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  • dash all over my unity in asus k45vd

    - by sajjad
    I installed ubuntu 13.10 in asus k45vd laptop. sometimes when I'm working with my laptop I see dashes all over my screen(showing them takes maybe less than one secconds so it's difficult to take screenshot.) This problem just is in unity in other desktops which I installed like xfce4, kde, gnome-shell there isn't this problem. in ubuntu 13.04 there was this problem in my laptop too, and I tested ubuntu in another laptop asus k55vd there is this problem in that laptop too. I thought this a unity bug in asus kxxvd series! is there any solution for this problem?

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  • Best way to store a large amount of game objects and update the ones onscreen

    - by user3002473
    Good afternoon guys! I'm a young beginner game developer working on my first large scale game project and I've run into a situation where I'm not quite sure what the best solution may be (if there is a lone solution). The question may be vague (if anyone can think of a better title after having read the question, please edit it) or broad but I'm not quite sure what to do and I thought it would help just to discuss the problem with people more educated in the field. Before we get started, here are some of the questions I've looked at for help in the past: Best way to keep track of game objects Elegant way to simulate large amounts of entities within a game world What is the most efficient container to store dynamic game objects in? I've also read articles about different data structures commonly used in games to store game objects such as this one about slot maps, but none of them are really what I'm looking for. Also, if it helps at all I'm using Python 3 to design the game. It has to be Python 3, if I could I would use C++ or Unityscript or something else, but I'm restricted to having to use Python 3. My game will be a form of side scroller shooter game. In said game the player will traverse large rooms with large amounts of enemies and other game objects to update (think some of the larger areas in Cave Story or Iji). The player obviously can't see the entire room all at once, so there is a viewport that follows the player around and renders only a selection of the room and the game objects that it contains. This is not a foreign concept. The part that's getting me confused has to do with how certain game objects are updated. Some of them are to be updated constantly, regardless of whether or not they can be seen. Other objects however are only to be updated when they are onscreen (for example, an enemy would only be updated to react to the player when it is onscreen or when it is in a certain range of the screen). Another problem is that game objects have to be easily referable by other game objects; something that happens in the player's update() method may affect another object in the world. Collision detection in games is always a serious problem. I need a way of containing the game objects such that it minimizes the number of cases when testing for collisions against one another. The final problem is that of creating and destroying game objects. I think this problem is pretty self explanatory. To store the game objects then I've considered a number of different methods. The original method I had was to simply store all the objects in a hash table by an id. This method was simple, and decently fast as it allows all the objects to be looked up in O(1) complexity, and also allows them to be deleted fairly easily. Hash collisions would not be a major problem; I wasn't originally planning on using computer generated ids to store the game objects I was going to rely on them all using ids given to them by the game designer (such names would be strings like 'Player' or 'EnemyWeapon4'), and even if I did use computer generated ids, if I used a decent hashing algorithm then the chances of collisions would be around 1 in 4 billion. The problem with using a hash table however is that it is inefficient in checking to see what objects are in range of the viewport. Considering the fact that certain game objects move (as well as the viewport itself), the only solution I could think of in order to only update objects that are in the viewport would be to iterate through every object in the hash table and check if it is in the viewport or not, updating only the ones that are in the valid area. This would be incredibly slow in scenarios where the amount of game objects exceeds 500, or even 200. The second solution was to store everything in a 2-d list. The world is partitioned up into cells (a tilemap essentially), where each cell or tile is the same size and is square. Each cell would contain a list of the game objects that are currently occupying it (each game object would be inserted into a cell depending on the center of the object's collision mask). A 2-d list would allow me to take the top-left and bottom-right corners of the viewport and easily grab a rectangular area of the grid containing only the cells containing entities that are in valid range to be updated. This method also solves the problem of collision detection; when I take an entity I can find the cell that it is currently in, then check only against entities in it's cell and the 8 cells around it. One problem with this system however is that it prohibits easy lookup of game objects. One solution I had would be to simultaneously keep a hash table that would contain all the positions of the objects in the 2-d list indexed by the id of said object. The major problem with a 2-d list is that it would need to be rebuilt every single game frame (along with the hash table of object positions), which may be a serious detriment to game speed. Both systems have ups and downs and seem to solve some of each other's problems, however using them both together doesn't seem like the best solution either. If anyone has any thoughts, ideas, suggestions, comments, opinions or solutions on new data structures or better implementations of the existing data structures I have in mind, please post, any and all criticism and help is welcome. Thanks in advance! EDIT: Please don't close the question because it has a bad title, I'm just bad with names!

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  • Why do I get unknown printer error 0xFA on my EPSON Workforce WF-3540 under Ubuntu 12.10?

    - by potofcoffee
    I recently bought an EPSON Workforce WF-3540, which I'm using under Ubuntu 12.10 with the official driver provided by EPSON. I am often printing batches of about a hundred pages, duplex. When I'm doing this, after about 20 pages, I regularly get an error message on the printer screen, telling me the printer encountered unknown error 0xFA, forcing me to turn the printer off and back on. I talked to EPSON about the problem, but they claim they're not supporting Linux and tell me to ask the Linux community about the problem (and possibly another driver?). So this is what I'm doing here... any ideas? Unfortunately, the documentation does not contain any information pertaining to error code 0xFA and the support hotline wasn't able to give me further information, either. BTW, the problem hasn't happened, so far, when I'm printing smaller batches or not using duplex. Whenever the problem happens, there's a page in the printer that's already been printed on one side, so I'm suspecting the problem's connected with the duplexer.

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  • Choppy/unresponsive keyboard and mouse pointer until suspend

    - by Stefan Thyberg
    I had a problem where my mouse and keyboard would be choppy. The mouse pointer would work at "1-2 fps" and the keyboard would keep missing letters as i was typing them. Since both are USB-Devices, i suspected a problem there immediately, so whenever i got this problem, i would suspend the computer and start it again, for the problem to be gone. The problem started appearing when I plugged the mouse and keyboard directly into the computer rather than the USB-Hub in the screen. I'm using a Logitech UltraX Flat and a Razer Lachesis, on a Dell Latitude E6510.

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  • Choppy/unresponsive keyboard and mouse pointer until suspend

    - by Stefan Thyberg
    I had a problem where my mouse and keyboard would be choppy, the mouse pointer would work at 1-2 fps and the keyboard would keep missing letters as I was typing them. Since they were both USB I suspected there was a problem there immediately. Whenever I got this problem I would suspend the computer and start it again and the problem would be gone. The problem started appearing when I plugged the mouse and keyboard directly into the computer rather than the USB hub in the screen. I'm using a Logitech UltraX Flat and a Razer Lachesis, but I'm not sure if that matters.

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  • Are IE9 really good ?

    - by anirudha
    IE9 started a campaign for kill IE6 from the core because they know that IE6 is a big trouble or  problem for them for promote 9 version of IE. so they started a campaign for killing IE6. next time they kill IE 7 , 8,9 whenever they found this old version have a big problem for them to promote next version of IE.   Why they not make a update system who automatically update the browser and tell user to restart and update goes installed in the user system. well IE9 should learn from all other that they have very well design auto-update system who never give user in trouble that your browser goes old. Chrome and Firefox both update themselves and say user restart to enjoy another good version. in IE6 a big problem is that updates. no one sure that they installed new version of IE6 without any hassles and update goes install without any problem because they really know or care about “you need this to install this and this for this” so they thing “why I update IE whenever I am unsure that my browser goes update and I have no problem again” so they do nothing because their work done with no problem because common person used high profile application who work even in IE6. so they do nothing.    IE6 countdown website have designed a banner for warn or force user to upgrade to next version of IE. well there is no good reason for put the banner on website some of reason are:-   Windows 7 comes with pre-installed IE8 and Vista comes with upgrade version them IE6 so that is sure that you force a user who have Windows XP [luna] and if they want to upgrade IE then they can get IE8 not version 9 because IE9 is design for Windows 7 or Vista Service pack 2. so What is the use of update when user still have a outdate version too because IE8 is old version and not have any capability of HTML5 so forcing user by using the banner have no sense. I am not know why they all listed on website put the banner on their own website. it’s good that you offer user what they want instead of giving them a outdate version of IE again. My means to give a user list of browser they can try to enhance their browser experience instead of only IE.   IE9 build upon WPF and they spent more time on using WPF in IE instead of making user experience browser.  many thing is designed wrongly in IE first thing is tabs. the tabs in chrome are bigger and easily to move and same in Firefox even not have smooth tabbing. IE have same tabbing as chrome have but leak a point that it’s too small. if you really  want to move then sometime they create a problem that they going elsewhere from the current instance of IE.   Chrome have a big buttons, tabs and menu to enhance browser experience and Firefox have a good feature that you can make them bigger or small. you can put the icon for add-ons on the toolbar for easily use but IE have no relation with customization so we never can thinking about that.   When chrome provide lot’s of extensions and a  webstore for browser application and same feature in Firefox can be seen then there is no plugin in IE. really you can see their IE addons Website where no plugin listed for web development. even in the category or tag. as a response from many blog there is new for developer that new version of IE9 developer tool. well IE9 have three new tabs a blogger tell on their blog. when I trying them I found many thing but I still unable to edit the Css from the HTML tab and no plugin I found I can get to enhance IE9 web development. something more other provide never IE9 give me like personas , customization , browser extension or any other they used to tell a small thing customization  .   IE9 still have some problem with JavaScript that when I use Firefox and chrome and logout in both then my cookie is deleted but in IE it’s not done. it’s show me that IE9 still have different from other not for good thing even some bad thing too. When I trying to read a article that is written in Hindi using Unicode font I found that they show many thing misspelled. there is three Sha in Hindi but they all goes wrong in IE. the misprint thing is not that the writing  for the articles goes wrong. it’s problem or browser to rendering a font. the Firefox and chrome not give me this problem even opera render the font in italic style by decrease the font-size but all those work perfect.   in Pwn2Own the apple’s safari  and IE9 both are hacked. this is a awesome news for whose who thing that  open-source is lose in  Security and close-source is highly-secured software. well this is not a good parameter for talking about software. it’s should depend how much application tested and used. because more testing and more use of application make them better.   I  appreciate IE to making their new version 9 and good luck for them. there is a another matter that I personally found nothing on them.

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  • What Counts for A DBA - Logic

    - by drsql
    "There are 10 kinds of people in the world. Those who will always wonder why there are only two items in my list and those who will figured it out the first time they saw this very old joke."  Those readers who will give up immediately and get frustrated with me for not explaining it to them are not likely going to be great technical professionals of any sort, much less a programmer or administrator who will be constantly dealing with the common failures that make up a DBA's day.  Many of these people will stare at this like a dog staring at a traffic signal and still have no more idea of how to decipher the riddle. Without explanation they will give up, call the joke "stupid" and, feeling quite superior, walk away indignantly to their job likely flipping patties of meat-by-product. As a data professional or any programmer who has strayed  to this very data-oriented blog, you would, if you are worth your weight in air, either have recognized immediately what was going on, or felt a bit ignorant.  Your friends are chuckling over the joke, but why is it funny? Unfortunately you left your smartphone at home on the dresser because you were up late last night programming and were running late to work (again), so you will either have to fake a laugh or figure it out.  Digging through the joke, you figure out that the word "two" is the most important part, since initially the joke mentioned 10. Hmm, why did they spell out two, but not ten? Maybe 10 could be interpreted a different way?  As a DBA, this sort of logic comes into play every day, and sometimes it doesn't involve nerdy riddles or Star Wars folklore.  When you turn on your computer and get the dreaded blue screen of death, you don't immediately cry to the help desk and sit on your thumbs and whine about not being able to work. Do that and your co-workers will question your nerd-hood; I know I certainly would. You figure out the problem, and when you have it narrowed down, you call the help desk and tell them what the problem is, usually having to explain that yes, you did in fact try to reboot before calling.  Of course, sometimes humility does come in to play when you reach the end of your abilities, but the ‘end of abilities’ is not something any of us recognize readily. It is handy to have the ability to use logic to solve uncommon problems: It becomes especially useful when you are trying to solve a data-related problem such as a query performance issue, and the way that you approach things will tell your coworkers a great deal about your abilities.  The novice is likely to immediately take the approach of  trying to add more indexes or blaming the hardware. As you become more and more experienced, it becomes increasingly obvious that performance issues are a very complex topic. A query may be slow for a myriad of reasons, from concurrency issues, a poor query plan because of a parameter value (like parameter sniffing,) poor coding standards, or just because it is a complex query that is going to be slow sometimes. Some queries that you will deal with may have twenty joins and hundreds of search criteria, and it can take a lot of thought to determine what is going on.  You can usually figure out the problem to almost any query by using basic knowledge of how joins and queries work, together with the help of such things as the query plan, profiler or monitoring tools.  It is not unlikely that it can take a full day’s work to understand some queries, breaking them down into smaller queries to find a very tiny problem. Not every time will you actually find the problem, and it is part of the process to occasionally admit that the problem is random, and everything works fine now.  Sometimes, it is necessary to realize that a problem is outside of your current knowledge, and admit temporary defeat: You can, at least, narrow down the source of the problem by looking logically at all of the possible solutions. By doing this, you can satisfy your curiosity and learn more about what the actual problem was. For example, in the joke, had you never been exposed to the concept of binary numbers, there is no way you could have known that binary - 10 = decimal - 2, but you could have logically come to the conclusion that 10 must not mean ten in the context of the joke, and at that point you are that much closer to getting the joke and at least won't feel so ignorant.

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  • How can I my video card work on Ubuntu 12.04?

    - by Cyriak Burton
    I've recently installed Ubuntu 12.04 on my desktop computer. In order to install Ubuntu, I had to unplug my video card because It was giving me problems, didn't allow me to install Ubuntu. So I unplug it, installed Ubuntu anyway, everything worked as charm, but now and I need to plug it again, but it doesn't work. Here some photos of the problem: Screenshot of the problem #1 Screenshot of the problem #2 Appear that screen and nothing else... I didn't install any driver (I'm kinda noob), in Windows 7 all worked fine, so the problem is with Ubuntu, compatibility problem I guess. Video Card: Zotac GeForce GT 240 O.S.: Ubuntu 12.04 (w/GNOME 3.2) Memory: 2 Gb HDD: 110 Gb Processor: Intel Pentium D 2.80 Ghz PLEASE HELP!!!

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  • libstdc++-6.dll not found. [migrated]

    - by Molmasepic
    I have been working on a project(a game to be specific) and I feel that I should start over with different libraries. So when doing this I reinstalled Code::Blocks and setup my new libraries and includes. But as of now Im having a problem starting u[ my new project to test if all of the includes work. This problem is: libstdc++-6.dll was not found. At first i wondered if I could just find this file online, but its nowhere to be found(or at least the many places I have searched...) Soon after, I tried loading up my old project, and the same problem happened again(wierd... ._.) I was thinking its maybe my compiler, so I used my older compiler and it did the same thing! At this moment I held the problem off for tomorrow(which is today) So my question is: If anyone else had this problem, how would you solve it? Im using Code::Blocks with MinGW as the compiler on Windows Vista 32 bit.

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  • Managed servers getting down regularly by Node Manager. WAD?

    - by csoto
    Recently I have been working on a service request where several instances were running, and several technologies were being used, including SOA, BAM, BPEL and others. At a first glance, this may seem to be a Node Manager problem. But on this situation, the problem was at JMS - Persistent Store level. Node Manager can automatically restart Managed Servers that have the "failed" health state, or have shut down unexpectedly due to a system crash or reboot. As a matter of fact, from the provided log files it was clear that the instance was becoming unhealthy because of a persist6ent Store problem. So finally, the problem here was not with Node Manager as it was working as designed, and the restart was being caused by the Persistent Store. After this Persistent Store problem was fixed, everuthing went fine. This particular issue that I worked was on an Exalogic machine, but note that this may happen on any hardware running Weblogic.

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  • Client Side Prediction

    - by user13842
    I have a question regarding Client Side prediction. Ive tried to search topics about my specific problem but couldn't find anything which really answered my problem. Most tutorials and explanations assume that the Client sends messages like "Move my player up by 1 Position", but what if i send messages like "Set my player's velocity to x"? Since it's hard to explain with text, i made a graphic explaining my problem. The main problem is, that the player sets his own velocity, due to Client Side Prediction, earlier than the Server. So if 2 different velocities overlap, the Server would get out of sync. How can i tackle that problem? Thanks a lot. Graphic: http://img27.imageshack.us/img27/6083/clientpred.png (Ignore the 5.5cm)

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  • Plugged in, not charging Windows 7 solution

    I recently had the popular problem of Windows 7 battery manager malfunctioning and not charging my battery when plugged in.  The battery was fine, the power supply was fine, and the motherboard was fine (I have enough laptops with the same specs in the Headspring office, and I was able to swap out parts to isolate the problem). I also searched for this problem online, and many folks are having this problem with all makes of laptop computers.  I found the steps that solved my problem here...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • can't open youtube or vimeo

    - by wrt
    I can't open Youtube.com on computer with lubuntu and mint. I see that my flash works properly on other sites. Problem is in for example on youtube (yming.com loading without endless) and vimeo. I tried to use firefox and chromium. I thought that it would be problem with dns (I have dns from DHCP - opendns) so I changed to google dns but it didn't help to solve problem. When I use text browser - Links these site are opening well in text mode. I think that the problem is with flash or java. On other computer with windows connected to the same network these sites are being opened without problem. I am on the point that I don't know what to do next, because I tried to install and uninstall flash several times. I tried Flash-Aid as well.

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  • Smooth text animation (Marquee) using WPF

    - by Goran
    Trying to build a marquee control with smooth text animation. Current efforts include: Using translate transform Using animation on Canvas dependency properties (Left, Right) Using animation on custom dependency property (Point) and using drawing visuals (formattedtext) Using CompositionTarget.Rendering But the animation is still choppy and resource intensive. Checklist: Confirmed no software rendering is taking place (ms performance tool and checking RenderCapability.Tier) Calling freeze on any imaginable object Running app on dual core machine with decent graphic card (NVidia 9600) Disabled any bitmap effect and transparency Checked all marquee controls out there (same issues) Any ideas (or better yet code example)?

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  • how to set mediatype for prreview pin vc++ directshow

    - by Sathis
    hai.. am writing simple appliaction for capture and rendering video in vc++ .and i set meadiatype for capture pin RGB24 AND 640*480 image size. Image is captured thats size.but i cant rendering preview.if i render that i get BLACk PREVIEW only.i checked also in GRAPH EDIT tool.but i cant get. am using wcsa400 card type cam and .net 2005 pl kindly help me.

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  • CSS filter for IE6 standard mode and quirk mode?

    - by jackysee
    Is there any CSS filter can be applied to detect IE6's standard mode and quirk mode? The story is that a jQuery script is using $.support.boxModel to handle different rendering mode. But the CSS use the *width hack to define the dimension. But this hack can only filter whether the browser is IE but not the real rendering mode IE is on.

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  • How to do number formatting to 1 decimal point in SSRS?

    - by san
    Hi, I have a SSRS report with full of number fields. I would like to have that to be displayed as in one decimal. i tried to use F1. it gives me only one decimal points in html rendering, but in excel exported version it shows 2 decimal points. How can i have just one decimal point both ecxel and html rendering. Please comment. Thanks in advance San

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  • C++ - Breaking code implementation into different parts

    - by Kotti
    Hi! The question plot (a bit abstract, but answering this question will help me in my real app): So, I have some abstract superclass for objects that can be rendered on the screen. Let's call it IRenderable. struct IRenderable { // (...) virtual void Render(RenderingInterface& ri) = 0; virtual ~IRenderable() { } }; And suppose I also have some other objects that derive from IRenderable, e.g. Cat and Dog. So far so good. I add some Cat and Dog specific methods, like SeekForWhiskas(...) and Bark(...). After that I add specific Render(...) method for them, so my code looks this way: class Cat : public IRenderable { public: void SeekForWhiskas(...) { // Implementation could be here or moved // to a source file (depends on me wanting // to inline it or not) } virtual void Render(...) { // Here comes the rendering routine, that // is specific for cats SomehowDrawAppropriateCat(...); } }; class Dog : public IRenderable { public: void Bark(...) { // Same as for 'SeekForWhiskas(...)' } virtual void Render(...) { // Here comes the rendering routine, that // is specific for dogs DrawMadDog(...); } }; And then somewhere else I can do drawing the way that an appropriate rendering routine is called: IRenderable* dog = new Dog(); dog->Render(...); My question is about logical wrapping of such kind of code. I want to break apart the code, that corresponds to rendering of the current object and it's own methods (Render and Bark in this example), so that my class implementation doesn't turn into a mess (imagine that I have 10 methods like Bark and of course my Render method doesn't fit in their company and would be hard to find). Two ways of making what I want to (as far as I know) are: Making appropriate routines that look like RenderCat(Cat& cat, RenderInterface* ri), joining them to render namespace and then the functions inside a class would look like virtual void Render(...) { RenderCat(*this, ...); }, but this is plain stupid, because I'll lose access to Cat's private members and friending these functions looks like a total design disaster. Using visitor pattern, but this would also mean I have to rebuild my app's design and looks like an inadequate way to make my code complicated from the very beginning. Any brilliant ideas? :)

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  • 2 Shaders using the same vertex data

    - by Fonix
    So im having problems rendering using 2 different shaders. Im currently rendering shapes that represent dice, what i want is if the dice is selected by the user, it draws an outline by drawing the dice completely red and slightly scaled up, then render the proper dice over it. At the moment some of the dice, for some reason, render the wrong dice for the outline, but the right one for the proper foreground dice. Im wondering if they aren't getting their vertex data mixed up somehow. Im not sure if doing something like this is even allowed in openGL: glGenBuffers(1, &_vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); glBufferData(GL_ARRAY_BUFFER, numVertices*sizeof(GLfloat), vertices, GL_STATIC_DRAW); glEnableVertexAttribArray(effect->vertCoord); glVertexAttribPointer(effect->vertCoord, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(effect->toon_vertCoord); glVertexAttribPointer(effect->toon_vertCoord, 3, GL_FLOAT, GL_FALSE, 0, 0); im trying to bind the vertex data to 2 different shaders here when i load my first shader i have: vertCoord = glGetAttribLocation(TexAndLighting, "position"); and the other shader has: toon_vertCoord = glGetAttribLocation(Toon, "position"); if I use the shaders independently of each other they work fine, but when i try to render both one on top of the other they get the model mixed up some times. here is how my draw function looks: - (void) draw { [EAGLContext setCurrentContext:context]; glBindVertexArrayOES(_vertexArray); effect->modelViewMatrix = mvm; effect->numberColour = GLKVector4Make(numbers[colorSelected].r, numbers[colorSelected].g, numbers[colorSelected].b, 1); effect->faceColour = GLKVector4Make(faceColors[colorSelected].r, faceColors[colorSelected].g, faceColors[colorSelected].b, 1); if(selected){ [effect drawOutline]; //this function prepares the shader glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT, 0); } [effect prepareToDraw]; //same with this one glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT, 0); } this is what it looks like, as you can see most of the outlines are using the wrong dice, or none at all: links to full code: http://pastebin.com/yDKb3wrD Dice.mm //rendering stuff http://pastebin.com/eBK0pzrK Effects.mm //shader stuff http://pastebin.com/5LtDAk8J //my shaders, shouldn't be anything to do with them though TL;DR: trying to use 2 different shaders that use the same vertex data, but its getting the models mixed up when rendering using both at the same time, well thats what i think is going wrong, quite stumped actually.

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  • Auto-arrange <li> elements into equal columns

    - by 47
    I have several values I'm rendering as elements on my template and I want to further this by having them arranged into equal (or near-equal columns) automatically in the template. How can I achieve this? So far I'm rendering all the values as <ul> {% for feature in features %} <li>{{ feature }}</li> {% endfor %} </ul>

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  • Which one has a faster runtime performance: WPF or Winforms?

    - by Joan Venge
    I know WPF is more complex an flexible so could be thought to do more calculations. But since the rendering is done on the GPU, wouldn't it be faster than Winforms for the same application (functionally and visually)? I mean when you are not running any games or heavy 3d rendering, the GPU isn't doing heavy work, right? Whereas the CPU is always busy. Is this a valid assumption or is the GPU utilization of WPF a very minor operation in its pipeline?

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  • Create a class that inherets DrawableGameComponent in XNA as a CLASS with custom functions

    - by user3675013
    using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace TileEngine { class Renderer : DrawableGameComponent { public Renderer(Game game) : base(game) { } SpriteBatch spriteBatch ; protected override void LoadContent() { base.LoadContent(); } public override void Draw(GameTime gameTime) { base.Draw(gameTime); } public override void Update(GameTime gameTime) { base.Update(gameTime); } public override void Initialize() { base.Initialize(); } public RenderTarget2D new_texture(int width, int height) { Texture2D TEX = new Texture2D(GraphicsDevice, width, height); //create the texture to render to RenderTarget2D Mine = new RenderTarget2D(GraphicsDevice, width, height); GraphicsDevice.SetRenderTarget(Mine); //set the render device to the reference provided //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. return Mine; //I'm hoping that this returns the same instance and not a copy. } public void draw_texture(int width, int height, RenderTarget2D Mine) { GraphicsDevice.SetRenderTarget(null); //Set the renderer to render to the backbuffer again Rectangle drawrect = new Rectangle(0, 0, width, height); //Set the rendering size to what we want spriteBatch.Begin(); //This uses spritebatch to draw the texture directly to the screen spriteBatch.Draw(Mine, drawrect, Color.White); //This uses the color white spriteBatch.End(); //ends the spritebatch //Call base.draw after this since it doesn't seem to recognize inside the function //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. } } } I solved a previous issue where I wasn't allowed to access GraphicsDevice outside the main Default 'main' class Ie "Game" or "Game1" etc. Now I have a new issue. FYi no one told me that it would be possible to use GraphicsDevice References to cause it to not be null by using the drawable class. (hopefully after this last bug is solved it doesn't still return null) Anyways at present the problem is that I can't seem to get it to initialize as an instance in my main program. Ie Renderer tileClipping; and I'm unable to use it such as it is to be noted i haven't even gotten to testing these two steps below but before it compiled but when those functions of this class were called it complained that it can't render to a null device. Which meant that the device wasn't being initialized. I had no idea why. It took me hours to google this. I finally figured out the words I needed.. which were "do my rendering in XNA in a seperate class" now I haven't used the addcomponent function because I don't want it to only run these functions automatically and I want to be able to call the custom ones. In a nutshell what I want is: *access to rendering targets and graphics device OUTSIDE default class *passing of Rendertarget2D (which contain textures and textures should automatically be passed with a rendering target? ) *the device should be passed to this function as well OR the device should be passed to this function as a byproduct of passing the rendertarget (which is automatically associated with the render device it was given originally) *I'm assuming I'm dealing with abstracted pointers here so when I pass a class object or instance, I should be recieving the SAME object , I referenced, and not a copy that has only the lifespan of the function running. *the purpose for all these options: I want to initialize new 2d textures on the fly to customize tileclipping and even the X , y Offsets of where a WHOLE texture will be rendered, and the X and Y offsets of where tiles will be rendered ON that surface. This is why. And I'll be doing region based lighting effects per tile or even per 8X8 pixel spaces.. we'll see I'll also be doing sprite rotations on the whole texture then copying it again to a circular masked texture, and then doing a second copy for only solid tiles for masked rotated collisions on sprites. I'll be checking the masked pixels for my collision, and using raycasting possibly to check for collisions on those areas. The sprite will stay in the center, when this rotation happens. Here is a detailed diagram: http://i.stack.imgur.com/INf9K.gif I'll be using texture2D for steps 4-6 I suppose for steps 1 as well. Now ontop of that, the clipping size (IE the sqaure rendered) will be able to be shrunk or increased, on a per frame basis Therefore I can't use the same static size for my main texture2d and I can't use just the backbuffer Or we get the annoying flicker. Also I will have multiple instances of the renderer class so that I can freely pass textures around as if they are playing cards (in a sense) layering them ontop of eachother, cropping them how i want and such. and then using spritebatch to simply draw them at the locations I want. Hopefully this makes sense, and yes I will be planning on using alpha blending but only after all tiles have been drawn.. The masked collision is important and Yes I am avoiding using math on the tile rendering and instead resorting to image manipulation in video memory which is WHY I need this to work the way I'm intending it to work and not in the default way that XNA seems to handle graphics. Thanks to anyone willing to help. I hate the code form offered, because then I have to rely on static presence of an update function. What if I want to kill that update function or that object, but have it in memory, but just have it temporarily inactive? I'm making the assumption here the update function of one of these gamecomponents is automatic ? Anyways this is as detailed as I can make this post hopefully someone can help me solve the issue. Instead of tell me "derrr don't do it this wayyy" which is what a few people told me (but they don't understand the actual goal I have in mind) I'm trying to create basically a library where I can copy images freely no matter the size, i just have to specify the size in the function then as long as a reference to that object exists it should be kept alive? right? :/ anyways.. Anything else? I Don't know. I understand object oriented coding but I don't understand this XNA It's beggining to feel impossible to do anything custom in it without putting ALL my rendering code into the draw function of the main class tileClipping.new_texture(GraphicsDevice, width, height) tileClipping.Draw_texture(...)

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  • Overview of mobile browsers and their features?

    - by Janusz
    I'm looking for a comparison of the features of mobile browsers. Most interesting are the default preinstalled browsers. I would love a matrix that shows what device line can do what with their preinstalled browser. There is a list with rendering engines on wikipedia but there should be differences appart from the rendering right?

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