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  • SDL side-scroller scrolls inconsistantly

    - by SDLFunTimes
    So I'm working on an upgrade from my previous project (that I posted here for code review) this time implementing a repeating background (like what is used on cartoons) so that SDL doesn't have to load really big images for a level. There's a strange inconsistency in the program, however: the first time the user scrolls all the way to the right 2 less panels are shown than is specified. Going backwards (left) the correct number of panels is shown (that is the panels repeat the number of times specified in the code). After that it appears that going right again (once all the way at the left) the correct number of panels is shown and same going backwards. Here's some selected code and here's a .zip of all my code constructor: Game::Game(SDL_Event* event, SDL_Surface* scr, int level_w, int w, int h, int bpp) { this->event = event; this->bpp = bpp; level_width = level_w; screen = scr; w_width = w; w_height = h; //load images and set rects background = format_surface("background.jpg"); person = format_surface("person.png"); background_rect_left = background->clip_rect; background_rect_right = background->clip_rect; current_background_piece = 1; //we are displaying the first clip rect_in_view = &background_rect_right; other_rect = &background_rect_left; person_rect = person->clip_rect; background_rect_left.x = 0; background_rect_left.y = 0; background_rect_right.x = background->w; background_rect_right.y = 0; person_rect.y = background_rect_left.h - person_rect.h; person_rect.x = 0; } and here's the move method which is probably causing all the trouble: void Game::move(SDLKey direction) { if(direction == SDLK_RIGHT) { if(move_screen(direction)) { if(!background_reached_right()) { //move background right background_rect_left.x += movement_increment; background_rect_right.x += movement_increment; if(rect_in_view->x >= 0) { //move the other rect in to fill the empty space SDL_Rect* temp; other_rect->x = -w_width + rect_in_view->x; temp = rect_in_view; rect_in_view = other_rect; other_rect = temp; current_background_piece++; std::cout << current_background_piece << std::endl; } if(background_overshoots_right()) { //sees if this next blit is past the surface //this is used only for re-aligning the rects when //the end of the screen is reached background_rect_left.x = 0; background_rect_right.x = w_width; } } } else { //move the person instead person_rect.x += movement_increment; if(get_person_right_side() > w_width) { //person went too far right person_rect.x = w_width - person_rect.w; } } } else if(direction == SDLK_LEFT) { if(move_screen(direction)) { if(!background_reached_left()) { //moves background left background_rect_left.x -= movement_increment; background_rect_right.x -= movement_increment; if(rect_in_view->x <= -w_width) { //swap the rect in view SDL_Rect* temp; rect_in_view->x = w_width; temp = rect_in_view; rect_in_view = other_rect; other_rect = temp; current_background_piece--; std::cout << current_background_piece << std::endl; } if(background_overshoots_left()) { background_rect_left.x = 0; background_rect_right.x = w_width; } } } else { //move the person instead person_rect.x -= movement_increment; if(person_rect.x < 0) { //person went too far left person_rect.x = 0; } } } } without the rest of the code this doesn't make too much sense. Since there is too much of it I'll upload it here for testing. Anyway does anyone know how I could fix this inconsistency?

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  • iPhone programming - problem with CoreFoundation forking

    - by Tom
    Hello all, I've been working on an iPhone for several months. It's a 2d shooting game akin to the old Smash TV type games. I'm doing everything alone and it has come out well so far, but now I am getting unpredictable crashes which seem to be related to CoreFoundation forking and not exec()ing, as the message __THE_PROCESS_HAS_FORKED_AND_YOU_CANNOT_USE_THIS_COREFOUNDATION_FUNCTIONA LITY___YOU_MUST_EXEC__ always shows up somewhere in the debugger. Usually it shows up around a CFRunLoopRunSpecific and is related to either a timer firing or _InitializeTouchTapCount. I cannot figure out exactly what is causing the fork to occur. My main game loop is running on a timer, first updating all the logic and then drawing everything with openGL. There is nothing highly complex or unusual. I understand you cannot make CF calls on the childside of a fork, or access shared memory and things like that. I am not explicitly trying to fork anything. My question is: can anyone tell me what type of activity might cause CoreFoundation to randomly fork like this? I'd really like to finish this game and I don't know how to solve this problem. Thanks for any help.

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  • Google Checkout. Show shipping rates before logging in possible?

    - by Roeland
    I am trying to integrate google checkout with my current site. I am calculating the shipping on my end, before passing it to google checkout. The problem is, when a person click the "google checkout" button, it takes them to google checkout but it does not show the shipping. It actually states it will be calculated on next step. In the next step it actually shows a drop down with the ONE option for shipping that I passed, which is a flat rate.. The problem is, to get to the next step you have to enter a credit card. Also, my shop has the shipping shown in the cart, so it would seem confusing to go to checkout and have a price without shipping. Here is the test code I am using right now to see if I can get it to show shipping before logging in (sample it here: http://sensenich.bythepixel.com/test.html) <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html;charset=utf-8" /> <title>Site Title</title> </head> <body> <form method="POST" action="https://sandbox.google.com/checkout/api/checkout/v2/checkoutForm/Merchant/468503062558352" accept-charset="utf-8"> <input type="hidden" name="item_name_1" value="Peanut Butter"/> <input type="hidden" name="item_description_1" value="Chunky peanut butter."/> <input type="hidden" name="item_quantity_1" value="1"/> <input type="hidden" name="item_price_1" value="3.99"/> <input type="hidden" name="item_currency_1" value="USD"/> <input type="hidden" name="checkout-flow-support.merchant-checkout-flow-support.shipping-methods.flat-rate-shipping-1.name" value="UPS Next Day Air"/> <input type="hidden" name="checkout-flow-support.merchant-checkout-flow-support.shipping-methods.flat-rate-shipping-1.price" value="20.00"/> <input type="hidden" name="checkout-flow-support.merchant-checkout-flow-support.shipping-methods.flat-rate-shipping-1.price.currency" value="USD"/> <input type="hidden" name="_charset_" /> <!-- Button code --> <input type="image" name="Google Checkout" alt="Fast checkout through Google" src="http://sandbox.google.com/checkout/buttons/checkout.gif?merchant_id=468503062558352&w=180&h=46&style=white&variant=text&loc=en_US" height="46" width="180" /> </form> </body> </html>

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  • Game Maker Mac Release Date

    - by mtwisterr
    Does anyone know when game maker mac is coming out? Game maker got me interested in programing because I thought it was fun but I eventually wanted to make games and programs game maker could do so I want to see if it is any different when the new version comes out. I looked at www.yoyogames.com but found no new info and was wondering if I just not finding it. If you don't know what game maker is its fun to play around in but you probably won't be able to make something as good as you could program it because you are limited.

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  • Do you have any tips for comments code to keep them in step with the code?

    - by Rob Wells
    G'day, I've read both of Steve McConnell's excellent Code Complete books "Code Complete" and "Code Complete 2" and was wondering if people have any other suggestions for commenting code. My commenting mantra could be summed up by the basic idea of expressing "what the code below cannot say". While enjoying this interesting blog post by Jeff about commenting I was still left wondering "When coding, when do you feel a comment is required?" Edit: Oops. Seems to be a duplicate of this question http://stackoverflow.com/questions/121945/how-do-you-like-your-comments so sorry for the noise. Thanks to my, seemingly, SO shadow for pointing it out - wouldn't have thought I was that interesting. Now off to read the original post and see if it is relevant. Edit: I meant to emphasise the best appraoch to ensure that your comments will stay in step with the code. Maybe expressing an intent rather than the mechansim for instance.

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  • openerp client customization

    - by iamgopal
    openerp client seems to be nice and working , i would like to hack it and use it as a front end to my open erp solution. but the documentation regarding client side design or customization is poor on openerp site , is there any good reference or documentation available for further digging in to openerp client side coding ? or more : if any similar client solution available that can be plug in to any back end system. ( i.e. rich internet client )

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  • Is there any limit to recursion in lisp?

    - by Isaiah
    I enjoy using recursion whenever I can, it seems like a much more natural way to loop over something then actual loops. I was wondering if there is any limit to recursion in lisp? Like there is in python where it freaks out after like 1000 loops? Could you use it for say, a game loop? Testing it out now, simple counting recursive function. Now at 7000000! Thanks alot

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  • How can I setup a simple custom route using Zend Framework's Zend_Application?

    - by Billy ONeal
    I'm looking to setup a custom route which supplies implicit parameter names to a Zend_Application. Essentially, I have an incoming URL which looks like this: /StandardSystems/Dell/LatitudeE6500 I'd like that to be mapped to the StandardsystemsController, and I'd like that controller to be passed parameters "make" => "Dell" and "model" => "LatitudeE6500". How can I setup such a system using Zend_Application?

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  • Google Maps: marker icons are multi over same location, why?

    - by JakiT
    I'm using Google Maps and have the map set to height/width=100%. I noticed that when I resize the browser window, my map marker icons appear to redraw on top of the same location. Meaning, if I should only have 1 map marker icon on "987 Main St", when I resize the browser window - multiple map marker icons are being now draw on top of "987 Main St" that shouldn't be there. Any ideas why this is happening and how to prevent it? UPDATE: Link to actual code

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  • What good alternatives are there to Google Charts?

    - by Rhubarb
    I have been experimenting with Google charts. Are there any alternatives that are reasonably as expressive but can be installed locally on your own web server? I don't like the idea of relying on an outside entity for a feature to work. Even if it is for cost, it would be preferable. Any suggestions?

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  • Seperation of game- and rendering logic

    - by Qua
    What is the best way to seperate rendering code from the actually game engine/logic code? And is it even a good idea to seperate those? Let's assume we have a game object called Knight. The Knight has to be rendered on the screen for the user to see. We're now left with two choices. Either we give the Knight a Render/Draw method that we can call, or we create a renderer class that takes care of rendering all knights. In the scenario where the two is seperated the Knight should the knight still contain all the information needed to render him, or should this be seperated as well? In the last project we created we decided to let all the information required to render an object be stored inside the object itself, but we had a seperate component to actually read those informations and render the objects. The object would contain information such as size, rotation, scale, and which animation was currently playing and based on this the renderer object would compose the screen. Frameworks such as XNA seem to think joining the object and rendering is a good idea, but we're afraid to get tied up to a specific rendering framework, whereas building a seperate rendering component gives us more freedom to change framework at any given time.

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  • Work Experience - Internship Years

    - by James Jones
    I interned at my current place of employment for 2.5 years while I was an undergrad. During that time, I worked 40 hours per week during the summer and averaged 20 hours per week during the school year. I have since been hired full-time and I have been with the company a little over 3 years now. How many years of work experience do I have? Background info: There is a significant income disparity between someone with 1 year of experience vs 3 years (as per salary.com). I have job responsibilities equivalent to that of someone who has been at my company for about 5 years. I am trying to determine what I should expect in terms of income, raises, etc.

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  • When NOT to use Cassandra?

    - by JimJim
    There has been a lot of talk related to Cassandra lately. Twitter, Digg, Facebook, etc all use it. When does it make sense to: use Cassandra, not use Cassandra, and use a RDMS instead of Cassandra.

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  • What do the ddx and ddy values do in this AABB ray intersect algorithm?

    - by Paz
    Does anyone know what the ddx and ddy values do in the AABB ray intersect algorithm? Taken from the following site http://www.blitzbasic.com/codearcs/codearcs.php?code=1029 (show below). Local txmin#,txmax#,tymin#,tymax# // rox, rdx are the ray origin on the x axis, and ray delta on the x axis ... y-axis is roy and rdy Local ddx# =1.0/(rox-rdx) Local ddy# =1.0/(roy-rdy) If ddx >= 0 txmin = (bminx - rox) * ddx txmax = (bmaxx - rox) * ddx Else txmin = (bmaxx - rox) * ddx txmax = (bminx - rox) * ddx EndIf If ddy >= 0 tymin = (bminy - roy) * ddy tymax = (bmaxy - roy) * ddy Else tymin = (bmaxy - roy) * ddy tymax = (bminy - roy) * ddy EndIf If ( (txmin > tymax) Or (tymin > txmax) ) Return 0 If (tymin > txmin) txmin = tymin If (tymax < txmax) txmax = tymax Local tzmin#,tzmax# Local ddz# =1.0/(roz-rdz) If ddz >= 0 tzmin = (bminz - roz) * ddz tzmax = (bmaxz - roz) * ddz Else tzmin = (bmaxz - roz) * ddz tzmax = (bminz - roz) * ddz EndIf If (txmin > tzmax) Or (tzmin > txmax) Return 0 Return 1

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  • HTML text-area editor for code that traps TAB key

    - by Cristi Cotovan
    Hello, I have looked for months now, for JavaScript-based HTML editor I can embed onto my web pages to replace a TEXTAREA, but to enable me to edit CODE in a friendly, closer to a real editor, way. All editors I've tried (RadEditor from Telerik, FCKEditor, TinyMCE, etc etc), do not trap the TAB key, very useful when editing HTML code onto a page, to help format the code properly. I'm not talking about syntax highlighting, as that would be an awesome plus. But I am mainly wondering if there is such an editor. I'd appreciate being pointed in the right direction.

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  • Ad Hoc Distribution - Does it update an existing previous installed version of an app?

    - by Kriem
    What happens when a user installs an ad hoc distribution of an existing app? And what happens if this app (or a newer one) hits the App Store officially? To sum it up: A user already has a v1.0 and receives a v2.0 ad hoc A user has the ad hoc v2.0 and the official public release of v2.0 hits the store A user has the ad hoc v2.0 and an official public release of v3.0 hits the store In other words, is the ad hoc version a stand-alone build or does it in fact update a previous version as expected from an update? And will it be updated as soon as a newer version hits the store?

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  • How to get fan list of Facebook page or can overwite facebook social plugin css?

    - by Vaibhav Bhalke
    Hi, We are trying it with facebook social plugin. The HTML code for it as follow: <iframe border='0' src='http://www.facebook.com/plugins/likebox.php?id=1185611481&width=243&height=400&connections=15&stream=false&header=false' scrolling='yes' frameborder='0' allowTransparency='false' style='border:0px; overflow:hidden; width:243px; height:300px; background-color: #03869E; color: white;'> <iframe> As it replace inner HTML of frame on load. We want our own CSS to apply to this HTML. But as it replace whole HTML and it have its own CSS we are unable to set our CSS. We are doing this in GWT. Is there any way we can get the list of fans so we can display it as we want and can apply css? Or check given user is fan of page?

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  • Issue with clipping rectangles and back to front rendering

    - by Milo
    Here is my problem. My rendering algorithm renders from back to front. But logically, clipping rectangles need to be applied from front to back. Hence why the following does not work: void AguiWidgetManager::recursiveRender(const AguiWidget *root) { //recursively calls itself to render widgets from back to front AguiWidget* nonConstRoot = (AguiWidget*)root; if(!nonConstRoot->isVisable()) { return; } //push the clipping rectangle if(nonConstRoot->isClippingChildren()) { graphicsContext->pushClippingRect(nonConstRoot->getClippingRectangle()); } if(nonConstRoot->isEnabled()) { nonConstRoot->paint(AguiPaintEventArgs(true,graphicsContext)); for(std::vector<AguiWidget*>::const_iterator it = root->getPrivateChildBeginIterator(); it != root->getPrivateChildEndIterator(); ++it) { recursiveRender(*it); } for(std::vector<AguiWidget*>::const_iterator it = root->getChildBeginIterator(); it != root->getChildEndIterator(); ++it) { recursiveRender(*it); } } else { nonConstRoot->paint(AguiPaintEventArgs(false,graphicsContext)); for(std::vector<AguiWidget*>::const_iterator it = root->getPrivateChildBeginIterator(); it != root->getPrivateChildEndIterator(); ++it) { recursiveRenderDisabled(*it); } for(std::vector<AguiWidget*>::const_iterator it = root->getChildBeginIterator(); it != root->getChildEndIterator(); ++it) { recursiveRenderDisabled(*it); } } //release clipping rectangle if(nonConstRoot->isClippingChildren()) { graphicsContext->popClippingRect(); } } I could ofcourse go to the top of the tree, then apply clipping rectangles inward until I get to the currently rendered widget, but that would involve lots of clipping rectangles @ 60 frames per second. I want to minimize calls to pushing and popping rectangles. What could I do, Thanks

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  • Extracting Window Contents

    - by user293392
    I need to extract window content if this is based on text, or at least the file path associated to that window. To-date, I have considered: 1. win32api 2. 3rd party libraries 3. wrapper classes However, I am not satisfied with the solutions. So any ideas how this can be done in a clean way?

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  • How to create imaged scrollbars

    - by Sarfraz
    Hello, How to create imaged scrollbars, for example: http://www.openstudio.fr/jquery/index.htm Basically, I want to create my own image slider with JQuery but I don't want to show default scrollbars. Instead, I would like to have imaged scrollbars.

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  • Combining deflate and minify - am i creating overhead?

    - by Mark Nolan
    I minify my css and js files on the fly with google.codes minify. I have also set my .htaccess to use deflate on all my css and js files - the reason beeing some js files (like shadowbox and tinymce) reference to other js files in the code. So i'm compressing with apache deflate and also minify compresses some js and css files with gzip - am i creating overhead by doing this - first gzipping (minify) and then zlib (deflate) will run through again. Or will apache deflate ignore the already gzipped files having the attributes set by minify in the headers. Anyone have any experiences with this?

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