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  • Music player with a few specific requirements

    - by Jordan Uggla
    I am looking for a music player with a few specific requirements: Must have a search function that whittles down results as you type, searching the entire library. Must start playing a song when double clicked, and not continue to another song when that song finishes. Must be approachable and immediately usable by people completely unfamiliar with the program. I think this is mostly covered by the first two requirements being met. I've tried many players but unfortunately every one has failed to meet at least one of the requirements. Rhythmbox meets 1 and 3, but continues to the next search result after the song which was double clicked ends. Banshee is basically the same as Rhythmbox. While it has an option to "Stop when finished" this cannot (as far as I can tell) be made the default when double clicking a song. Audacious (as far as I can tell) fails at 1. Muine meets requirements 1 and 2, but unfortunately I couldn't make the search dialog always shown like it is with Rhythmbox / Banshee which, despite its very simple interface, made Muine incomprehensible to people trying to use it for the first time. Amarok I could not configure to meet requirement 1, but I think it's likely I was just missing something, and with its configurability I'm confident that I can set it up to meet requirements 2 and 3.

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  • Can Dungeons & Dragons Make You More Successful? [Video]

    - by Jason Fitzpatrick
    Dungeons & Dragons gets a bit of a bad rap in popular culture, but in this video treatise from Idea Channel, they propose that Dungeons & Dragons wires players for success. There are some deeply ingrained stereotypes about Dungeons & Dragons, and those stereotypes usually begin and end with people shouting “NERD!!!” But the reality of the D&D universe is a whole lot more complex. Rather than being an escape from reality, D&D is actually a way to enhance some important real life skillz! It’s a chance to learn problem solving, visualization, interaction, organization, people management… the list could go on and on. Plus, there are some very famous non-nerds who have declared an affinity for D&D, so best stop criticizing and join in if you want to be a successful at the game of life. While we’re trying not to let our love of all things gaming cloud our judgement, we’re finding it difficult to disagree with the premise that open-ended play fosters creative and adaptive thinking. Can Dungeons & Dragons Make You A Confident & Successful Person? [via Boing Boing] HTG Explains: What is the Windows Page File and Should You Disable It? How To Get a Better Wireless Signal and Reduce Wireless Network Interference How To Troubleshoot Internet Connection Problems

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  • How to Effectively Create Bullet Patterns

    - by SoulBeaver
    I'm currently creating a top-down shooter like Touhou. The most important factor of the game is that there are many diverse patterns and ways at which bullets are generated and shot at the player, see this video: http://www.youtube.com/watch?v=4Nb5Ohbt1Sg#start=0:60;end=9:53; At the moment, I'm using a class "Pattern" which has a series of steps on moving and shooting. However, I feel this method is quite laborous as I have to create a new Pattern for each attack and perhaps new Bullet classes that will implement a certain behavior. This question received a comment suggesting I should look into BulletML for easy creation and storage of bullets with a specific pattern. It looks decent, but it led me to wonder, what other solutions do you have that I should take into consideration? Update My current design is as follows: An example of an implemented pattern: My GigasPattern first executes a teleport which moves Alice to a certain point (X, Y) on the screen. After this is completed, the pattern starts using the Mover to move the sprite around (whereas teleporting has separate effects and animation). These are of no concern, really, as they are quite simple. The Shooter also creates various Attacks, which are classes again that the Shooter can use to create various patterns of bullets, much like the one in the question I posted. Once the Mover has reached it's destination, both it and the shooter stop and return to an inactive state. The pattern completes, is removed by the AI and a new one gets chosen.

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  • Keep cube spinning after fling

    - by Zero
    So I've been trying to get started with game development for Android using Unity3D. For my first project I've made a simple cube that you can spin using touch. For that I have the following code: using UnityEngine; using System.Collections; public class TouchScript : MonoBehaviour { float speed = 0.4f; bool canRotate = false; Transform cachedTransform; public bool CanRotate { get { return canRotate; } private set { canRotate = value; } } void Start () { // Make reference to transform cachedTransform = transform; } // Update is called once per frame void Update () { if (Input.touchCount > 0) { Touch touch = Input.GetTouch (0); // Switch through touch events switch (Input.GetTouch (0).phase) { case TouchPhase.Began: if (VerifyTouch (touch)) CanRotate = true; break; case TouchPhase.Moved: if (CanRotate) RotateObject (touch); break; case TouchPhase.Ended: CanRotate = false; break; } } } bool VerifyTouch (Touch touch) { Ray ray = Camera.main.ScreenPointToRay (touch.position); RaycastHit hit; // Check if there is a collider attached already, otherwise add one on the fly if (collider == null) gameObject.AddComponent (typeof(BoxCollider)); if (Physics.Raycast (ray, out hit)) { if (hit.collider.gameObject == this.gameObject) return true; } return false; } void RotateObject (Touch touch) { cachedTransform.Rotate (new Vector3 (touch.deltaPosition.y, -touch.deltaPosition.x, 0) * speed, Space.World); } } The above code works fine. However, I'm wondering how I can keep the cube spinning after the user lifts his finger. The user should be able to "fling" the cube, which would keep spinning and after a while would slowly come to a stop due to drag. Should I do this using AddForce or something? I'm really new to this stuff so I'd like it if you guys could point me in the right direction here :) .

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  • Randomly and uniquely iterating over a range

    - by Synetech
    Say you have a range of values (or anything else) and you want to iterate over the range and stop at some indeterminate point. Because the stopping value could be anywhere in the range, iterating sequentially is no good because it causes the early values to be accessed more often than later values (which is bad for things that wear out), and also because it reduces performance since it must traverse extra values. Randomly iterating is better because it will (on average) increase the hit-rate so that fewer values have to be accessed before finding the right one, and also distribute the accesses more evenly (again, on average). The problem is that the standard method of randomly jumping around will result in values being accessed multiple times, and has no automatic way of determining when each value has been checked and thus the whole range has been exhausted. One simplified and contrived solution could be to make a list of each value, pick one at random, then remove it. Each time through the loop, you pick one fromt he set of remaining items. Unfortunately this only works for small lists. As a (forced) example, say you are creating a game where the program tries to guess what number you picked and shows how many guess it took. The range is between 0-255 and instead of asking Is it 0? Is it 1? Is it 2?…, you have it guess randomly. You could create a list of 255 numbers, pick randomly and remove it. But what if the range was between 0-232? You can’t really create a 4-billion item list. I’ve seen a couple of implementations RNGs that are supposed to provide a uniform distribution, but none that area also supposed to be unique, i.e., no repeated values. So is there a practical way to randomly, and uniquely iterate over a range?

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  • Ubuntu 12.04 Network Manager: unable to save manual setting to set up a static ip

    - by Andy
    I am fairly familiar with setting up servers, and ubuntu is generally my flavor of choice, but I just installed 12.04 desktop and I am seeing some behavior in network manager that is really puzzling. The network connection works fine if I leave it set on dhcp, but I would like a static IP address for my new web server. When I go into network manager and edit the connection for the one and only NIC I can select MANUAL from the dropdown menu but as soon as I do the Save button becomes greyed out. Even after filling out all fields for the connection it is still grey and I am unable to save the static IP connection information. Any thoughts would be greatly appreciated. I'm hoping there is just some new setting that I am unaware of.... On another note, if I stop the network manager and go edit the interfaces file (and the appropriate hosts/routes/dns files), I do get a static ip address assigned and I can contact my server from the outside, however, the server cannot find the internet. Can't ping even its own ip... I can ping the loopback interface though. I'm really confused on this one. Hoping someone can offer some help.

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  • The last word on C++ AMP...

    - by Daniel Moth
    Well, not the last word, but the last blog post I plan to do here on that topic. Over the last 12 months, I have published 45 blog posts related to C++ AMP on the Parallel Programming in Native Code, and the rest of the team has published even more. Occasionally I'll link to some of them from my own blog here, but today I decided to stop doing that - so if you relied on my personal blog pointing you to C++ AMP content, it is time you subscribed to the msdn blog. I will continue to blog about other topics here of course, so stay tuned. So, for the last time, I encourage you to read the latest two blog posts I published on the team blog bringing together essential reading material on C++ AMP Learn C++ AMP - a collection of links to take you from zero to hero. Present on C++ AMP - a walkthrough on how to give a presentation including slides. Got questions on C++ AMP? Hit the msdn forum! Comments about this post by Daniel Moth welcome at the original blog.

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  • Checking for collisions on a 3D heightmap

    - by Piku
    I have a 3D heightmap drawn using OpenGL (which isn't important). It's represented by a 2D array of height data. To draw this I go through the array using each point as a vertex. Three vertices are wound together to form a triangle, two triangles to make a quad. To stop the whole mesh being tiny I scale this by a certain amount called 'gridsize'. This produces a fairly nice and lumpy, angular terrain kind of similar to something you'd see in old Atari/Amiga or DOS '3D' games (think Virus/Zarch on the Atari ST). I'm now trying to work out how to do collision with the terrain, testing to see if the player is about to collide with a piece of scenery sticking upwards or fall into a hole. At the moment I am simply dividing the player's co-ordinates by the gridsize to find which vertex the player is on top of and it works well when the player is exactly over the corner of a triangle piece of terrain. However... How can I make it more accurate for the bits between the vertices? I get confused since they don't exist in my heightmap data, they're a product of the GPU trying to draw a triangle between three points. I can calculate the height of the point closest to the player, but not the space between them. I.e if the player is hovering over the centre of one of these 'quads', rather than over the corner vertex of one, how do I work out the height of the terrain below them? Later on I may want the player to slide down the slopes in the terrain.

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  • Indie devs working with publishers

    - by MrDatabase
    I'm an independent game developer considering working with a publisher. This question is very informative however I have more questions. Please give feedback on the following issues... I think this can be helpful to many indie devs in the same situation. Source code: is it common for developers to give the publisher the source code? Code quality: does this matter when working with a publisher any more so than when just working on your own (or in a small team)? Just wondering if developers working for the publisher might scoff at the code quality and perhaps influence the relationship between developer and publisher. Unique game concepts: are publishers generally biased towards new/novel game concepts? Intellectual property: if I send a playable demo to a publisher what's to stop them from just reproducing the new/novel game mechanic? I think the answer is basically nothing... but I'm wondering if this is a realistic concern. Revenue sharing: how does it work? what's a common ratio? 70/30? 30/70? Flaky publishers: how common is it for a publisher to "string along" developers for a while then just drop them? Can this be reconciled with a contract of some kind? And any other issues you've encountered or heard of.

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  • So now Google has said no to old browsers when can the rest of us follow suit?

    - by Richard
    Google recently announced that they will no longer support older browsers on Aug 1st: http://www.bbc.co.uk/news/technology-13639875 http://gmailblog.blogspot.com/2011/06/our-plans-to-support-modern-browsers.html For this reason, soon Google Apps will only support modern browsers. Beginning August 1st, we’ll support the current and prior major release of Chrome, Firefox, Internet Explorer and Safari on a rolling basis. Each time a new version is released, we’ll begin supporting the update and stop supporting the third-oldest version. There is nothing worse than looking at the patching of code that takes place to support older browsers. If we could all move towards a standards only web (I'm looking at you IE9) then surely we could spend more time programming good web apps and less trying to make them run equally on terrible non standards compliant older browsers. So when can the rest of us expect to be able to tell our clients that we no longer support older browsers? Because it seems that large corporates will continue to run older browsers and even if google chrome frame can be installed without admin privileges (it's coming soon, currently in beta) we can't expect all users to be motivated to do this. I appreciate any thoughts.

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  • Login takes very long, annoying repaints once a minute when logged in: How to troubleshoot?

    - by user946850
    I am suffering from a strange problem with my Gnome Shell in Ubuntu 12.10. The login takes very long ( 30 sec), with a blank screen. In Google Chrome and Thunderbird (and perhaps in other applications), the main window freezes and is repainted in periodic intervals of less than one minute. The freeze takes several seconds, and it seems that font and appearance of, e.g., tabs and buttons briefly changes. Attempting to enable the second monitor show an error message related to XRANDR. Everything seems to have started three days ago, after I had to force-shutdown the machine while it was hibernating due to low power. (It was hibernating for quite a while and didn't want to stop.) Silly me. I have tried the following measures, with no avail: Checked all package file md5 hashes using debsums Reinstalled all packages using a variant of dpkg --get-selection \* | xargs apt-get install -reinstall Temporarily moved configuration directories such as .gconf, .config and .gnome2 to another location Created a new user account When I choose "Ubuntu" during login, the problems disappear. I am sort of frustrated that reinstalling all packages didn't fix the issue. How to troubleshoot this Gnome Shell (?) problem, short of reinstalling the system? (Or did anyone see this kind of behavior on their machine?)

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  • Can certain system-hungry modules be disabled in Ubuntu?

    - by Ole Thomsen Buus
    Hi, Let me add some context: I am currently using Ubuntu 9.10 64-bit (Desktop) on a relatively powerful stationary PC (Intel Core i7 920, 12GB ram). My purpose is highspeed imaging with a pointgrey Grashopper machine-vision camera (for research, PhD project). This camera is capable of 200 fps at full VGA (640x480) resolution. The camera is connected using Firewire (1394b) and the drivers and software from Pointgrey works great. I have developed a console C++ application that can grap a certain number of frames to preallocated memory and after this also save the grapped frames to harddrive. Currently it works fine but sometimes I am observing a few framedrops (1-3). When this happens I reset the experiment and repeat the recording and usually i am lucky the second time with no framedrops (the camera-driver has a internal framecounter that I am using). Question: I usually go to tty1 and use "sudo service gdm stop" to disable the graphical frontend. It seems to release some memory though that is not my main concern. My concern is CPU resources. Are there other system hungry modules that can be disabled temporarily such that the CPU gets less busy on Ubuntu 9.10? At some point in the future I will update to 10.10. Should I perhaps option for the server edition instead? Thanks.

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  • Graphics hardware warning when updating to 14.04

    - by pacomet
    As I use Ubuntu at work I just update only LTS versions but now I'm not sure if I can/should. As my computer is now ten years old I would change if was mine but as it is owned by my employer I have to work with it. It's not a bad one, it runs fine (this was not true when still had Windows on it ;-). When updating to 14.04, it warns about possible bad/slow performance with Unity 3D so I stop updating as I am at work, not my own computer. As I understand from http://askubuntu.com/a/438958/25305 Nvidia Geforce FX 5500 graphics card is still supported in 14.04. Now, in 12.04, I have driver version 173 and unity 2d runs fine for me. output of /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce FX 5500/AGP/SSE2 OpenGL version string: 2.1.2 NVIDIA 173.14.39 Not software rendered: yes Not blacklisted: no GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no Should I update? Is it better to stay with 12.04? Thanks

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  • Learning a new concept - write from scratch or use frameworks?

    - by Stu
    I have recently been trying to learn about MVVM and all of the associated concepts such as repositories, mediators, data access. I made a decision that I would not use any frameworks for this so that I could gain a better understanding of how everything worked. I’m beginning to wonder if that was the best idea because I have hit some problems which I am not able to solve, even with the help of Stack Overflow! Writing from scratch I still feel that you have a much better understanding of something when you have been in the guts of it than if you were at a higher level. The other side of that coin is that you are in the guts of something that you don't fully understand which will lead to bad design decisions. This then makes it hard to get help because you will create unusual scenarios which are less likely to occur when you working within the confines of a framework. I have found that there are plenty of tutorials on the basics of a concept but very few that take you all the way from novice to expert. Maybe I should be looking at a book for this? Using frameworks The biggest motivation for me to use frameworks is that they are much more likely to be used in the workplace than a custom rolled solution. This can be quite a benefit when starting a new job if it's one less thing you have to learn. I feel that there is much better support for a framework than a custom solution which makes sense; many more people are using the framework than the solution that you created. The level of help is much wider as well, from basic questions to really specific, detailed questions. I would be interested to hear other people's views on this. When you are learning something new, should you/do you use frameworks or not? Why? If it's a combination of both, when do you stop one and move on to the other?

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  • Netbook Remix 10.04 to 10.10 upgrade using alternate iso

    - by Suman Subramonian
    I'm using Netbook Remix 10.04 now. I'm having the 10.10 alternate iso with me. If I use that iso to upgrade, will I lose my netbook version? I've seen in some forums that the upgrade resulted in a change from netbook version to desktop version. Updated on 15/12/2010 I upgraded the OS from 10.04 to 10.10. But I'm getting an error like this after restart: modprobe: FATAL: Could not load /lib/modules/2.6.35-22-generic/modules.dep: No such file or directory I searched in the forums and got a solution like this: Open Terminal gksudo gedit /etc/initramfs-tools/initramfs.conf change the line MODULES=most to MODULES=dep Then use Synaptic (SystemAdministrationSynaptic Package Manager) to reinstall initramfs-tools. I'll be definitely trying this later. After that when the system tries to login, my screen starts flashing with just the ubuntu netbook desktop wallpaper on the screen. No other options will be available. It will be flashing continuosly. If I press the power button then one window comes up with options like Shut down, Restart, Hibernate etc. And the screen won't stop flashing either. I've uploaded a 1 min video. Please go through it as it will give you a clear idea of the error which I'm facing now Video Link Here

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  • Ubuntu Tools for recovering data from damaged USB Flash Drive ~ 10 Gb

    - by PREDA LUCIAN
    I have technical issues with my USB Flash Drive - JetFlash®V15 (TS16GJFV15) It's very critical situation because I can not see the data from it and I should get a way to recover them ASAP. So, in general, I have connected Non-stop that USB Flash Disk at my laptop. Was appear Power surges and when I was coming back, I saw that problem with it. Details regarding JetFlash®V15 (in present): - when I connect it on USP slot, the led is working intermittent and later on remain with constant light. - if I inspect the computer drivers, I found "Generic USB Flash Disk" (when the stick it's connected). - if I inspect "Properties", I can see next details: --- Type: unknown (application/octet-stream) --- Size: unknown --- Volume: unknown --- Accessed: unknown --- Modified: unknown I inspected that stick on 2 different computers (as well in different different USB Ports) and was the same problem, I can not see the content. I was checking with Windows 7 and Ubuntu 10.04 OS, but without success. With both OS was working before this issue. I'll appreciate an answer which will solve the problem, not an answer which will certify the problem. What I have to do, to recover the information form it (nearly 10 Gb)? I'm looking forward to be guided from a technical expert.

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  • how get collision callback of two specific objects using bullet physics?

    - by sebap123
    I have got problem implementing collision callback into my project. I would like to have detection between two specific objects. I have got normall collision but I want one object to stop or change color or whatever when colides with another. I wrote code from bullet wiki: int numManifolds = dynamicsWorld->getDispatcher()->getNumManifolds(); for (int i=0;i<numManifolds;i++) { btPersistentManifold* contactManifold = dynamicsWorld->getDispatcher()->getManifoldByIndexInternal(i); btCollisionObject* obA = static_cast<btCollisionObject*>(contactManifold->getBody0()); btCollisionObject* obB = static_cast<btCollisionObject*>(contactManifold->getBody1()); int numContacts = contactManifold->getNumContacts(); for (int j=0;j<numContacts;j++) { btManifoldPoint& pt = contactManifold->getContactPoint(j); if (pt.getDistance()<0.f) { const btVector3& ptA = pt.getPositionWorldOnA(); const btVector3& ptB = pt.getPositionWorldOnB(); const btVector3& normalOnB = pt.m_normalWorldOnB; bool x = (ContactProcessedCallback)(pt,fallRigidBody,earthRigidBody); if(x) printf("collision\n"); } } } where fallRigidBody is a dynamic body - a sphere and earthRigiBody is static body - StaticPlaneShape and sphere isn't touching earthRigidBody all the time. I have got also other objects that are colliding with sphere and it works fine. But the program detects collision all the time. It doesn't matter if the objects are or aren't colliding. I have also added after declarations of rigid body: earthRigidBody->setCollisionFlags(earthRigidBody->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK); fallRigidBody->setCollisionFlags(fallRigidBody->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK); So can someone tell me what I am doing wrong? Maybe it is something simple?

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  • Assigning a script to a keystroke to toggle touchpad

    - by sodiumnitrate
    Since my default sony vaio shortcuts don't completely work in Ubuntu 12.04, I'd like to assign a script to Fn + F1, which toggles the touchpad on and off, so that the cursor would stop moving while I'm typing. Since I use a mouse and rarely need to use the touchpad, I don't want to use "disable touchpad while writing", which doesn't really seem to work anyway. I figured that using a script with the following command (this works, but I have to open up a terminal each time): xinput set-prop 12 "Device Enabled" 0 I have two problems at this point. One is that I don't know how to write this script so that it will toggle it off if it is on, and on if it is off. I know I should use an if statement but I don't know what value I should be checking to see if it is on or off. The second one is that I am having problems creating a new shortcut. I use System Settings - Keyboard - Shortcuts. I tried to add, to custom shortcuts, a new one by clicking the '+' sign. I named it Toggle Touchpad, and added the path to the executable script with the line above, by typing /home/irem/.toggletouchpad I have made it an executable with chmod. The problem is that when I click apply, and then click back on it to define the keystroke, it re-opens the dialogue. I cannot define new keys. (It says disabled on the right column of the entry). I have also tried xbindkeys, which almost constantly crashes. I'd prefer the system settings, if I can set the shortcut. I'd appreciate if anyone can help. Thanks.

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  • Microsoft Silverlight 4 Data and Services Cookbook &ndash; Book Review (sort of)

    - by Jim Duffy
    I just received my copy of the Microsoft Silverlight 4 Data and Services Cookbook, co-authored by fellow Microsoft Regional Director, Gill Cleeren, and at first glance I like what I see. I’ve always been a fan of the “cookbook” approach to technical books because they are problem/solution oriented. Often developers need solutions to solve specific questions like “how do I send email from within my .NET application” and so on, and yes, that was a blatant plug to my article explaining how to accomplish just that, but I digress. :-) I also enjoy the cookbook approach because you can just start flipping pages and randomly stop somewhere and see what nugget of information is staring up at you from the page. Anyway, what I like about this book is that it focuses on a specific area of Silverlight development, accessing data and services.  The book is broken down into the following chapters: Chapter 1: Learning the Nuts and Bolts of Silverlight 4 Chapter 2: An Introduction to Data Binding Chapter 3: Advanced Data Binding Chapter 4: The Data Grid Chapter 5: The DataForm Chapter 6: Talking to Services Chapter 7: Talking to WCF and ASMX Services Chapter 8: Talking to REST and WCF Data Services Chapter 9: Talking to WCF RIA Services Chapter 10: Converting Your Existing Applications to Use Silverlight As you can see this book is all about working with Silverlight 4 and data. I’m looking forward to taking a closer look at it. Have a day. :-|

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  • How to remove all associated files and configuration settings of an app installed through 'force architecture' command

    - by Mysterio
    A few weeks ago I installed a 32 bit .deb file through the 'force architecture' command (on my 64bit notebook), however the procedure was unsuccessful and I used the apt-get purgecommand to uninstall the app. It seems there are some leftovers of the app I uninstalled which has now broken system update. Synaptic recommended a sudo apt-get install -fwhich I did in the terminal with this initial response: Reading package lists... Done Building dependency tree Reading state information... Done The following package was automatically installed and is no longer required: libntfs10 Use 'apt-get autoremove' to remove them. The following packages will be REMOVED: crossplatformui 0 upgraded, 0 newly installed, 1 to remove and 0 not upgraded. 1 not fully installed or removed. After this operation, 0 B of additional disk space will be used. Do you want to continue [Y/n]? I chose 'Y' then got this response: (Reading database ... 187616 files and directories currently installed.) Removing crossplatformui ... ztemtvcdromd: no process found dpkg: error processing crossplatformui (--remove): subprocess installed post-removal script returned error exit status 1 Errors were encountered while processing: crossplatformui E: Sub-process /usr/bin/dpkg returned an error code (1) It seems the app I installed crossplatformuiis still on my system and has caused update manager to stop running with a partial upgrade warning. What do I do now?

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  • android shut-down errors / thread problems

    - by iQue
    Im starting to deal with some stuff in my game that I thought were "minor problems" and one of these are that I get an error every time I shut down my game that looks like this: 09-05 21:40:58.320: E/AndroidRuntime(30401): FATAL EXCEPTION: Thread-4898 09-05 21:40:58.320: E/AndroidRuntime(30401): java.lang.NullPointerException 09-05 21:40:58.320: E/AndroidRuntime(30401): at nielsen.happy.shooter.MainGamePanel.render(MainGamePanel.java:94) 09-05 21:40:58.320: E/AndroidRuntime(30401): at nielsen.happy.shooter.MainThread.run(MainThread.java:101) on these lines is my GameViews rendering-method and the line in my Thread that calls my GameViews rendering-method. Im guessing Something in my surfaceDestroyed(SurfaceHolder holder) is wrong, or maybe Im not ending the tread in the right place. My surfaceDestroyed-method: public void surfaceDestroyed(SurfaceHolder holder) { Log.d(TAG, "Surface is being destroyed"); boolean retry = true; ((MainThread)thread).setRunning(false); while (retry) { try { ((MainThread)thread).join(); retry = false; } catch (InterruptedException e) { } } Log.d(TAG, "Thread was shut down cleanly"); } Also, In my activity for this View my onPaus, onDestoy and onStop are empty, do I maybe need to add something there? The crash occurs when I press my home-button on the phone, or any other button that makes the game stop. But as I understand it the onPaus is called when you press the Home-button.. This is really new territory for me so Im sorry if im missing something obvious or something really big. adding my surfaceCreated method asweel since that is where I start this thread: public void surfaceCreated(SurfaceHolder holder) { controls = new GameControls(this); setOnTouchListener(controls); timer1.schedule(new Task(this), 0, delay1); thread.setRunning(true); thread.start(); } and aslong as this is running, my game is rendering and updating.

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  • Dealing with numerous, simultaneous sounds in unity

    - by luxchar
    I've written a custom class that creates a fixed number of audio sources. When a new sound is played, it goes through the class, which creates a queue of sounds that will be played during that frame. The sounds that are closer to the camera are given preference. If new sounds arrive in the next frame, I have a complex set of rules that determines how to replace the old ones. Ideally, "big" or "important" sounds should not be replaced by small ones. Sound replacement is necessary since the game can be fast-paced at times, and should try to play new sounds by replacing old ones. Otherwise, there can be "silent" moments when an old sound is about to stop playing and isn't replaced right away by a new sound. The drawback of replacing old sounds right away is that there is a harsh transition from the old sound clip to the new one. But I wonder if I could just remove that management logic altogether, and create audio sources on the fly for new sounds. I could give "important" sounds more priority (closer to 0 in the corresponding property) as opposed to less important ones, and let Unity take care of culling out sound effects that exceed the channel limit. The only drawback is that it requires many heap allocations. I wonder what strategy people use here?

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  • Can I use nofollow for offsite links without it affecting my page rank?

    - by Jack
    What I have is a page with almost all offsite links. Each clicked link is forwarded on to the destination. What I would like the search engines to do is to index the text between the anchor tag and not follow the link itself. <a href="somelink">Index This Text Only</a> I've read several articles and they all seem to contradict themselves as to when to use nofollow. What's been happening over the past 2 months that the site has been live is that both Google and Bing are crawling the site as well as all the links on the site that it has been forwarded to. The search engines are now generating a lot of 404s for images and files that never existed on my site but rather seems to correlate to the site it was forwarded to. The search engines don't seem to honor the 302 header when forwarded. I would like to get a definitive answer on the nofollow tag as it relates to my situation. Can I use nofollow to stop the 404s and if so, will it affect my page ranking negatively?

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  • why doesn't my computer resume after sleeping overnight?

    - by bamdad
    i'm having a weird, weird bug that's been haunting me since 11.10. if i listen to music or watch a video and my computer automatically goes to sleep at night, it won't properly resume in the morning. otherwise, suspend and resume works just fine. what happens is that the wi-fi and bluetooth indicator (that turns from white to orange when suspending) stays orange, the display doesn't turn on, and the only option i have is to hard reset the machine. here's what i've tried so far: installing (and uninstalling and reinstalling) laptop-mode-tools switching the proprietary wireless driver (broadcom-wl) to the open source one (brcmsmac & bcma) and back unloading (and blacklisting) all bluetooth modules (rfcomm, btusb, bnep, bluetooth) and stopping (# stop bluetooth) and disabling (# echo 'manual' /etc/init/bluetooth.override) the bluetooth service creating a custom pm sleep action as suggested here: http://ubuntuforums.org/showthread.php?p=11926504 not watching youtube / any stuff that uses flash before going to sleep (i have flashblock, and i checked $ ps aux | grep flash) because i suspected flash to be the culprit trying out different versions of fglrx (the one from the repos, then installing the latest one from amd's site via generated .deb files, then back to the official ones) none of these worked. i remember back in the days of 10.04, there was a gconf key called network sleep: i thought about disabling that, since re-enabling the wireless card seems to be the problem (according to the indicator led), but the option appears to be missing from gnome 3 (unity-2d, whatever). does anyone have any ideas? thanks, bamdad

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  • PASS: Total Registrations

    - by Bill Graziano
    At the Summit you’ll see PASS announce the total attendance and the “total registrations”.  The total registrations is the sum of the conference attendees and the pre-conference registrations.  A single person can be counted three times (conference plus two pre-cons) in the total registration count. When I was doing marketing for the Summit this drove me nuts.  I couldn’t figure out why anyone would use total registrations.  However, when I tried to stop reporting this number I got lots of pushback.  Apparently this is how conferences compare themselves to each other.  Vendors, sponsors and Microsoft all wanted to know our total registration number.  I was even asked why we weren’t doing more “things” that people could register for so that our number would be even larger.  This drove me nuts. I understand that many of you are very detail oriented.  I just want to make sure you understand what numbers you’re seeing when we include them in the keynote at the Summit.

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