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  • Managing common code on Windows 7 (.NET) and Windows 8 (WinRT)

    - by ryanabr
    Recent announcements regarding Windows Phone 8 and the fact that it will have the WinRT behind it might make some of this less painful but I  discovered the "XmlDocument" object is in a new location in WinRT and is almost the same as it's brother in .NET System.Xml.XmlDocument (.NET) Windows.Data.Xml.Dom.XmlDocument (WinRT) The problem I am trying to solve is how to work with both types in the code that performs the same task on both Windows Phone 7 and Windows 8 platforms. The first thing I did was define my own XmlNode and XmlNodeList classes that wrap the actual Microsoft objects so that by using the "#if" compiler directive either work with the WinRT version of the type, or the .NET version from the calling code easily. public class XmlNode     { #if WIN8         public Windows.Data.Xml.Dom.IXmlNode Node { get; set; }         public XmlNode(Windows.Data.Xml.Dom.IXmlNode xmlNode)         {             Node = xmlNode;         } #endif #if !WIN8 public System.Xml.XmlNode Node { get; set ; } public XmlNode(System.Xml.XmlNode xmlNode)         {             Node = xmlNode;         } #endif     } public class XmlNodeList     { #if WIN8         public Windows.Data.Xml.Dom.XmlNodeList List { get; set; }         public int Count {get {return (int)List.Count;}}         public XmlNodeList(Windows.Data.Xml.Dom.XmlNodeList list)         {             List = list;         } #endif #if !WIN8 public System.Xml.XmlNodeList List { get; set ; } public int Count { get { return List.Count;}} public XmlNodeList(System.Xml.XmlNodeList list)         {             List = list;        } #endif     } From there I can then use my XmlNode and XmlNodeList in the calling code with out having to clutter the code with all of the additional #if switches. The challenge after this was the code that worked directly with the XMLDocument object needed to be seperate on both platforms since the method for populating the XmlDocument object is completly different on both platforms. To solve this issue. I made partial classes, one partial class for .NET and one for WinRT. Both projects have Links to the Partial Class that contains the code that is the same for the majority of the class, and the partial class contains the code that is unique to the version of the XmlDocument. The files with the little arrow in the lower left corner denotes 'linked files' and are shared in multiple projects but only exist in one location in source control. You can see that the _Win7 partial class is included directly in the project since it include code that is only for the .NET platform, where as it's cousin the _Win8 (not pictured above) has all of the code specific to the _Win8 platform. In the _Win7 partial class is this code: public partial class WUndergroundViewModel     { public static WUndergroundData GetWeatherData( double lat, double lng)         { WUndergroundData data = new WUndergroundData();             System.Net. WebClient c = new System.Net. WebClient(); string req = "http://api.wunderground.com/api/xxx/yesterday/conditions/forecast/q/[LAT],[LNG].xml" ;             req = req.Replace( "[LAT]" , lat.ToString());             req = req.Replace( "[LNG]" , lng.ToString()); XmlDocument doc = new XmlDocument();             doc.Load(c.OpenRead(req)); foreach (XmlNode item in doc.SelectNodes("/response/features/feature" ))             { switch (item.Node.InnerText)                 { case "yesterday" :                         ParseForecast( new FishingControls.XmlNodeList (doc.SelectNodes( "/response/forecast/txt_forecast/forecastdays/forecastday" )), new FishingControls.XmlNodeList (doc.SelectNodes( "/response/forecast/simpleforecast/forecastdays/forecastday" )), data); break ; case "conditions" :                         ParseCurrent( new FishingControls.XmlNode (doc.SelectSingleNode("/response/current_observation" )), data); break ; case "forecast" :                         ParseYesterday( new FishingControls.XmlNodeList (doc.SelectNodes( "/response/history/observations/observation" )),data); break ;                 }             } return data;         }     } in _win8 partial class is this code: public partial class WUndergroundViewModel     { public async static Task< WUndergroundData > GetWeatherData(double lat, double lng)         { WUndergroundData data = new WUndergroundData (); HttpClient c = new HttpClient (); string req = "http://api.wunderground.com/api/xxxx/yesterday/conditions/forecast/q/[LAT],[LNG].xml" ;             req = req.Replace( "[LAT]" , lat.ToString());             req = req.Replace( "[LNG]" , lng.ToString()); HttpResponseMessage msg = await c.GetAsync(req); string stream = await msg.Content.ReadAsStringAsync(); XmlDocument doc = new XmlDocument ();             doc.LoadXml(stream, null); foreach ( IXmlNode item in doc.SelectNodes("/response/features/feature" ))             { switch (item.InnerText)                 { case "yesterday" :                         ParseForecast( new FishingControls.XmlNodeList (doc.SelectNodes( "/response/forecast/txt_forecast/forecastdays/forecastday" )), new FishingControls.XmlNodeList (doc.SelectNodes( "/response/forecast/simpleforecast/forecastdays/forecastday" )), data); break; case "conditions" :                         ParseCurrent( new FishingControls.XmlNode (doc.SelectSingleNode("/response/current_observation" )), data); break; case "forecast" :                         ParseYesterday( new FishingControls.XmlNodeList (doc.SelectNodes( "/response/history/observations/observation")), data); break;                 }             } return data;         }     } Summary: This method allows me to have common 'business' code for both platforms that is pretty clean, and I manage the technology differences separately. Thank you tostringtheory for your suggestion, I was considering that approach.

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  • Strings in .NET are Enumerable

    - by Scott Dorman
    It seems like there is always some confusion concerning strings in .NET. This is both from developers who are new to the Framework and those that have been working with it for quite some time. Strings in the .NET Framework are represented by the System.String class, which encapsulates the data manipulation, sorting, and searching methods you most commonly perform on string data. In the .NET Framework, you can use System.String (which is the actual type name or the language alias (for C#, string). They are equivalent so use whichever naming convention you prefer but be consistent. Common usage (and my preference) is to use the language alias (string) when referring to the data type and String (the actual type name) when accessing the static members of the class. Many mainstream programming languages (like C and C++) treat strings as a null terminated array of characters. The .NET Framework, however, treats strings as an immutable sequence of Unicode characters which cannot be modified after it has been created. Because strings are immutable, all operations which modify the string contents are actually creating new string instances and returning those. They never modify the original string data. There is one important word in the preceding paragraph which many people tend to miss: sequence. In .NET, strings are treated as a sequence…in fact, they are treated as an enumerable sequence. This can be verified if you look at the class declaration for System.String, as seen below: // Summary:// Represents text as a series of Unicode characters.public sealed class String : IEnumerable, IComparable, IComparable<string>, IEquatable<string> The first interface that String implements is IEnumerable, which has the following definition: // Summary:// Exposes the enumerator, which supports a simple iteration over a non-generic// collection.public interface IEnumerable{ // Summary: // Returns an enumerator that iterates through a collection. // // Returns: // An System.Collections.IEnumerator object that can be used to iterate through // the collection. IEnumerator GetEnumerator();} As a side note, System.Array also implements IEnumerable. Why is that important to know? Simply put, it means that any operation you can perform on an array can also be performed on a string. This allows you to write code such as the following: string s = "The quick brown fox";foreach (var c in s){ System.Diagnostics.Debug.WriteLine(c);}for (int i = 0; i < s.Length; i++){ System.Diagnostics.Debug.WriteLine(s[i]);} If you executed those lines of code in a running application, you would see the following output in the Visual Studio Output window: In the case of a string, these enumerable or array operations return a char (System.Char) rather than a string. That might lead you to believe that you can get around the string immutability restriction by simply treating strings as an array and assigning a new character to a specific index location inside the string, like this: string s = "The quick brown fox";s[2] = 'a';   However, if you were to write such code, the compiler will promptly tell you that you can’t do it: This preserves the notion that strings are immutable and cannot be changed once they are created. (Incidentally, there is no built in way to replace a single character like this. It can be done but it would require converting the string to a character array, changing the appropriate indexed location, and then creating a new string.)

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  • Running Powershell from within SharePoint

    - by Norgean
    Just because something is a daft idea, doesn't mean it can't be done. We sometimes need to do some housekeeping - like delete old files or list items or… yes, well, whatever you use Powershell for in a SharePoint world. Or it could be that your solution has "issues" for which you have Powershell solutions, but not the budget to transform into proper bug fixes. So you create a "how to" for the ITPro guys. Idea: What if we keep the scripts in a list, and have SharePoint execute the scripts on demand? An announcements list (because of the multiline body field). Warning! Let us be clear. This list needs to be locked down; if somebody creates a malicious script and you run it, I cannot help you. First; we need to figure out how to start Powershell scripts from C#. Hit teh interwebs and the Googlie, and you may find jpmik's post: http://www.codeproject.com/Articles/18229/How-to-run-PowerShell-scripts-from-C. (Or MS' official answer at http://msdn.microsoft.com/en-us/library/ee706563(v=vs.85).aspx) public string RunPowershell(string powershellText, SPWeb web, string param1, string param2) { // Powershell ~= RunspaceFactory - i.e. Create a powershell context var runspace = RunspaceFactory.CreateRunspace(); var resultString = new StringBuilder(); try { // load the SharePoint snapin - Note: you cannot do this in the script itself (i.e. add-pssnapin etc does not work) PSSnapInException snapInError; runspace.RunspaceConfiguration.AddPSSnapIn("Microsoft.SharePoint.PowerShell", out snapInError); runspace.Open(); // set a web variable. runspace.SessionStateProxy.SetVariable("webContext", web); // and some user defined parameters runspace.SessionStateProxy.SetVariable("param1", param1); runspace.SessionStateProxy.SetVariable("param2", param2); var pipeline = runspace.CreatePipeline(); pipeline.Commands.AddScript(powershellText); // add a "return" variable pipeline.Commands.Add("Out-String"); // execute! var results = pipeline.Invoke(); // convert the script result into a single string foreach (PSObject obj in results) { resultString.AppendLine(obj.ToString()); } } finally { // close the runspace runspace.Close(); } // consider logging the result. Or something. return resultString.ToString(); } Ok. We've written some code. Let us test it. var runner = new PowershellRunner(); runner.RunPowershellScript(@" $web = Get-SPWeb 'http://server/web' # or $webContext $web.Title = $param1 $web.Update() $web.Dispose() ", null, "New title", "not used"); Next step: Connect the code to the list, or more specifically, have the code execute on one (or several) list items. As there are more options than readers, I'll leave this as an exercise for the reader. Some alternatives: Create a ribbon button that calls RunPowershell with the body of the selected itemsAdd a layout pageSpecify list item from query string (possibly coupled with content editor webpart with html that links directly to this page with querystring)WebpartListing with an "execute" columnList with multiselect and an execute button Etc!Now that you have the code for executing powershell scripts, you can easily expand this into a timer job, which executes scripts at regular intervals. But if the previous solution was dangerous, this is even worse - the scripts will usually be run with one of the admin accounts, and can do pretty much anything...One more thing... Note that as this is running "consoleless" calls to Write-Host will fail. Two solutions; remove all output, or check if the script is run in a console-window or not.  if ($host.Name -eq "ConsoleHost") { Write-Host 'If I agreed with you we'd both be wrong' }

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  • Indefinite loops where the first time is different

    - by George T
    This isn't a serious problem or anything someone has asked me to do, just a seemingly simple thing that I came up with as a mental exercise but has stumped me and which I feel that I should know the answer to already. There may be a duplicate but I didn't manage to find one. Suppose that someone asked you to write a piece of code that asks the user to enter a number and, every time the number they entered is not zero, says "Error" and asks again. When they enter zero it stops. In other words, the code keeps asking for a number and repeats until zero is entered. In each iteration except the first one it also prints "Error". The simplest way I can think of to do that would be something like the folloing pseudocode: int number = 0; do { if(number != 0) { print("Error"); } print("Enter number"); number = getInput(); }while(number != 0); While that does what it's supposed to, I personally don't like that there's repeating code (you test number != 0 twice) -something that should generally be avoided. One way to avoid this would be something like this: int number = 0; while(true) { print("Enter number"); number = getInput(); if(number == 0) { break; } else { print("Error"); } } But what I don't like in this one is "while(true)", another thing to avoid. The only other way I can think of includes one more thing to avoid: labels and gotos: int number = 0; goto question; error: print("Error"); question: print("Enter number"); number = getInput(); if(number != 0) { goto error; } Another solution would be to have an extra variable to test whether you should say "Error" or not but this is wasted memory. Is there a way to do this without doing something that's generally thought of as a bad practice (repeating code, a theoretically endless loop or the use of goto)? I understand that something like this would never be complex enough that the first way would be a problem (you'd generally call a function to validate input) but I'm curious to know if there's a way I haven't thought of.

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  • Another question about handling game states

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something?

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  • Problem animating in Unity/Orthello 2D. Can't move gameObject

    - by Nelson Gregório
    I have a enemy npc that moves left and right in a corridor. It's animated with 2 sprites using Orthello 2D Framework. If I untick the animation's play on start and looping, the npc moves correctly. If I turn it on, the npc tries to move but is pulled back to his starting position again and again because of the animation loop. If I turn looping off during runtime, the npc moves correctly again. What did I do wrong? Here's the npc code if needed. using UnityEngine; using System.Collections; public class Enemies : MonoBehaviour { private Vector2 movement; public float moveSpeed = 200; public bool started = true; public bool blockedRight = false; public bool blockedLeft = false; public GameObject BorderL; public GameObject BorderR; void Update () { if (gameObject.transform.position.x < BorderL.transform.position.x) { started = false; blockedRight = false; blockedLeft = true; } if (gameObject.transform.position.x > BorderR.transform.position.x) { started = false; blockedLeft = false; blockedRight = true; } if(started) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedRight && !started && blockedLeft) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedLeft && !started && blockedRight) { movement = new Vector2(-1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } } }

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  • C#, Delegates and LINQ

    - by JustinGreenwood
    One of the topics many junior programmers struggle with is delegates. And today, anonymous delegates and lambda expressions are profuse in .net APIs.  To help some VB programmers adapt to C# and the many equivalent flavors of delegates, I walked through some simple samples to show them the different flavors of delegates. using System; using System.Collections.Generic; using System.Linq; namespace DelegateExample { class Program { public delegate string ProcessStringDelegate(string data); public static string ReverseStringStaticMethod(string data) { return new String(data.Reverse().ToArray()); } static void Main(string[] args) { var stringDelegates = new List<ProcessStringDelegate> { //========================================================== // Declare a new delegate instance and pass the name of the method in new ProcessStringDelegate(ReverseStringStaticMethod), //========================================================== // A shortcut is to just and pass the name of the method in ReverseStringStaticMethod, //========================================================== // You can create an anonymous delegate also delegate (string inputString) //Scramble { var outString = inputString; if (!string.IsNullOrWhiteSpace(inputString)) { var rand = new Random(); var chs = inputString.ToCharArray(); for (int i = 0; i < inputString.Length * 3; i++) { int x = rand.Next(chs.Length), y = rand.Next(chs.Length); char c = chs[x]; chs[x] = chs[y]; chs[y] = c; } outString = new string(chs); } return outString; }, //========================================================== // yet another syntax would be the lambda expression syntax inputString => { // ROT13 var array = inputString.ToCharArray(); for (int i = 0; i < array.Length; i++) { int n = (int)array[i]; n += (n >= 'a' && n <= 'z') ? ((n > 'm') ? 13 : -13) : ((n >= 'A' && n <= 'Z') ? ((n > 'M') ? 13 : -13) : 0); array[i] = (char)n; } return new string(array); } //========================================================== }; // Display the results of the delegate calls var stringToTransform = "Welcome to the jungle!"; System.Console.ForegroundColor = ConsoleColor.Cyan; System.Console.Write("String to Process: "); System.Console.ForegroundColor = ConsoleColor.Yellow; System.Console.WriteLine(stringToTransform); stringDelegates.ForEach(delegatePointer => { System.Console.WriteLine(); System.Console.ForegroundColor = ConsoleColor.Cyan; System.Console.Write("Delegate Method Name: "); System.Console.ForegroundColor = ConsoleColor.Magenta; System.Console.WriteLine(delegatePointer.Method.Name); System.Console.ForegroundColor = ConsoleColor.Cyan; System.Console.Write("Delegate Result: "); System.Console.ForegroundColor = ConsoleColor.White; System.Console.WriteLine(delegatePointer(stringToTransform)); }); System.Console.ReadKey(); } } } The output of the program is below: String to Process: Welcome to the jungle! Delegate Method Name: ReverseStringStaticMethod Delegate Result: !elgnuj eht ot emocleW Delegate Method Name: ReverseStringStaticMethod Delegate Result: !elgnuj eht ot emocleW Delegate Method Name: b__1 Delegate Result: cg ljotWotem!le une eh Delegate Method Name: b__2 Delegate Result: dX_V|`X ?| ?[X ]?{Z_X!

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  • Portland Silverlight User Group: WP7 &amp; XNA &ndash; I survived.

    - by George Clingerman
    Last night I gave a talk to the Portland Silverlight User Group. http://www.portlandsilverlight.net/Meetings/Details/15 And I survived (which you should have probably already figured out since you’re reading this post AND that’s what I titled it…) Really though it was a fantastic time and I had a lot of fun! I was a little nervous getting ready for it, but I’m always a little nervous getting ready for things. I had the game all written,  I knew the general flow for what the talk was going to be. I read over Scott Hanselman’s 11 Top Tips for a Successful Technical presentation (which has become something I do EVERY time I’m preparing for a talk). I gave myself a brief list of points I wanted to make sure I covered or worked into the talk. But then I was ready and I waited. I hate the waiting. It makes me nervous. Once I was up in front of the room though with my laptop open and some XNA code in front of me, my nerves go away. Then I’m ready. I know XNA, I love talking about XNA and I love sharing what I know and hearing questions that make me think. And hopefully that came through while I was talking. I had a freaking blast. The swag went quickly (and I was even able to hand out some XNA 2.0 books that have been around forever!) and the pizza was been gobbled down. I started the talk at about 6:10 and managed to cover a very brief intro to programming against the game loop (it’s a different concept and one that seems to trip a lot of people up getting started with game development) and then rolled into making a basic 2D game for Windows Phone 7 using XNA. And I finished the whole thing before 8:30. Wahoo! I’m planning on posting the source code and assets on my site so those should be coming soon. And to make things even better, they recorded the whole thing on video so everyone will get to see me pretend I can speak! Just wait till you hear the new song I wrote for this talk…

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  • Notes - Part II - Play with JavaFX

    - by Silviu Turuga
    Open the project from last lesson Double click on NotesUI.fmxl, this will open the JavaFX Scene Builder On the left side you have a area called Hierarchy, from there press Del or Shift+Backspace on Mac to delete the Button and the Label. You'll receive a warning, that some components have been assigned an fx:id, click Delete as we don't need them anymore. Resize the AnchorPane to have enough room for our design, eg. 820x550px From the top left pick the Container called Accordion and drag over the AnchorPane design Chose then from Controls a List View and drag inside the Accordion. You'll notice that by default the Accordion has 2 TitledPane, and you can switch between them by clicking on their name. I'll let you the pleasure to do the rest in order to get the following result  Here is the list of objects used Save it and then return to NetBeans Run the application and it should be run without any issue. If you click on buttons they all are functional, but nothing happens as we didn't link them with any action. We'll see this in the next episode. Now, let's play a little bit with the application and try to resize it… Have you notice the behavior? If the form is too small, some objects aren't visible, if it is too large there is too much space . That's for sure something that your users won't like and you as a programmer have to care about this. From NetBeans double click NotesUI.fmxl so to return back to JavaFX Scene Builder Select the TextField from bottom left of Notes, the one where I put the text Category and then from the right part of JavaFX Scene Builder you'll notice a panel called Inspector. Chose Layout and then click on the dotted lines from left and bottom of the square, like you see in the below image This will make the textfield to have always the same distance from left and bottom no matter the size of the form. Save and run the application. Note that whenever the form is changing the Height, the Category TextField has the same distance from the bottom. Select Accordion and do the same steps but also check the top dotted line, because we want the Accordion to have the same height as the main form has. I'll let you the pleasure to do the same for the rest of components. It's very important to design an application that can be resize by user and in the same time, all the buttons are on place. Last step is to make sure our application is not getting smaller then a certain size, as this will hide parts of our layout. So select the AnchorPane and from Inspector go to Layout and note down the Width and Height. Go back to NetBeans and open the file Main.java and add the following code just after stage.setScene(scene); (around line 26) stage.setMinWidth(820); stage.setMinHeight(550); Use your own width and height. This will prevent user to reduce the width or height of your application to a value that will hide parts of your layout. So now you should have done most of the design part and next time we'll see how can we enter some data into our newly created application… Note: in case you miss something, here are the source files of the project till this point. 

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  • How should I structure my turn based engine to allow flexibility for players/AI and observation?

    - by Reefpirate
    I've just started making a Turn Based Strategy engine in GameMaker's GML language... And I was cruising along nicely until it came time to handle the turn cycle, and determining who is controlling what player, and also how to handle the camera and what is displayed on screen. Here's an outline of the main switch happening in my main game loop at the moment: switch (GameState) { case BEGIN_TURN: // Start of turn operations/routines break; case MID_TURN: switch (PControlledBy[Turn]) { case HUMAN: switch (MidTurnState) { case MT_SELECT: // No units selected, 'idle' UI state break; case MT_MOVE: // Unit selected and attempting to move break; case MT_ATTACK: break; } break; case COMPUTER: // AI ROUTINES GO HERE break; case OBSERVER: // OBSERVER ROUTINES GO HERE break; } break; case END_TURN: // End of turn routines/operations, and move Turn to next player break; } Now, I can see a couple of problems with this set-up already... But I don't have any idea how to go about making it 'right'. Turn is a global variable that stores which player's turn it is, and the BEGIN_TURN and END_TURN states make perfect sense to me... But the MID_TURN state is baffling me because of the things I want to happen here: If there are players controlled by humans, I want the AI to do it's thing on its turn here, but I want to be able to have the camera follow the AI as it makes moves in the human player's vision. If there are no human controlled player's, I'd like to be able to watch two or more AI's battle it out on the map with god-like 'observer' vision. So basically I'm wondering if there are any resources for how to structure a Turn Based Strategy engine? I've found lots of writing about pathfinding and AI, and those are all great... But when it comes to handling the turn structure and the game states I am having trouble finding any resources at all. How should the states be divided to allow flexibility between the players and the controllers (HUMAN, COMPUTER, OBSERVER)? Also, maybe if I'm on the right track I just need some reassurance before I lay down another few hundred lines of code...

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  • OpenGL ES 2 jittery camera movement

    - by user16547
    First of all, I am aware that there's no camera in OpenGL (ES 2), but from my understanding proper manipulation of the projection matrix can simulate the concept of a camera. What I'm trying to do is make my camera follow my character. My game is 2D, btw. I think the principle is the following (take Super Mario Bros or Doodle Jump as reference - actually I'm trying to replicate the mechanics of the latter): when the caracter goes beyond the center of the screen (in the positive axis/direction), update the camera to be centred on the character. Else keep the camera still. I did accomplish that, however the camera movement is noticeably jittery and I ran out of ideas how to make it smoother. First of all, my game loop (following this article): private int TICKS_PER_SECOND = 30; private int SKIP_TICKS = 1000 / TICKS_PER_SECOND; private int MAX_FRAMESKIP = 5; @Override public void run() { loops = 0; if(firstLoop) { nextGameTick = SystemClock.elapsedRealtime(); firstLoop = false; } while(SystemClock.elapsedRealtime() > nextGameTick && loops < MAX_FRAMESKIP) { step(); nextGameTick += SKIP_TICKS; loops++; } interpolation = ( SystemClock.elapsedRealtime() + SKIP_TICKS - nextGameTick ) / (float)SKIP_TICKS; draw(); } And the following code deals with moving the camera. I was unsure whether to place it in step() or draw(), but it doesn't make a difference to my problem at the moment, as I tried both and neither seemed to fix it. center just represents the y coordinate of the centre of the screen at any time. Initially it is 0. The camera object is my own custom "camera" which basically is a class that just manipulates the view and projection matrices. if(character.getVerticalSpeed() >= 0) { //only update camera if going up float[] projectionMatrix = camera.getProjectionMatrix(); if( character.getY() > center) { center += character.getVerticalSpeed(); cameraBottom = center + camera.getBottom(); cameraTop = center + camera.getTop(); Matrix.orthoM(projectionMatrix, 0, camera.getLeft(), camera.getRight(), center + camera.getBottom(), center + camera.getTop(), camera.getNear(), camera.getFar()); } } Any thought about what I should try or what I am doing wrong? Update 1: I think I updated every value you can see on screen to check whether the jittery movement is affected by that, but nothing changed, so something must be fundamentally flawed with my approach/calculations.

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  • Small script to look for Project Replication actions that have failed

    - by Trond Strømme
    Today when looking at a couple of projects on a ZFS 7320 Storage Appliance I noticed on one project that one of its replication actions had failed, as I hadn't checked the Recent Alerts log yet I was not aware of this. I decided to write a small script to check if there were others that had failed. Nothing fancy, just a loop through all projects, look at the project's replication child and compare the values of the last_sync and last_try properties and print the result if they're not equal. (There are probably more sensible ways of doing this, but at least it involves me getting the chance to put on my headphones and doing just a little bit of coding.) script // this script will locate failed project level replication // it will look at the sync times for 'last_sync' and 'last_try' // and compare these, if they deviate you should investigate. // NOTE! this code is offered 'as is' Run at your own risk, // it will probably work as intended, but in now way can I // (or Oracle) be held responsible if your server starts behaving // like a three year old kid in a candy store.. (not that mine do, // they are very well behaved boys...) run('configuration'); run('storage'); printf('Host: %s, pool: %s\n', get('owner'),get('pool')); run('cd /'); run('shares'); proj=list(); printf("total projects: %d\n",proj.length +'\n'); // just for project level replication for(i=0;i<proj.length;i++){ run('select '+proj[i]); run('replication'); //get all replication actions preps = list(); for(j=0;j<preps.length;j++){ run('select ' + preps[j]); last_sync = get('last_sync'); last_try = get('last_try'); // printf("target %s\n", get('target')); //why the flip does this not get the proper name? if(!( last_sync.valueOf() === last_try.valueOf())){ printf("sync has failed for %s %s\n", proj[i], get('target')); }else{ // printf("OK %s %s\n", proj[i], get('target')); } run('done'); //done with the replica action } run('done'); run('done'); } printf("finished\n"); For a more on how to run the script, or testing it please look at my previous post. Sample output: Host: elb1sn01, pool: exalogic total projects: 45 sync has failed for ACSExalogicSystem cb3a24fe-ad60-c90f-d15d-adaafd595639 finished

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  • Why do "Joke" programming languages exist? [closed]

    - by ThePlan
    First of all please be aware this post contains some abusive language but I hope it will not bother anyone. I apologize for the bad language but that's what the name is. As I've been doing documentation on existing programming languages attempting to make a complete list of them I stumbled across terrible programming languages, which were clearly not made for actual use and implementation due to their insane difficulty. Languages such as Brainfu*k and LOLCODE or Whitespace are fool languages because they have no real use. For example, a "Hello world" program written in BrainFu*k. Taken from Wikipedia: The following program prints "Hello World!" and a newline to the screen: +++++ +++++ initialize counter (cell #0) to 10 [ use loop to set the next four cells to 70/100/30/10 > +++++ ++ add 7 to cell #1 > +++++ +++++ add 10 to cell #2 > +++ add 3 to cell #3 > + add 1 to cell #4 <<<< - decrement counter (cell #0) ] > ++ . print 'H' > + . print 'e' +++++ ++ . print 'l' . print 'l' +++ . print 'o' > ++ . print ' ' << +++++ +++++ +++++ . print 'W' > . print 'o' +++ . print 'r' ----- - . print 'l' ----- --- . print 'd' > + . print '!' > . print '\n' or another example taken from LOLCODE language: HAI CAN HAS STDIO? PLZ OPEN FILE "LOLCATS.TXT"? AWSUM THX VISIBLE FILE O NOES INVISIBLE "ERROR!" KTHXBYE These languages are very difficult to learn/read/work with. My question is - Why do they exist? What is the purpose of them? Also, is there an official "name" for these type of languages?

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  • What are they buying &ndash; work or value?

    - by Jamie Kurtz
    When was the last time you ordered a pizza like this: “I want the high school kid in the back to do the following… make a big circle with some dough, curl up the edges, then put some sauce on it using a small ladle, then I want him to take a handful of shredded cheese from the metal container and spread it over the circle and sauce, then finally I want the kid to place 36 pieces of pepperoni over the top of the cheese” ?? Probably never. My typical pizza order usually goes more like this: “I want a large pepperoni pizza”. In the world of software development, we try so hard to be all things agile. We: Write lots of unit tests We refactor our code, then refactor it some more We avoid writing lengthy requirements documents We try to keep processes to a minimum, and give developers freedom And we are proud of our constantly shifting focus (i.e. we’re “responding to change”) Yet, after all this, we fail to really lean and capitalize on one of agile’s main differentiators (from the twelve principles behind the Agile Manifesto): “Working software is the primary measure of progress.” That is, we foolishly commit to delivering tasks instead of features and bug fixes. Like my pizza example above, we fall into the trap of signing contracts that bind us to doing tasks – rather than delivering working software. And the biggest problem here… by far the most troubling outcome… is that we don’t let working software be a major force in all the work we do. When teams manage to ruthlessly focus on the end product, it puts them on the path of true agile. It doesn’t let them accidentally write too much documentation, or spend lots of time and money on processes and fancy tools. It forces early testing that reveals problems in the feature or bug fix. And it forces lots and lots of customer interaction.  Without that focus on the end product as your deliverable… by committing to a list of tasks instead of a list features and bug fixes… you are doomed to NOT be agile. You will end up just doing stuff, spending time on the keyboard, burning time on timesheets. Doing tasks doesn’t force you to minimize documentation. It makes it much harder to respond to change. And it will eventually force you and the client into contract haggling. Because the customer isn’t really paying you to do stuff. He’s ultimately paying for features and bug fixes. And when the customer doesn’t get what they want, responding with “well, look at the contract - we did all the tasks we committed to” doesn’t typically generate referrals or callbacks. In short, if you’re trying to deliver real value to the customer by going agile, you will most certainly fail if all you commit to is a list of things you’re going to do. Give agile what it needs by committing to features and bug fixes – not a list of ToDo items. So the next time you are writing up a contract, remember that the customer should be buying this: Not this:

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  • Generating tileable terrain using Perlin Noise [duplicate]

    - by terrorcell
    This question already has an answer here: How do you generate tileable Perlin noise? 9 answers I'm having trouble figuring out the solution to this particular algorithm. I'm using the Perlin Noise implementation from: https://code.google.com/p/mikeralib/source/browse/trunk/Mikera/src/main/java/mikera/math/PerlinNoise.java Here's what I have so far: for (Chunk chunk : chunks) { PerlinNoise noise = new PerlinNoise(); for (int y = 0; y < CHUNK_SIZE_HEIGHT; ++y) { for (int x = 0; x < CHUNK_SIZE_WIDTH; ++x) { int index = get1DIndex(y, CHUNK_SIZE_WIDTH, x); float val = 0; for (int i = 2; i <= 32; i *= i) { double n = noise.tileableNoise2(i * x / (float)CHUNK_SIZE_WIDTH, i * y / (float)CHUNK_SIZE_HEIGHT, CHUNK_SIZE_WIDTH, CHUNK_SIZE_HEIGHT); val += n / i; } // chunk tile at [index] gets set to the colour 'val' } } } Which produces something like this: Each chunk is made up of CHUNK_SIZE number of tiles, and each tile has a TILE_SIZE_WIDTH/HEIGHT. I think it has something to do with the inner-most for loop and the x/y co-ords given to the noise function, but I could be wrong. Solved: PerlinNoise noise = new PerlinNoise(); for (Chunk chunk : chunks) { for (int y = 0; y < CHUNK_SIZE_HEIGHT; ++y) { for (int x = 0; x < CHUNK_SIZE_WIDTH; ++x) { int index = get1DIndex(y, CHUNK_SIZE_WIDTH, x); float val = 0; float xx = x * TILE_SIZE_WIDTH + chunk.x; float yy = y * TILE_SIZE_HEIGHT + chunk.h; int w = CHUNK_SIZE_WIDTH * TILE_SIZE_WIDTH; int h = CHUNK_SIZE_HEIGHT * TILE_SIZE_HEIGHT; for (int i = 2; i <= 32; i *= i) { double n = noise.tileableNoise2(i * xx / (float)w, i * yy / (float)h, w, h); val += n / i; } // chunk tile at [index] gets set to the colour 'val' } } }

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  • How can I clear explosions in my function?

    - by hustlerinc
    Hi I have a function to place bombs, and a for loop that places explosions on the tiles where possible. My problem is that I can't remove the explosions after a while. I've tried everything I can come up with so now I turn here as a last resort. The function looks like this: function Bomb(){ var placebomb = false; if(placeBomb && player.bombs != 0){ map[player.Y][player.X].object = 2; var bombX = player.X; var bombY = player.Y; placeBomb = false; player.bombs--; setTimeout(explode, 3000); } function explode(){ var explodeNorth = true; var explodeEast = true; var explodeSouth = true; var explodeWest = true; map[bombY][bombX].explosion = 1; delete map[bombY][bombX].object; for(i=0;i<=player.bombRadius;i++){ if(explodeNorth && map[bombY-i][bombX]){ if(!map[bombY-i][bombX].wall){ if(!map[bombY-i][bombX].object){ map[bombY-i][bombX].explosion = 1; } else var explodeNorth = false; delete map[bombY-i][bombX].object; map[bombY-i][bombX].explosion = 1; } else var explodeNorth = false; } if(explodeEast && map[bombY][bombX+i]){ if(!map[bombY][bombX+i].wall){ if(!map[bombY][bombX+i].object){ map[bombY][bombX+i].explosion = 1; } else var explodeEast = false; delete map[bombY][bombX+i].object; map[bombY][bombX+i].explosion = 1; } else var explodeEast = false; } if(explodeSouth && map[bombY+i][bombX]){ if(!map[bombY+i][bombX].wall){ if(!map[bombY+i][bombX].object){ map[bombY+i][bombX].explosion = 1; } else var explodeSouth = false; delete map[bombY+i][bombX].object; map[bombY+i][bombX].explosion = 1; } else var explodeSouth = false; } if(explodeWest && map[bombY][bombX-i]){ if(!map[bombY][bombX-i].wall){ if(!map[bombY][bombX-i].object){ map[bombY][bombX-i].explosion = 1; } else var explodeWest = false; delete map[bombY][bombX-i].object; map[bombY][bombX-i].explosion = 1; } else var explodeWest = false; } } player.bombs++; } } If anyone can think of a good way to remove the explosion after a delay please help.

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  • Some PowerShell goodness

    - by KyleBurns
    Ever work somewhere where processes dump files into folders to maintain an archive?  Me too and Windows Explorer hates it.  Very often I find myself needing to organize these files into subfolders so that I can go after files without locking up Windows Explorer and my answer used to be to write a program in something like C# to do the job.  These programs will typically enumerate the files in a folder and move each file to a subdirectory named based on a datestamp.  The last such program I wrote had to use lower-level Win32 API calls to perform the enumeration because it appears the standard .Net calls make use of the same method of enumerating the directories that Windows Explorer chokes on when dealing with a large number of entries in a particular directory, so a simple task was accomplished with a lot of code. Of course, this little utility was just something I used to make my life easier and "not a production app", so it was in my local source folder and not source control when my hard drive died.  So... I was getting ready to re-create it and thought it might be a good idea to play with PowerShell a bit - something I had been wanting to do but had not yet met a requirement to make me do it.  The resulting script was amazingly succinct and even building the flexibility for parameterization and adding line breaks for readability was only about 25 lines long.  Here's the code with discussion following: param(     [Parameter(         Mandatory = $false,         Position = 0,         HelpMessage = "Root of the folders or share to archive.  Be sure to end with appropriate path separator"     )]     [String] $folderRoot="\\fileServer\pathToFolderWithLotsOfFiles\",       [Parameter(         Mandatory = $false,         Position = 1     )]     [int] $days = 1 ) dir $folderRoot|?{(!($_.PsIsContainer)) -and ((get-date) - $_.lastwritetime).totaldays -gt $days }|%{     [string]$year=$([string]$_.lastwritetime.year)     [string]$month=$_.lastwritetime.month     [string]$day=$_.lastwritetime.day     $dir=$folderRoot+$year+"\"+$month+"\"+$day     if(!(test-path $dir)){         new-item -type container $dir     }     Write-output $_     move-item $_.fullname $dir } The script starts by declaring two parameters.  The first parameter holds the path to the folder that I am going to be sorting into subdirectories.  The path separator is intended to be included in this argument because I didn't want to mess with determining whether this was local or UNC and picking the right separator in code, but this could be easily improved upon using Path.Combine since PowerShell has access to the full framework libraries.  The second parameter holds a minimum age in days for files to be removed from the root folder.  The script then pipes the dir command through a query to include only files (by excluding containers) and of those, only entries that meet the age requirement based on the last modified datestamp.  For each of those, the datestamp is used to construct a folder name in the format YYYY\MM\DD (if you're in an environment where even a day's worth of files need further divided, you could make this more granular) and the folder is created if it does not yet exist.  Finally, the file is moved into the directory. One of the things that was really cool about using PowerShell for this task is that the new-item command is smart enough to create the entire subdirectory structure with a single call.  In previous code that I have written to do this kind of thing, I would have to test the entire tree leading down to the subfolder I want, leading to a lot of branching code that detracted from being able to quickly look at the code and understand the job it performs. Overall, I have to say I'm really pleased with what has been done making PowerShell powerful and useful.

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  • Simple thruster like behaviour when rotating sprite

    - by ensamgud
    I'm prototyping some 2D game concepts with XNA and have added some basic keyboard inputs to control a triangle sprite. When I press key up the sprite accelerates in it's current facing direction, when I release the key it brakes down. For rotation, when I press left/right keys I rotate the sprite. Currently the sprite immedately changes direction when I rotate it. What I want is for it to keep moving in the same direction when I rotate, until I hit key up, adding thrust in whatever direction the sprite is pointing at. This would simulate thrusters on a classic space shooter like Asteroids. I'm adding an image to describe the behaviour I'm after and some code samples of how I'm doing things at the moment. This is my player struct, holding information of the sprite. public struct PlayerData { public Vector2 Position; // where to draw the sprite public Vector2 Direction; // travel direction of sprite public float Angle; // rotation of sprite public float Velocity; public float Acceleration; public float Decelleration; public float RotationAcceleration; public float RotationDecceleration; public float TopSpeed; public float Scale; } This is how I'm currently handling thrusting / braking (when pressing/releasing key up) (simplified, removed some bounds checking etc): player.Velocity += player.Acceleration * 0.1f; player.Velocity -= player.Acceleration * 0.1f; And when I rotate the sprite left and right: player.Angle -= player.RotationAcceleration * 0.1f; player.Angle += player.RotationAcceleration * 0.1f; This runs in the update loop, keeps the direction updated and updates the position: Vector2 up = new Vector2(0f, -1f); Matrix rotMatrix = Matrix.CreateRotationZ(player.Angle); player.Direction = Vector2.Transform(up, rotMatrix); player.Direction *= player.Velocity; player.Position += player.Direction; I am following along various beginner tutorials and haven't found any describing this, but I have tried some on my own without success. Do I need to change my velocity and acceleration fields to Vectors instead of floats to accomplish this type of movement? I realise my Angle and the Direction vector is currently tied together and I need to disconnect these somehow to be able to rotate freely without changing the direction of the movement, but I can't quite figure out how to do this while keeping the acceleration/decceleration functional. Would appreciate an explanation rather than pure code samples. Thanks,

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  • Live-Ubuntu 12.04 ran fine, now stopped booting!

    - by user89743
    I've seen similar problems to this several times in the forum, but mine is a bit different, so the other posts I saw were no help to me. When I boot Ubuntu 12.04 64-bit from live-SD-card (3GB persistence) I suddenly get this error: (initramfs) mount: mounting /dev/loop0 on //filesystem.squashfs failed: Invalid argument Can not mount /dev/loop/0 (/cdrom/casper/filesystem.squashfs) on //filesystem.squashfs (it says I can type "help" for commands, but I don't know anything about how to go from there, totally new to linux) The reason I say my case is different is because my Ubuntu worked fine for over a week, even pretty fast, and now this problem happened. Before that I used to run my live ubuntu from USB sticks but that was slower (especially when booting which took 15 minutes from USB stick!). Also I kept getting the same above problem after a while when booting and had to re-create a live USB linux several times. Installing on harddrive is not an option because my harddrive has physical damage and getting a replacement will take a while, therefore I can only use live-USB or live-SD-card Ubuntu. As I said I used Ubuntu without problems for more than a week, before that as well for several weeks on USB sticks, but the above problem occured sooner or later. This time I paid attention to when it happened: I was rebooting my computer (HP 620 laptop, 4 GB RAM, 64 bit system) from SD flash card and when I was booting I selected F6 and then the first option "no acpi" or something like that...I had used it before and noticed it slowed down the time it took Linux to use. This time it caused this error. Now even when I boot normally/default I get this error. Now I'm accessing Ubuntu from my USB stick without persistence file, when I check my SD card, all the files mentioned in the error message are there and the filesystem.squashfs is 691.2 MB so nothing seems to have been deleted by accident. (I have already made many changes/downloaded programs to my SD card persistent Ubuntu and would hope to loose them, since downloading is expensive for me, and since the problem seems to re-occur...) Can anyone help me, preferably without having to create another startup disk on my SD card? I'm totally new to this. Sorry for the long posts, just didn't know what info is relevant and what isnt! Kon

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  • Problem creating levels using inherited classes/polymorphism

    - by Adam
    I'm trying to write my level classes by having a base class that each level class inherits from...The base class uses pure virtual functions. My base class is only going to be used as a vector that'll have the inherited level classes pushed onto it...This is what my code looks like at the moment, I've tried various things and get the same result (segmentation fault). //level.h class Level { protected: Mix_Music *music; SDL_Surface *background; SDL_Surface *background2; vector<Enemy> enemy; bool loaded; int time; public: Level(); virtual ~Level(); int bgX, bgY; int bg2X, bg2Y; int width, height; virtual void load(); virtual void unload(); virtual void update(); virtual void draw(); }; //level.cpp Level::Level() { bgX = 0; bgY = 0; bg2X = 0; bg2Y = 0; width = 2048; height = 480; loaded = false; time = 0; } Level::~Level() { } //virtual functions are empty... I'm not sure exactly what I'm supposed to include in the inherited class structure, but this is what I have at the moment... //level1.h class Level1: public Level { public: Level1(); ~Level1(); void load(); void unload(); void update(); void draw(); }; //level1.cpp Level1::Level1() { } Level1::~Level1() { enemy.clear(); Mix_FreeMusic(music); SDL_FreeSurface(background); SDL_FreeSurface(background2); music = NULL; background = NULL; background2 = NULL; Mix_CloseAudio(); } void Level1::load() { music = Mix_LoadMUS("music/song1.xm"); background = loadImage("image/background.png"); background2 = loadImage("image/background2.png"); Mix_OpenAudio(48000, MIX_DEFAULT_FORMAT, 2, 4096); Mix_PlayMusic(music, -1); } void Level1::unload() { } //functions have level-specific code in them... Right now for testing purposes, I just have the main loop call Level1 level1; and use the functions, but when I run the game I get a segmentation fault. This is the first time I've tried writing inherited classes, so I know I'm doing something wrong, but I can't seem to figure out what exactly.

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  • Single use download script - Modification [on hold]

    - by Iulius
    I have this Single use download script! This contain 3 php files: page.php , generate.php and variables.php. Page.php Code: <?php include("variables.php"); $key = trim($_SERVER['QUERY_STRING']); $keys = file('keys/keys'); $match = false; foreach($keys as &$one) { if(rtrim($one)==$key) { $match = true; $one = ''; } } file_put_contents('keys/keys',$keys); if($match !== false) { $contenttype = CONTENT_TYPE; $filename = SUGGESTED_FILENAME; readfile(PROTECTED_DOWNLOAD); exit; } else { ?> <html> <head> <meta http-equiv="refresh" content="1; url=http://docs.google.com/"> <title>Loading, please wait ...</title> </head> <body> Loading, please wait ... </body> </html> <?php } ?> Generate.php Code: <?php include("variables.php"); $password = trim($_SERVER['QUERY_STRING']); if($password == ADMIN_PASSWORD) { $new = uniqid('key',TRUE); if(!is_dir('keys')) { mkdir('keys'); $file = fopen('keys/.htaccess','w'); fwrite($file,"Order allow,deny\nDeny from all"); fclose($file); } $file = fopen('keys/keys','a'); fwrite($file,"{$new}\n"); fclose($file); ?> <html> <head> <title>Page created</title> <style> nl { font-family: monospace } </style> </head> <body> <h1>Page key created</h1> Your new single-use page link:<br> <nl> <?php echo "http://" . $_SERVER['HTTP_HOST'] . DOWNLOAD_PATH . "?" . $new; ?></nl> </body> </html> <?php } else { header("HTTP/1.0 404 Not Found"); } ?> And the last one Variables.php Code: <? define('PROTECTED_DOWNLOAD','download.php'); define('DOWNLOAD_PATH','/.work/page.php'); define('SUGGESTED_FILENAME','download-doc.php'); define('ADMIN_PASSWORD','1234'); define('EXPIRATION_DATE', '+36 hours'); header("Cache-Control: no-cache, must-revalidate"); header("Expires: ".date('U', strtotime(EXPIRATION_DATE))); ?> The http://www.site.com/generate.php?1234 will generate a unique link like page.php?key1234567890. This link page.php?key1234567890 will be sent by email to my user. Now how can I generate a link like this page.php?key1234567890&[email protected] ? So I think I must access the generator page like this generate.php?1234&[email protected] . P.S. This variable will be posted on the download page by "Hello, " I tried everthing to complete this, and no luck. Thanks in advance for help.

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  • Nifty popup fails to register

    - by Snailer
    I'm new to Nifty GUI, so I'm following a tutorial here for making popups. For now, I'm just trying to get a very basic "test" popup to show, but I get multiple errors and none of them make much sense. To show a popup, I believe it is necessary to first have a Nifty Screen already showing, which I do. So here is the ScreenController for the working Nifty Screen: public class WorkingScreen extends AbstractAppState implements ScreenController { //Main is my jme SimpleApplication private Main app; private Nifty nifty; private Screen screen; public WorkingScreen() {} public void equip(String slotstr) { int slot = Integer.valueOf(slotstr); System.out.println("Equipping item in slot "+slot); //Here's where it STOPS working. app.getPlayer().registerPopupScreen(nifty); System.out.println("Registered new popup"); Element ele = nifty.createPopup(app.getPlayer().POPUP); System.out.println("popup is " +ele); nifty.showPopup(nifty.getCurrentScreen(), ele.getId(), null); } @Override public void initialize(AppStateManager stateManager, Application app) { super.initialize(stateManager, app); this.app = (Main)app; } @Override public void update(float tpf) { /** jME update loop! */ } public void bind(Nifty nifty, Screen screen) { this.nifty = nifty; this.screen = screen; } When I call equip(0) the system prints Equipping item in slot 0, then a lot of errors and none of the subsequent println()'s. Clearly it botches somewhere in Player.registerPopupScreen(Nifty nifty). Here's the method: public final String POPUP = "Test Popup"; public void registerPopupScreen(Nifty nifty) { System.out.println("Attempting new popup"); PopupBuilder b = new PopupBuilder(POPUP) {{ childLayoutCenter(); backgroundColor("#000a"); panel(new PanelBuilder() {{ id("List"); childLayoutCenter(); height(percentage(75)); width(percentage(50)); control(new ButtonBuilder("TestButton") {{ label("TestButton"); width("120px"); height("40px"); align(Align.Center); }}); }}); }}; System.out.println("PopupBuilder success."); b.registerPopup(nifty); System.out.println("Registerpopup success."); } Because that first println() doesn't show, it looks like this method isn't even called at all! Edit After removing all calls on the Player object, the popup works. It seems I'm not "allowed" to access the player from the ScreenController. Unfortunate, since I need information on the player for the popup. Is there a workaround?

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  • Create simple jQuery plugin

    - by ybbest
    In the last post, I have shown you how to add the function to jQuery. In this post, I will show you how to create plugin to achieve this. 1. You need to wrap your code in the following construct, this is because you should not use $ directly as $ is global variable, it could have clash with some other library which also use $.Basically, you can pass in jQuery object into the function, so that $ is made available inside the function. (JavaScript use function to create scope, so you can make sure $ is referred to jQuery inside the function ) (function($){ //Your code goes here. }; })(jQuery); 2. Put your code into the construct above. (function ($) { $.getParameterByName = function (name) { name = name.replace(/[\[]/, "\\\[").replace(/[\]]/, "\\\]"); var regexS = "[\\?&]" + name + "=([^&#]*)"; var regex = new RegExp(regexS); var results = regex.exec(window.location.search); if (results == null) return ""; else return decodeURIComponent(results[1].replace(/\+/g, " ")); }; })(jQuery); 3. Now you can reference the code into you project and you can call the method in you JavaScript References: Provides scope for variables Variables are scoped at the function level in javascript. This is different to what you might be used to in a language like C# or Java where the variables are scoped to the block. What this means is if you declare a variable inside a loop or an if statement, it will be available to the entire function. If you ever find yourself needing to explicitly scope a variable inside a function you can use an anonymous function to do this. You can actually create an anonymous function and then execute it straight away and all the variables inside will be scoped to the anonymous function: (function() { var myProperty = "hello world"; alert(myProperty); })(); alert(typeof(myProperty)); // undefined How does an anonymous function in JavaScript work? Building Your First jQuery Plugin A Plugin Development Pattern

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  • Problem trying to lock framerate at 60 FPS

    - by shad0w
    I've written a simple class to limit the framerate of my current project. But it does not work as it should. Here is the code: void FpsCounter::Process() { deltaTime = static_cast<double>(frameTimer.GetMsecs()); waitTime = 1000.0/fpsLimit - deltaTime; frameTimer.Reset(); if(waitTime <= 0) { std::cout << "error, waittime: " << waitTime << std::endl; } else { SDL_Delay(static_cast<Uint32>(waitTime)); } if(deltaTime == 0) { currFps = -1; } else { currFps = 1000/deltaTime; } std::cout << "--Timings--" << std::endl; std::cout << "Delta: \t" << deltaTime << std::endl; std::cout << "Delay: \t" << waitTime << std::endl; std::cout << "FPS: \t" << currFps << std::endl; std::cout << "-- --" << std::endl; } Timer::Timer() { startMsecs = 0; } Timer::~Timer() { // TODO Auto-generated destructor stub } void Timer::Start() { started = true; paused = false; Reset(); } void Timer::Pause() { if(started && !paused) { paused = true; pausedMsecs = SDL_GetTicks() - startMsecs; } } void Timer::Resume() { if(paused) { paused = false; startMsecs = SDL_GetTicks() - pausedMsecs; pausedMsecs = 0; } } int Timer::GetMsecs() { if(started) { if(paused) { return pausedMsecs; } else { return SDL_GetTicks() - startMsecs; } } return 0; } void Timer::Reset() { startMsecs = SDL_GetTicks(); } The "FpsCounter::Process()" Method is called everytime at the end of my gameloop. I've got the problem that the loop is correctly delayed only every second frame, so it runs one frame delayed at 60 FPS and the next without delay at over 1000 fps. I am searching the error quite a while now, but I do not find it. I hope somebody can point me in the right direction.

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  • How do you make a bullet ricochet off a vertical wall?

    - by Bagofsheep
    First things first. I am using C# with XNA. My game is top-down and the player can shoot bullets. I've managed to get the bullets to ricochet correctly off horizontal walls. Yet, despite using similar methods (e.g. http://stackoverflow.com/questions/3203952/mirroring-an-angle) and reading other answered questions about this subject I have not been able to get the bullets to ricochet off a vertical wall correctly. Any method I've tried has failed and sometimes made ricocheting off a horizontal wall buggy. Here is the collision code that calls the ricochet method: //Loop through returned tile rectangles from quad tree to test for wall collision. If a collision occurs perform collision logic. for (int r = 0; r < returnObjects.Count; r++) if (Bullets[i].BoundingRectangle.Intersects(returnObjects[r])) Bullets[i].doCollision(returnObjects[r]); Now here is the code for the doCollision method. public void doCollision(Rectangle surface) { if (Ricochet) doRicochet(surface); else Trash = true; } Finally, here is the code for the doRicochet method. public void doRicochet(Rectangle surface) { if (Position.X > surface.Left && Position.X < surface.Right) { //Mirror the bullet's angle. Rotation = -1 * Rotation; //Moves the bullet in the direction of its rotation by given amount. moveFaceDirection(Sprite.Width * BulletScale.X); } else if (Position.Y > surface.Top && Position.Y < surface.Bottom) { } } Since I am only dealing with vertical and horizontal walls at the moment, the if statements simply determine if the object is colliding from the right or left, or from the top or bottom. If the object's X position is within the boundaries of the tile's X boundaries (left and right sides), it must be colliding from the top, and vice verse. As you can see, the else if statement is empty and is where the correct code needs to go.

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