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  • Google Games Chat, September 13

    Google Games Chat, September 13 The Google Games Chat (official motto: "Still not cancelled") is back for yet another rousing debate about industry trends, the state of gaming in general, and, frankly, any other random thoughts that happen to cross our minds. We don't really filter what we say very much. This week, we'll be talking about App Discovery, a subject near and dear to everybody's heart. From: GoogleDevelopers Views: 0 2 ratings Time: 00:00 More in Science & Technology

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  • Google+ Platform Office Hours for May 2nd, 2012: Hanging out with the Tabletop Forge team

    Google+ Platform Office Hours for May 2nd, 2012: Hanging out with the Tabletop Forge team This week we met with Charles Jaimet, Joshuha Owen and Fraser Cain of the Tabletop Forge team. They showed us their hangout app and shared their experience. Discussion this session on Google+: goo.gl You can learn more about our office hours here: goo.gl Here are some notable moments in this session: 1:50 - Charles explains Tabletop Forge 6:12 - Tabletop Forge Demo begins 7:45 - How do you prevent cheating on dice rolls? 14:07 - A discussion about trust in tabletop gaming 14:57 - Upcoming feature - Fog of war 24:06 - What are some challenges with the Hangouts API that you've overcome? 27:10 - It'd be cool to play a game with a separate on air game view 31:08 - Comments as a source of game material 31:58 - What else is on the roadmap for Tabletop Forge? 35:52 - Will there be a Kickstarter for Tabletop Forge? 36:42 - What do you think about saving game logs to places like Google Drive or Google Docs? 39:07 - The 7 sided die is not something possible in reality. In what other ways have you gone beyond the limits of the physical table top? 43:11 - What was your first game? From: GoogleDevelopers Views: 2401 23 ratings Time: 46:43 More in Science & Technology

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  • RadioButtons and Lambda Expressions

    - by MightyZot
    Radio buttons operate in groups. They are used to present mutually exclusive lists of options. Since I started programming in Windows 20 years ago, I have always been frustrated about how they are implemented. To make them operate as a group, you put your radio buttons in a group box. Conversely, to group radio buttons in HTML, you simply give them all the same name. Radio buttons with the same name or ID in HTML operate as one mutually exclusive group of options. In C#, all your radio buttons must have unique names and you use group boxes to group them. I’m in the process of converting some old code to C# and I’m tasked with creating a user control with groups of radio buttons on it. I started out writing the traditional switch…case statements to check the appropriate radio button based upon value, loops to uncheck them all, etc. Then it occurred to me that I could stick the radio buttons in a Dictionary or List and use Lambda expressions to make my code a lot more maintainable. So, here is what I ended up with: Here is a dictionary that contains my list of radio buttons and their values. I used their values as the keys, so that I can select them by value. Now, instead of using loops and switch…case statements to control the radio buttons, I use the lambda syntax and extension methods. Selecting a Radio Button by Value This code is inside of a property accessor, so “value” represents the value passed into the property accessor. The “First” extension method uses the delegate represented by the lambda expression to select the radio button (actually KeyValuePair) that represents the passed in value. Finally, the resulting checkbox is checked. Since the radio buttons are in the same group, they function as a group, the appropriate radio button is selected while the others are unselected. Reading the Value This is the get accessor for the property that returns the value of the checked radio button. Now, if you’re using binding, this code is likely not necessary; however, I didn’t want to use binding in this case, so I think this is a good alternative to the traditional loops and switch…case statements.

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  • Dartisans ep 12 - Dart and Web Components

    Dartisans ep 12 - Dart and Web Components Ask and vote for questions: developers.google.com Web Components are ushering in the "declarative renaissance" for modern web development. Watch this episode of Dartisans to learn how you can build Web Components with Dart, and compile them into JavaScript to run across the modern web. From: GoogleDevelopers Views: 0 0 ratings Time: 00:00 More in Science & Technology

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  • GDL Presents: Creative Sandbox | Mobile

    GDL Presents: Creative Sandbox | Mobile Tune in to hear about a cool, new application of the Mobile platform, Big Bold: Grolsch, from the core creative team at Beattie McGuinness Bungay in conversation with a Google Mobile expert. They'll talk about how they pushed the possibilities of the Mobile platform - and will inspire you to do the same. From: GoogleDevelopers Views: 0 0 ratings Time: 01:00:00 More in Science & Technology

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  • G+ Platform Office Hours -- Retrieving Profile Information with the Sign In Button

    G+ Platform Office Hours -- Retrieving Profile Information with the Sign In Button Join us for a live coding demo of the sign in button and how to retrieve profile information using it! Or skip ahead to what you really care about: Meet your presenters: goo.gl Render the Sign-In Button: goo.gl Add a Client ID: goo.gl See Sign-In Render: goo.gl Grab the user resource (with live XHR/REST debugging*!): goo.gl Retrieve and render the user resource: goo.gl *If you don't feel you need a debugging crash course, feel free to skip from 10:14 to 18:30. :) From: GoogleDevelopers Views: 659 17 ratings Time: 29:39 More in Science & Technology

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  • GDL Italy 20121107 - Unconvential webapp con GWT/Elemental, WebRCT e WebGL

    GDL Italy 20121107 - Unconvential webapp con GWT/Elemental, WebRCT e WebGL In questo video Alberto Mancini del GDG Firenze ci spiega come realizzare applicazioni web con GWT ed Elemental, capaci di acquisire il flusso video di una webcam sfruttando le nuove API WebRTC ed in grado di aggiungere effetti 3D grazie a WebGL. From: GoogleDevelopers Views: 39 3 ratings Time: 23:01 More in Science & Technology

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  • Are there any formal approaches for familiarising oneself with a new or legacy codebase? [closed]

    - by codecowboy
    Possible Duplicate: How do you dive into large code bases? As a contractor, I often encounter legacy codebases which might have little or no supporting documentation. Are there any techniques or best practices? I work with PHP and web applications, though also face situations in which I have to edit code in an unfamiliar language. How can I leave a codebase in better shape, learn something along the way and impress the team I'm working with?

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  • Coppock Chart

    This article demonstrates building a web based interactive chart and is my attempt to assimilate some of the recent updates and best practices that have emerged with Visual Studio 2010 and .NET Framework 4 into my software lexicon.

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  • Google I/O 2011: How to Get Your Startup Idea Funded by Venture Capitalists

    Google I/O 2011: How to Get Your Startup Idea Funded by Venture Capitalists Don Dodge, Joe Kraus, Paul Buchheit, Seth Priebatsch Have an idea and want to start a company? Learn how to attract investors, and what they want to see before writing a check. Hear from entrepreneurs who have raised money and VCs who have funded them. From: GoogleDevelopers Views: 16911 146 ratings Time: 01:00:27 More in Science & Technology

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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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  • Collision Detection for 2D

    - by Bhaskar
    I am working on a simple game, where I need to do a collision detection of two Texture2D. The code I have written is: bool perPixelCollission = false; Texture2D texture1 = sprite1.Texture; Texture2D texture2 = sprite1.Texture; Vector2 position1 = new Vector2(sprite1.CurrentScope.X, sprite1.CurrentScope.Y); Vector2 position2 = new Vector2(sprite2.CurrentScope.X, sprite2.CurrentScope.Y); uint[] bitsA = new uint[texture1.Width * texture1.Height]; uint[] bitsB = new uint[texture2.Width * texture2.Height]; Rectangle texture1Rectangle = new Rectangle(Convert.ToInt32(position1.X), Convert.ToInt32(position1.Y), texture1.Width, texture1.Height); Rectangle texture2Rectangle = new Rectangle(Convert.ToInt32(position2.X), Convert.ToInt32(position2.Y), texture2.Width, texture2.Height); texture1.GetData<uint>(bitsA); texture2.GetData<uint>(bitsB); int x1 = Math.Max(texture1Rectangle.X, texture2Rectangle.X); int x2 = Math.Min(texture1Rectangle.X + texture1Rectangle.Width, texture2Rectangle.X + texture2Rectangle.Width); int y1 = Math.Max(texture1Rectangle.Y, texture2Rectangle.Y); int y2 = Math.Min(texture1Rectangle.Y + texture1Rectangle.Height, texture2Rectangle.Y + texture2Rectangle.Height); for (int y = y1; y < y2; ++y) { for (int x = x1; x < x2; ++x) { if (((bitsA[(x - texture1Rectangle.X) + (y - texture1Rectangle.Y) * texture1Rectangle.Width] & 0xFF000000) >> 24) > 20 && ((bitsB[(x - texture2Rectangle.X) + (y - texture2Rectangle.Y) * texture2Rectangle.Width] & 0xFF000000) >> 24) > 20) { perPixelCollission = true; break; } } // Reduce amount of looping by breaking out of this. if (perPixelCollission) { break; } } return perPixelCollission; But this code is really making the game slow. Where can I get some very good collision detection tutorial and code? What is wrong in this code?

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