem I seem to be running into is reading the size but then the size being excluded as it has already been read. Cheers

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  • Low framerate on background apps

    - by user1698923
    My problem is that when a game is running in the foreground, in Full Screen mode, any applications on my second monitor (such as youtube videos, videos, not app specific) drop their frame-rate to about 2-3 FPS. It seems like some sort of power management option that I can't track down. As far as I can tell, it's not due to the GPU not being able to keep up. For instance, my PC can play League of Legends at about 280FPS when the framerate is uncapped. If i cap it at 60FPS using the in-game option, it has no affect on the performance of the background app. Summary Operating System Windows 8 Pro 64-bit CPU Intel Core i7 3820 @ 3.60GHz 42 °C Sandy Bridge-E 32nm Technology RAM 12.0GB Triple-Channel DDR3 @ 533MHz (7-7-7-20) Motherboard Gigabyte Technology Co., Ltd. X79-UD3 (SOCKET 0) 37 °C Graphics DELL U2713HM (2560x1440@59Hz) DELL U2713HM (2560x1440@59Hz) 1280MB NVIDIA GeForce GTX 570 (Gigabyte) 58 °C Hard Drives 212GB Volume0 (RAID) 1863GB Western Digital WDC WD20EARS-00MVWB0 (SATA) 36 °C 1863GB Western Digital WDC WD20EARS-00MVWB0 (SATA) 34 °C Optical Drives No optical disk drives detected Audio ASUS Xonar Essence STX Audio Device Operating System Windows 8 Pro 64-bit Computer type: Desktop Graphics Monitor 1 Name DELL U2713HM on NVIDIA GeForce GTX 570 Current Resolution 2560x1440 pixels Work Resolution 2560x1400 pixels State Enabled, Output devices support Multiple displays Extended, Secondary, Enabled Monitor Width 2560 Monitor Height 1440 Monitor BPP 32 bits per pixel Monitor Frequency 59 Hz Device \\.\DISPLAY4\Monitor0 Monitor 2 Name DELL U2713HM on NVIDIA GeForce GTX 570 Current Resolution 2560x1440 pixels Work Resolution 2560x1400 pixels State Enabled, Output devices support Multiple displays Extended, Primary, Enabled Monitor Width 2560 Monitor Height 1440 Monitor BPP 32 bits per pixel Monitor Frequency 59 Hz Device \\.\DISPLAY5\Monitor0 NVIDIA GeForce GTX 570 Manufacturer NVIDIA Model GeForce GTX 570 GPU GF110 Device ID 10DE-1086 Revision A2 Subvendor Gigabyte (1458) Series GeForce GTX 500 Current Performance Level Level 3 Current GPU Clock 845 MHz Current Memory Clock 1900 MHz Current Shader Clock 1690 MHz Voltage 0.988 V Technology 40 nm Die Size 520 mm² Release Date Dec 07, 2010 DirectX Support 11.0 OpenGL Support 5.0 Bus Interface PCI Express x16 Temperature 57 °C Driver version 9.18.13.2018 BIOS Version 70.10.55.00.01 ROPs 40 Shaders 512 unified Memory Type GDDR5 Memory 1280 MB Bus Width 64x5 (320 bit) Filtering Modes 16x Anisotropic Noise Level Moderate Max Power Draw 219 Watts Count of performance levels : 3 Level 1 - "Default" GPU Clock 50 MHz Memory Clock 135 MHz Shader Clock 101 MHz Level 2 - "2D Desktop" GPU Clock 405 MHz Memory Clock 324 MHz Shader Clock 810 MHz Level 3 - "3D Applications" GPU Clock 845 MHz Memory Clock 1900 MHz Shader Clock 1690 MHz Things I've tried: 1) Updating the graphics driver 2) Setting windows power mode to High Performance 3) Reset Nvidia Global Performance settings to default

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  • VPN Connection causes DNS to use wrong DNS server

    - by Bryan
    I have a Windows 7 PC on our company network (which is a member of our Active Directory). Everything works fine until I open a VPN connection to a customer's site. When I do connect, I lose network access to shares on the network, including directories such as 'Application Data' that we have a folder redirection policy for. As you can imagine, this makes working on the PC very difficult, as desktop shortcuts stop working, software stops working properly due to having 'Application Data' pulled from under it. Our network is routed (10.58.5.0/24), with other local subnets existing within the scope of 10.58.0.0/16. The remote network is on 192.168.0.0/24. I've tracked the issue down to being DNS related. As soon as I open the VPN tunnel, all my DNS traffic goes via the remote network, which explains the loss of local resources, but my question is, how can I force local DNS queries to go to our local DNS servers rather than our customers? The output of ipconfig /all when not connected to the VPN is below: Windows IP Configuration Host Name . . . . . . . . . . . . : 7k5xy4j Primary Dns Suffix . . . . . . . : mydomain.local Node Type . . . . . . . . . . . . : Hybrid IP Routing Enabled. . . . . . . . : No WINS Proxy Enabled. . . . . . . . : No DNS Suffix Search List. . . . . . : mydomain.local Ethernet adapter Local Area Connection: Connection-specific DNS Suffix . : mydomain.local Description . . . . . . . . . . . : Broadcom NetLink (TM) Gigabit Ethernet Physical Address. . . . . . . . . : F0-4D-A2-DB-3B-CA DHCP Enabled. . . . . . . . . . . : Yes Autoconfiguration Enabled . . . . : Yes Link-local IPv6 Address . . . . . : fe80::9457:c5e0:6f10:b298%10(Preferred) IPv4 Address. . . . . . . . . . . : 10.58.5.89(Preferred) Subnet Mask . . . . . . . . . . . : 255.255.255.0 Lease Obtained. . . . . . . . . . : 31 January 2012 15:55:47 Lease Expires . . . . . . . . . . : 10 February 2012 10:11:30 Default Gateway . . . . . . . . . : 10.58.5.1 DHCP Server . . . . . . . . . . . : 10.58.3.32 DHCPv6 IAID . . . . . . . . . . . : 250629538 DHCPv6 Client DUID. . . . . . . . : 00-01-00-01-14-AC-76-2D-F0-4D-A2-DB-3B-CA DNS Servers . . . . . . . . . . . : 10.58.3.32 10.58.3.33 NetBIOS over Tcpip. . . . . . . . : Enabled This is the output of the same command with the VPN tunnel connected: Windows IP Configuration Host Name . . . . . . . . . . . . : 7k5xy4j Primary Dns Suffix . . . . . . . : mydomain.local Node Type . . . . . . . . . . . . : Hybrid IP Routing Enabled. . . . . . . . : No WINS Proxy Enabled. . . . . . . . : No DNS Suffix Search List. . . . . . : mydomain.local PPP adapter Customer Domain: Connection-specific DNS Suffix . : customerdomain.com Description . . . . . . . . . . . : CustomerDomain Physical Address. . . . . . . . . : DHCP Enabled. . . . . . . . . . . : No Autoconfiguration Enabled . . . . : Yes IPv4 Address. . . . . . . . . . . : 192.168.0.85(Preferred) Subnet Mask . . . . . . . . . . . : 255.255.255.255 Default Gateway . . . . . . . . . : DNS Servers . . . . . . . . . . . : 192.168.0.16 192.168.0.17 Primary WINS Server . . . . . . . : 192.168.0.17 NetBIOS over Tcpip. . . . . . . . : Disabled Ethernet adapter Local Area Connection: Connection-specific DNS Suffix . : mydomain.local Description . . . . . . . . . . . : Broadcom NetLink (TM) Gigabit Ethernet Physical Address. . . . . . . . . : F0-4D-A2-DB-3B-CA DHCP Enabled. . . . . . . . . . . : Yes Autoconfiguration Enabled . . . . : Yes Link-local IPv6 Address . . . . . : fe80::9457:c5e0:6f10:b298%10(Preferred) IPv4 Address. . . . . . . . . . . : 10.58.5.89(Preferred) Subnet Mask . . . . . . . . . . . : 255.255.255.0 Lease Obtained. . . . . . . . . . : 31 January 2012 15:55:47 Lease Expires . . . . . . . . . . : 10 February 2012 10:11:30 Default Gateway . . . . . . . . . : 10.58.5.1 DHCP Server . . . . . . . . . . . : 10.58.3.32 DHCPv6 IAID . . . . . . . . . . . : 250629538 DHCPv6 Client DUID. . . . . . . . : 00-01-00-01-14-AC-76-2D-F0-4D-A2-DB-3B-CA DNS Servers . . . . . . . . . . . : 10.58.3.32 10.58.3.33 NetBIOS over Tcpip. . . . . . . . : Enabled Routing table Network Destination Netmask Gateway Interface Metric 0.0.0.0 0.0.0.0 10.58.5.1 10.58.5.89 20 10.58.5.0 255.255.255.0 On-link 10.58.5.89 276 10.58.5.89 255.255.255.255 On-link 10.58.5.89 276 10.58.5.255 255.255.255.255 On-link 10.58.5.89 276 91.194.153.42 255.255.255.255 10.58.5.1 10.58.5.89 21 127.0.0.0 255.0.0.0 On-link 127.0.0.1 306 127.0.0.1 255.255.255.255 On-link 127.0.0.1 306 127.255.255.255 255.255.255.255 On-link 127.0.0.1 306 192.168.0.0 255.255.255.0 192.168.0.95 192.168.0.85 21 192.168.0.85 255.255.255.255 On-link 192.168.0.85 276 224.0.0.0 240.0.0.0 On-link 127.0.0.1 306 224.0.0.0 240.0.0.0 On-link 10.58.5.89 276 224.0.0.0 240.0.0.0 On-link 192.168.0.85 276 255.255.255.255 255.255.255.255 On-link 127.0.0.1 306 255.255.255.255 255.255.255.255 On-link 10.58.5.89 276 255.255.255.255 255.255.255.255 On-link 192.168.0.85 276 The binding order for the interfaces is as follows: I've not configured the VPN tunnel to use the default gateway at the remote end, and network comms to nodes on both networks are fine. (i.e. I can ping any node on our network or the remote network). I've modified the PPTP connection properties to use the DNS servers 10.58.3.32 followed by 192.168.0.16, yet the query still goes to 192.168.0.16. Edit: The local resources that disappear are hosted on domain DFS roots, which might (or might not) be relevant.

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  • SSL connection error during handshake on Windows Server 2008 R2

    - by Thomas
    I have a Windows 2008 R2 Server that runs a HTTPS Tunneling service. The software uses a certificate that is provided via the Windows certificate store. The certificate is located in the local computer private certificates. It supports server and client authentication with signing and keyencipherment. Cert chain The certificate chain looks fine. It's a Thawte SSL123 certificate. Thawte Premium Server CA (SHA1) [?e0 ab 05 94 20 72 54 93 05 60 62 02 36 70 f7 cd 2e fc 66 66] thawte Primary Root CA [?1f a4 90 d1 d4 95 79 42 cd 23 54 5f 6e 82 3d 00 00 79 6e a2] Thawte DV SSL CA [3c a9 58 f3 e7 d6 83 7e 1c 1a cf 8b 0f 6a 2e 6d 48 7d 67 62] Server certificate Issues Most browsers accept the certificate without any warning. But IE 7 on Windows XP SP3 and Opera 12 on OSX just report an connection error. Opera complains: Secure connection: fatal error (552) https://www.example.com/ Opera was not able to connect to the server, because the server does not communicate via any secure protocol known to Opera. A connection test using openssl s_client -connect www.example.com:443 -state says: CONNECTED(00000003) SSL_connect:before/connect initialization SSL_connect:SSLv2/v3 write client hello A 52471:error:140790E5:SSL routines:SSL23_WRITE:ssl handshake failure:/SourceCache/OpenSSL098/OpenSSL098-35.1/src/ssl/s23_lib.c:182: ssldump -aAHd host www.example.com during curl https://www.example.com/ reports: New TCP connection #1: localhost(53302) <-> www.example.com(443) 1 1 0.0235 (0.0235) C>SV3.1(117) Handshake ClientHello Version 3.1 random[32]= 50 77 56 29 e8 23 82 3b 7f e0 ae 2d c1 31 cb ac 38 01 31 85 4f 91 39 c1 04 32 a6 68 25 cd a0 c1 cipher suites Unknown value 0x39 Unknown value 0x38 Unknown value 0x35 TLS_DHE_RSA_WITH_3DES_EDE_CBC_SHA TLS_DHE_DSS_WITH_3DES_EDE_CBC_SHA TLS_RSA_WITH_3DES_EDE_CBC_SHA Unknown value 0x33 Unknown value 0x32 Unknown value 0x2f Unknown value 0x9a Unknown value 0x99 Unknown value 0x96 TLS_RSA_WITH_RC4_128_SHA TLS_RSA_WITH_RC4_128_MD5 TLS_DHE_RSA_WITH_DES_CBC_SHA TLS_DHE_DSS_WITH_DES_CBC_SHA TLS_RSA_WITH_DES_CBC_SHA TLS_DHE_RSA_EXPORT_WITH_DES40_CBC_SHA TLS_DHE_DSS_EXPORT_WITH_DES40_CBC_SHA TLS_RSA_EXPORT_WITH_DES40_CBC_SHA TLS_RSA_EXPORT_WITH_RC2_CBC_40_MD5 TLS_RSA_EXPORT_WITH_RC4_40_MD5 Unknown value 0xff compression methods unknown value NULL 1 0.0479 (0.0243) S>C TCP FIN 1 0.0481 (0.0002) C>S TCP FIN Thawte provides two Java based SSL Checkers. The Legacy Thawte SSL Certificate Installation Checker and the sslToolBox. Both validate the certificate under Windows XP but report connection errors under OSX and Windows 2008 R2.

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