Search Results

Search found 21331 results on 854 pages for 'require once'.

Page 440/854 | < Previous Page | 436 437 438 439 440 441 442 443 444 445 446 447  | Next Page >

  • Speed up ADF Mobile Deployment to Android with Keystore

    - by Shay Shmeltzer
    As you might have noticed from my latest ADF Mobile entries, I'm doing most of my ADF Mobile development on a windows machine and testing on an Android device. Unfortunately the Android/windows experience is not as fast as the iOS/Mac one. However, there is one thing I learned today that can make this a bit less painful in terms of the speed to deploy and test your application - and this is to use the "Release" mode when deploying your application instead of the "Debug" mode. To do this you'll first need to define a keystore, but as Joe from our Mobile team showed me today, this is quite easy. Here are the steps: Open a command line in your JDK bin directory (I just used the JDK that comes with the JDeveloper install). Issue the following command: keytool –genkey –v –keystore <Keystore Name>.keystore –alias <Alias Name> -keyalg RSA –keysize 2048 –validity 10000 Both keystore name and alias names are strings that you decide on. The keytool utility will then prompt you with various questions that you'll need to answer. Once this is done, the next step is to configure your JDeveloper preferences->ADF Mobile to add this keystore there under the release tab:  Then for your application specific deployment profile - switch the build mode from debug to release. The end result is a much smaller mobile application (for example from 60 to 21mb) and a much faster deployment cycle (for me it is about twice as fast as before).

    Read the article

  • Is it bad to put your computer in sleep mode every time? [closed]

    - by Ivo Flipse
    Possible Duplicate: What is the effect of always sleeping a laptop? Is it bad for batteries or something else? Often I have a lot of stuff open and don't feel like shutting down my laptop, so I just use sleep mode when I'm transferring it. But I have no idea if this might have any disadvantages. So my question is: is it bad to put your computer in sleep mode every time? Things I'm wondering: Should I turn off my computer every once in a while? Will continuous use of sleep mode slow down my system in any way? Are there any bad side effects (in the long term)? Any thoughts? FYI I'm using Windows 7 on a laptop

    Read the article

  • VMWare guest OS is not using full hard drive space

    - by syuusuke
    Hey everyone, I'm wondering if you can give me some insight on how to figure this out. I've recently virtualized a w2k3 server that had 10GB C:\ drive size. Once I finished virtualizing it, I expanded the disk to 20GB for C:\ and within guest OS (W2K3) computer management settings, you can see it recognizes as 20GB partition C:. But for some reason, if I opened windows explorer and see the properties of C:\, it will only show total size of 10GB. Does anyone know how to solve this or even had this problem before?

    Read the article

  • Scenes from OpenWorld Day One

    - by Larry Wake
    Sunday's the day that everything comes together, but there's always that last minute scramble. Here are a few peeks at what everyone's doing, and may still be doing far into the night. This is the team putting the final touches on the Hands-On Lab room for  HOL10201, "Reduce Risk with Oracle Solaris Access Control to Restrain Users and Isolate Applications". This should be a great learning experience--plus it's a chance to meet up with some of the top Solaris security people, including Glenn Faden and Darren Moffat. And here's the OTN Garage's own Rick Ramsey, working feverishly to help set up the Oracle Solaris Systems Pavilion. (Moscone South, Booth 733). Several of our featured partners will be demonstrating solutions running on Oracle Solaris systems -- plus, we'll be serving espresso, to help you power through the week. Another panorama shot, courtesy of iOS 6 -- come for the maps, stay for the photos.... Moscone South is also home once again this year to the systems and storage DEMOgrounds. Plenty to learn and see; you might even catch a glimpse of me there on Tuesday afternoon.

    Read the article

  • For those of you who are senior developers what do you look for in a new company and development team?

    - by Amy P
    As I move forward in my career new jobs become more difficult to choose between. When I was starting out and for the first 8 years of my career I took the jobs that I could get that would keep me programming on the general technological path that I was on. I am a job hopper, I only stay with a company for between 2 - 3 years. I think that I do this because after 2 years I get bored and unless there are new projects to keep my busy I no longer find work interesting. Now that I am becoming more experienced it is more important for me to only apply for jobs that are interesting and will move my career and my skill set forward. My problem now is that I keep finding jobs where the projects appear to be interesting during the interview but once I get in the company I find the development environment is sub-par and the development team is disjointed. I feel like I am asking the wrong questions during the interview process and don't know what to look for to make sure that the environment I will be working in will be a good one. Now my question: For those of you who are senior developers what do you look for in a new company and development team? I am looking for the key qualities in a company and development team that you look for when interviewing with a company. These qualities are the ones that would give you hints that the company will be a good one to work for.

    Read the article

  • BSOD when playing Portal 2 using ATI Radeon 4800 on H61M/U3S3 mobo

    - by Ben Walker
    playing Portal 2 will always give me blue screen of death, usually after about 10 minutes of playing. BSOD references atikmpag.sys. I have tried several updates for graphics driver and through ATI Catalyst Center. I have updated the motherboard BIOS. My RAM is OK. Nothing changes. I had previously run the game fine, then I removed my video card to use on-board graphics once, and after re-installing the video card, I get this problem every time. I am using: ATI Radeon 4800 ASRockH61M/U3S3 motherboard Windows 7 64-bit

    Read the article

  • Bejeweled-like game, managing different gem/powerup behaviors?

    - by Wissam
    I thought I'd ask a question and look forward to some insight from this very compelling community. In a Bejeweled-like (Match 3) game, the standard behavior once a valid swap of two adjacent tiles is made is that the resulting matching tiles are destroyed, any tiles now sitting over empty spaces fall to the position above the next present-tile, and any void created above is filled with new tiles. In richer Match-3 games like Bejeweled, 4 in a row (as opposed to just 3) modifies this behavior such that the tile that was swapped is retained, turned into a "flaming" gem, it falls, and then the empty space above is filled. The next time that "flaming gem" is played it explodes and destroys the 8 perimeter tiles, triggers a different animation sequence (neighbors of those 8 tiles being destroyed look like they've been hit by a shockwave then they fall to their respective positions). Scoring is different, the triggered sounds are different, etc. There are even more elaborate behaviors for Match5, Match-cross-pattern, and many powerups that can be purchased, each which produces a more elaborate sequence of events, sounds, animations, scoring, etc... What is the best approach to developing all these different behaviors that respond to players' "move" and her current "performance" and that deviate from the standard sequence of events, scoring, animation, sounds etc, in such a way that we can always flexibly introduce a new "powerup" ? What we are doing now is hard-coding the events of each one, but the task is long and arduous and seems like the wrong approach especially since the game-designers and testers often offer (later) valuable insight on what works better in-game, which means that the code itself may have to be re-written even for minor changes in behavior (say, destroy only 7 neighboring tiles, instead of all 8 in an explosion). ANY pointers for good practices here would be highly appreciated.

    Read the article

  • Parameterized Django models

    - by mgibsonbr
    In principle, a single Django application can be reused in two or more projects, providing functionality relevent to both. That implies that the same database structure (tables and relations) will be re-created identically in different databases, and most times this is not a problem (assuming the projects/databases are unrelated - for instance when someone downloads a complete app to use in their own projects). Sometimes, however, the models must be "tweaked" a little to better fit the problem needs. This can be accomplished by forking the app, but I wondered if there wouldn't be a better option in cases where the app designer can anticipate the most common customizations. For instance, if I have a model that could relate to another as one-to-one or one-to-many, I could specify the unique property as a parameter, that can be specified in the project's settings: class This(models.Model): other = models.ForeignKey(Other, unique=settings.OTHER_TO_THIS) Or if a model can relate to many others, I could create an intermediate table for each of them (thus enforcing referential integrity) instead of using generic fks: for related in settings.MODELS_RELATED_TO_OTHER: model_name = '%s_Other' % related globals()[model_name] = type(model_name, (models.Model,) { me:models.ForeignKey(find_model_class(related)), other:models.ForeignKey(Other), # Some other properties all intersection tables must have }) Etc. Let me stress out that I'm not proposing to change the models at runtime nor anything like that; once the parameters were defined and syncdb called for the first time, those parameters are not to be changed again (unless you're doing a schema migration). Is this a good design? Are there better ways to accomplish the same thing, or maybe drawbacks I coulnd't anticipate? This technique is meant to be used sparingly (only on apps meant to be reused in wildly different contexts, and only when a specific need of customization can be detected while the app model is being designed).

    Read the article

  • Effective handling of variables in non-object oriented programming

    - by srnka
    What is the best method to use and share variables between functions in non object-oriented program languages? Let's say that I use 10 parameters from DB, ID and 9 other values linked to it. I need to work with all 10 parameters in many functions. I can do it next ways: 1. call functions only with using ID and in every function get the other parameters from DB. Advantage: local variables are clear visible, there is only one input parameter to function Disadvantage: it's slow and there are the same rows for getting parameters in every function, which makes function longer and not so clear 2. call functions with all 10 parameters Advantage: working with local variables, clear function code Disadvantage: many input parameters, what is not nice 3. getting parameters as global variables once and using them everywhere Advantage - clearer code, shorter functions, faster processing Disadvantage - global variables - loosing control of them, possibility of unwanted overwriting (Especially when some functions should change their values) Maybe there is some another way how to implement this and make program cleaner and more effective. Can you say which way is the best for solving this issue?

    Read the article

  • How do I set up different configurations on an Ubuntu laptop based on different physical locations?

    - by Andrew Larned
    I'm looking for a way to have a couple (or three) multiple configurations set up on my laptop, and easily switch between them. To be more specific, when my laptop is at work, it's plugged into a second monitor, and has a specific set of networks configurations. At home, the second monitor is gone, the network configurations are different. At a public wireless point there are other configurations to set, etc. I know I can go into my preferences and turn on/turn off the monitor, and mess with the networking preferences, and so on, but I'm looking for a way to change a bunch of preferences all at once, and if it's possible to do that automatically, maybe based on the wireless APs in the vicinity, that would be even better.

    Read the article

  • GNOME/KDE Linux entirely in RAM?

    - by František Žiacik
    Hi. I'd like to have very responsive linux but I also like modern, elegant and functional desktops like gnome or kde, not the lightweight ones like xfce or lxde. Once I tried PuppyLinux and was impressed by the responsivity when I clicked an application. In my Ubuntu, it bothers me much when I click chromium and must wait 5 seconds of disk flashing until main window appears. Or evolution or anything else. Is it possible to make GNOME or KDE run entirely in RAM like PuppyLinux (of course, I mean frequently used applications and services, not all) if you have enough of it? I don't care if boot time is longer. I tried using "preload" but it didn't help much.

    Read the article

  • How to set global PATH on OS X Server 10.6.6?

    - by Adam Lindberg
    I'm running Tomcat on OS X Server 10.6.6 under the normal Web component that comes with the OS. This has worked fine so far, but I need to add some entries to the $PATH environment variable for programs that I want access to from the web server (more specifically, I'm running Hudson under Tomcat which needs access to build tools that I have installed). Tomcat and the Web component seems to run under the user _appserver which has a different $PATH than the administrator account. What's the proper way to add a global entry to the $PATH in OS X Server for the Web component? Preferable it should be done only once so that both the _appserver and Administrator user can access the same $PATH.

    Read the article

  • How do I adjust the actual font sizes in Internet Explorer?

    - by Cyberherbalist
    I like having as much stuff on the screen at once as I can. But as a consequence of getting on in years, small font sizes are starting to become a problem. Internet Explorer has the ability to increase the font size of text in webpages (those pages that don't set the font size explicitly). On the main menu, it is View | Text Size. The choices are: Smallest, Smaller, Medium, Larger, Largest. Medium is on many web pages just a tad too small to me. But if I go to Larger the font size is way too big. My question is, is there a way to set these text size jumps differently from what they seem to be?

    Read the article

  • Is a reboot required to refresh permissions after adding a user to a new group?

    - by Michael Prescott
    On ubuntu server, I've noticed more than once now that after adding a user to a group that user doesn't have group permissions until I reboot the system. For example: User 'hudson' needs permission to read directory 'root:shadow /etc/shadow' So I add hudson to the shadow group. hudson still cannot read. So, I 'sudo shutdown -h -r now' and when the system comes up again user hudson can read. Is a reboot required or is there a better way to get permissions applied after adding the user to the group?

    Read the article

  • What's a good way to share a value in multiple places in a Word document?

    - by jcollum
    Let's say I have a value: \\myServer\dir1\dir2\dir3. I'd like this value to appear in multiple places in an MSWord document. However I only want to write it down once. What's a good way to do this? Fields seem like the answer but I can't get it to work; maybe it's not the answer. I'd like to be able to do this without any macros; it adds too much complexity. I need something more like Excel -- write a cell value here, reference it there, change the original value and the reference gets updated too. Edit: ideally I'd have the value updated automatically (fields don't seem to want to do that!).

    Read the article

  • Passing data between the VirtualBox Host and the Guest

    - by Fat Bloke
    Here's a good question: "How can you figure out the VM name from within the VM itself?" While this data is not automatically available, the general purpose, and very powerful VirtualBox "GuestProperty" APIs can be used from the host and guest to pass arbitrary data, in key/value pairs format, in and out of the guest. Note that this does require that the VirtualBox Guest Additions have been installed in the guest. To play with this, try using the "VBoxManage" command line on your VirtualBox host machine, and "VBoxControl" in the guest. Host syntax VBoxManage guestproperty get <vmname>|<uuid> <property> [--verbose] VBoxManage guestproperty set <vmname>|<uuid> <property> [<value> [--flags <flags>]] VBoxManage guestproperty enumerate <vmname>|<uuid> [--patterns <patterns>] VBoxManage guestproperty wait <vmname>|<uuid> <patterns> [--timeout <msec>] [--fail-on-timeout]   Guest syntax VBoxControl.exe guestproperty        get <property> [-verbose] VBoxControl.exe guestproperty        set <property> [<value> [-flags <flags>]] VBoxControl.exe guestproperty        enumerate [-patterns <patterns>] VBoxControl.exe guestproperty        wait <patterns>                                      [-timestamp <last timestamp>]                                      [-timeout <timeout in ms>  So to solve our problem above, we set the vm name in the Host system on an arbitrary key like this: $ VBoxManage guestproperty set "Windows 7 (x64)" /MyData/VMname "Windows 7 (x64)" And within the guest we can use: C:\Program Files\Oracle\VirtualBox Guest Additions>VBoxControl.exe guestproperty get /MyData/VMname Oracle VM VirtualBox Guest Additions Command Line Management Interface Version 4.1.14 (C) 2008-2012 Oracle Corporation All rights reserved. Value: Windows 7 (x64) The GuestProperty API is pretty powerful, so for the interested, get more info in the User Manual. - FB 

    Read the article

  • libgdx draw issue and animation

    - by johnny-b
    it seems as though i cannot get the draw method to work??? it seems as though the bullet.draw(batcher) does not work and i cannot understand why as the bullet is a sprite. i have made a Sprite[] and added them as animation. could that be it? i tried batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX() / 2, bullet.getOriginY() / 2, bullet.getWidth(), bullet.getHeight(), 1, 1, bullet.getRotation()); but that dont work, the only way it draws is this batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); below is the code. // this is in a Asset Class texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, bullets); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); // this is the GameRender class public class GameRender() { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is the gameworld class public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } is there anyway so make the sprite work?

    Read the article

  • Remote Desktop fails with no error

    - by Duane
    Recently, I've been having problems connecting to a remote machine via RDP. I can connect fine exactly once, but all subsequent attempts fail until the remote machine is rebooted. I seem to authenticate properly, but the RDP logon dialog disappears after showing, "Configuring remote session..." for a few seconds. No errors or other useful info is written either to my screen or the Event Logs of the two machines involved. I've tried disabling remote sound as others have suggested, with no success. I'm still investigating a solution, but would appreciate any thoughts. Fortunately, I can reboot the box remotely w/o causing any problems, but this is a less than ideal workaround.

    Read the article

  • Setting up Clojure Project And Sub Projects

    - by octopusgrabbus
    This is primarily a lein question about setting up a major project and its sub-projects, and is not intended to be a discussion question. Instead, I am interested in either a pointer to documentation or to a Clojure/lein best practices link. I have a municipal property assessments application that splits two master flies into different subset files, depending on whether a billing transfer is taking place or we want to batch update new accounts, rather than making our assessment department enter new accounts once in their system and then again in the tax collection system. My application is going to be large enough, that I can see a common library lein project with support functions, like splitting apart the files, and then individual lein projects that use the common library. Should the lein projects be set up at the same level and support included through the project.clj/core.clj files? Is there an advantage to creating lein new projects underneath a major project? Is there a problem with combing all functions in one project? I can probably make my one core.clj contain all flavors of the program, but coming from a C/C++ and Python background, I would prefer to have a lot of little projects.

    Read the article

  • Apps not starting on Mac OS X Lion

    - by KPS
    I have a strange problem, some apps that I download do not launch. There are 2 scenarios The application starts but keeps bouncing, once I click the bouncing icon in the tray it disappears. The process also closes in activity monitor The application fails to start, how ever many times I launch it, it refuses. The process does not even show up in activity monitor What I have done so far to resolve: Repaired permissions Clear all cache/temp using CleanMyMac Used DiskWarrior via OS and not during boot Additional Info: Model Name: MacBook Pro Model Identifier: MacBookPro5,2 Processor Name: Intel Core 2 Duo Processor Speed: 2.8 GHz Number of Processors: 1 Total Number of Cores: 2 L2 Cache: 6 MB Memory: 8 GB Bus Speed: 1.07 GHz Boot ROM Version: MBP52.008E.B05 SMC Version (system): 1.42f4

    Read the article

  • When to use each user research method

    - by user12277104
    There are a lot of user research methods out there, but sometimes we get stuck in a rut, conducting all formative usability testing before coding, or running surveys to gather satisfaction data. I'll be the first to admit that it happens to me, but to get out of a rut, it just takes a minute to look at where I am in the design & development cycle, what kind(s) of data I need, and what methods are available to me. We need reminders, or refreshers, every once in a while. One tool I've found useful is a graphic organizer that I created many years ago. It's been through several revisions, as I've adapted it to the product cycles of the places I've worked, changed my mind about how to categorize it, and added methods that I've used or created over time. I shared a version of this table at the 2012 International UPA conference, and I was contacted by someone yesterday who wanted to use it in a university course on user-center design. I was flattered at the the thought, but embarrassed, because I was sure it needed updating -- that was a year ago, after all. But I opened it today, and really, there's not much I'd change -- sure, I could add some nuance regarding what types of formative testing, such as modality (remote, unmoderated remote, or in-person) or flavor of testing (RITE, RITE-Krug, comparative, performance), but I think it's pretty much ok as is. Click on the image below, to get the full-size PDF. And whether it's entirely "right" or "wrong" isn't the whole value of looking at these methods across the product lifecycle. The real value lies in the reminder that I have options. And what those options are change as the field changes, so while I don't expect this graphic to have an eternal shelf life, it's still ok a year after I last updated it. That said, if you find something missing or out of place, let me know :) 

    Read the article

  • What is the best type of c# timer to use with a Unity game that uses many timers simultaneously?

    - by Kyle Seidlitz
    I am developing a stand-alone 3d game in Unity that will have anywhere from 1 to 200 timers running simultaneously. There will be a GameObject containing 1 timer. For this game timer durations will range from 5 minutes to 4 days. There will not be any countdown displays or any UI for the timers. Each object is a prefab, with all the necessary materials included. An attached script will handle the timer and all the necessary code to change the materials and make any sound effects. Once the timer is expired, the user will then click on the object again, and the object will be destroyed, and the user's inventory will be adjusted. If the user wants to save or end the game before all the timers are done, the start value of the still running timers is to be saved to an XML file such that when the game is started again, any still running timers will be checked to see if they have expired, where the object's materials will be changed appropriately. I am still trying to figure out what type of timer to use, and see also if there are any suggestions for saving and calculating times over several days. What class(es) of timers should I use? Are there any special issues I should look out for in terms of performance?

    Read the article

  • OS X Terminal ends session at opening : permission denied

    - by Jon
    I have an issue with Terminal on MacOS X 10.7.4. I know where it comes from, but I don't know how to solve it : Yesterday, I installed fish-shell as a shell replacement. Following the installation instructions, I ended typing the following command : chsh -s /usr/local/bin/fish I noticed I had to do a : sudo bash for it to work. Once done, I quit. Today, I try to run Terminal and I see te following message : Last login: Wed Jun 27 12:38:01 on ttys000 login: /usr/local/bin/fish: Permission denied [Opération terminée] (yes, I'm French, which explains my poor English). I cannot type any command since I have no access to the Terminal. I tried with iTerm2 but same issue. No command is set at launch in the default profile of Terminal/iTerm2 (well, in the UI). How can I take the power back ? Thank you.

    Read the article

  • How to make a player stay within bounds of world with 2D Camera

    - by Craig
    Im creating a simple top down survival game. At the moment, i have the sprite which is a ship and moves by rotating left or right then going forward in that direction. I have implemented a 2D camera, its always centered on the player. However, when i move towards the bounds of the world that the sprite is in it just keeps on going :( How to i sort it that it stops at the edge of the world and cant go beyond it? Cheers :) Below is the main game class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; //tried world bounds here if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } } my 2d camera class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace GamesCoursework_1 { public class Camera2d { protected float _zoom; // Camera Zoom public Matrix _transform; // Matrix Transform public Vector2 _pos; // Camera Position protected float _rotation; // Camera Rotation public int _viewportWidth, _viewportHeight; // viewport size public Camera2d(int ViewportWidth, int ViewportHeight) { _zoom = 1.0f; _rotation = 0.0f; _pos = Vector2.Zero; _viewportWidth = ViewportWidth; _viewportHeight = ViewportHeight; } // Sets and gets zoom public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < 0.1f) _zoom = 0.1f; } // Negative zoom will flip image } public float Rotation { get { return _rotation; } set { _rotation = value; } } // Auxiliary function to move the camera public void Move(Vector2 amount) { _pos += amount; } // Get set position public Vector2 Pos { get { return _pos; } set { _pos = value; } } public Matrix get_transformation(GraphicsDevice graphicsDevice) { _transform = // Thanks to o KB o for this solution Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } } }

    Read the article

  • How can Highscores be more meaningful and engaging?

    - by Anselm Eickhoff
    I'm developing a casual Android game in which the player's success can very easily be represented by a number (I'm not more specific because I'm interested in the topic in general). Although I myself am not a highscore person at all, I was thinking of implementing a highscore for that game, but I see at least 2 problems in the classical leaderboard approach: very soon the highscore will be dominated by hardcore players, leaving no chance for beginners, who are then frustrated. This is very severe especially in casual games. there is no direct reward for being a loyal player who plays the game over and over again My current idea is to "reset" the highscore every 24 hours (for example) and each day nominate the "player of the day" who then gets a "star". Then there would be some kind of meta-highscore of players with the most stars. That way even beginners might have a chance to be "player of the day" once and continued or repeated play is rewarded much more. The idea is still very rough and there are many problems in the details and the technical implementation but I have a feeling it is a step in the right direction. Do you have creative and new ideas on how to implement highscores? Which games are doing this well / what types of highscores do you find most engaging?

    Read the article

< Previous Page | 436 437 438 439 440 441 442 443 444 445 446 447  | Next Page >