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  • having difficulties adding new xml to my project

    - by yoavstr
    when i open a new xxx.xml file it doesnt write to the R.id my new var example when i write in xml : <__Button android:text="New Game" android:id="@+id/newGameButton" android:layout_width="wrap_content" android:layout_height="wrap_content"</Button (the _ r from this web format boundaries ) in R it should write : public static final int newGameButton=0x7f050013; note : this is a xml i added as new to my project should i make something so the eclipse tool will write automatically to the R file?

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  • Is there a common practice how to make freeing memory for Garbage Collector easier in .NET?

    - by MartyIX
    I've been thinking if there's a way how to speed up freeing memory in .NET. I'm creating a game in .NET (only managed code) where no significant graphics is needed but still I would like to write it properly in order to not to lose performance for nothing. For example is it useful to assign null value to objects that are not longer needed? I see this in a few samples over Internet. Thanks for answers!

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  • JPanels, JFrames, and Windows, Oh my!

    - by Jonathan
    Simply stated, I am trying to make a game I am working on full-screen. I have the following code I am trying to use: GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment(); GraphicsDevice gs = ge.getDefaultScreenDevice(); if(!gs.isFullScreenSupported()) { System.out.println("full-screen not supported"); } Frame frame = new Frame(gs.getDefaultConfiguration()); Window win = new Window(frame); try { // Enter full-screen mode gs.setFullScreenWindow(win); win.validate(); } Problem with this is that I am working within a class that extends JPanel, and while I have a variable of type Frame, I have none of type Window within the class. My understanding of JPanel is that it is a Window of sorts, but I cannot pass 'this' into gs.setFullScreenWindow(Window win)... How should I go about doing this? Is there any easy way of calling that, or a similar method, using a JPanel? Is there a way I can get something of type Window from my JPanel? - EDIT: The following method changes the state of JFrame and is called every 10ms: public void paintScreen() { Graphics g; try{ g = this.getGraphics(); //get Panel's graphic context if(g == null) { frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setExtendedState(frame.getExtendedState()|JFrame.MAXIMIZED_BOTH); frame.add(this); frame.pack(); frame.setResizable(false); frame.setTitle("Game Window"); frame.setVisible(true); } if((g != null) && (dbImage != null)) { g.drawImage(dbImage, 0, 0, null); } Toolkit.getDefaultToolkit().sync(); //sync the display on some systems g.dispose(); } catch (Exception e) { if(blockError) { blockError = false; } else { System.out.println("Graphics context error: " + e); } } } I anticipate that there may be a few redundancies or unnecessary calls after the if(g==null) statement (all the frame.somethingOrOther()s), any cleanup advice would be appreciated... Also, the block error is what it seems. I am ignoring an error. The error only occurs once, and this works fine when setup to ignore the first instance of the error... For anyone interested I can post additional info there if anyone wants to see if that block can be removed, but i'm not concerned... I might look into it later.

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  • Load a Lua script into a table named after filename

    - by Homeliss
    I load scripts using luaL_loadfile and then lua_pcall from my game, and was wondering if instead of loading them into the global table, I could load them into a table named after their filename? For example: I have I file called "Foo.lua", which contains this: function DoSomething() --something end After loading it I want to be able to access it like: Foo.DoSomething() Thanks!

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  • Pretty Pixel-level Picture Painting, Programatically

    - by dreeves
    My mac laptop has 1,024,000 pixels. What's the simplest way to turn my display completely black and go nuts with writing little programs to twiddle pixels to my heart's delight? To make it more concrete, say I wanted to implement the Chaos Game to draw a Sierpinski triangle, at the pixel level, with nothing else on the screen. What are ways to do that?

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  • Can Firefox Plugin, Greasmonkey, be detected by Web Servers?

    - by Babar
    Hi, My friend's account for some Facebook game was suspended on the grounds that he had Greasemonkey installed on his browser. He is asked to uninstall Greasemonkey and account has been restored. My question is how can a web server detect a client side plugin presence? I assume that Greasemonkey or greasemonkey scripts operate on the client side only so it would not be possible for the server to detect it. Thanks.

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  • SQL query: Last but one rank for user

    - by Derk
    My table structure looks like this: create table rankings ( id IDENTITY NOT NULL, user_id INT NOT NULL, game_poule_id INT NOT NULL, rank INT NOT NULL, insertDate DATETIME NOT NULL, FOREIGN KEY (user_id) REFERENCES users(id) ON DELETE CASCADE, FOREIGN KEY (game_poule_id) REFERENCES game_poules(id) ON DELETE CASCADE ); All old rankings of users per game are saved in this table. Now I want to have the last but one rank in the table for all users in a gamepoule. Has someone an idea how to achive this? Thanks

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  • Collision Detection for arbitrarily sized, positioned and rotated rectangles in XNA

    - by Stefan
    I'm working with xna in C# and in my game I will have a variety of space ships flying all over the place. They will each have an arbitrary rotation, size and position in space and I need a method to determine when they collide. Ideally the method would take two Rectangles, two doubles and two Vector2s for size, rotation and position respectively and return a boolean that indicates whether they have intersected or not.

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  • Missing part of the image when taking screenshot while supporting Retina Display

    - by Spaft
    I'm currently working on enabling support for retina display for my game. In the game, we have a feature that the user can take screenshot. We are using these part of code we found online a while ago and it's working fine when we are not supporting retina display: CCDirector* director = [CCDirector sharedDirector]; CGSize size = [director winSizeInPixels]; //Create buffer for pixels GLuint bufferLength = size.width * size.height * 4; GLubyte* buffer = (GLubyte*)malloc(bufferLength); //Read Pixels from OpenGL glReadPixels(0, 100, size.width, size.height, GL_RGBA, GL_UNSIGNED_BYTE, buffer); //Make data provider with data. CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer, bufferLength, NULL); //Configure image int bitsPerComponent = 8; int bitsPerPixel = 32; int bytesPerRow = 4 * size.width; CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB(); CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault; CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault; CGImageRef iref = CGImageCreate(size.width, size.height, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent); uint32_t* pixels = (uint32_t*)malloc(bufferLength); CGContextRef context = CGBitmapContextCreate(pixels, size.width, size.height, 8, size.width * 4, CGImageGetColorSpace(iref), kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGContextTranslateCTM(context, 0, size.height); CGContextScaleCTM(context, 1.0f, -1.0f); switch (director.deviceOrientation) { case CCDeviceOrientationPortrait: break; case CCDeviceOrientationPortraitUpsideDown: CGContextRotateCTM(context, CC_DEGREES_TO_RADIANS(180)); CGContextTranslateCTM(context, -size.width, -size.height); break; case CCDeviceOrientationLandscapeLeft: CGContextRotateCTM(context, CC_DEGREES_TO_RADIANS(-90)); CGContextTranslateCTM(context, -size.width, 0); break; case CCDeviceOrientationLandscapeRight: CGContextRotateCTM(context, CC_DEGREES_TO_RADIANS(90)); CGContextTranslateCTM(context, size.width * 0.5f, -size.height); break; } CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, size.width, size.height), iref); UIImage *outputImage = [UIImage imageWithCGImage:CGBitmapContextCreateImage(context)]; //Dealloc CGDataProviderRelease(provider); CGImageRelease(iref); CGContextRelease(context); free(buffer); free(pixels); return outputImage; But when we enabled retina display in cocos 0.99.5. This functionality is a little messed up since it will miss a little left part of the image while the high is still correct. So I'm wondering if there is anything wrong with the code or am I doing anything wrong here? Thank you in advance for any reply!

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  • Localized Android app without using "res" folder. Is there a downside?

    - by user312916
    I am developing a game with Unity 3D and want to use custom code to get strings in the various languages I will be supporting. I've read articles about using the Android "res/values-xx/" directories (such as this page: http://developer.android.com/training/basics/supporting-devices/languages.html). If I do not store my translated strings in this way is there a downside? My main concern is whether the Google Play store may not know what languages my app is localized for.

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  • How can I run an external program from C and parse its output?

    - by Josh Matthews
    I've got a utility that outputs a list of files required by a game. How can I run that utility within a C program and grab its output so I can act on it within the same program? UPDATE: Good call on the lack of information. The utility spits out a series of strings, and this is supposed to be complete portable across Mac/Windows/Linux. Please note, I'm looking for a programmatic way to execute the utility and retain its output (which goes to stdout).

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  • Drawing performance in Java 6 updates 19,20 versus Java 6 update 3 ?

    - by Pesho
    I'm getting twice the frame rate with the earlier Java 6 u 3, than with the new ones. Very weird. Can anyone give some explanation? On Core 2 Duo 1.83ghz, integrated video (only one core is used) - 1500 (older java) vs 700 fps On Athlon 64 3500+, discrete video - 120 (older java) vs 55 fps The app is a simple game with a moving rectangle. I'm using Graphics2D to draw from a loop.

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  • How to set background dynamically

    - by Mythili
    In cocos2d i am developing game with 5 levels. In my option scene am giving an option to select a sprite among 4 spritesbackground, If a sprite is selected, it should fixed as background for all levels. How to accomplish this

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  • java: addScheduledJobAfterDelay() - can I force a scheduled job to start ?

    - by ufk
    Hiya. I'm making a poker game, and on the betting stage i created a scheduledjob that will run every 8 seconds, on each 8 seconds it forwards to the next player to place a bet. now if the user placed a bet before the 8 seconds are over, i want to manually force the next scheduled job to start. Is there a way to force the scheduled job to start immediately when required ? thanks

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  • How to store data with N columns

    - by iconiK
    I need a way to store an int for N columns. Basically what I have is this: Armies: ArmyID - UINT UnitCount1 - UINT UnitCount2 - UINT UnitCount3 - UINT UnitCount4 - UINT ... I can't possible add a column for each and every unit, so I need a fast way to store the number of each units in an army (you might have guesses it's for a game by now). Using XML is not an option as it will be dead slow.

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  • Visual C# Express 2010: how to set language to C# 2.0

    - by luqui
    I am using Visual C# Express 2010 to develop an application for the Unity3D game engine, which only supports C# 2.0. That is, I am only using it to edit code, but the compilation is done by Unity. I'm wondering if there is a way to configure Visual C# to edit C# 2.0, so that, for example, it yells if I (out of habit) try to use a var declaration or foo => bar function. Thanks!

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  • Filtering constant noise out of a sound stream

    - by tur1ng
    After watching the first game of the FIFA worldcup I was very annoyed by the sound of the Vuvuzelas. A theoretical question came up about filtering that noise out of the sound stream. What algorithms are needed to remove such a "constant" noise and is it possible to keep the quality of other background sounds?

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  • How to calculate where bullet hits

    - by lkjoel
    I have been trying to write an FPS in C/X11/OpenGL, but the issue that I have encountered is with calculating where the bullet hits. I have used a horrible technique, and it only sometimes works: pos size, p; size.x = 0.1; size.z = 0.1; // Since the game is technically top-down (but in a 3D perspective) // Positions are in X/Z, no Y float f; // Counter float d = FIRE_MAX + 1 /* Shortest Distance */, d1 /* Distance being calculated */; x = 0; // Index of object to hit for (f = 0.0; f < FIRE_MAX; f += .01) { // Go forwards p.x = player->pos.x + f * sin(toRadians(player->rot.x)); p.z = player->pos.z - f * cos(toRadians(player->rot.x)); // Get all objects that collide with the current position of the bullet short* objs = _colDetectGetObjects(p, size, objects); for (i = 0; i < MAX_OBJECTS; i++) { if (objs[i] == -1) { continue; } // Check the distance between the object and the player d1 = sqrt( pow((objects[i].pos.x - player->pos.x), 2) + pow((objects[i].pos.z - player->pos.z), 2)); // If it's closer, set it as the object to hit if (d1 < d) { x = i; d = d1; } } // If there was an object, hit it if (x > 0) { hit(&objects[x], FIRE_DAMAGE, explosions, currtime); break; } } It just works by making a for-loop and calculating any objects that might collide with where the bullet currently is. This, of course, is very slow, and sometimes doesn't even work. What would be the preferred way to calculate where the bullet hits? I have thought of making a line and seeing if any objects collide with that line, but I have no idea how to do that kind of collision detection. EDIT: I guess my question is this: How do I calculate the nearest object colliding in a line (that might not be a straight 45/90 degree angle)? Or are there any simpler methods of calculating where the bullet hits? The bullet is sort of like a laser, in the sense that gravity does not affect it (writing an old-school game, so I don't want it to be too realistic)

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  • Multiple AHK questions

    - by Tomezor
    1 - Curious as to how to make a popup asking to confirm if I want to load the program before it loads. Example: ^g::Run C:\GW2\gw2.exe 2 - How to set a title(instead of the script name), align text within msgbox and control the perimeters of msgbox with this format: F1::msgbox, (LTrim Insert Text Here ) 3 - How to either temporarily pause and unpause a specific AHK script only allowing that hotkey to work within the script OR to disable scripted hotkeys while in a full screen application or game OR a "on/off pause/resume" command to disable multiple other commands such as ^g, ^h and the like.

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  • Quaternion Cameras and projectile vectors

    - by Tom J Nowell
    In our software we have a camera based on mouse movement, and a quarternion at its heart. We want to fire projectiles from this position, which we can do, however we want to use the camera to aim. The projectile takes a vector which it will add to its position each game frame. How do we acquire such a vector from a given camera/quaternion?

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