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  • Android Game Development in Java [on hold]

    - by Nusrat
    I have been searching for some good tutorials/frameworks for developing an Android Game . I want to develop a 3D Car Racing game . I have already looked into http://stackoverflow.com/questions/4227759/android-game-engine-for-2d-and-3d-games. Now , i know that Android Games can be developed using Java/Action Scripts/JS etc . Many of the users are suggesting me to use http://unity3d.com , but i found that it uses JavaScript, C#, Boo . I don't know JS too much , Is it possible to develop a very professional level Game for Android using my Java knowledge ? Any Software like Unity which allow me to code in Java ?

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  • How to start cross-platform desktop game development? [closed]

    - by Wamer
    I am interested in developing some 2d game since I have graduated and got some time to spare. I am looking for some advices where to start and with what. My main target platforms are Mac and Windows (later porting/rewriting/modifying for iOS, Android or WP7 is considerable). I need some advices about language I should choose, frameworks, engines and this kind of stuff. I gotta start somehow, but first of all I need to know how. Choosing good language with great framework/engine is key to ongoing successful game development I think.

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  • Android: Custom ListAdapter extending BaseAdapter crashes on application launch.

    - by Danny
    Data being pulled from a local DB, then mapped using a cursor. Custom Adapter displays data similar to a ListView. As items are added/deleted from the DB, the adapter is supposed to refresh. The solution attempted below crashes the application at launch. Any suggestions? Thanks in advance, -D @Override public View getView(int position, View convertView, ViewGroup parent) { View v = convertView; ViewGroup p = parent; if (v == null) { LayoutInflater vi = (LayoutInflater)context.getSystemService(Context.LAYOUT_INFLATER_SERVICE); v = vi.inflate(R.layout.items_row, p); } int size = mAdapter.getCount(); Log.d(TAG, "position " + position + " Size " + size); if(size != 0){ if(position < size) return mAdapter.getView(position, v, p); Log.d(TAG, "-position " + position + " Size " + size); } return null; } Errors: 03-23 00:14:10.392: ERROR/AndroidRuntime(718): java.lang.UnsupportedOperationException: addView(View, LayoutParams) is not supported in AdapterView 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.AdapterView.addView(AdapterView.java:461) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.LayoutInflater.inflate(LayoutInflater.java:415) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.LayoutInflater.inflate(LayoutInflater.java:320) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.LayoutInflater.inflate(LayoutInflater.java:276) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at com.xyz.abc.CustomSeparatedListAdapter.getView(CustomSeparatedListAdapter.java:90) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.AbsListView.obtainView(AbsListView.java:1273) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.ListView.makeAndAddView(ListView.java:1658) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.ListView.fillDown(ListView.java:637) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.ListView.fillFromTop(ListView.java:694) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.ListView.layoutChildren(ListView.java:1516) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.AbsListView.onLayout(AbsListView.java:1112) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.View.layout(View.java:6569) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.FrameLayout.onLayout(FrameLayout.java:333) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.View.layout(View.java:6569) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.FrameLayout.onLayout(FrameLayout.java:333) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.View.layout(View.java:6569) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.FrameLayout.onLayout(FrameLayout.java:333) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.View.layout(View.java:6569) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.LinearLayout.setChildFrame(LinearLayout.java:1119) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.LinearLayout.layoutVertical(LinearLayout.java:998) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.LinearLayout.onLayout(LinearLayout.java:918) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.View.layout(View.java:6569) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.FrameLayout.onLayout(FrameLayout.java:333) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.View.layout(View.java:6569) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.FrameLayout.onLayout(FrameLayout.java:333) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.View.layout(View.java:6569) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.FrameLayout.onLayout(FrameLayout.java:333) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.View.layout(View.java:6569) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.ViewRoot.performTraversals(ViewRoot.java:979) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.ViewRoot.handleMessage(ViewRoot.java:1613) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.os.Handler.dispatchMessage(Handler.java:99) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.os.Looper.loop(Looper.java:123) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.app.ActivityThread.main(ActivityThread.java:4203) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at java.lang.reflect.Method.invokeNative(Native Method) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at java.lang.reflect.Method.invoke(Method.java:521) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:791) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:549) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at dalvik.system.NativeStart.main(Native Method)

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  • Engine finish() causes segmentation fault

    - by Becky
    Hello All - I am using M2Crypto revision 723 from the repository. I am trying to clean up my engine. If I have the pkcs11.finish() line in my script, the script finishes but gets a segmentation fault at the end. Without the finish() line, no segmentation fault occurs. Is there something wrong with the way I'm using finish()? dynamic=Engine.load_dynamic_engine("pkcs11","/usr/local/ssl/lib/engines/engine_pkcs11.so") pkcs11 = Engine.Engine("pkcs11") pkcs11.ctrl_cmd_string("MODULE_PATH", "/usr/lib/libeTPkcs11.so") pkcs11.init() # next few steps which I deleted pass password and grab key & cert off token pkcs11.finish() Engine.cleanup() Thanks!

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  • Parallel prologue and epilogue in Grid Engine

    - by ajdecon
    We have a cluster being used to run MPI jobs for a customer. Previously this cluster used Torque as the scheduler, but we are transitioning to Grid Engine 6.2u5 (for some other features). Unfortunately, we are having trouble duplicating some of our maintenance scripts in the Grid Engine environment. In Torque, we have a prologue.parallel script which is used to carry out an automated health-check on the node. If this script returns a fail condition, Torque will helpfully offline the node and re-queue the job to use a different group of nodes. In Grid Engine, however, the queue "prolog" only runs on the head node of the job. We can manually run our prologue script from the startmpi.sh initialization script, for the mpi parallel environment; but I can't figure out how to detect a fail condition and carry out the same "mark offline and requeue" procedure. Any suggestions?

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  • passing multiple queries to view with codeigniter

    - by LvS
    I am trying to build a forum with Codeigniter. So far i have the forums themselves displayed and the threads displayed, based on the creating dynamic news tutorial. But that is 2 different pages, i need to obviously display them into one page, like this: Forum 1 - thread 1 - thread 2 - thread 3 Forum 2 - thread 1 - thread 2 etc. And then the next step is obviously to display all the posts in a thread. Most likely with some pagination going on. But that is for later. For now i have the forum controller (slimmed version): <?php class Forum extends CI_Controller { public function __construct() { parent::__construct(); $this->load->model('forum_model'); $this->lang->load('forum'); $this->lang->load('dutch'); } public function index() { $data['forums'] = $this->forum_model->get_forums(); $data['title'] = $this->lang->line('title'); $data['view'] = $this->lang->line('view'); $this->load->view('templates/header', $data); $this->load->view('forum/index', $data); $this->load->view('templates/footer'); } public function view($slug) { $data['forum_item'] = $this->forum_model->get_forums($slug); if (empty($data['forum_item'])) { show_404(); } $data['title'] = $data['forum_item']['title']; $this->load->view('templates/header', $data); $this->load->view('forum/view', $data); $this->load->view('templates/footer'); } } ?> And the forum_model (also slimmed down) <?php class Forum_model extends CI_Model { public function __construct() { $this->load->database(); } public function get_forums($slug = FALSE) { if ($slug === FALSE) { $query= $this->db->get('forum'); return $query->result_array(); } $query = $this->db->get_where('forum', array('slug' => $slug)); return $query->row_array(); } public function get_threads($forumid, $limit, $offset) { $query = $this->db->get_where('thread', array('forumid', $forumid), $limit, $offset); return $query->result_array(); } } ?> And the view file <?php foreach ($forums as $forum_item): ?> <h2><?=$forum_item['title']?></h2> <div id="main"> <?=$forum_item['description']?> </div> <p><a href="forum/<?php echo $forum_item['slug'] ?>"><?=$view?></a></p> <?php endforeach ?> Now that last one, i would like to have something like this: <?php foreach ($forums as $forum_item): ?> <h2><?=$forum_item['title']?></h2> <div id="main"> <?=$forum_item['description']?> </div> <?php foreach ($threads as $thread_item): ?> <h2><?php echo $thread_item['title'] ?></h2> <p><a href="thread/<?php echo $thread_item['slug'] ?>"><?=$view?></a></p> <?php endforeach ?> <?php endforeach ?> But the question is, how do i get the model to return like a double query to the view, so that it contains both the forums and the threads within each forum. I tried to make a foreach loop in the get_forum function, but when i do this: public function get_forums($slug = FALSE) { if ($slug === FALSE) { $query= $this->db->get('forum'); foreach ($query->row_array() as $forum_item) { $thread_query=$this->get_threads($forum_item->forumid, 50, 0); } return $query->result_array(); } $query = $this->db->get_where('forum', array('slug' => $slug)); return $query->row_array(); } i get the error A PHP Error was encountered Severity: Notice Message: Trying to get property of non-object Filename: models/forum_model.php Line Number: 16 I hope anyone has some good tips, thanks! Lenny *EDIT*** Thanks for the feedback. I have been puzzling and this seems to work now :) $query= $this->db->get('forum'); foreach ($query->result() as $forum_item) { $forum[$forum_item->forumid]['title']=$forum_item->title; $thread_query=$this->db->get_where('thread', array('forumid' => $forum_item->forumid), 20, 0); foreach ($thread_query->result() as $thread_item) { $forum[$forum_item->forumid]['thread'][]=$thread_item->title; } } return $forum; } What is now next, is how to display this multidimensional array in the view, with foreach statements.... Any suggestions ? Thanks

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  • NavigationBar from UINavigationController not positioned correctly

    - by David Liu
    So, my iPad program has a pseudo-split view controller (one that I implemented, not base SDK one), and was working correctly a while ago. It has the basic layout (UINavController for master, content view controller for detail on right), but I have it so the master view doesn't disappear when rotated into portrait view. Recently, I added in a UITabBarController to contain the entire split view, which has made the navigation bar go wonky, while all the other views are positioned fine. In addition, the navigation bar only gets mispositioned when the program starts up while the iPad is in landscape, or upside-down portrait. If it starts out in portrait, everything is fine. Relevant Code: RootViewController.m: - (void)loadView { navController = [[NavigationBreadcrumbsController_Pad alloc] init]; ABTableViewController_Pad * tableViewController = [[ABTableViewController_Pad alloc] initWithNibName:@"ABTableView"]; master = [[UINavigationController_Pad alloc] initWithRootViewController:tableViewController]; [tableViewController release]; // Dummy blank UIViewcontroller detail = [[UIViewController alloc] init]; detail.view = [[[UIView alloc] init] autorelease]; [detail.view setBackgroundColor:[UIColor grayColor]]; self.view = [[[UIView alloc] init] autorelease]; self.view.backgroundColor = [UIColor blackColor]; [self positionViews]; [self.view addSubview:navToolbarController.view]; [self.view addSubview:master.view]; [self.view addSubview:detail.view]; } // Handles the respositioning of view into it's current orientation -(void)positionViews{ CGFloat tabBarOffset = 0; if(self.tabBarController){ tabBarOffset = self.tabBarController.tabBar.frame.size.height; } if(self.interfaceOrientation == UIInterfaceOrientationPortrait || self.interfaceOrientation == UIInterfaceOrientationPortraitUpsideDown) { self.view.frame = CGRectMake(0, 0, 768, 1004); navController.view.frame = CGRectMake(0,0,768,44); //adjust master view [master.view setFrame:CGRectMake(0, 44, 320, 1024 - 44 - 20 - tabBarOffset)]; //adjust detail view [detail.view setFrame:CGRectMake(321,44, 448, 1024 - 44 - 20 - tabBarOffset)]; } // Landscape Layout else{ self.view.frame = CGRectMake(0, 0, 748, 1024); navToolbarController.view.frame = CGRectMake(0,0,1024,44); //adjust master view [master.view setFrame:CGRectMake(0, 44, 320, 768 - 44 - 20 - tabBarOffset)]; //adjust detail view [detail.view setFrame:CGRectMake(321,44, 1024 - 320, 768 - 44 - 20 - tabBarOffset)]; } }

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  • SQL. Sorting by a field

    - by strakastroukas
    I have created a simple view consisting of 3 tables in SQL. By right clicking and selecting Design, in the Object explorer table, i modified my custom view. I just added sortby asc in a field. The problem is that the changes are not reflected in the outout of the View. After saving the view, and selecting Open view the sort is not displayed in output. So what is going on here?

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  • How to run report in ReportViewer without having to click View Report button?

    - by user259286
    I've set up my report with params and it's value. When I run the page, it wants me to click the View Report button, but I need it to just run instead of interacting. Any ideas on this? Here's my code: rptViewer.Reset(); rptViewer.ProcessingMode = ProcessingMode.Remote; rptViewer.ServerReport.ReportServerUrl = new Uri("http://rptserver/reportserver"); rptViewer.ServerReport.ReportPath = "/Reports/My Report"; ReportParameterInfoCollection param = rptViewer.ServerReport.GetParameters(); ReportParameter[] rps = new ReportParameter[] {new ReportParameter(param[0].Name, param[0].ValidValues[0].Value)}; rptViewer.ServerReport.SetParameters(rps); IReportServerCredentials netCred = new CustomReportCredentials("me", "pwd", "domain"); rptViewer.ServerReport.ReportServerCredentials = netCred; rptViewer.ServerReport.Refresh(); rptViewer.SizeToReportContent = true; Thanks!

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  • MVC (model-view-controller) - can it be explained in simple terms?

    - by DVK
    I need to explain to a not-very-technical manager the MVC (model-view-controller) concept and ran into trouble. The problem is that the explanation needs to be on a "your grandma will get it" level - e.g. even the fairly straightforward explanation offered on MVC Wiki page didn't work, at least with my commentary. Does anyone have a reference to a good MVC explanation in simple terms? It would ideally be done with non-techie metaphor examples (e.g. similar to "Decorator pattern is like glasses") - one reason I failed was that all MVC examples I could come up with were development related. I once saw a list of pattern explanations but to the best of my memory MVC was not on it. Thanks!

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  • Android equivalent work-around for View.getX() before API 11?

    - by user48998
    I'm using the getX() and getY() method on a view for some special dragging logic (not animation, i.e. I never use setX/Y methods, I just need the getters to check). However, I've come to realize that these are only available post-API 11. The docs for getX() say that is it the addition of the 'left' property and the 'translationX' property. All well and good, except get/setTranslationX() is only around since API 11 as well. I was wondering if there was any knowledge on what this method returns behind the scenes, so I could maybe put in a workaround. Thanks for any help - Chase

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  • How to make a slide gesture in a view?

    - by AedonEtLIRA
    I have a grid layout that holds a limited 6 items per screen. This set number is just a base for the app and make it look and feel better so it must stay set to that. To get passed this and to add some flash to the app, I want to animate a style of screen change. For instance, when a finger is dragged left, push the current view to the side and bring the next it, very similar to how a gallery does it, except I would like it to be able to scroll vertical as well. Any help or tutorials will be appreciated ~Aedon.

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  • Rails view error "invalid byte sequence in US-ASCII" error after upgrading Ruby to 1.9.2

    - by Jon
    Running Rails 2.3.9 and just upgraded to Ruby 1.9.2p0. I have been putting: # encoding: utf-8 in a bunch of my .rb files where ever "£" character is used, and this seems to be working. But i just got my first view error: invalid byte sequence in US-ASCI for this line of code: <%= number_to_currency(product.price, :unit => "£", :precision => 0) %> I don't think its a coincidence that the "£" character is involved again. Any ideas on how to solve this please? Thanks

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  • What's in-memory database technology that do realtime materialized view?

    - by KA100
    What I'm looking for is something like materialized views in front-end that shows my data in diffident ways without full recalculation. let's say I have stock watcher with many front-end views and dashborads some based on aggregation, order by or just filter with different criteria defined realtime by user. Now, I receive online record updates from some webservice and it's not like "data warehouse" every single record can be updated any time and it actually happens every second. Is there any technology can help me in such I create something like materialized view and it's update it without doing full recalculation every time data changed. Thank you.

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  • Building (simple) stellar systems

    - by space borg
    hi I'm currently looking at how to simulate easily some stellar systems (meaning some central stars and then some planets with maybe satellites), in order to allow later some space based strategy game (hence with space ships moving around). This should all be based around time (so the state of each system differs through time) I'm quite struggling with the math behind this topic, like for example: - ellipse related math, - creating the path from planet A to B having time in mind (respective positions will change over time)... Do you know of any resources for that ? I wouldn't mind even buying books about it... thanks in advance best space borg side note: how to display all this stuff isn't a matter at this point in time, I'll simple plans for that (basically sticking to 2D and a "high level view" with no space ships/planets details, just markers)

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  • How do I draw a texture to a MSTerrain object?

    - by Brad
    I'm using Farseer to make a game in XNA and I can't seem to figure this out. I've decided to use MSTerrain for making my game's terrain because I wanted destructible terrain and MSTerrain seemed like the best bet. Unfortunately, I'm stumped on how to actually show the terrain. When I generate the terrain it's visible in debug view, but MSTerrain does not have a Draw method, so I'm wondering how it is supposed to be drawn to the screen? Is it worth pursuing? I'm starting to think that MSTerrain is more trouble than it's worth, is there another better way to do this with bodies?

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  • Y Axis inverted on vertex output

    - by Yonathan Klijnsma
    I've got my project running and somehow it seems my vertex y components are inverted. 10 in the positive on Y goes down and 10 negative on the Y axis goes up. I can't find anything with the initialization and I am not doing any negative scaling in the view matrix. I've never had something like this happen before, does anyone have some tips or things to look for ? How I am sending verteces to the GPU ( Currently intermediate mode ) glVertex3f( x_pos_n, 10, z_pos ); I am using CG in the project but even without shaders the Y axis seems to be inverted.

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  • How to draw a texture to a MS Terrain object - Farseer

    - by Brad
    I'm using Farseer to make a game in XNA and I can't seem to figure this out. I've decided to use MSTerrain for making my game's terrain because I wanted destructible terrain and MSTerrain seemed like the best bet. Unfortunately, I'm stumped on how to actually show the terrain. When I generate the terrain it's visible in debug view, but MSTerrain does not have a Draw method, so I'm wondering how it is supposed to be drawn to the screen? Is it worth pursuing? I'm starting to think that MSTerrain is more trouble than it's worth, is there another better way to do this with bodies? I appreciate any help you can give. Thanks.

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  • Best practices concerning view model and model updates with a subset of the fields

    - by Martin
    By picking MVC for developing our new site, I find myself in the midst of "best practices" being developed around me in apparent real time. Two weeks ago, NerdDinner was my guide but with the development of MVC 2, even it seems outdated. It's an thrilling experience and I feel privileged to be in close contact with intelligent programmers daily. Right now I've stumbled upon an issue I can't seem to get a straight answer on - from all the blogs anyway - and I'd like to get some insight from the community. It's about Editing (read: Edit action). The bulk of material out there, tutorials and blogs, deal with creating and view the model. So while this question may not spell out a question, I hope to get some discussion going, contributing to my decision about the path of development I'm to take. My model represents a user with several fields like name, address and email. All the names, in fact, on field each for first name, last name and middle name. The Details view displays all these fields but you can change only one set of fields at a time, for instance, your names. The user expands a form while the other fields are still visible above and below. So the form that is posted back contains a subset of the fields representing the model. While this is appealing to us and our layout concerns, for various reasons, it is to be shunned by serious MVC-developers. I've been reading about some patterns and best practices and it seems that this is not in key with the paradigm of viewmodel == view. Or have I got it wrong? Anyway, NerdDinner dictates using FormCollection och UpdateModel. All the null fields are happily ignored. Since then, the MVC-community has abandoned this approach to such a degree that a bug in MVC 2 was not discovered. UpdateModel does not work without a complete model in your formcollection. The view model pattern receiving most praise seems to be Dedicated view model that contains a custom view model entity and is the only one that my design issue could be made compatible with. It entails a tedious amount of mapping, albeit lightened by the use of AutoMapper and the ideas of Jimmy Bogard, that may or may not be worthwhile. He also proposes a 1:1 relationship between view and view model. In keeping with these design paradigms, I am to create a view and associated view for each of my expanding sets of fields. The view models would each be nearly identical, differing only in the fields which are read-only, the views also containing much repeated markup. This seems absurd to me. In future I may want to be able to display two, more or all sets of fields open simultaneously. I will most attentively read the discussion I hope to spark. Many thanks in advance.

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  • Organizing an entity system with external component managers?

    - by Gustav
    I'm designing a game engine for a top-down multiplayer 2D shooter game, which I want to be reasonably reuseable for other top-down shooter games. At the moment I'm thinking about how something like an entity system in it should be designed. First I thought about this: I have a class called EntityManager. It should implement a method called Update and another one called Draw. The reason for me separating Logic and Rendering is because then I can omit the Draw method if running a standalone server. EntityManager owns a list of objects of type BaseEntity. Each entity owns a list of components such as EntityModel (the drawable representation of an entity), EntityNetworkInterface, and EntityPhysicalBody. EntityManager also owns a list of component managers like EntityRenderManager, EntityNetworkManager and EntityPhysicsManager. Each component manager keeps references to the entity components. There are various reasons for moving this code out of the entity's own class and do it collectively instead. For example, I'm using an external physics library, Box2D, for the game. In Box2D, you first add the bodies and shapes to a world (owned by the EntityPhysicsManager in this case) and add collision callbacks (which would be dispatched to the entity object itself in my system). Then you run a function which simulates everything in the system. I find it hard to find a better solution to do this than doing it in an external component manager like this. Entity creation is done like this: EntityManager implements the method RegisterEntity(entityClass, factory) which registers how to create an entity if that class. It also implements the method CreateEntity(entityClass) which would return an object of type BaseEntity. Well now comes my problem: How would the reference to a component be registered to the component managers? I have no idea how I would reference the component managers from a factory/closure.

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  • Can a View Controller manage more than 1 nib based view?

    - by Hugo Brynjar
    I have a VC controlling a screen of content that has 2 modes; a normal mode and an edit mode. Can I create a single VC with 2 views, each from separate nibs? In many situations on the iphone, you have a VC which controls an associated view. Then on a button press or other event, a new VC is loaded and its view becomes the top level view etc. But in this situation, I have 2 modes that I want to use the same VC for, because they are closely related. So I want a VC which can swap in/out 2 views. As per here: http://stackoverflow.com/questions/863321/iphone-how-to-load-a-view-using-a-nib-file-created-with-interface-builder/2683153#2683153 I have found that I can load a VC with an associated view from a nib and then later on load a different view from another nib and make that new view the active view. NSArray *nibObjects = [[NSBundle mainBundle] loadNibNamed:@"EditMode" owner:self options:nil]; UIView *theEditView = [nibObjects objectAtIndex:0]; self.editView = theEditView; [self.view addSubview:theEditView]; The secondary nib has outlets wired up to the VC like the primary nib. When the new nib is loaded, the outlets are all connected up fine and everything works nicely. Unfortunately when this edit view is then removed, there doesn't seem to be any elegant way of getting the outlets hooked up again to the (normal mode) view from the original nib. Nib loading and outlet setting seems a once only thing. So, if you want to have a VC that swaps in/out 2 views without creating a new VC, what are the options? 1) You can do everything in code, but I want to use nibs because it makes creating the UI simpler. 2) You have 1 nib for your VC and just hide/show elements using the hidden property of UIView and its subclasses. 3) You load a new nib as described above. This is fine for the new nib, but how do you sort the outlets when you go back to the original nib. 4) Give up and accept having a 1:1 between VCs and nibs. There is a nib for normal mode, a nib for edit mode and each mode has a VC that subclasses a common superclass. In the end, I went with 4) and it works, but requires a fair amount of extra work, because I have a model class that I instantiate in normal mode and then have to pass to the edit mode VC because both modes need access to the model. I'm also using NSTimer and have to start and stop the timer in each mode. It is because of all this shared functionality that I wanted a single VC with 2 nibs in the first place.

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  • Why does Farseer 2.x store temporaries as members and not on the stack? (.NET)

    - by Andrew Russell
    UPDATE: This question refers to Farseer 2.x. The newer 3.x doesn't seem to do this. I'm using Farseer Physics Engine quite extensively at the moment, and I've noticed that it seems to store a lot of temporary value types as members of the class, and not on the stack as one might expect. Here is an example from the Body class: private Vector2 _worldPositionTemp = Vector2.Zero; private Matrix _bodyMatrixTemp = Matrix.Identity; private Matrix _rotationMatrixTemp = Matrix.Identity; private Matrix _translationMatrixTemp = Matrix.Identity; public void GetBodyMatrix(out Matrix bodyMatrix) { Matrix.CreateTranslation(position.X, position.Y, 0, out _translationMatrixTemp); Matrix.CreateRotationZ(rotation, out _rotationMatrixTemp); Matrix.Multiply(ref _rotationMatrixTemp, ref _translationMatrixTemp, out bodyMatrix); } public Vector2 GetWorldPosition(Vector2 localPosition) { GetBodyMatrix(out _bodyMatrixTemp); Vector2.Transform(ref localPosition, ref _bodyMatrixTemp, out _worldPositionTemp); return _worldPositionTemp; } It looks like its a by-hand performance optimisation. But I don't see how this could possibly help performance? (If anything I think it would hurt by making objects much larger).

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  • Representing and executing simple rules - framework or custom?

    - by qtips
    I am creating a system where users will be able to subscribe to events, and get notified when the event has occured. Example of events can be phone call durations and costs, phone data traffic notations, and even stock rate changes. Example of events: customer 13532 completed a call with duration 11:45 min and cost $0.4 stock rate for Google decreased with 0.01% Customers can subscribe to events using some simple rules e.g. When stock rate of Google decreases more than 0.5% When the cost of a call of my subscription is over $1 Now, as the set of different rules is currently predefined, I can easily create a custom implemention that applies rules to an event. But if the set of rules could be much larger, and if we also allow for custom rules (e.g. when stock rate of Google decreses more than 0.5% AND stock rate of Apple increases with 0.5%), the system should be able to adapt. I am therefore thinking of a system that can interpret rules using a simple grammer and then apply them. After som research I found that there exists rule-based engines that can be used, but I am unsure as they seem too complicated and may be a little overkill for my situation. Is there a Java framework suited for this area? Should we use framework, a rule engine, or should we create something custom? What are the pros and cons?

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  • Open source clone for Starcraft

    - by sinekonata
    Two questions about a SC:Broodwar clone. Is there one yet? How likely is legal pursuit? Since almost all games I usually play now have an FOS alternative from alpha to way polished, I was wondering why can't I find one for SC, one of the biggest titans of the gaming community? So my first question is, is there a game that was made with the intention to emulate SC? Is it that I didn't look well enough? Could it really be that no one tackled what seems like a small effort compared to the creation of a game engine like Spring or games like Rigs of Rod or Minetest? And since SC is not being maintained at all shouldn't the incentive to see a bug free modable balanced version huge? What am I not getting here? In the event that there is none, is it a legal problem? Could it be that people expect Blizzard to release sources themselves? Or that developers don't see the point in having SC mechanics without the patented lore and aesthetics? And the trickier question, if I were to make SC an open source game, a total clone of it for the purposes of maintenance, modability, etc. Would Blizzard really sue a team of developer fans that just do them a favour knowing they don't lose any money from Korea broadcasts? Or would they do it not to set precedents. So thanks for reading all that, hope I'm not the only one to think it's weird that no one talks about it. See you.

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  • Should I use procedural animation?

    - by user712092
    I have started to make a fantasy 3d fps swordplay game and I want to add animations. I don't want to animate everything by hand because it would take a lot of time, so I decided to use procedural animation. I would certainly use IK (starting with simple reaching an object with hand ...). I also assume procedural generation of animations will make less animations to do by hand (I can blend animations ...). I want also to have a planner for animation which would simplify complex animations; those which can be split to a sequence - run and then jump, jump and then roll - or which are separable - legs running and torso swinging with sword -. I want for example a character to chop a head of a big troll. If troll crouches character would just chop his head off, if it is standing he would climb on a troll. I know that I would have to describe the state ("troll is low", "troll is high", "chop troll head" ..) which would imply what regions animation will be in (if there is a gap between them character would jump), which would imply what places character can have some of legs and hands or would choose an predefined animation. My main goal is simplicity of coding, but I want my game to be looking cool also. Is it worthy to use procedural animation or does it make more troubles that it solves? (there can be lot of twiddling ...) I am using Blender Game Engine (therefore Python for scripting, and Bullet Physics).

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