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  • Recommendations for C++ open source game engines on IPhone

    - by Dave
    I decided that I want to make a game for the iphone I was thinking of using oolong or sio2 any recommendations? Both have the problem of lack of tutorials, is it possible to somehow use a normal C++ game tutorial and integreate the engines rather than the one used in the tutorials? So if the C++ tutorial talks of creating an engine I can skip it and use sio2 or oolong? Thanks

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  • World Economic Crisis. IT prospects

    - by Andrew Florko
    There was alike question in 2008, 2 years passed. Please, share your expectations about IT market and employment in the next year or two (or so far you can predict). IMHO Russia (my native country) fully met Crisis in spring, 2008. Stock markets shrank 3(!) times during half a year. Many developers were fired those days but I suppose just because business was shocked and freezed some projects. Developers expected +20% salary growth per year in 2004-2007 (Developer salary in Moscow was about 2-3K$ in early 2008). Then there was 30% (very subjective) salary cut-off in 2008 and salaries were frozen till 2009. Now things are slowly coming back to 2008. Looking in the future I expect pessimistic scenario and another crash. Our economic depends more and more on oil & gas every year. IT that serves industry will be shrinked because we can't compete to China in real production. Due to high currency board (rubble is strong compared to dollar) we can't rely on offshore programming. Our officials are concerned on innovative economic breakthrough but it's an ordinary budget money assignemtn in practice. I don't believe in innovations either because who require innovations if you have debts and tomorrow is vapor?

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  • Business web application platform structure

    - by VoodooRider
    Hi, I would like to develop a web application in java/spring/hibernate serving as a business platform that I could connect plugins to (i.e. CRM plugin, ware plugin, sales plugin). Those plugins could be dependent of other plugins in a tree manner. The parent project would be packaged as war having all the basic configuration and looks (spring configs, css, scripts), ready to go user and group management, security settings, etc. All together I would like it to behave and look a bit like Joomla, but built using different tools for different purposes. And I have a few questions concerning that project: Do you know of any open source projects offering such a platform ready to go? If not is maven applicable for managing those plugins? What is the best way to package and deploy those plugins? And the last but not least, basically is this the right way to go or is a dead end and it would be better to create a separate web app for those business needs?

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  • How can I create an http response from scratch?

    - by ispiro
    I have code that returns an http response, but it also includes the content of the page. How can I create a response from scratch so it won't include anything except what I put in it? My code now: GCheckout.AutoGen.NotificationAcknowledgment response = new GCheckout.AutoGen.NotificationAcknowledgment(); response.serialnumber = serialNumber; HttpContext.Current.Response.Clear(); HttpContext.Current.Response.BinaryWrite(GCheckout.Util.EncodeHelper.Serialize(response)); HttpContext.Current.Response.StatusCode = 200;

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  • Access violation writing location, in my loop

    - by numerical25
    The exact error I am getting is First-chance exception at 0x0096234a in chp2.exe: 0xC0000005: Access violation writing location 0x002b0000. Windows has triggered a breakpoint in chp2.exe. And the breakpoint stops here for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); //<----- Right here vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } I am not sure what I am doing wrong. below is the code in its entirety #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix //The first line of code creates your identity matrix. Second line of code //second combines your camera position, target location, and which way is up respectively D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //dx will represent the width and the height of the spacing of each vector float dx = 1; //Below are the number of vertices //m is the vertices of each row. n is the columns DWORD m = 30; DWORD n = 30; //This get the width of the entire land //30 - 1 = 29 rows * 1 = 29 * 0.5 = 14.5 float halfWidth = (n-1)*dx*0.5f; float halfDepth = (m-1)*dx*0.5f; float vertexsize = m * n; VertexPos vertices[80]; for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } int k = 0; DWORD indices[540]; for(DWORD i = 0; i < n-1; ++i) { for(DWORD j = 0; j < n-1; ++j) { indices[k] = (i * n) + j; indices[k + 1] = (i * n) + j + 1; indices[k + 2] = (i + 1) * n + j; indices[k + 3] = (i + 1) * n + j; indices[k + 4] = (i * n) + j + 1; indices[k + 5] = (i + 1) * n + j+ 1; k += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • How to handle 30k files in a project which requires them?

    - by Jeremiah
    Visual Studio 2010 RC - Silverlight Application We have a library of images that we need to have access to. They are given to us from a vendor (through an installer) and they are not in a database, they are files in a folder (a very large monster of a folder). We do not control when the images change, so the vendor needs to be able to override them individually. We get updates frequently enough from this vendor to state that these images change "randomly" and without our (programmer) knowledge. The problem: I don't want 30K images in SVN. Heck, I don't even want to imagine them in my Solution. However, our application requires them in order to run properly. So, our build/staging servers need access to these images (we have two build servers). The Question: How would you handle it when your application will not work as specified without access to each of 30k images and you don't control when those images change? I'm do not want to have a crazy large SVN repository. Because I don't know when any of these images change, I really don't want them in my solution (definitely do not want a large solution, either). I also don't want a bunch of manual steps to do every time these images change. Our mantra, up to this point, has always been, any developer could download from SVN, compile and run our app. These images are going to kill that mantra. I'm tempted to make a WCF service that will return images if they exist and a dummy image if they don't. This way all dev boxes will return a dummy image and our build/staging/production boxes will return real images (ones that actually have the vendor's image installer installed on). This has to be a solved problem. What have other people done to handle these types of problems? I'm open to suggestions.

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  • Do most web 'programmers' (not designers) use WYSIWYG editors or hand code their HTML?

    - by John MacIntyre
    When I started programming web pages, it became immediately obvious that the WYSIWYG editors sucked. The HTML output was difficult to maintain, did things in ways you may not have agreed with, completely messed up existing pages if opened, couldn't handle code in the page, and was polluted with dead or irrelevant code like <font ...></font>. At that time, I didn't know a single programmer with more than 6 months experience who didn't hand code their HTML. Even now, most of the developers I know hand code their HTML. But, I also realize this was a decade ago, WYSIWYG editors have improved, and I may be seriously underproductive hand coding my HTML. Do you, as a web programmer, use WYSIWYG editors for your HTML? PS-I'm kind of thinking we can just vote either YES or NO, and put comments below.

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  • Visual Studio Stop Debugging on IE Close - WebSite?

    - by Mark
    Hi all, Would like to know if there is a setting anywhere which causes debugging to automatically stop when IE closes, and also if there is a way for this to work the other way around and IE to close if debugging stops. I know that this works when the project type I'm working on is a 'Web Application', I'd like to know if the same functionality exists when working on a 'Web Site' Thanks all.

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  • Need to dynamically-generate a "sticky note" text

    - by gravyface
    Working on a website that has an image of a sticky note which will change text somewhat frequently (every month or so) as new "todo" items are created on it. Font I'm currently using is not Web Safe and the text is slightly angled to match the skew of the sticky note as well. Now I'm a pragmatist, and in situations like this I would normally secede defeat and opt for something more CSS/HTML practical. But no more! I'm falling a bit behind on what's going on with HTML5, CSS3, PNG graphics, Flash (ugh), and/or any other rich visuals. I'm decent with PHP/CSS/JS (jquery), have dabbled in Flash/actionscript too. My question is: what tools/method should I be looking at here?

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  • How to check if aspect ratio auto adjustment is enabled in monitor

    - by kFk
    Game application is written in C++ and uses DirectX 8. I am getting a maximum monitor resolution to calculate it's aspect ratio. Then I use this value to fix game rendering (scale and set clipping to receive normal 4:3 image with black borders on wide screen monitors). How can I check if monitor is using aspect ratio auto adjustment now? Because my scaling plus monitor scaling makes resulting image overscaled. Thanks EDIT: I saw correct different monitor resolution handling with or without aspect ratio auto adjustment in "Royal Envoy" casual game. But don't know how do they do this.

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  • How do you manage web navigation info in your application?

    - by Dave
    I’m building an application where different users will have different menu items available to them depending on what they’ve paid for. There will also be multiple levels to the menu hierarchy. What’s the best approach to this problem? I’m assuming I need a database table that represents the menu hierarchy, including the parent-child relationships of the nodes in the navigation as well as the sorting of the items. Then another table which I use to manage whether a user is authorized to access a particular item in that table. When I render the view, I’d reference the menus, and the access rights of the user to output the menu, and I’d also need a function to check that same authorization from each controller in case a user manually types in a URL of a controller they’re not supposed to have access to. Is this the right approach? Any suggestions for caching this to prevent the constant look-ups of this type of info? I’m open to any suggestions on how you may have approached this type of requirement.

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  • IE sending through multiple unrequested requests for parent URL

    - by andyjeffries
    We have a rather large/complex web site (so it's not easy to extract portions of it). The problem we're having is that IE6/7/8 (but 6 is the worst) are sending through multiple requests for the parent of a URL (which fails, a different point). As an example, if you visited (dummy domain name obviously): http://www.example.com/view/event/123/456/78 We'd get 8-20 requests for: http://www.example.com/view/event/123/456/ appear in the Apache log. We've tried: Disabling all plugins (including toolbars, Flash, etc) Disabling scripting (e.g. Javascript) And it still sends through at least one erroneous request. We've viewed the requests through ieHttpHeaders so the browser is aware of them (i.e. it's not prefetching by the network's proxy). Any ideas? What can else could cause this?

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  • PHP: prepared statement, IF statement help needed

    - by JGreig
    I have the following code: $sql = "SELECT name, address, city FROM tableA, tableB WHERE tableA.id = tableB.id"; if (isset($price) ) { $sql = $sql . ' AND price = :price '; } if (isset($sqft) ) { $sql = $sql . ' AND sqft >= :sqft '; } if (isset($bedrooms) ) { $sql = $sql . ' AND bedrooms >= :bedrooms '; } $stmt = $dbh->prepare($sql); if (isset($price) ) { $stmt->bindParam(':price', $price); } if (isset($sqft) ) { $stmt->bindParam(':price', $price); } if (isset($bedrooms) ) { $stmt->bindParam(':bedrooms', $bedrooms); } $stmt->execute(); $result_set = $stmt->fetchAll(PDO::FETCH_ASSOC); What I notice is the redundant multiple IF statements I have. Question: is there any way to clean up my code so that I don't have these multiple IF statements for prepared statements?

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  • Hidden links are still clickable on the Android browser

    - by David
    I've got a contextual menu that appears when a button is clicked. This menu has some links and after some seconds is hidden again. The problem is that after the menu has disappeared the links are still there. They are not shown but are clickable and the green border appears. And after some seconds they disappear. I've tryied many ways of hiding the menu: display: none, visibility: hidden, width: 0, height: 0, jquery hide, jquery fadeout... but none worked. Also hidding the links. Does anyone have a idea about what's happening? With the rest of the browsers it works without problem Thanks

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  • Using code from this site

    - by user553798
    Hi, The legal section of this site mentions that all code by the contributors is licensed under the Creative Commons Attribution Share Alike License. Does this mean that I have to attribute the submitter even if the code in question is a few lines amongst hundreds or thousands of lines of code? What if I use code from a book or SDK? For eg; If I use the sample code from Google's Android SDK documentation, does that mean I need to attribute Google every time I write an app, after all it would be impossible to write an app without consulting the SDK docs, atleast initially... I am totally confused :S

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