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  • assets in dreamweaver

    - by lego69
    can I add to assets in dreamweaver tag <td> I added successfully <table>, but I just can't figure out how can I add <td>, thanks in advance for any help (I'm talking about adding to the library) and can someone recommend way to add to the library new asset using menu

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  • Android game logic problem

    - by semajhan
    I'm currently creating a game and have a problem which I think I know why it is occurring but not entirely sure and even if I knew, don't know how to solve. I have a 2D array 10 x 10 and have a "player" class that takes up a tile. Now, I have created 2 instances of the player and move them around via swiping. Around the edges I have put "walls" that the player cannot walk through and everything works fine, until I remove a wall. Once I remove a wall and move the character/player to the edge of the screen, the player cannot go any further. The problem occurs here, where the second instance of the player is not at the edge of the screen but say 2 tiles from the first instance of "player" who is at the edge. If I try moving them further into the direction of the edge, I understand that the first instance of player wouldn't move or do anything but the second instance of player should still move, but it won't. This is the code that executed when the user swipes: if (player.getArrayX() - 1 != player2.getArrayX()) { player.moveLeft(); } else if (player.getArrayX() - 1 == player2.getArrayX() && player.getArrayY() != player2.getArrayY()) { player.moveLeft(); } if (player2.getArrayX() - 1 != player.getArrayX()) { player2.moveLeft(); } else if (player2.getArrayX() - 1 == player.getArrayX() && player2.getArrayY() != player.getArrayY()) { player2.moveLeft(); } In the player class I have: public void moveLeft() { if (alive) { switch (levelMaster.getLevel1(getArrayX() - 1, getArrayY())) { case 0: break; case 1: subX(); // basically moves player left setArrayX(getArrayX() - 1); // shifts x coord of player 1 within tilemap Log.d("semajhan", "x: " + getArrayX()); break; case 9: subX(); setArrayX(getArrayX() - 1); setAlive(false); break; } } } Any help on the matter or further insight would be greatly appreciated, thanks.

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  • How to manage user authentication/sessions?

    - by Dan
    What is the best way to manage user authentication/sessions in a web app, ideally in a clustered environment, using Spring Framework/MVC? I thought of creating a login bean that creates a jsession for authenticated users and then using AOP to check for the jsession before each controller method inovcation. If there isn't a better way, what are some possible alternatives? Thanks.

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  • Browser Preview Utility

    - by just_wes
    Hello everybody, Are there any programs that render websites from the point of view of different browsers? In other words, I'd like to be able to open and view websites as if it were Internet Explorer, Firefox, Chrome, Safari, etc. It would be a bonus if the utility has a paned interface that lets you view pages side by side. Thanks!

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  • CSS check for Chrome, IE, Firefox

    - by hankh
    I've noticed a small alignment issue in the three major browsers when rendering my web site. As such how can I perform the following pseudo-code with pure CSS? if Webkit (Safari/Chrome) { #myDIV {margin-top:-3px} } else if (Firefox) { #myDIV {margin-top:0px} } else { // IE and other browsers #myDIV {margin-top:1px} }

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  • Put an Image in template then Save.

    - by user341513
    In my Ipad appI would like to let the user edit an image from the photo app with a preset template and then save it in the photo app again. kinda like in this iphone app http://itunes.apple.com/ie/app/motivational/id333176136?mt=8. Thanks, Elvin

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  • Run-Time Check Failure #2 - Stack around the variable 'indices' was corrupted.

    - by numerical25
    well I think I know what the problem is. I am just having a hard time debugging it. I am working with the directx api and I am trying to generate a plane along the x and z axis according to a book I have. The problem is when I am creating my indices. I think I am setting values out of the bounds of the indices array. I am just having a hard time figuring out what I did wrong. I am unfamiliar with the this method of generating a plane. so its a little difficult for me. below is my code. Take emphasis on the indices loop. #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = 0.0f; vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • Best Format for a Software Engineer's Resume

    - by Adam Haile
    I am looking for good, objective ideas and examples of a resume for a Software Engineer. By all means, post a link to your own resume if you are comfortable with doing so. Mostly I am looking at how it should be formatted and what kind of information should be included (and in what order on the resume.)

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  • CSS content overflowing containing div

    - by kaese
    Hi, Currently have a problem with some DIVs overlapping their containing DIVs. See image below (the 3 products at the bottom): All the body content of the page is held within the #content DIV: div#content { width: 960px; float: left; background-image: url("../img/contentBg.png"); background-repeat: repeat; margin-top: 10px; line-height: 1.8em; border-top: 8px solid #5E88A2; padding: 10px 15px 10px 15px; } And here is the CSS for the product boxes within the #content div: .upper { text-transform: uppercase; } .center { text-align: center; } div#products { float: left; width: 100%; margin-bottom: 25px; } div.productContainer { float: left; width: 265px; font-size: 1em; margin-left: 50px; height: 200px; padding-top: 25px; text-align: right; } div.product { float: left; width: 200px; } div.product p { } div.product a { display: block; } div.product img { float: left; } div.product img:hover { opacity: 0.8; filter: alpha(opacity = 80); } div.transparent { opacity: 0.8; filter: alpha(opacity = 80); } And here is the HTML for the boxes: <div class="productContainer"> <div class="product"> <h2 class="upper center">A2 Print</h2> <a href='../edit/?productId=5&amp;align=v' class='upper'> <img src="../../wflow/tmp/133703b808c91b8ec7e7c7cdf19320b7A2-Print.png" alt="Representation of image printed at A2 Print through MyPersonalPoster." /></a> <p class="upper">16.5 inches x 23.4 inches<br /><strong>&pound;15.99</strong></p> <p class="upper smaller"><em><span><span class="yes">Yes</span> - your picture quality is high enough for this size</span> </em></p> <p><a href='../edit/?productId=5&amp;align=v' class='upper'><span>Select</span></a></p> </div> </div> <div class="productContainer"> <div class="product transparent"> <h2 class="upper center">A1 Print</h2> <a href='../edit/?productId=11&amp;align=v' class='upper'> <img src="../../wflow/tmp/133703b808c91b8ec7e7c7cdf19320b7A1-Print.png" alt="Representation of image printed at A1 Print through MyPersonalPoster." /></a> <p class="upper">23.4 inches x 33.1 inches<br /><strong>&pound;19.99</strong></p> <p class="upper smaller"><em><span><span class="no">Warning</span> - your picture quality may not be sufficient for this size</span> </em></p> <p><a href='../edit/?productId=11&amp;align=v' class='upper'><span>Select</span></a></p> </div> </div> <div class="productContainer"> <div class="product transparent"> <h2 class="upper center">Poster Print (60cm x 80cm)</h2> <a href='../edit/?productId=12&amp;align=v' class='upper'> <img src="../../wflow/tmp/133703b808c91b8ec7e7c7cdf19320b7Poster-Print-(60cm-x-80cm).png" alt="Representation of image printed at Poster Print (60cm x 80cm) through MyPersonalPoster." /></a> <p class="upper">23.6 inches x 31.5 inches<br /><strong>&pound;13.95</strong></p> <p class="upper smaller"><em><span><span class="no">Warning</span> - your picture quality may not be sufficient for this size</span> </em></p> <p><a href='../edit/?productId=12&amp;align=v' class='upper'><span>Select</span></a></p> </div> </div> Any idea what could be causing these DIVs to overlap? What I'd like is for all the boxes to fit within the #container div as expected. It's driving me crazy! Cheers

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  • How to read data between two html tags as text.

    - by vijay.shad
    Hi, I am working on a project which needs to extract text form a predefined div tag. My requirement is to send the content in the target div in a email body. I have to use javascript or php for this task. The Process : When a given link will be clicked; a javascript function will trigger and read that target div. The content of the div will be then submitted to server in dynamic form. What options I have to get this task done? Thanks.

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  • Which jQuery/css menu library for working with ASP.NET TreeView or Menu controls.

    - by ProfK
    I'm looking for a good jQuery or CSS, or combo, library to enance my left side menu in an an intranet application. I don't like the 'hover only' expand/collapse style of the ASP.NET Menu control on its own, and I don't like the 'icon-click only' expand/collapse style of the TreeView control on its own. I plan on trying the CSS Control Adapters, to render the menu with some self-respect, i.e. as nested <ul> or <ol> elements instead of the usual orgy of tables. Beyond that, I need something to give a bit of style and menulike behaviour to these nested lists, and I would prefer a jQuery plugin for this. Which should I use?

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  • Which programming language is easiest to get a junior position in?

    - by markle976
    I do not have a CS degree but I have lots of intermediate experience with many languages (PHP, C#, Objective-C, Java, VBScript, Actionscript, Javascript, Ruby, etc), mostly freelance or pastime. I have a little experience with Linux (Ubuntu), and a decent bit with Windows. When I look at different languages I find that am interested in most (except maybe VB), but I am not sure what to focus on. So what would be the easiest language to get a job in? Java? PHP? Or would it be easier to get a job as a Junior DBA if I learned Oracle or SQL Server in my spare time?

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  • A two player game over the intranet..

    - by Santwana
    Hi everybody.. I am a student of 3rd year engineering and only a novice in my programming skills. I need some help with my project.. I wish to develop a two player game to be played over the network (Intranet). I want to develop a simple website with a few html pages for this.My ideas for the project run as follows: 1.People can log in from different systems and check who ever is online on the network currently. the page also shows who is playing with whom. 2.If a person is interested in playing with a player who is currently online, he sends a request of which the other player is somehow notified( using a message or an alert on his profile page..) 3.If the player accepts the request, a game is started. This is exactly where I am clueless.. How can I make them play the game? I need to develop a turn based game with two players, eg chessboard.. how can I do this? The game has to be played live.. and it is time tracked. i need your help with coding the above.. the other features i wish to include are: 4.The game could not be abruptly terminated by any one if the users.The request to terminate the game should be sent to the other player first and only if he accepts can the game be terminated. Whoever wins the game would get a plus 10 on their credit and if he terminated he gets a minus 10. The credits remains constant even if he loses but the success percentage is reduced. 6.The player with highest winning percentage is projected as the player of the week on the home page and he can post a challenge to all others.. I only have an intermediate knowledge of core java and know the basics of Swing and Awt. I am not at all familiar with networking in java right now. I have 5 to 6 weeks of time for developing the project but I hope to learn the things before I start my project. i would prefer to use a lan to illustrate the project and I know only java,jsp,oracle,html and bit of xml to develop my proj. Also I wish to know if I can code this within 6 weeks, would it be too difficult or complicated? Please spare some time to tell me. Please.. please.. I need your suggestions and help.. thank you so much..

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  • Help with shopping cart in javascript

    - by user228390
    Hey guys, I'm having problems with my shopping cart. What I am trying to do is make a function that will add an item the cart and then and function that will view the cart and show the details. But what I have got so far does not do that, it just simply adds and goes straight to view cart. Also I wanted to store the name of each items in different global arrays (name, price and sum) but I can't get it work that way. Can any help me overcome this problem? Edit: I've tried to get it to work by adding some more items and attaching it to another html page, but now the code does not seem to work at all , before it showed the price and total and now I get nothing . javascript code function round_total (c) { var pennies = c * 100; pennies = Math.round(pennies); var strPennies = "" + pennies; var len = strPennies.length; return parseFloat(strPennies.substring(0, len - 2) + "." + strPennies.substring(len - 2, len)); } // End of round_total function. /* Start of generate_page function. */ function generate_page (form) { tax = 0.08; delivery_p = 2.99; var odate = new Date(); var qty = form.quantity.value; var product_v = new String(form.product.value); var total_price = product_v.substr(product_v.indexOf("$") + 1, product_v.length - product_v.indexOf("$")); var price_without_tax = round_total(qty * total_price); var ttax = round_total(price_without_tax * tax); var delivery = round_total(qty * delivery_p); var total_p = round_total(price_without_tax + ttax + delivery); document.writeln("Quantity: " + qty + "<br>"); document.writeln("Price: $" + total_price + "<br>"); document.writeln("Delivery: $" + delivery + "<br>"); document.writeln("Total: $" + total_p + "<br>"); document.writeln("Order placed on: " + odate.toGMTString()); } function calculate() { round_total (c)(); generate_page (form)(); } HTML code: Shopping cart Welcome, Guest Login Sign Up Stay Updated: Subscribe via RSS Email Updates <div id="header"> <div id="branding" class="container"> <h1>The Finest Toy<br /> Store Online</h1> <p class="desc">If you're looking for a toy shop then look no further.<br/> Go on, treat the kids with our huge selection of<br/>online toy shops selling toys for all ages.</p> </div><!-- end branding --> <div id="navigation"> <ul id="menu" class="container"> <li><a href="#">HOME</a></li> <li><a href="#">ABOUT</a></li> <li><a href="#">Online Store</a></li> <li><a href="#">CONTACT</a></li> </ul> </div><!-- end navigation --> </div><!-- end header --> Shopping Cart Nintendo DS Xbox Product: Console £149.99 Console + Games £169.99 Quantity: Product: Console £149.99 Console + Games £169.99 Quantity:     Playstation 3 Wii Product: Console £149.99 Console + Games £169.99 Quantity:   Product: Console £149.99 Console + Games £169.99 Quantity:        <input type="submit" value="Add to cart" name="submit" onClick="cart()";/><input , type="reset" value="Reset" name="reset" Copyright © 2010 shopping cart. Content and Header © |Back to top Do I need to show my CSS as well? (Sorry about the coding its not working properly for me, its not showing up the way it should be)

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  • How to nicely inform to the user that an unknown error has happened?

    - by Jaime Soriano
    There are several guidelines for error reporting, that are usually based on giving to the user useful information when he or she does something wrong, but to give this kind of information you need to be handling the error and know that it can happen. There are also tons of articles about designing 404 error pages. But, what can you do when it's a new, unhandled error provoked by a failure in the shoftware? Are there some guidelines about how to nicely report totally unexpected errors in a web site, as an unexpected error 500? What header message should be shown in that case? something like "Sorry, an unexpected error has ocurred" would be enough? What information should be given? Should it have mechanisms to help to report the failure to developers? Which ones?

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  • Conceptually, how does replay work in a game?

    - by SnOrfus
    I was kind of curious as to how replay might be implemented in a game. Initially, I thought that there would be just a command list of every player/ai action that was taken in the game, and it then 're-plays' the game and lets the engine render as usual. However, I have looked at replays in FPS/RTS games, and upon careful inspection even things like the particles and graphical/audible glitches are consistent (and those glitches are generally *in*consistent). So How does this happen. In fixed camera angle games I though it might just write every frame of the whole scene to a stream that gets stored and then just replays the stream back, but that doesn't seem like enough for games that allow you to pause and move the camera around. You'd have to store the locations of everything in the scene at all points in time (No?). So for things like particles, that's a lot of data to push which seems like a significant draw on the game's performance whilst playing.

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  • Opinions on platform game actor/background collision resolving

    - by Kawa
    Imagine the following scenario: I have a level whose physical structure is built up from a collection of bounding rectangles, combined with prerendered bitmap backgrounds. My actors, including the player character, all have their own bounding rectangle. If an actor manages to get stuck inside a level block, partially or otherwise, it'll need to be shifted out again, so that it is flush against the block. The untested technique I thought up during bio break is as follows: If an actor's box is found to intersect a level box, determine where the centerpoints of each rect are. If the actor's center is higher than the level box's, move the actor so that the bottom of the actor's rect is flush with the top of the level's rect, and vice versa if it's lower. Then do a similar thing horizontally. Opinions on that? Suggestions on better methods? Actually, the bounding rects are XNA BoundingBlocks with their Z spanning from -1 to 1, but it's still 2D gameplay.

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  • Using fonts that aren't on iPhone

    - by 4thSpace
    I'd like to use some fonts that aren't part of the iPhone OS. I've seen games that use non standard fonts. I can install the fonts, create images for each one in Photoshop and then use those images in the iPhone app. However, I don't think that is a practical way to go. If the color or tint needs to be adjusted (because of background) or size, I'll have to redesign every font I'm using. Is there a better way to do this? I read this http://stackoverflow.com/questions/360751/can-i-embed-a-custom-font-in-an-iphone-application and downloaded the open source font label app. However, it crashes most of the time when I try using particular fonts. In regards to the last comment about using UIFont with the fontWithName:size, that certainly doesn't work. Your font variable will be nil. Listing all available fonts reveals why - none of the custom fonts are in the list. I've also read http://stackoverflow.com/questions/566054/how-do-i-include-a-font-with-my-iphone-application, which definitely does not work. Same as last comment in above link.

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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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