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  • How can I check if Python´s ConfigParser has a section or not?

    - by Voidcode
    How can I check if the ConfigParser mainfile has a section or not, And if it don´t then add a new section to it? I am trying with this code: import ConfigParser config = ConfigParser.ConfigParser() #if the config file don´t has the section 'globel', then add it to the config-file if not config.has_section("globel"): config.add_section("globel") config.set("globel", "settings", "someting") config.write(open("/tmp/myfile.conf", "w")) print "The new sestion globel is now added!!" #else just return the the value of globle->settings else: config.read("/tmp/myfile.conf") print "else... globle->settings == "+config.get("globel", "settings")

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  • 3D Dice using Maya - for integration with iOS game app

    - by Anil
    My designer is building a 3D design of a dice using Maya. I want to integrate this in my iOS app so that the user can spin the dice and get a number. Then they play the game using that number. So, I have two questions: 1) How can I make the dice spin and stop at a random position so that a number is presented to the user? and 2) Once it stops spinning how can I detect the number that is displayed to the user (programmatically)? Many thanks. -Anil

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  • gpgpu vs. physX for physics simulation

    - by notabene
    Hello First theoretical question. What is better (faster)? Develop your own gpgpu techniques for physics simulation (cloth, fluids, colisions...) or to use PhysX? (If i say develop i mean implement existing algorithms like navier-strokes...) I don't care about what will take more time to develop. What will be faster for end user? As i understand that physx are accelerated through PPU units in gpu, does it mean that physical simulation can run in paralel with rastarization? Are PPUs different units than unified shader units used as vertex/geometry/pixel/gpgpu shader units? And little non-theoretical question: Is physx able to do sofisticated simulation equal to lets say Autodesk's Maya fluid solver? Are there any c++ gpu accelerated physics frameworks to try? (I am interested in both physx and gpgpu, commercial engines are ok too).

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  • What’s Outt Showcases What’s New in Theaters, TV, Music, Books, Games, and More

    - by Jason Fitzpatrick
    It’s tough to keep on top of all the new media that comes out; What’s Outt gathers current and future releases for everything from in-theater movies to console games. You can check out the current week, up to two weeks into the future, and–if you’re a bit behind the new release wave–you can page your way back through the archives to catch up. In addition to the web interface, What’s Outt has a simple once-a-week mailing list to keep you updated on the newest releases across all the categories they tracks. What’s Outt [via MakeUseOf] How to Own Your Own Website (Even If You Can’t Build One) Pt 2 How to Own Your Own Website (Even If You Can’t Build One) Pt 1 What’s the Difference Between Sleep and Hibernate in Windows?

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  • Design patterns: when to use and when to stop doing everything using patterns

    - by honeybadger
    This question arises due to comment of FredOverflow in my previous post. Design pattern used in projects I am quite confused by the comment. I know design pattern help in making code reusable and readable (may lack in efficiency a bit). But when to use design patterns and most importantly when to stop doing everything using patterns or carried away by it ? Any comments from you will be helpful. tagging programing languages too to cover broader audience.

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  • SharpDX and game engines, back to zero?

    - by Baboon
    I'm a desktop developer (I mainly do WPF for a living) but I want to make games as a hobby. So a few months ago, I started reading blogs, gamedevSE, you name it. I understand in the C++ DirectX world, you have engines such as Unity3D with designers and whatnot, but as much as I'm ok to spend months understanding game development, I'd prefer to stay with my comfy C#. So I thought I'd develop my first games in /C#/DirectX through SharpDX But then, I can't use game engines anymore, since they're made for C++DirectX and not SharpDX. (ok, I could do P/Invokes but that defeats the purpose of SharpDX). I do know about XNA, and I also do know I can't publish to the marketplace with it (and quite frankly, I don't really want to learn an API that is in jeopardy). So how do you conceal writing games in C# and using existing game engines instead of reinventing the wheel? wait for ports? So I've found out the following: After doing the first tutorials of MOgre and digging around, it seems MOgre gives you the worse of both worlds: . You can't port it with Mono because it directly references a C++/CLI dll (Ogre) and C++/CLI isn't supported by Mono. And since it's not C++ itself, you can't make a pure build. Which, as far as I understand, means I'd be stuck on windows (and not even WinRT/Metro compatible), without capability of porting anything to mobiles or other OS (Mac/Linux). Even though it looks really nice to develop with MOgre, I'd like to learn something a little more open to future broadening. On the other hand, MonoGame seems to be a rewrite of XNA with SharpDX which sounds very promising: Mono allows me to easily port my games to other platforms, mobiles included. SharpDX allows me to access the latest DirectX versions XNA would be my first choice if only MS showed some hope for the future It really looks like MonoGame is nothing else than XNA on SharpDX. Axiom looks good too but I lack info on the subject (and pages with poor design don't give me a good feeling about an API...) XNA with SunBurn looks good: It should be portable to Mono (can anyone with experience give us feedback on that?), thus multi-platform. It's then marketplace-able since Mono itself is. Did I miss something or are 2) and 4) my best options (aside from the fact Mono doesn't support any XAML)?

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  • VoteCounts: bookmarklet to display up/down votes even for rep<1k

    - by SztupY
    Screenshot / Code Snippet About This small bookmarklet will allow anyone to use the "vulnerability" of the API that it allows you to check the up/down vote count - a feat you could normally achieve by being a 1k+rep user. Mainly useful for sites where you don't have this amount of rep, but want to check the stats of the more controversial questions (usually on meta) No API key is actually used here, but it's trivial to add one. License I don't think a code like this deserves anything other than WTFPL Download It's the following line (javascript - 375 bytes): javascript:(function(){a='jsonp';c=' .vote-count-post';d='up_vote_count';e='down_vote_count';$.ajax({url:document.location.href.replace(/(http:\/\/)(.*)(\/questions\/.*)\/.*/,'$1api.$2/1.0$3'),dataType:a,jsonp:a,success:function(x){b=x.questions[0];$('#question'+c).html(b[d]+"-"+b[e]);$.each(b.answers,function(z,y){$('#answer-'+y.answer_id+c).html(y[d]+"-"+y[e])})}})})() EDIT: This is longer, but it will make the result look like exactly on SO. Took a while to make it exactly 508 chars, so it works with IE too. javascript:(function(){w=function(t,q){l='_vote_count';h='up'+l;j='down'+l;k='</div>';s='<div style="color:';$(t).html(s+'green">'+(q[h]?'+':'')+q[h]+k+'<div class="vote-count-separator">'+k+s+'maroon">'+(q[j]==0?'':'-')+q[j]+k)};a='jsonp';c=' .vote-count-post';$.ajax({url:document.location.href.replace(/(http:\/\/)(.*)(\/questions\/.*)\/.*/,'$1api.$2/1.0$3'),dataType:a,jsonp:a,success:function(x){b=x.questions[0];w('#question'+c,b);$.each(b.answers,function(z,y){w('#answer-'+y.answer_id+c,y)})}})})() Platform For any jquery/bookmarklets compatible browser. Tested with Chrome, FF3.6 and IE8 for SU,SO,MSO Contact sztupy.hu Code It was written in notepad already in minified form. Used firebug to debug. Code is above. Contribute(=decrease code size or make the output nicer) any way you want. I'd be great if you'd do the second code shorter than 508 bytes. Known bugs If a question has more than 30 answers then some of the answers won't be resolved. This can be solved easily for <=100 answers, but for questions with more than 100 answers this is more difficult EDIT: updated to API version 1.0. Answers doesn't work yet.

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  • Mobile Development- Obtaining development hardware - best practices?

    - by Zoot
    I'm looking to get into smartphone development, but there a quite a few options out there for platforms right now. (iOS/Android/WebOS/Bada/Symbian/MeeGo/WindowsMobile/JavaME) I'd like to have development hardware to test my code and the overall functionality of the devices. What is the best way to obtain and/or borrow hardware for development and testing? Are there rules of thumb to follow which apply to all companies and platforms? In this situation, I'm a single developer. Does this process change for a startup? A hackerspace? A small business? A large business?

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  • Pygame Tile Based Character movement speed

    - by Ryan
    Thanks for taking the time to read this. Right now I'm making a really basic tile based game. The map is a large amount of 16x16 tiles, and the character image is 16x16 as well. My character has its own class that is an extension of the sprite class, and the x and y position is saved in terms of the tile position. To note I am fairly new to pygame. My question is, I am planning to have character movement restricted to one tile at a time, and I'm not sure how to make it so that, even if the player hits the directional key dozens of time quickly, (WASD or arrow keys) it will only move from tile to tile at a certain speed. How could I implement this generally with pygame? (Similar to game movement of like Pokemon or NexusTk). Edit: I should probably note that I want it so that the player can only end a movement in a tile. He couldn't stop moving halfway inbetween a tile for example. Thanks for your time! Ryan

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  • Is Tax Localization a good use for Workflow Foundation?

    - by JustinDoesWork
    Scenario: We have both Winforms and MVC code that is being used to work on a nation wide multi-user platform that does lots of logistics for lots of users. Tax rules change per state and even per city or county. These tax rules make a huge difference for our industry. The other issue is that rules can change based on legislation. The system will have to handle cases where before a date it works one way and then different after that date. This changeover will need to be entered into the system and tested before that date comes. Proposed Solution: Use Workflow Foundation to create a time based system where our users can change and add rules that change the way taxes are calculated. Question: I have not used Workflow Foundation and searching has returned books to look at but not a lot of examples of people using this technology successfully. Is my scenario a good use of Workflow Foundation?(I think so.) If you have any experience with Workflow Foundation, any tips on making this work well?

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  • How do I limit the game loop?

    - by user1758938
    How do I make a game update at a consistent speed? For example, this would loop too fast: while(true) { GetInput(); Render(); } This just wont work (hard to explain): while(true) { GetInput(); Render(); Sleep(16); } How do I sync my game to a certain framerate and still have input and functions going at a consistent rate?

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  • 8 tips for your Windows Store apps

    - by nmarun
    1. Use Basic page than a blank template For a good number of your tasks, you probably need a Basic page. For starters, this page gives you the bare-bones required – a ‘Go back’ button and a placeholder for the applcation name. This page also contains the VisualState for Snapped view, so you don’t have to handle it in code. When you choose to add a basic page to an empty solution, you’ll get a prompt like below. Clicking on yes, adds some of the following files: LayoutAwarePage – handles GoBack and...(read more)

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  • Design pattern for window management in a Java Swing app

    - by Lord Torgamus
    I've just started creating my very first little Java Swing app. When the program opens, it brings up a single, simple window with a label and a couple buttons. Clicking one of those buttons is supposed to wipe out the welcome screen and replace it with a totally different panel. I'm not sure what the best way to create that functionality is. One method would be to pass my JFrame as an argument into... just about every other component, but that feels hacky to me. Or, there's making each panel double as an action listener, but that doesn't seem right, either. Is there a design pattern I should be applying here? "Replace the contents of the main — and only — window" must be a reasonably common operation. A name for the pattern would be enough; I can use Google on my own from there. (I wouldn't say no to a longer explanation, though.)

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  • Correct way to drive Main Loop in Cocoa

    - by Kyle
    I'm writing a game that currently runs in both Windows and Mac OS X. My main game loop looks like this: while(running) { ProcessOSMessages(); // Using Peek/Translate message in Win32 // and nextEventMatchingMask in Cocoa GameUpdate(); GameRender(); } Thats obviously simplified a bit, but thats the gist of it. In Windows where I have full control over the application, it works great. Unfortunately Apple has their own way of doing things in Cocoa apps. When I first tried to implement my main loop in Cocoa, I couldn't figure out where to put it so I created my own NSApplication per this post. I threw my GameFrame() right in my run function and everything worked correctly. However, I don't feel like its the "right" way to do it. I would like to play nicely within Apple's ecosystem rather than trying to hack a solution that works. This article from apple describes the old way to do it, with an NSTimer, and the "new" way to do it using CVDisplayLink. I've hooked up the CVDisplayLink version, but it just feels....odd. I don't like the idea of my game being driven by the display rather than the other way around. Are my only two options to use a CVDisplayLink or overwrite my own NSApplication? Neither one of those solutions feels quite right.

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  • Inverted textures

    - by brainydexter
    I'm trying to draw textures aligned with this physics body whose coordinate system's origin is at the center of the screen. (XNA)Spritebatch has its default origin set to top-left corner. I got the textures to be positioned correctly, but I noticed my textures are vertically inverted. That is, an arrow texture pointing Up , when rendered points down. I'm not sure where I am going wrong with the math. My approach is to convert everything in physic's meter units and draw accordingly. Matrix proj = Matrix.CreateOrthographic(scale * graphics.GraphicsDevice.Viewport.AspectRatio, scale, 0, 1); Matrix view = Matrix.Identity; effect.World = Matrix.Identity; effect.View = view; effect.Projection = proj; effect.TextureEnabled = true; effect.VertexColorEnabled = true; effect.Techniques[0].Passes[0].Apply(); SpriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, DepthStencilState.Default, RasterizerState.CullNone, effect); m_Paddles[1].Draw(gameTime); SpriteBatch.End(); where Paddle::Draw looks like: SpriteBatch.Draw(paddleTexture, mBody.Position, null, Color.White, 0f, new Vector2(16f, 16f), // origin of the texture 0.1875f, SpriteEffects.None, // width of box is 3*2 = 6 meters. texture is 32 pixels wide. to make it 6 meters wide in world space: 6/32 = 0.1875f 0); The orthographic projection matrix seem fine to me, but I am obviously doing something wrong somewhere! Can someone please help me figure out what am i doing wrong here ? Thanks

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  • Is there any way to add a new location to the list of places where nltk looks for the wordnet corpus?

    - by Programming Noob
    I can't use the nltk wordnet lemmatizer because I can't download the wordnet corpus on my university computer due to access rights issues. I get the following error when I try to do so: ********************************************************************** Resource 'corpora/wordnet' not found. Please use the NLTK Downloader to obtain the resource: >>> nltk.download() Searched in: - '/home/XX/nltk_data' - '/usr/share/nltk_data' - '/usr/local/share/nltk_data' - '/usr/lib/nltk_data' - '/usr/local/lib/nltk_data' ********************************************************************** When I had the same issue at home, I could resolve it by two ways: Using nltk.download(), the standard way and Creating a new folder at location /home/XX/nltk_data and just pasting the corpus directory inside it. Now at the university I only have access to /home/XX/bin and not /home/XX directly. So is there anyway I could paste the wordnet corpus into /home/XX/bin and then somehow make nltk look for the corpus in that folder?

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  • Soft 404 error on redirected outbound links

    - by Techlands
    I have a redirect script on my site which sends visitors to an affiliate site. However in the last month I've noticed that Google webmaster tools is reporting my outbound links as a 404 error. Here is the breakdown on how its setup: My outbound links are coded like this: <a href="/f/c123" rel="nofollow" target="_blank">Link Title</a> My redirect script will then perform a 302 redirect to the affiliate link Originally I had the affiliate links (CJ) directly in the HTML, however I noticed over time that this had some impact on my sites traffic. So I changed them to a redirect script and my traffic returned. This seemed to work with no issues for over 1 year but now I'm getting soft 404 errors in Google webmaster tools. I did try adding a rule in my robots.txt to block any links starting with /f/ but I'm not sure if this will help or Google will still report soft 404 errors. I am considering as possible options to change the a tag to a button tag and use an onclick event to load the link.

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  • rhythmbox plugin code for hot key not working

    - by Bunny Rabbit
    def activate(self,shell): self.shell = shell self.copy_selected() self.action = gtk.Action ('foo','bar','baz',None) self.activate_id = self.action.connect ('activate', self.call_bk_fn,self.shell) self.action_group = gtk.ActionGroup ('hot_key_action_group') self.action_group.add_action_with_accel (self.action, "<control>E") uim = shell.get_ui_manager () uim.insert_action_group (self.action_group, 0) uim.ensure_update () def call_bk_fn(): print('hello world') i am using the above code in a plugin for rhythmbox ,and here i am trying to register the key ctr+e so that the call_bk_fn gets called whenever the key combination is pressed , but its not working why is that so ?

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  • Graphical quality of open source vs. commercial games

    - by Toktik
    I'm new in Game development. I have researched many open source games. But I have not met any open source game which has high quality graphics, comparable to these found in commercial games. What is the reason for this? Are open source game engines not advanced enough to support such graphics or is there just a lack of assets, textures and models? I know that this question is very general, I would like to hear some points of view.

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  • Easy to use cross-platform 3D engines for C++ game development?

    - by davr
    I want to try my hand at writing a 3D game. However I don't want to start at such a low level of drawing individual triangles and writing my own 3D object loader and so on. I've heard of things like Irrlicht, Crystal Space 3D, and Cafu, but I don't have any experience with any of them. I'm looking for suggestions from people who have experience with these or other engines on which ones are well written, and are easy to get started using, without having to learn a ton of 3D math theory and how GPU's work internally.

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  • Questions about XNA

    - by Maik Klein
    I've read tons of different threads about XNA, but I still have some questions. First of all: I have 2 years of experience programming and C# is my main language, so XNA would fit perfectly for me, but I have some concerns. People mentioned that C# has a performance loss compared to C++. Is this true? XNA only supports DirectX 9. I found the ANX framework which is pretty similar to XNA but it is capable of DirectX 11. Would this be a good alternative ? Because I'm worried about the performance loss of C#, I searched for a C++ framework and found SFML. It's based on C++ but can be integrated into C#. I already have some experience with UDK, but I am really interested in creating more by myself ( lighting physics etc ). I didn't start yet, what would you recommend me to use / learn ? I am going to create a first person shooter (3D) and I have plenty of time for this. My aim is realtime lighting, realtime global illumination, image-based reflections etc. I want to develop for Windows. Edit: I found something interesting: OpenTK. It supports the latest version of OpenGL which is on the same level as DX11 (if my knowledge is correct). It makes use of mono.

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  • Where is my Ubuntu One ribbon?

    - by Roland Taylor
    I'm not seeing the Ubuntu One ribbon in Nautilus-Elementary. I have the nautilus-terminal extension as well, so I don't know if they don't work together. I tried running nautilus from the terminal (for a separate issue), and I think I might be onto something. It seems the Ubuntu One ribbon is not finding something (it had an exception). I got the NE-Terminal working again by deleting the gconf directory for Nautilus.

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  • Questioning pythonic type checking

    - by Pace
    I've seen countless times the following approach suggested for "taking in a collection of objects and doing X if X is a Y and ignoring the object otherwise" def quackAllDucks(ducks): for duck in ducks: try: duck.quack("QUACK") except AttributeError: #Not a duck, can't quack, don't worry about it pass The alternative implementation below always gets flak for the performance hit caused by type checking def quackAllDucks(ducks): for duck in ducks: if hasattr(duck,"quack"): duck.quack("QUACK") However, it seems to me that in 99% of scenarios you would want to use the second solution because of the following: If the user gets the parameters wrong then they will not be treated like a duck and there will be no indication. A lot of time will be wasted debugging why there is no quacking going on until the user finally realizes his silly mistake. The second solution would throw a stack trace as soon the user tried to quack. If the user has any bugs in their quack() method which cause an AttributeError then those bugs will be silently swallowed. Once again time will be wasted digging for the bug when the second solution would simply give a stack trace showing the immediate issue. In fact, it seems to me that the only time you would ever want to use the first method is when: The block of code in question is in an extremely performance critical section of your application. Following the principal of "avoid premature optimization" you would only realize this of course, after you had implemented the safer approach and found it to be a bottleneck. There are many types of quacking objects out there and you are only interested in quacking objects that quack with a very specific set of arguments (this seems to be a very rare case to me). Given this, why is it that so many people prefer the first approach over the second approach? What is it that I am missing? Also, I realize there are other solutions (such as using abcs) but these are the two solutions I seem to see most often for the basic case.

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  • What Web Technology to use for web app?

    - by Chris
    Want to get the opinions of the people of Stack Overflow. I am creating a web application that ideally will have some sort of desktop notification. i would love to do this in HTML5 but cant as need it to run on IE 8 and below. I have looked a Flex but I'm not 100% sure how to achieve desktop notifications when running as a web app. Has anyone had this dilemma or even know of anything that would be the best fit? All opinions are welcome, will help me out a lot

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  • farseer physics xbox samples not working

    - by Hugh
    I have downloaded a few of the sample projects from the official farseer physics website and i just cant get them to run on my xbox. -My connection to the xbox is fine, other xbox projects debug fine on my xbox -I have tried running both the xbox versions of the samples (for example the farseer hello world sample project) and the windows version by right-clicking the project and making a copy for xbox. I get a bunch of errors but what i always get is "unreachable code detected" referring to code in the farseer library, it seems to be a problem to do with referencing/linking the farseer library to the main game project. Help please!

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