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  • IIS not serving up .dat files.

    - by Stu
    Hi all, I have a ASP MVC web application that uses a plugin to load images and points for a 3d application. When debugging with the the Visual Studio development server the images and the points are served up great... http://i148.photobucket.com/albums/s19/littleniv/Debugging/local.png Second image: same url but iis.png When running in IIS 7 though the .Dat point files do not serve and produce a 404. I've noticed the caching is marked as private in fiddler, but i don't know what this means. Can anyone help? Cheers, Stu

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  • OpenGL ES functions not accepting values originating outside of it's view

    - by Josh Elsasser
    I've been unable to figure this out on my own. I currently have an Open GLES setup where a view controller both updates a game world (with a dt), fetches the data I need to render, passes it off to an EAGLView through two structures (built of Apple's ES1Renderer), and draws the scene. Whenever a value originates outside of the Open GL view, it can't be used to either translate objects using glTranslatef, or set up the scene using glOrthof. If I assign a new value to something, it will work - even if it is the exact same number. The two structures I have each contain a variety of floating-point numbers and booleans, along with two arrays. I can log the values from within my renderer - they make it there - but I receive errors from OpenGL if I try to do anything with them. No crashes result, but the glOrthof call doesn't work if I don't set the camera values to anything different. Code used to set up scene: [EAGLContext setCurrentContext:context]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer); //clears the color buffer bit glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_PROJECTION); //sets up the scene w/ ortho projection glViewport(0, 0, 320, 480); glLoadIdentity(); glOrthof(320, 0, dynamicData.cam_x2, dynamicData.cam_x1, 1.0, -1.0); glClearColor(1.0, 1.0, 1.0, 1.0); /*error checking code here*/ "dynamicData" (which is replaced every frame) is created within my game simulation. From within my controller, I call a method (w/in my simulation) that returns it, and pass the result on to the EAGLView, which passes it on to the renderer. I haven't been able to come up with a better solution for this - suggestions in this regard would be greatly appreciated as well. Also, this function doesn't work as well (values originate in the same place): glTranslatef(dynamicData.ship_x, dynamicData.ship_y, 0.0); Thanks in advance. Additional Definitions: Structure (declared in a separate header): typedef struct { float ship_x, ship_y; float cam_x1, cam_x2; } dynamicRenderData; Render data getter (and builder) (every frame) - (dynamicData)getDynRenderData { //d_rd is an ivar, zeroed on initialization d_rd.ship_x = mainShip.position.x; d_rd.ship_y = mainShip.position.y; d_rd.cam_x1 = d_rd.ship_x - 30.0f; d_rd.cam_x2 = d_rd.cam_x1 + 480.0f; return d_rd; } Zeroed at start. (d_rd.ship_x = 0;, etc…) Setting up the view. Prototype (GLView): - (void)draw: (dynamicRenderData)dynamicData Prototype (Renderer): - (void)drawView: (dynamicRenderData)dynamicData How it's called w/in the controller: //controller [glview draw: [world getDynRenderData]]; //glview (within draw) [renderer drawView: dynamicData];

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  • Moving An Object With Touch

    - by Arman
    for(touch in iPhoneInput.touches) { if(touch.phase == iPhoneTouchPhase.Moved || touch.phase == iPhoneTouchPhase.Began) { transform.position = Camera.main.ScreenToWorldPoint(new Vector3 (touch.position.x, touch.position.y, 10)); } } I have found the above code from tutorial Moving An Object With Touch but its not working when I play game in Unity3D. Can some one please help me.

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  • stop execution of process for miliseconds.

    - by Viral
    hi friends, I m creating a Tic tac toe game, in that after click made by user automatically the cpu will respond. I want the cpu response after 0.50 seconds, the sleep() function takes too many time, i don't want that much time, is there any other way to do so???

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  • How to write (simple) macro?

    - by krzysz00
    I need to write a macro (with-hooks (monster method who what) &body body) for a game I'm writing. Monster is a CLOS object, method and who are strings and what is a function (#' notation). The macroexpansion would be something to the effect of (add-hook monster method who what) ,@body (remove-hook monster method who) I have absolutely no idea how to write such a macro, and I would appreciate some help.

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  • effective functional sort

    - by sreservoir
    I'm programming a function for a TI-NSpire, so I can't use the builtins from inside a function. What is the most generally efficient algorithm for sorting a list of numbers without modifying the list itself? (recursion and list-splitting are fair game, as is general use of math.)

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  • replace NA in an R vector with adjacent values

    - by pssguy
    I have a dataframe which has merged player and team data for soccer seasons So for a particular player in a specific season I have data like df <- data.frame(team=c(NA,"CRP",NA,"CRP","CRP",NA), player=c(NA,"Ed",NA,"Ed","Ed",NA), playerGame= c(NA,1,NA,2,3,NA), teamGame =c(1,2,3,4,5,6)) Where the NA's indicate that the player did not appear in that specific team game How would I most efficiently replace the team and player NA's with "CRP" and "Ed" respectively and have a plGame output of, in this instance, 0,1,1,2,3,3

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  • cocos2d 2.x scene retainCount

    - by Shefy Gur-ary
    I'm pushing a scene to the game I'm working on, after pressing a button in the main menu. This scene is a gameplayScene which should have two layers ad childs: boardLayer and hudLayer. for now I'm testing with the boardLayer, I'm using block to call the gameplayScene to close both itself and the boardLayer, but by the time I get there the retain count of both layer is 3 (seems to be increasing after setting the block to 2, and I'm not sure when it is going up to 3) What cause this, and how should it be handled?

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  • How do I convert a Python list of lists of lists into a C array by using ctypes?

    - by pc05
    As seen here How do I convert a Python list into a C array by using ctypes? this code will take a python array and transform it to a C array. import ctypes arr = (ctypes.c_int * len(pyarr))(*pyarr) Which would the way of doing the same with a list of lists or a lists of lists of lists? For example, for the following variable list3d = [[[40.0, 1.2, 6.0, 0.3], [50.0, 4.2, 0, 0]], [[40.0, 1.2, 6.0, 0.3], [50.0, 4.2, 0, 0]], [[40.0, 1.2, 6.0, 0.3], [50.0, 4.2, 0, 0]]] I have tried the following with no luck: ([[ctypes.c_double * 4] *2]*3)(*list3d) # *** TypeError: 'list' object is not callable (ctypes.c_double * 4 *2 *3)(*list3d) # *** TypeError: expected c_double_Array_4_Array_2 instance, got list Thank you! EDIT: Just to clarify, I am trying to get one object that contains the whole multidimensional array, not a list of objects. This object's reference will be an input to a C DLL that expects a 3D array.

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  • Looking for interesing formula

    - by Thinker
    I'm creating a game, where players can make an alloy. To make it less predictable, and more interesting, I thought that durability and hardness of an alloy can't be calculated by simple formula, because it will be extremely easy to find extrema, where alloy have best statistics. So the questions is, is there any formula for a function, where extrema can be found only by investigating all points? Input values will be in percents: 0.0%-100.0%. I think, it should look like this: half sound wave

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  • form serialize problem

    - by ZX12R
    I have a form. I am trying to validate it through AJAX GET requests. So i am trying to send the field values in the GET request data. $('#uxMyForm').serialize(); the problem it is returning something undecipherable. I have used serialize before. This is totally bizzare. the return value of serialize is authenticity_token=oRKIDOlPRqfnRehedcRRD7WXt6%2FQ0zLeQqwIahJZJfE%3D&customer%5BuxName%5D=&customer%5BuxEmail%5D=&customer%5BuxResidentialPhone%5D=&customer%5BuxMobilePhone%5D=&customer%5BuxDateOfBirth%5D=&customer%5BuxAddress%5D=&customer%5BuxResidentialStatus%5D= i have no idea how to use this. Thanks

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  • Still failing a function, not sure why...ideas on test cases to run?

    - by igor
    I've been trying to get this Sudoku game working, and I am still failing some of the individual functions. All together the game works, but when I run it through an "autograder", some test cases fail.. Currently I am stuck on the following function, placeValue, failing. I do have the output that I get vs. what the correct one should be, but am confused..what is something going on? EDIT: I do not know what input/calls they make to the function. What happens is that "invalid row" is outputted after every placeValue call, and I can't trace why.. Here is the output (mine + correct one) if it's at all helpful: http://pastebin.com/Wd3P3nDA Here is placeValue, and following is getCoords that placeValue calls.. void placeValue(Square board[BOARD_SIZE][BOARD_SIZE]) { int x,y,value; if(getCoords(x,y)) { cin>>value; if(board[x][y].permanent) { cout<< endl << "That location cannot be changed"; } else if(!(value>=1 && value<=9)) { cout << "Invalid number"<< endl; clearInput(); } else if(validMove(board, x, y, value)) { board[x][y].number=value; } } } bool getCoords(int & x, int & y) { char row; y=0; cin>>row>>y; x = static_cast<int>(toupper(row)); if (isalpha(row) && (x >= 'A' && x <= 'I') && y >= 1 && y <= 9) { x = x - 'A'; // converts x from a letter to corresponding index in matrix y = y - 1; // converts y to corresponding index in matrix return (true); } else if (!(x >= 'A' && x <= 'I')) { cout<<"Invalid row"<<endl; clearInput(); return false; } else { cout<<"Invalid column"<<endl; clearInput(); return false; } }

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  • Why do I get a WCF timeout even though my service call and callback are successful?

    - by KallDrexx
    I'm playing around with hooking up an in-game console to a WCF interface, so an external application can send console commands and receive console output. To accomplish this I created the following service contracts: public interface IConsoleNetworkCallbacks { [OperationContract(IsOneWay = true)] void NewOutput(IEnumerable<string> text, string category); } [ServiceContract(SessionMode = SessionMode.Required, CallbackContract = typeof(IConsoleNetworkCallbacks))] public interface IConsoleInterface { [OperationContract] void ProcessInput(string input); [OperationContract] void ChangeCategory(string category); } On the server I implemented it with: public class ConsoleNetworkInterface : IConsoleInterface, IDisposable { public ConsoleNetworkInterface() { ConsoleManager.Instance.RegisterOutputUpdateHandler(OutputHandler); } public void Dispose() { ConsoleManager.Instance.UnregisterOutputHandler(OutputHandler); } public void ProcessInput(string input) { ConsoleManager.Instance.ProcessInput(input); } public void ChangeCategory(string category) { ConsoleManager.Instance.UnregisterOutputHandler(OutputHandler); ConsoleManager.Instance.RegisterOutputUpdateHandler(OutputHandler, category); } protected void OutputHandler(IEnumerable<string> text, string category) { var callbacks = OperationContext.Current.GetCallbackChannel<IConsoleNetworkCallbacks>(); callbacks.NewOutput(text, category); } } On the client I implemented the callback with: public class Callbacks : IConsoleNetworkCallbacks { public void NewOutput(IEnumerable<string> text, string category) { MessageBox.Show(string.Format("{0} lines received for '{1}' category", text.Count(), category)); } } Finally, I establish the service host with the following class: public class ConsoleServiceHost : IDisposable { protected ServiceHost _host; public ConsoleServiceHost() { _host = new ServiceHost(typeof(ConsoleNetworkInterface), new Uri[] { new Uri("net.pipe://localhost") }); _host.AddServiceEndpoint(typeof(IConsoleInterface), new NetNamedPipeBinding(), "FrbConsolePipe"); _host.Open(); } public void Dispose() { _host.Close(); } } and use the following code on my client to establish the connection: protected Callbacks _callbacks; protected IConsoleInterface _proxy; protected void ConnectToConsoleServer() { _callbacks = new Callbacks(); var factory = new DuplexChannelFactory<IConsoleInterface>(_callbacks, new NetNamedPipeBinding(), new EndpointAddress("net.pipe://localhost/FrbConsolePipe")); _proxy = factory.CreateChannel(); _proxy.ProcessInput("Connected"); } So what happens is that my ConnectToConsoleServer() is called and then it gets all the way to _proxy.ProcessInput("Connected");. In my game (on the server) I immediately see the output caused by the ProcessInput call, but the client is still stalled on the _proxy.ProcessInput() call. After a minute my client gets a JIT TimeoutException however at the same time my MessageBox message appears. So obviously not only is my command being sent immediately, my callback is being correctly called. So why am I getting a timeout exception? Note: Even removing the MessageBox call, I still have this issue, so it's not an issue of the GUI blocking the callback response.

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  • Flex Builder AS3 Project migration

    - by Fahim Akhter
    Hi, I am developing a Flash game using as3, I chose flex Builder with an AS3 project. Now I am thinking that if selecting the project to be a flex project instead of as3 project I would have a lot of flex functionality like a swf loader,preloaders and the popup manager etc. The graphic components would obviously have been made in flash and used through the swc (avoiding the heavy mxml components). Need to know what other developers think of this approach.

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  • Getting plane slices from array data

    - by umanga
    Greetings all, I read 3d grid data (from multiple TIF images) into a structure as follows : typedef struct VolumeData{ int nx; int ny; int nz; unsigned char *data; // size is nx*ny*nz } Now I want to get the plane slices from this 1-D grid data: eg: unsigned char* getXYPlaneStack(VolumeData *vol,int z); I could implement above function because the *data array stores image stack. But i am having difficult time implement along the other axes: unsigned char* getYZPlaneStack(VolumeData *vol,int x); and unsigned char* getXZPlaneStack(VolumeData *vol,int y); any easy algorithm for this? thanks in advance.

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  • Opengl-es android best way to preload images

    - by lacas
    I have a game app, and i have many screens. The first screen will be the SCREEN.LOADING screen. When the app starting, I want to show a picture "loading please wait" while the images, menus, etc loaded succesfull. I tried asynctask to do this, but its not work in GLThread. What is the way to do this in opengl-es? 03-06 12:46:35.282: ERROR/AndroidRuntime(32736): Caused by: java.lang.RuntimeException: Can't create handler inside thread that has not called Looper.prepare() Thanks, Leslie

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  • Finding the angle of a fleeing dodo.

    - by donthackmyacc
    I'm coding some critter AI for a game i am working on for my Unity 3D project. I have no programming background and have been stumbling through this using tutorials and other peoples scripts. My problem is that i want my critter to run directly away from the player when the player kicks it. I need the dodo to run directly away from the player when kicked, and i dont know the math nor the syntax to calculate that angle. They are two characters moving independently through worldspace. Here is what i got so far: waypoint = (fleeWP.transform.position); transform.LookAt(Vector3(waypoint.x, transform.position.y, waypoint.z)); transform.Translate (Vector3.forward * speed * Time.deltaTime); This currently makes the critter move towards the waypoint, rather than away. I might be attacking this all wrong. Please chastise me.

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  • Working with Multiple Layers - KineticJS

    - by Bruno Sampaio
    I'm using KineticJS 4.0.5 and I'm currently trying to draw the contents of several layers but only the last one added to stage is drawn... If I understood the documentation correctly this should be possible, otherwise why would we need a layer? I have three different layers: a background layer with just a Kinectic.Rect object; a elements layer with several types of shapes; and a top layer with elements I want to be always on top of everything. I populate those layers inside a draw function I have inside a object I created, this object also has a shape attribute which refers to the background and a contents attribute with the elements to add to the elements layer. My code for the draw function is the following: this.draw = function() { var stage = E.game.stage, layers = E.game.layers; stage.clear(); // Add Background this.shape.setSize(stage.getWidth(), stage.getHeight()); layers.background.add(this.shape); // Iterate over contents for(var i = 0; i < this.contents.length; i++) { layers.elements.add(this.contents[i].shape); } // Draw Everything stage.add(layers.background); stage.add(layers.elements); stage.add(layers.top); // This one is currently empty stage.draw(); } After running this function, only layers.top is drawn in the canvas, and if I comment the line where it is added only layers.elements is drawn. However the stage has 3 childrens (I checked it with inspect element on chrome) and in the documentation it says the draw function draws all layers... Am I doing something wrong here? Or it isn't possible? And if it's not possible why would I need a layer and a stage? Wouldn't one be enough? Thank you in advance. Edit: I was able to solve the problem, I was applying a white background color with css to the canvas element and since each layer creates a new canvas element above the others I could only see the contents for the top most layer (in this case just white). However, I still have a problem related with multiple layers that I didn't have before with just one layer. When I use the clear function on the stage it should clear the layers right? But instead the layers remain exactly the same, even if I try to call clear on each individual layer they won't change... I'm also using the stage draw function after clearing them but still no changes at all... The only solution I found until now was by removing the layer from the stage and adding it again :s Is there a better way to reset the layers contents? Thank you again and sorry for the confusion with the first question.

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  • HTML 5 Canvas performance

    - by Vilius
    Hello there! I'm just started on playing around with the canvas HTML5-object. For the sake of performance tests, I have made a little ping pong game (http://bit.ly/arTPut). Apart from my quick'n'dirty programming skills, I believe, that there are also some performance boosts, I haven't used. Especially, the ball seams to be blue with a little red-touch, but by my decleration it should be yellow. Would be very nice, if someone could help me! Greetings, Vilius

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  • Get/save parameters to an expected JMock method call?

    - by Tayeb
    Hi, I want to test an "Adapter" object that when it receives an xml message, it digest it to a Message object, puts message ID + CorrelationID both with timestamps and forwards it to a Client object.=20 A message can be correlated to a previous one (e.g. m2.correlationID =3D m1.ID). I mock the Client, and check that Adapter successfully calls "client.forwardMessage(m)" twice with first message with null correlationID, and a second with a not-null correlationID. However, I would like to precisely test that the correlationIDs are set correctly, by grabing the IDs (e.g. m1.ID). But I couldn't find anyway to do so. There is a jira about adding the feature, but no one commented and it is unassigned. Is this really unimplemented? I read about the alternative of redesigning the Adapter to use an IdGenerator object, which I can stub, but I think there will be too many objects.=20 Don't you think it adds unnecessary complexity to split objects to a so fine granularity? Thanks, and I appreciate any comments :-) Tayeb

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  • Looking for interesting formula

    - by Thinker
    I'm creating a game where players can make an alloy. To make it less predictable and more interesting, I thought that the durability and hardness of an alloy should not be calculated by a simple formula, because it will be extremely easy to find extrema, where alloy have best statistics. So the questions is, is there any formula for a function where extrema can be found only by investigating all points? Input values will be in percents: 0.0%-100.0%. I think it should look like this: half sound wave

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  • Catching multiple keystrokes simultaneously in Cocoa

    - by Vinod Kumar
    I have used 4 NSButtons and assigned them to the 4 arrow keys separately to move in four different directions. Now I want to use two keystrokes, left arrow and up arrow together simultaneously, for north east movement, how can I do it? I am only able to use one keystroke at a time , I need to catch two key strokes simultaneously, I need it for my game project.

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