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  • C++ property system interface for game editors (reflection system)

    - by Cristopher Ismael Sosa Abarca
    I have designed an reusable game engine for an project, and their functionality is like this: Is a completely scripted game engine instead of the usual scripting languages as Lua or Python, this uses Runtime-Compiled C++, and an modified version of Cistron (an component-based programming framework).to be compatible with Runtime-Compiled C++ and so on. Using the typical GameObject and Component classes of the Component-based design pattern, is serializable via JSON, BSON or Binary useful for selecting which objects will be loaded the next time. The main problem: We want to use our custom GameObjects and their components properties in our level editor, before used hardcoded functions to access GameObject base class virtual functions from the derived ones, if do you want to modify an property specifically from that class you need inside into the code, this situation happens too with the derived classes of Component class, in little projects there's no problem but for larger projects becomes tedious, lengthy and error-prone. I've researched a lot to find a solution without luck, i tried with the Ogitor's property system (since our engine is Ogre-based) but we find it inappropiate for the component-based design and it's limited only for the Ogre classes and can lead to performance overhead, and we tried some code we find in the Internet we tested it and worked a little but we considered the macro and lambda abuse too horrible take a look (some code omitted): IWE_IMPLEMENT_PROP_BEGIN(CBaseEntity) IWE_PROP_LEVEL_BEGIN("Editor"); IWE_PROP_INT_S("Id", "Internal id", m_nEntID, [](int n) {}, true); IWE_PROP_LEVEL_END(); IWE_PROP_LEVEL_BEGIN("Entity"); IWE_PROP_STRING_S("Mesh", "Mesh used for this entity", m_pModelName, [pInst](const std::string& sModelName) { pInst->m_stackMemUndoType.push(ENT_MEM_MESH); pInst->m_stackMemUndoStr.push(pInst->getModelName()); pInst->setModel(sModelName, false); pInst->saveState(); }, false); IWE_PROP_VECTOR3_S("Position", m_vecPosition, [pInst](float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_POSITION); pInst->m_stackMemUndoVec3.push(pInst->getPosition()); pInst->saveState(); pInst->m_vecPosition.Get()[0] = fX; pInst->m_vecPosition.Get()[1] = fY; pInst->m_vecPosition.Get()[2] = fZ; pInst->setPosition(pInst->m_vecPosition); }, false); IWE_PROP_QUATERNION_S("Orientation (Quat)", m_quatOrientation, [pInst](float fW, float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_ROTATE); pInst->m_stackMemUndoQuat.push(pInst->getOrientation()); pInst->saveState(); pInst->m_quatOrientation.Get()[0] = fW; pInst->m_quatOrientation.Get()[1] = fX; pInst->m_quatOrientation.Get()[2] = fY; pInst->m_quatOrientation.Get()[3] = fZ; pInst->setOrientation(pInst->m_quatOrientation); }, false); IWE_PROP_LEVEL_END(); IWE_IMPLEMENT_PROP_END() We are finding an simplified way to this, without leading confusing the programmers, (will be released to the public) i find ways to achieve this but they are only available for the common scripting as Lua or editors using C#. also too portable, we can write "wrappers" for different GUI toolkits as Qt or GTK, also i'm thinking to using Boost.Wave to get additional macro functionality without creating my own compiler. The properties designed to use in the editor they are removed in the game since the save file contains their data and loads it using an simple 'load' function to reduce unnecessary code bloat may will be useful if some GameObject property wants to be hidden instead. In summary, there's a way to implement an reflection(property) system for a level editor based in properties from derived classes? Also we can use C++11 and Boost (restricted only to Wave and PropertyTree)

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  • Java: which configuration framework to use?

    - by Laimoncijus
    Hi, I need to decide which configuration framework to use. At the moment I am thinking between using properties files and XML files. My configuration needs to have some primitive grouping, e.g. in XML format would be something like: <configuration> <group name="abc"> <param1>value1</param1> <param2>value2</param2> </group> <group name="def"> <param3>value3</param3> <param4>value4</param4> </group> </configuration> or a properties file (something similar to log4j.properties): group.abc.param1 = value1 group.abc.param2 = value2 group.def.param3 = value3 group.def.param4 = value4 I need bi-directional (read and write) configuration library/framework. Nice feature would be - that I could read out somehow different configuration groups as different objects, so I could later pass them to different places, e.g. - reading everything what belongs to group "abc" as one object and "def" as another. If that is not possible I can always split single configuration object into smaller ones myself in the application initialization part of course. Which framework would best fit for me?

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  • Could not load type System.Configuration.NameValueSectionHandler

    If you upgrade older .NET sites from 1.x to 2.x or greater, you may encounter this error when you have configuration settings that look like this: <section name="CacheSettings" type="System.Configuration.NameValueFileSectionHandler, System"/> Once you try to run this on an upgraded appdomain, you may encounter this error: An error occurred creating the configuration section handler for CacheSettings: Could not load type 'System.Configuration.NameValueSectionHandler' from assembly 'System.Configuration, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. Microsoft moved a bunch of the Configuration related classes into a separate assembly, System.Configuration, and created a new class, ConfigurationManager.  This presents its own challenges which Ive blogged about in the past if you are wondering where ConfigurationManager is located.  However, the above error is separate. The issue in this case is that the NameValueSectionHandler is still in the System assembly, but is in the System.Configuration namespace.  This causes confusion which can be alleviated by using the following section definition: <section name="CacheSettings" type="System.Configuration.NameValueSectionHandler, System, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" /> (you can remove the extra line breaks within the type=) With this in place, your web application should once more be able to load up the NameValueSectionHandler.  I do recommend using your own custom configuration section handlers instead of appSettings, and I would further suggest that you not use NamveValueSectionHandler if you can avoid it, but instead prefer a strongly typed configuration section handler. Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How to code UI / HUD in Entity System?

    - by Sylpheed
    I think I already got the idea of the Entity System inspired by Adam Martin (t-machine). I want to start using this for my next project. I already know the basic of Entity, Components, and Systems. My problem is how to handle UI / HUD. For example, a quest window, skill window, character info window, etc. How do you handle UI events (eg. pressing a button)? These are stuff that doesn't need to be processed every frame. Currently, I'm using MVC to code UI but I don't think that'll be compatible for Entity System. I've read that Entity System is embedded on a larger OOP. I don't know if UI is outside of ES or not. How do I approach this one?

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  • System monitor network speed monitor not working for LAN but works for my Wi-fi

    - by Pavak
    I'm on Ubuntu 13.10. I generally use wi-fi to connect to the internet. But Yesterday my wi-fi router occurred some problem and now it's out for warranty. So temporarily I'm using LAN. System monitor displayed the network speed correctly when I was in wi-fi. But now it's not showing any kinda network speed in System Monitor. I checked the preferences opption but couldn't find a way. I also checked "ksysguard"(KDE's system monitor) and conky. None of them working. How can i solve this? I'm attaching a screenshot to clear the problem.

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  • System Settings icons missing

    - by pst007x
    Is there any way to reset the System Settings Control Panel page? The Control Panel was fine, but the for no apparent reason, PRIVACY, BACKGROUND and a host of other icons have vanished... My system seems pretty messed up after the upgrade... Shutdown, Reset, and Logout from the menu no longer work either... However, I can launch the Privacy panel from the terminal: activity-log-manager and it runs... so why is this, and others, now missing from the System Setting Control Panel? I have checked and: activity-log-manager-control-center is installed Is there a config file I can check, or a setting in Gconf where the list of icons are referenced? I have run - in desperation - sudo apt-get purge unity* sudo apt-get purge ubuntu* sudo apt-get autoremove Run Gconf-cleaner and Janitor then re-installed all packages Still the same issue....?

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  • Design a Distributed System

    - by Bonton255
    I am preparing for an interview on Distributed Systems. I have gone through a lot of text and understand the basics of the area. However, I need some examples of discussions on designing a distributed system given a scenario. For example, if I were to design a distributed system to calculate if a number N is primary or not, what will the be design of the system, what will be the impact of network latency, CPU performance, node failure, addition of nodes, time synchronization etc. If you guys could present your in-depth thoughts on this example, or point me to some similar discussion, that would be really helpful.

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  • What should a system architect know? [closed]

    - by marko
    What does the title System Architect really mean? What do you need to know to be a system architect. Do you need to know design patterns or something like that? At work we have a couple so called "System Architects". They do the same stuff as we developers, but the distinction are that they are older and thus has more experience and knowledge of the business domain we work in. But I'm not really seeing the architecting side of work really...

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  • WCF client endpoint identity - configuration question

    - by Roel
    Hi all, I'm having a strange situation here. I got it working, but I don't understand why. Situation is as follows: There is a WCF service which my application (a website) has to call. The WCF service exposes a netTcpBinding and requires Transport Security (Windows). Client and server are in the same domain, but on different servers. So generating a client results in the following config (mostly defaults) <system.serviceModel> <bindings> <netTcpBinding> <binding name="MyTcpEndpoint" ...> <reliableSession ordered="true" inactivityTimeout="00:10:00" enabled="false" /> <security mode="Transport"> <transport clientCredentialType="Windows" protectionLevel="EncryptAndSign"/> <message clientCredentialType="Windows" /> </security> </binding> </netTcpBinding> </bindings> <client> <endpoint address="net.tcp://localhost:xxxxx/xxxx/xxx/1.0" binding="netTcpBinding" bindingConfiguration="MyTcpEndpoint" contract="Service.IMyService" name="TcpEndpoint"/> </client> </system.serviceModel> When I run the website and make the call to the service, I get the following error: System.ServiceModel.Security.SecurityNegotiationException: Either the target name is incorrect or the server has rejected the client credentials. ---> System.Security.Authentication.InvalidCredentialException: Either the target name is incorrect or the server has rejected the client credentials. ---> System.ComponentModel.Win32Exception: The logon attempt failed --- End of inner exception stack trace --- at System.Net.Security.NegoState.EndProcessAuthentication(IAsyncResult result) at System.Net.Security.NegotiateStream.EndAuthenticateAsClient(IAsyncResult asyncResult) at System.ServiceModel.Channels.WindowsStreamSecurityUpgradeProvider.WindowsStreamSecurityUpgradeInitiator.InitiateUpgradeAsyncResult.OnCompleteAuthenticateAsClient(IAsyncResult result) at System.ServiceModel.Channels.StreamSecurityUpgradeInitiatorAsyncResult.CompleteAuthenticateAsClient(IAsyncResult result) --- End of inner exception stack trace --- Server stack trace: at System.ServiceModel.AsyncResult.End[TAsyncResult](IAsyncResult result) at System.ServiceModel.Channels.ServiceChannel.SendAsyncResult.End(SendAsyncResult result) at System.ServiceModel.Channels.ServiceChannel.EndCall(String action, Object[] outs, IAsyncResult result) .... Now, if I just alter the configuration of the client like so: <endpoint address="net.tcp://localhost:xxxxx/xxxx/xxx/1.0" binding="netTcpBinding" bindingConfiguration="MyTcpEndpoint" contract="Service.IMyService" name="TcpEndpoint"> <identity> <dns /> </identity> </endpoint> everything works and my server happily reports that it got called by the service account which hosts the AppPool for my website. All good. My question now is: why does this work? What does this do? I got to this solution by mere trial-and-error. To me it seems that all the <dns /> tag does is tell the client to use the default DNS for authentication, but doesn't it do that anyway? Thanks for providing me with some insight.

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  • Winforms TabControl causing spurious Paint events for UserControl

    - by Tom Bushell
    For our project, we've written a WinForms UserControl for graphing. We're seeing some strange behavior when our control is sited in a TabControl - our control continuously fires Paint events, even when there is absolutely no activity by the user. We only see this in the TabControl. When we site our control in other containers such as Forms or Splitters, Paint is only fired when you'd expect e.g. when the control is first displayed, etc. Can anyone suggest why this might be happening? Here's a stack trace from a breakpoint in our control's Paint handler, if that's any help. OverlordFrontEnd.exe!OverlordFrontEnd.MainForm.graphControl_Paint(object sender = BI_BaseGraphXY.BaseGraphXY}, System.Windows.Forms.PaintEventArgs e = {ClipRectangle = {X=0,Y=0,Width=1031,Height=408}}) Line 422 C# System.Windows.Forms.dll!System.Windows.Forms.Control.OnPaint(System.Windows.Forms.PaintEventArgs e) + 0x73 bytes BI_AppCore.dll!BI_BaseGraphXY.BaseGraphXY.OnPaint(System.Windows.Forms.PaintEventArgs e = {ClipRectangle = {X=0,Y=0,Width=1031,Height=408}}) Line 377 + 0xb bytes C# System.Windows.Forms.dll!System.Windows.Forms.Control.PaintTransparentBackground(System.Windows.Forms.PaintEventArgs e, System.Drawing.Rectangle rectangle, System.Drawing.Region transparentRegion = null) + 0x16c bytes System.Windows.Forms.dll!System.Windows.Forms.Control.PaintBackground(System.Windows.Forms.PaintEventArgs e = {ClipRectangle = {X=0,Y=0,Width=1029,Height=406}}, System.Drawing.Rectangle rectangle, System.Drawing.Color backColor, System.Drawing.Point scrollOffset) + 0xbc bytes System.Windows.Forms.dll!System.Windows.Forms.Control.PaintBackground(System.Windows.Forms.PaintEventArgs e, System.Drawing.Rectangle rectangle) + 0x63 bytes System.Windows.Forms.dll!System.Windows.Forms.Control.OnPaintBackground(System.Windows.Forms.PaintEventArgs pevent) + 0x59 bytes System.Windows.Forms.dll!System.Windows.Forms.Control.PaintWithErrorHandling(System.Windows.Forms.PaintEventArgs e = {ClipRectangle = {X=0,Y=0,Width=1029,Height=406}}, short layer, bool disposeEventArgs = false) + 0x74 bytes System.Windows.Forms.dll!System.Windows.Forms.Control.WmPaint(ref System.Windows.Forms.Message m) + 0x1ba bytes System.Windows.Forms.dll!System.Windows.Forms.Control.WndProc(ref System.Windows.Forms.Message m) + 0x33e bytes System.Windows.Forms.dll!System.Windows.Forms.Control.ControlNativeWindow.OnMessage(ref System.Windows.Forms.Message m) + 0x10 bytes System.Windows.Forms.dll!System.Windows.Forms.Control.ControlNativeWindow.WndProc(ref System.Windows.Forms.Message m) + 0x31 bytes System.Windows.Forms.dll!System.Windows.Forms.NativeWindow.Callback(System.IntPtr hWnd, int msg = 15, System.IntPtr wparam, System.IntPtr lparam) + 0x5a bytes [Native to Managed Transition] [Managed to Native Transition] System.Windows.Forms.dll!System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(int dwComponentID, int reason = -1, int pvLoopData = 0) + 0x24e bytes System.Windows.Forms.dll!System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(int reason = -1, System.Windows.Forms.ApplicationContext context = {Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.WinFormsAppContext}) + 0x177 bytes System.Windows.Forms.dll!System.Windows.Forms.Application.ThreadContext.RunMessageLoop(int reason, System.Windows.Forms.ApplicationContext context) + 0x61 bytes System.Windows.Forms.dll!System.Windows.Forms.Application.Run(System.Windows.Forms.ApplicationContext context) + 0x18 bytes Microsoft.VisualBasic.dll!Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.OnRun() + 0x81 bytes Microsoft.VisualBasic.dll!Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.DoApplicationModel() + 0xef bytes Microsoft.VisualBasic.dll!Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.Run(string[] commandLine) + 0x2c0 bytes OverlordFrontEnd.exe!OverlordFrontEnd.Program.Main() Line 36 + 0x10 bytes C# [Native to Managed Transition] [Managed to Native Transition] mscorlib.dll!System.AppDomain.ExecuteAssembly(string assemblyFile, System.Security.Policy.Evidence assemblySecurity, string[] args) + 0x3a bytes Microsoft.VisualStudio.HostingProcess.Utilities.dll!Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssembly() + 0x2b bytes mscorlib.dll!System.Threading.ThreadHelper.ThreadStart_Context(object state) + 0x66 bytes mscorlib.dll!System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, object state) + 0x6f bytes mscorlib.dll!System.Threading.ThreadHelper.ThreadStart() + 0x44 bytes

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  • IIS Configuration Synchronization for Web Server Farm?

    - by Nate Bross
    I'm wondering if there is any good/easy way to get the IIS configurations synchronized? I'm going to be setting up a pair of IIS Servers with Network Load Balancing. I can get the data files (html, etc) synchronized all fine and well, but I'll be adding new Websites fairly often and I'd like to avoid doing the IIS configuration on multiple servers.

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  • Apache SSL configuration testing

    - by jldugger
    When I run configtest on our Apache server, I get the following: `Syntax error on line 1023 of /www/conf/httpd.conf: Invalid command 'SSLEnable', perhaps mis-spelled or defined by a module not included in the server configuration` I know this part of the configuration works. Is there a trick to make configtest mod_ssl aware?

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  • Configuration Manager sub site codes

    - by NA Slacker
    I have two sub-sites set up in configuration manager. When the SCCM agent installs on the client machines within the boundaries of those sub sites they are assigned the site code of the Primary site, not the sub site code. As a result their management server remains the main server not the sub site server. I am setting up thes sub sites on cross WAN locations to cut down on traffic. What could be preventing the clients from getting associated with the proper sub site code.

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  • iPhone Configuration Utility -- how to sign configuration profile? [closed]

    - by retin
    I've created a configuration profile but I cannot sign it using the utility v3.3. I registered an email certificate but the utility does not pick it up. Unfortunately, I've found the documentation for this tool lacking and I cannot find out how to do this properly. Can someone tell me what kind of certificate I need and how I need to install it in order for the utility to let me sign the profiles?

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  • Need Advice on Server configuration

    - by user45324
    I have lab of 80 computer in my school. I need to run terminal server on each pc using remote desktop service of Microsoft server 2003. I need to run applications like Java, .NET, wamp, turbo c and other low memory applications like ms office and internet. so, could you please recommended some configuration for Mother Board and Processor. If you need any other information feel free to ask.

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  • Manipulating IIS7 Configuration with Powershell

    - by John Price
    I'm trying to script some IIS7 setup tasks in PowerShell using the WebAdministration module. I'm good with setting simple properties, but am having some trouble when it comes to dealing with collections of elements in the config files. As an immediate, example, I want to have application pools recycle on a given schedule, and the schedule is a collection of times. When I set this up via the IIS management console, the relevant config section looks like this: <add name="CVSupportAppPool"> <recycling> <periodicRestart memory="1024" time="00:00:00"> <schedule> <clear /> <add value="03:31:00" /> </schedule> </periodicRestart> </recycling> </add> In my script I would like to be able to accomplish the same thing, and I have the following two lines: #clear any pre-existing schedule Clear-WebConfiguration "/system.applicationHost/applicationPools/add[@name='$($appPool.Name)']/recycling/periodicRestart/schedule" #add the new schedule Add-WebConfiguration "/system.applicationHost/applicationPools/add[@name='$($appPool.Name)']/recycling/periodicRestart/schedule" -value (New-TimeSpan -h 3 -m 31) That does almost the same thing, but the resulting XML lacks the <clear/> element that is created with via the GUI, which I believe is necessary to avoid inheriting any default values. This sort of collection (with "add", "remove", and "clear" elements) seems to be fairly standard in the config files, but I can't seem to find any good documentation on how to interact with them consistently.

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  • Entity System with C++ templates

    - by tommaisey
    I've been getting interested in the Entity/Component style of game programming, and I've come up with a design in C++ which I'd like a critique of. I decided to go with a fairly pure Entity system, where entities are simply an ID number. Components are stored in a series of vectors - one for each Component type. However, I didn't want to have to add boilerplate code for every new Component type I added to the game. Nor did I want to use macros to do this, which frankly scare me. So I've come up with a system based on templates and type hinting. But there are some potential issues I'd like to check before I spend ages writing this (I'm a slow coder!) All Components derive from a Component base class. This base class has a protected constructor, that takes a string parameter. When you write a new derived Component class, you must initialise the base with the name of your new class in a string. When you first instantiate a new DerivedComponent, it adds the string to a static hashmap inside Component mapped to a unique integer id. When you subsequently instantiate more Components of the same type, no action is taken. The result (I think) should be a static hashmap with the name of each class derived from Component that you instantiate at least once, mapped to a unique id, which can by obtained with the static method Component::getTypeId ("DerivedComponent"). Phew. The next important part is TypedComponentList<typename PropertyType>. This is basically just a wrapper to an std::vector<typename PropertyType> with some useful methods. It also contains a hashmap of entity ID numbers to slots in the array so we can find Components by their entity owner. Crucially TypedComponentList<> is derived from the non-template class ComponentList. This allows me to maintain a list of pointers to ComponentList in my main ComponentManager, which actually point to TypedComponentLists with different template parameters (sneaky). The Component manager has template functions such as: template <typename ComponentType> void addProperty (ComponentType& component, int componentTypeId, int entityId) and: template <typename ComponentType> TypedComponentList<ComponentType>* getComponentList (int componentTypeId) which deal with casting from ComponentList to the correct TypedComponentList for you. So to get a list of a particular type of Component you call: TypedComponentList<MyComponent>* list = componentManager.getComponentList<MyComponent> (Component::getTypeId("MyComponent")); Which I'll admit looks pretty ugly. Bad points of the design: If a user of the code writes a new Component class but supplies the wrong string to the base constructor, the whole system will fail. Each time a new Component is instantiated, we must check a hashed string to see if that component type has bee instantiated before. Will probably generate a lot of assembly because of the extensive use of templates. I don't know how well the compiler will be able to minimise this. You could consider the whole system a bit complex - perhaps premature optimisation? But I want to use this code again and again, so I want it to be performant. Good points of the design: Components are stored in typed vectors but they can also be found by using their entity owner id as a hash. This means we can iterate them fast, and minimise cache misses, but also skip straight to the component we need if necessary. We can freely add Components of different types to the system without having to add and manage new Component vectors by hand. What do you think? Do the good points outweigh the bad?

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  • Windows XP Video Configuration Issues

    - by Matt
    Recently I had my motherboard burn out on me. Needing the machine for work, I purchased a different motherboard and installed that. Generally a reinstall of windows is good at that point but I am not in a position to do that so I just decided I would live with it for now. When I can log-in, everything works fine, what doesn't is getting to the log-in prompt to begin with. Basically when I first installed the new mobo, every time I rebooted the machine, I would not get the windows login prompt. One of the monitors would receive a signal but the screen would be black. Moving the mouse would not show the cursor and hitting the up arrow key and typing my password and hitting enter (which will normally log you in without mouse) wouldn't change anything. I would then change the monitor configuration around (2 lcd's and a crt) and reboot and at least one of the monitors would work and display the login prompt. I could then go into display properties and turn on the other monitors. However if I rebooted again, I would get the black screen on one monitor again. I would then have to change the configuration again to one not used before and I could re-do the manual setup at that point. I think windows saves the configurations so I had to keep giving it new ones. Needless to say I've been trying to not turn off my machine. Early this week I actually got the prompt to come up without playing musical monitors. Thinking everything was getting better, I found no harm in rebooting to install the latest windows updates. Boy was I wrong. Now no matter what I do I can't get a windows log-in prompt to display. I've tried almost every conceivable combination. The new mobo has onboard video so I set that in the bios (yea bios screen always displays fine, its not until windows boots that there is a problem) to be the primary video. Still no luck. I have two other graphics cards in the machine which I'm using. Tried all kinds of configurations between those and on-board but still get this black screen of death. I read somewhere that deleting the video drivers would reset the configurations. I logged into safe mode (which works on one monitor), and uninstalled the display drivers. Still no luck and when I booted back into safe mode, it wanted to install new hardware and the display adapters weren't there as expected. Anyone have any ideas? A fresh install would be a pain and I might be getting my old board back from RMA soon so not sure I want to go through with that just yet. Only thing I can think of is to continue to try other combinations like physically removing the graphics cards. They are both EVGA 8600 cards and the windows boot screen does display fwiw.

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  • Software to check configuration and diagnostic of my PC is well configured

    - by aiacet
    Is there a utility, software or program than can check that my PC is well configured? Features I'm looking for: Checks to see if the communications between all the components works correctly Indicates if the OS is working properly Check the RAM and memory paging is configured correctly My system: AMD Phenom II X4 955 Black Box 125W Asus M4A785TD-M EVO Radeon HD5770 1GB GDDR5 Asus CoolerMaster GX 650W G.Skill 2x2GB PC3-12800 1600Mhz-787 4GBECO Western Digital 1TB SATAII 64MB Windows XP 32bit Antivirus and firewall: F-secure

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  • Allocating Entities within an Entity System

    - by miguel.martin
    I'm quite unsure how I should allocate/resemble my entities within my entity system. I have various options, but most of them seem to have cons associated with them. In all cases entities are resembled by an ID (integer), and possibly has a wrapper class associated with it. This wrapper class has methods to add/remove components to/from the entity. Before I mention the options, here is the basic structure of my entity system: Entity An object that describes an object within the game Component Used to store data for the entity System Contains entities with specific components Used to update entities with specific components World Contains entities and systems for the entity system Can create/destroy entites and have systems added/removed from/to it Here are my options, that I have thought of: Option 1: Do not store the Entity wrapper classes, and just store the next ID/deleted IDs. In other words, entities will be returned by value, like so: Entity entity = world.createEntity(); This is much like entityx, except I see some flaws in this design. Cons There can be duplicate entity wrapper classes (as the copy-ctor has to be implemented, and systems need to contain entities) If an Entity is destroyed, the duplicate entity wrapper classes will not have an updated value Option 2: Store the entity wrapper classes within an object pool. i.e. Entities will be return by pointer/reference, like so: Entity& e = world.createEntity(); Cons If there is duplicate entities, then when an entity is destroyed, the same entity object may be re-used to allocate another entity. Option 3: Use raw IDs, and forget about the wrapper entity classes. The downfall to this, I think, is the syntax that will be required for it. I'm thinking about doing thisas it seems the most simple & easy to implement it. I'm quite unsure about it, because of the syntax. i.e. To add a component with this design, it would look like: Entity e = world.createEntity(); world.addComponent<Position>(e, 0, 3); As apposed to this: Entity e = world.createEntity(); e.addComponent<Position>(0, 3); Cons Syntax Duplicate IDs

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