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  • UDK: Error, Unrecognized member 'OpenMenu' in class 'GameUISceneClient'

    - by Ricket
    Upon compiling, I am getting the following error: C:\UDK\UDK-2010-03\Development\Src\FixIt\Classes\ZInteraction.uc(41) : Error, Unrecognized member 'OpenMenu' in class 'GameUISceneClient' Line 41 is the following: GetSceneClient().OpenMenu("ZInterface.ZNLGWindow"); But when I search for OpenMenu, I find that it is indeed defined in GameUISceneClient.uc of the UDK: Line 1507: exec function OpenMenu( string MenuPath, optional int PlayerIndex=INDEX_NONE ) It looks like I have everything correct. So what's wrong? Why can't it find the OpenMenu function?

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  • UDK SettingsScene variable

    - by Ricket
    I am in the process of porting a script from UT3 to UDK. The script is for class ZOUIFrontEnd_MainMenu extends UTUIFrontEnd_MainMenu. I'm getting the following compiler error: C:\UDK\UDK-2010-03\Development\Src\FixIt\Classes\ZOUIFrontEnd_MainMenu.uc(18) : Error, Bad or missing expression in Call to 'OpenSceneByName', parameter 1 The referenced line is as follows: OpenSceneByName(SettingsScene); Okay, so I figured the OpenSceneByName function changed in UDK. Tracing the path of inheritance all the way up to UDKUIScene.uc, I found the definition: function UIScene OpenSceneByName(string SceneToOpen, bool bSkipAnimation=false, optional delegate<OnSceneActivated> SceneDelegate=None) Assuming SettingsScene is a string, everything looks fine, right? So I figured I would find SettingsScene to make sure it's a string. Well doing a search for "SettingsScene" in all files turned up only one other line; UTGameReplicationInfo.uc line 334: UTPC.OpenUIScene(class'UTUIFrontEnd_MainMenu'.default.SettingsScene); But UTUIFrontEnd_MainMenu doesn't have a SettingsScene variable in it! Just to check, I changed my line of code to match: OpenSceneByName(class'UTUIFrontEnd_MainMenu'.default.SettingsScene); And indeed, I get the following compile error now: C:\UDK\UDK-2010-03\Development\Src\FixIt\Classes\ZOUIFrontEnd_MainMenu.uc(18) : Error, Unknown Property 'SettingsScene' in 'Class UTGame.UTUIFrontEnd_MainMenu' How does UTGameReplicationInfo.uc successfully compile? Where is the SettingsScene variable?

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  • Is there a Pac-Man-like character in ASCII or Unicode?

    - by Ricket
    Simple question: is there a character that looks either like Pac-Man, or like the ghost in Pac-Man? With Google's recent Pac-Man logo, everyone should know what these look like, but in case you don't here are some sample images: If you answer "no" please provide a little more proof that you actually searched all unicode characters...

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  • UDK "Error, 'DefaultMesh': Bad command or expression"

    - by Ricket
    I'm porting UT3 code to UDK, and I am getting the following compile error with the UDK compiler: C:\UDK\UDK-2010-03\Development\Src\FixIt\Classes\ZPawn.uc(25) : Error, 'DefaultMesh': Bad command or expression The ZPawn class extends UTPawn. Line 25 is the following: DefaultMesh = SkeletalMesh(DynamicLoadObject(ZBotOwner(Owner).MeshToUse, class'SkeletalMesh')); Where did DefaultMesh go in UDK?

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  • Maven "Module" vs "Project"

    - by Ricket
    I'm a beginner at Maven and I've played with it from a command line point of view a little, so now I was trying to use it in Eclipse; I installed the m2eclipse plugin to do so. But I'm stumped from the very beginning! Apparently I've missed a bit of terminology somewhere along the line. I can't keep track of all these new Maven terms... What is a Maven Project, and what is a Maven Module? These are my options when creating a new project in the Maven category in Eclipse.

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  • Index a set of files to search their text quickly?

    - by Ricket
    I have a unique need: I am frequently searching a large set of text files for a keyword. Right now, I open up Notepad++ and use the "Find in files" feature. It works just fine, but with the amount of files, each search takes several minutes to complete. Is there a good program more suited for this purpose, perhaps that indexes a set of files and then lets you search the set repeatedly and very quickly? It would greatly speed up my workflow.

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  • How to distinguish between two different UDP clients on the same IP address?

    - by Ricket
    I'm writing a UDP server, which is a first for me; I've only done a bit of TCP communications. And I'm having trouble figuring out exactly how to distinguish which user is which, since UDP deals only with packets rather than connections and I therefore cannot tell exactly who I'm communicating with. Here is pseudocode of my current server loop: DatagramPacket p; socket.receive(p); // now p contains the user's IP and port, and the data int key = getKey(p); if(key == 0) { // connection request key = makeKey(p); clients.add(key, p.ip); send(p.ip, p.port, key); // give the user his key } else { // user has a key // verify key belongs to that IP address // lookup the user's session data based on the key // react to the packet in the context of the session } When designing this, I kept in mind these points: Multiple users may exist on the same IP address, due to the presence of routers, therefore users must have a separate identification key. Packets can be spoofed, so the key should be checked against its original IP address and ignored if a different IP tries to use the key. The outbound port on the client side might change among packets. Is that third assumption correct, or can I simply assume that one user = one IP+port combination? Is this commonly done, or should I continue to create a special key like I am currently doing? I'm not completely clear on how TCP negotiates a connection so if you think I should model it off of TCP then please link me to a good tutorial or something on TCP's SYN/SYNACK/ACK mess. Also note, I do have a provision to resend a key, if an IP sends a 0 and that IP already has a pending key; I omitted it to keep the snippet simple. I understand that UDP is not guaranteed to arrive, and I plan to add reliability to the main packet handling code later as well.

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  • Example open source client-server code projects

    - by Ricket
    I'm still trying to determine an answer to my question from a few minutes ago, "Should client-server code be written in one 'project' or two?" and I think it would benefit me to see how other projects organize their code (and hopefully deduce the pros and cons of why they chose to do it that way). What are some open source client-server projects which might be best to look at and mimic their code organization style? Java is preferred but not required.

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  • State pattern: Why doesn't the context class implement or inherit the State abstract interface/class

    - by Ricket
    I'm reading about the State pattern. I have only just begun, so of course I begin by reading the entire Wikipedia article on it. I noticed that both of the examples in the article have some base abstract class or Java interface for a generic State's methods/functions. Then there are some states which inherit from the base and implement those methods/functions in different ways. Then there's a Context class which has a private member of type State and which, at any time, can be equal to an instance of one of the implementations. That context class also implements the same methods, and passes them onto the current state instance, and then has an additional method to change the state (or depending on design I understand the change of state could be a reaction to one of the implemented methods). Why doesn't this context class specifically "extend" or "implement" the generic State base class/interface?

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  • Maven "Module" vs "Project" (Eclipse, m2eclipse plugin)

    - by Ricket
    I'm a beginner at Maven and I've played with it from a command line point of view a little, so now I was trying to use it in Eclipse; I installed the m2eclipse plugin to do so. But I'm stumped from the very beginning! Apparently I've missed a bit of terminology somewhere along the line. I can't keep track of all these new Maven terms... What is a Maven Project, and what is a Maven Module? These are my options when creating a new project in the Maven category in Eclipse.

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  • Complex SQL query with group by and two rows in one

    - by Ricket
    Okay, I need help. I'm usually pretty good at SQL queries but this one baffles me. By the way, this is not a homework assignment, it's a real situation in an Access database and I've written the requirements below myself. Here is my table layout. It's in Access 2007 if that matters; I'm writing the query using SQL. Id (primary key) PersonID (foreign key) EventDate NumberOfCredits SuperCredits (boolean) There are events that people go to. They can earn normal credits, or super credits, or both at one event. The SuperCredits column is true if the row represents a number of super credits earned at the event, or false if it represents normal credits. So for example, if there is an event which person 174 attends, and they earn 3 normal credits and 1 super credit at the event, the following two rows would be added to the table: ID PersonID EventDate NumberOfCredits SuperCredits 1 174 1/1/2010 3 false 2 174 1/1/2010 1 true It is also possible that the person could have done two separate things at the event, so there might be more than two columns for one event, and it might look like this: ID PersonID EventDate NumberOfCredits SuperCredits 1 174 1/1/2010 1 false 2 174 1/1/2010 2 false 3 174 1/1/2010 1 true Now we want to print out a report. Here will be the columns of the report: PersonID LastEventDate NumberOfNormalCredits NumberOfSuperCredits The report will have one row per person. The row will show the latest event that the person attended, and the normal and super credits that the person earned at that event. What I am asking of you is to write, or help me write, the SQL query to SELECT the data and GROUP BY and SUM() and whatnot. Or, let me know if this is for some reason not possible, and how to organize my data to make it possible. This is extremely confusing and I understand if you do not take the time to puzzle through it. I've tried to simplify it as much as possible, but definitely ask any questions if you give it a shot and need clarification. I'll be trying to figure it out but I'm having a real hard time with it, this is grouping beyond my experience...

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  • How do you refactor a large messy codebase?

    - by Ricket
    I have a big mess of code. Admittedly, I wrote it myself - a year ago. It's not well commented but it's not very complicated either, so I can understand it -- just not well enough to know where to start as far as refactoring it. I violated every rule that I have read about over the past year. There are classes with multiple responsibilities, there are indirect accesses (I forget the technical term - something like foo.bar.doSomething()), and like I said it is not well commented. On top of that, it's the beginnings of a game, so the graphics is coupled with the data, or the places where I tried to decouple graphics and data, I made the data public in order for the graphics to be able to access the data it needs... It's a huge mess! Where do I start? How would you start on something like this? My current approach is to take variables and switch them to private and then refactor the pieces that break, but that doesn't seem to be enough. Please suggest other strategies for wading through this mess and turning it into something clean so that I can continue where I left off!

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  • UDK Where did AnimatedCamera go??

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

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  • Should client-server code be written in one "project" or two?

    - by Ricket
    I've been beginning a client-server application. At first I naturally created two projects in Eclipse, two source control repositories, etc. But I'm quickly seeing that there is a bit of shared code between the two that would probably benefit to sharing instead of copying. In addition, I've been learning and trying test-driven development, and it seems to me that it would be easier to test based on real client components rather than having to set up a huge amount of code just to mock something, when the code is probably mostly in the client. My biggest concern in merging the client and server is of security; how do I ensure that the server pieces of the code do not reach an user's computer? So especially if you are writing client-server applications yourself (and especially in Java, though this can turn into a language-agnostic question if you'd like to share your experience with this in other languages), what sort of separation do you keep between your client and server code? Are they just in different packages/namespaces or completely different binaries using shared libraries, or something else entirely? How do you test the code together and yet ship separately?

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  • List of fonts installed by default in versions of Windows?

    - by Ricket
    I've been seeing more and more websites using fancy antialiased fonts. Every time I hit one, I think to myself "hmm, what web-safe font is that?" - but after looking at the CSS I typically find some font name in quotes, like "Palatino Linotype". Obviously not web-safe, but according to the Wikipedia article, "Palatino Linotype is shipped with Windows 2000 or later, and Microsoft Office Professional Edition 2003." So that covers what, 95% of users that might visit your website? And thanks to the power of CSS, the website can fallback to a similar generic font typename such as 'serif' for non-Windows users with a line like this: font: 16px/20px "Palatino Linotype", serif; Awesome! I want to start using fancy fonts! Is there a set of lists out there, of the fonts that are preinstalled by default in Windows 98, 2000, NT, ME, XP, 2003, etc., and maybe for the Mac OSX versions and various Linux distributions as well? It would be a great reference for picking web font faces! (if not, someone should compile it!) I had never before heard of Palatino Linotype and I want to know what other fonts have existed since old Windows versions that I've never known about!

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  • Best of both worlds: browser and desktop game?

    - by Ricket
    When considering a platform for a game, I've decided on multi-platform (Win/Lin/Mac) but can't make up my mind as far as browser vs. desktop. As I'm not all too far in development, and now having second thoughts, I'd like your opinion! Browser-based games using Java applets: market penetration is reasonably high (for version 6, it's somewhere around 60% I believe?) using JOGL, 3D performance/quality is decent; certainly good enough to render the crappy 3D graphics that I make there's the (small?) possibility of porting something to Android great for an audience of gamers who switch computers often; can sit down at any computer, load a webpage and play it also great for casual gamers or less knowledgeable gamers who are quite happy with playing games in a browser but don't want to install more things to their computer written in a high-level language which I am more familiar with than C++ - but at the same time, I would like to improve my skills with C++ as it is probably where I am headed in the game industry once I get out of school... easier update process: reload the page. Desktop games using good ol' C++ and OpenGL 100% market penetration, assuming complete cross-platform; however, that number reduces when you consider how many people will go through downloading and installing an executable compared to just browsing to a webpage and hitting "yes" to a security warning. more trouble to maintain the cross-platform; but again, for learning purposes I would embrace the challenge and the knowledge I would gain better performance all around true full screen, whereas browser games often struggle with smooth full screen graphics (especially on Linux, in my experience) can take advantage of distribution platforms such as Steam more likely to be considered a "real" game, whereas browser and Java games are often dismissed as not being real games and therefore not played by "hardcore gamers" installer can be large; don't have to worry so much about download times Is there a way to have the best of both worlds? I love Java applets, but I also really like the reasons to write a desktop game. I don't want to constantly port everything between a Java applet project and a C++ project; that would be twice the work! Unity chose to write their own web player plugin. I don't like this, because I am one of the people that will not install their web player for anything, and I don't see myself being able to convince my audience to install a browser plugin. What are my options? Are there other examples out there besides Unity, of games that have browser and desktop versions? Did I leave out anything in the pro/con lists above?

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  • Mercurial local repository backup

    - by Ricket
    I'm a big fan of backing things up. I keep my important school essays and such in a folder of my Dropbox. I make sure that all of my photos are duplicated to an external drive. I have a home server where I keep important files mirrored across two drives inside the server (like a software RAID 1). So for my code, I have always used Subversion to back it up. I keep the trunk folder with a stable copy of my application, but then I create a branch named with my username, and inside there is my working copy. I make very few changes between commits to that branch, with the understanding that the code in there is my backup. Now I'm looking into Mercurial, and I must admit I haven't truly used it yet so I may have this all wrong. But it seems to me that you have a server-side repository, and then you clone it to a working directory in the form of a local repository. Then as you work on something, you make commits to that local repository, and when things are in a state to be shared with others, you hg push to the parent repository on the server. Between pushes of stable, tested, bug-free code, where is the backup? After doing some thinking, I've come to the conclusion that it is not meant for backup purposes and it assumes you've handled that on your own. I guess I need to keep my Mercurial local repositories in my dropbox or some other backed-up location, since my in-progress code is not pushed to the server. Is this pretty much it, or have I missed something? If you use Mercurial, how do you backup your local repositories? If you had turned on your computer this morning and your hard drive went up in flames (or, more likely, the read head went bad, or the OS corrupted itself, ...), what would be lost? If you spent the past week developing a module, writing test cases for it, documenting and commenting it, and then a virus wipes your local repository away, isn't that the only copy? So then on the flip side, do you create a remote repository for every local repository and push to it all the time? How do you find a balance? How do you ensure your code is backed up? Where is the line between using Mercurial as backup, and using a local filesystem backup utility to keep your local repositories safe?

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  • DirectX: Game loop order, draw first and then handle input?

    - by Ricket
    I was just reading through the DirectX documentation and encountered something interesting in the page for IDirect3DDevice9::BeginScene : To enable maximal parallelism between the CPU and the graphics accelerator, it is advantageous to call IDirect3DDevice9::EndScene as far ahead of calling present as possible. I've been accustomed to writing my game loop to handle input and such, then draw. Do I have it backwards? Maybe the game loop should be more like this: (semi-pseudocode, obviously) while(running) { d3ddev->Clear(...); d3ddev->BeginScene(); // draw things d3ddev->EndScene(); // handle input // do any other processing // play sounds, etc. d3ddev->Present(NULL, NULL, NULL, NULL); } According to that sentence of the documentation, this loop would "enable maximal parallelism". Is this commonly done? Are there any downsides to ordering the game loop like this? I see no real problem with it after the first iteration... And I know the best way to know the actual speed increase of something like this is to actually benchmark it, but has anyone else already tried this and can you attest to any actual speed increase?

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  • Eclipse organization: workspaces, working sets, projects, folders, multiple source folders, ....!!!

    - by Ricket
    There is quite a tier of organization in Eclipse. You can have multiple workspaces, each of which can have projects, these projects can be assigned to working sets, and then each project can have source folders... How do you use all this organization? Do you even use it all? Working sets are so hidden that I hardly know what they are; are they commonly used, or are they hidden because they are so uncommonly used? What is even the methodology behind all this? I'd like a good explanation of the recommended way to use all these different organizational layers, because at the moment I basically just have a bunch of random projects in a single workspace (the default %USER%/workspace folder) and it's getting to be quite an alphabetical mess. So in essence: How do you keep your Eclipse workspace(s) organized?

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  • How to assign the value of document.cookie to your browser cookies?

    - by Ricket
    I'm a developer (and therefore a tester) of a website. Our site accepts any JavaScript or HTML from an user but I haven't been successful in explaining the danger of it, as obvious as it is. So I would like to prove it by logging in as my boss to prove to him that there is definitely a real danger here. I think this will put down any of his arguments and let us move onto filtering content like this. (note this question is not about filtering, or other suggestions on JavaScript tricks) I already know how to steal the value of the document.cookie variable with AJAX and a PHP file, but once you have that string of name=value;name=value;..., how do you apply it to your own browser? This is programming related because I am asking about tools which will help me debug my web program.

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  • Bash init.d script detect that mysqld has started and is running

    - by Ricket
    I'm working on my dedicated server running CentOS. I found out that one of my applications which starts up via a script in /etc/init.d/ requires MySQL to be running, or else it throws an error, so essentially I currently have to start it by hand. How can I detect, in a bash script (#!/bin/sh), whether the MySQL service has started yet? Is there some way to poll port 3306 until it is open to accept connections, and only then continue with the script? Or maybe set an order so that the script doesn't run until the mysqld script runs?

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  • Trying to packetize TCP with non-blocking IO is hard! Am I doing something wrong?

    - by Ricket
    Oh how I wish TCP was packet-based like UDP is! But alas, that's not the case, so I'm trying to implement my own packet layer. Here's the chain of events so far (ignoring writing packets) Oh, and my Packets are very simply structured: two unsigned bytes for length, and then byte[length] data. (I can't imagine if they were any more complex, I'd be up to my ears in if statements!) Server is in an infinite loop, accepting connections and adding them to a list of Connections. PacketGatherer (another thread) uses a Selector to figure out which Connection.SocketChannels are ready for reading. It loops over the results and tells each Connection to read(). Each Connection has a partial IncomingPacket and a list of Packets which have been fully read and are waiting to be processed. On read(): Tell the partial IncomingPacket to read more data. (IncomingPacket.readData below) If it's done reading (IncomingPacket.complete()), make a Packet from it and stick the Packet into the list waiting to be processed and then replace it with a new IncomingPacket. There are a couple problems with this. First, only one packet is being read at a time. If the IncomingPacket needs only one more byte, then only one byte is read this pass. This can of course be fixed with a loop but it starts to get sorta complicated and I wonder if there is a better overall way. Second, the logic in IncomingPacket is a little bit crazy, to be able to read the two bytes for the length and then read the actual data. Here is the code, boiled down for quick & easy reading: int readBytes; // number of total bytes read so far byte length1, length2; // each byte in an unsigned short int (see getLength()) public int getLength() { // will be inaccurate if readBytes < 2 return (int)(length1 << 8 | length2); } public void readData(SocketChannel c) { if (readBytes < 2) { // we don't yet know the length of the actual data ByteBuffer lengthBuffer = ByteBuffer.allocate(2 - readBytes); numBytesRead = c.read(lengthBuffer); if(readBytes == 0) { if(numBytesRead >= 1) length1 = lengthBuffer.get(); if(numBytesRead == 2) length2 = lengthBuffer.get(); } else if(readBytes == 1) { if(numBytesRead == 1) length2 = lengthBuffer.get(); } readBytes += numBytesRead; } if(readBytes >= 2) { // then we know we have the entire length variable // lazily-instantiate data buffers based on getLength() // read into data buffers, increment readBytes // (does not read more than the amount of this packet, so it does not // need to handle overflow into the next packet's data) } } public boolean complete() { return (readBytes > 2 && readBytes == getLength()+2); } Basically I need feedback on my code. Please suggest any improvements. Even overhauling my entire system would be okay, if you have suggestions for how better to implement the whole thing. Book recommendations are welcome too; I love books. I just get the feeling that something isn't quite right.

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  • Is there an equivalent to C++'s "friend class" in Java?

    - by Ricket
    In C++ there is a concept of a "friend", which has access to a class's private variables and functions. So if you have: class Foo { friend class Bar; private: int x; } then any instance of the class Bar can modify any Foo instance's x member, despite it being private, because Bar is a friend of Foo. Now I have a situation in Java where this functionality would come in handy. There are three classes: Database, Modifier, Viewer. The Database is just a collection of variables (like a struct). Modifier should be "friends" with Database; that is, it should be able to read and write its variables directly. But Viewer should only be able to read Database's variables. How is this best implemented? Is there a good way to enforce Viewer's read-only access of Database?

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  • How to determine the best "framerate" (setInterval delay) to use in a JavaScript animation loop?

    - by Ricket
    When writing a JavaScript animation, you of course make a loop using setInterval (or repeated setTimeout). But what is the best delay to use in the setInterval/setTimeout call(s)? In the jQuery API page for the .animate() function, the user "fbogner" says: Just if anyone is interested: Animations are "rendered" using a setInterval with a time out of 13ms. This is quite fast! Chrome's fastest possible interval is about 10ms. All other browsers "sample" at about 20-30ms. Any idea how jQuery determined to use this specific number?

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