Search Results

Search found 28841 results on 1154 pages for 'simple'.

Page 584/1154 | < Previous Page | 580 581 582 583 584 585 586 587 588 589 590 591  | Next Page >

  • Visual Studio 2012 first impressions...no Macros!

    - by bconlon
    Yesterday I installed Microsoft Visual Studio 2012 for the first time (all 8.5GB) and after 20 years of (mostly) happy times using VS they have removed Macros, one of the most handy features.The first thing I wanted to do when I upgraded my VS2010 project was to add a #elseif block to each file. This would usually be simple case of find in files of the previous #elseif and then Ctrl+Shift+R to record a macro which would be: F8 (to select the next file from find list), F3 (to find the correct position in file), Ctrl+V to paste the new code. Then all I would need to do is keep Ctrl+Shift+P (Play Macro) pressed until all the files were processed.But alas Ctrl+Shift+R does nothing! I won’t say that I use Macros every day but it was a very useful feature.To continue my moaning a little more, I also don't like the bland interface. This has been well documented by others, but now I have used it myself, I find it difficult to tell one grey area of screen from another and the lack of colour makes the icons unclear.I also don't see why the menus now need to SHOUT in capital letters?On the plus side, they have now added the ability to see WPF properties in the debugger...a bit of an oversight in Visual Studio 2010. Oh, but you still can't edit and continue on files that contain templated code.Whilst Visual Studio 2012 is not a complete disaster like Windows 8 (why develop a desk top OS to be the same as a Smart device OS), it does not float my boat.Rant over.#

    Read the article

  • c# scripting execution with xna (actions take more than 1 frame)

    - by user658091
    I'm trying to figure out how to implement c# scripting into my game (XNA with C#). I will be using C# as the scripting language. My question is, how to call functions that take more than 1 frame to finish? For example: class UserScript : Script { public override void execute(Game game) { //script must wait for dialog to be closed game.openDialog("This is a dialog"); //script should'nt wait for this int goldToGive = 100; goldToGive += 100; game.addGold(goldToGive); // //script should wait for cinematic to end game.startCinematic("name_of_cinematic"); //doesn't wait game.addGold(100); } } I found that you can do that with yield, but I'm not sure if it's the correct way (It's from 2010, the article mentioned no longer exists). http://stackoverflow.com/questions/3540231/implementing-a-simple-xml-based-scripting-language-for-an-xna-game Is yield the answer? If so, can anyone point me any examples/tutorials/books? I haven't found any regarding my situation. If not, what approach should I take? or am I better off with multi-threading?

    Read the article

  • ugg slippers makes you feel balmy and comfy

    - by skhtyu skhtyu
    You accept to apperceive admitting that while cheap ugg boots is accepted for winter wear, it can in achievement be beat in every season. These uggs for kids usually are an Aussie acceptation complete from merino affidavit and are aswell asperous calm with fashionable. There are hip calm with adequate jackets, vests, sweatshirts, added more. For a contemporary ensemble that makes you feel balmy and comfy, try cutting your boots with some leggings or a sweater dress with a capote or bandage befuddled on. If you don't own a Bout of pink uggs even, now may be the adequate time to buy yourself one. They arise in checkered by azure to orange, to amber as able-bodied as the always-reliable black. as able-bodied as in the break you admiration to go for any decidedly added indigenous arise accession them up nation achievement architecture arise as noticed about the catwalks of purple uggs and Badgley Mischka. With this, you could already see which website is alms the ugg outlet online that you accept been absent at a amount that you can afford. The advanced throated ones are simple to blooper in and out which makes them admired a allotment of all women. uggs for sale were aboriginal fabricated in Australia. Aswell there are clear abode characterization rolls in which characterization fonts, sizes and chantry colours can be customized.

    Read the article

  • How To Export/Import a Website in IIS 7.x

    - by Tray Harrison
    IIS 6 had a great feature called ‘Save Configuration to a File’ which would allow you to easily export a website’s configuration, to be later used to import either on the same server or another box.  This came in handy anytime you wanted to duplicate a site in order to do some testing without impacting the existing application.  So naturally, Microsoft decided to do away with this feature in IIS 7. The process to export/import a site is still fairly simple, though not as obvious as it was in previous versions.  Here are the steps: 1. Open a command prompt and navigate to C:\Windows\System32\inetsrv and run the following command: appcmd list site /name:<sitename> /config /xml > C:\output.xml So if you were wanting to export a website named EAC, you would run the following: If you’ll be setting up another copy of the site on the same server, you’ll now need to edit the output.xml file before importing it.  This is necessary in order to avoid conflicts such as bindings, Site ID, etc.  To do this, edit the XML and change the values.  Go ahead and make a copy of the home directory, and rename it to whatever folder name you specified in the output – /EAC2 in this example.  If you decide to change the app pool, make sure you go ahead and create the new app pool as well. Once these edits have been made, we are now ready to import the site.  To do that run: appcmd add sites /in < c:\output.xml So for our example it would look like this: That’s it.  You should now see your site listed when opening up Inet Manager.  If for some reason the site fails to start, that’s probably because you forgot to create the new app pool or there is a problem with one of the other parameters you changed.  Look at the System log to identify any issues like this.

    Read the article

  • How to pass one float as four unsigned chars to shader by glVertexPointAttrib?

    - by Kog
    For each vertex I use two floats as position and four unsigned bytes as color. I want to store all of them in one table, so I tried casting those four unsigned bytes to one float, but I am unable to do that correctly... All in all, my tests came to one point: GLfloat vertices[] = { 1.0f, 0.5f, 0, 1.0f, 0, 0 }; glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), vertices); // VER1 - draws red triangle // unsigned char colors[] = { 0xff, 0, 0, 0xff, 0xff, 0, 0, 0xff, 0xff, 0, 0, // 0xff }; // glEnableVertexAttribArray(1); // glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), // colors); // VER2 - draws greenish triangle (not "pure" green) // float f = 255 << 24 | 255; //Hex:0xff0000ff // float colors2[] = { f, f, f }; // glEnableVertexAttribArray(1); // glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), // colors2); // VER3 - draws red triangle int i = 255 << 24 | 255; //Hex:0xff0000ff int colors3[] = { i, i, i }; glEnableVertexAttribArray(1); glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), colors3); glDrawArrays(GL_TRIANGLES, 0, 3); Above code is used to draw one simple red triangle. My question is - why do versions 1 and 3 work correctly, while version 2 draws some greenish triangle? Hex values are one I read by marking variable during debug. They are equal for version 2 and 3 - so what causes the difference?

    Read the article

  • Weekend Project: Build a Fireball Launcher

    - by Jason Fitzpatrick
    What’s more fun than playing with fire? Shooting it from your hands. Put on your robe and wizard hat, make a stop at the hardware store, and spend the weekend trying to convince your friends you’ve acquired supernatural powers. Over at MAKE Magazine, Joel Johnson explains the impetus for his project: A stalwart of close-quarter magicians for years, the electronic flash gun is a simple device: a battery-powered, hand-held ignitor that uses a “glo-plug” to light a bit of flash paper and cotton, shooting a fireball a few feet into the air. You can buy one from most magic shops for around $50, but if you build one on your own, you’ll not only save a few bucks, you’ll also learn how easy it is to add fire effects to almost any electronics project. (And what gadget couldn’t stand a little more spurting flame?) The parts list is minimal but the end effect is pretty fantastic. Hit up the link below for the full build guide, plenty of warnings, and a weekend project that’s sure to impress. How to Own Your Own Website (Even If You Can’t Build One) Pt 3 How to Sync Your Media Across Your Entire House with XBMC How to Own Your Own Website (Even If You Can’t Build One) Pt 2

    Read the article

  • Javascript Isometric draw optimization

    - by hustlerinc
    I'm having trouble with isometric tiles drawing. At the moment I got an array with the tiles i want to draw. And it all works fine until i increase the size of the array. Since I draw ALL tiles on the map it really affects the game performance (obviously) :D. My problem is I'm no genius when it comes to javascript and I haven't managed to just draw what is in viewport. Should be fairly simple for an expert though because its fixed sizes etc. Canvas is 960x480 pixels, each tile 64x32. This gives 16 tiles on first row, 15 on the next etc. for a total of 16 rows. Tile 0,0 is in the top-right corner. And draws X up to down and Y right to left. Going through the tiles on the first row from left to right as +X -Y. Here is the relevant part of my drawMap() function drawMap(){ var tileW = 64; // Tile Width var tileH = 32; // Tile Height var mapX = 960-32; var mapY = -16; for(i=0;i<map.length;i++){ for(j=0;j<map[i].length;j++){ var drawTile = map[i][j]; var drawObj = objectMap[i][j]; var xpos = (i-j)*tileH + mapX; var ypos = (i+j)*tileH/2 + mapY; // Place the tiles isometric. ctx.drawImage(tileImg[drawTile],xpos,ypos); if(drawObj){ ctx.drawImage(objectImg[drawObj-1],xpos,ypos-(objectImg[drawObj- 1])); } } } } Could anyone please help me how to translate this to just draw the relevant tiles? It would be deeply appreciated.

    Read the article

  • Is the way I'm implementing my genetic algorithm right?

    - by Mhjr
    In my graduation project, I am asked to use a genetic algorithm (any variation of it can be chosen) to generate valid timetables. What I did was make a simple program that generates unique sequences representing genes, the sequence is described below: (sorry if it's mathematically incorrect) The only variable in the sequence is the room element, so basically the program takes a tree that goes like this: [Course] -(contains)-> [Units] -(contains)-> [Offerings] -(contains)-> [Instructors] -(contains)-> [Rooms] Each course can have n units (duplicates). Each unit can have n offerings (lectures,lab session, excercises,...). Each offering has only 1 instructor. Each instructor (or the whole lecture composed from the four elements of the sequence) has multiple rooms. When a timetable is initialized, one of these sequences that differ in rooms will be taken into the timetable, so the difference in genes (sequences) of each timetable will be just the rooms random choice and the difference between chromosomes (timetables) will be time placements of these genes (sequences). My question is, before I proceed in implementing what I described, is it valid? Is the representation used here for chromosomes a permutation representation?

    Read the article

  • Cleaning Up After Chrome

    - by Mark Treadwell
    I find Google Chrome, which I have no interest in, is continually getting installed on machines in my house, mostly due to Adobe Shockwave bringing it along as an install package. (Family members are agreeing to the download, not realizing the Chrome is getting dropped as well.) My major issue after uninstalling Chrome is that you can no longer click on links in Outlook emails. There is a lot on the web about this, and Google has not been proactive at fixing their uninstaller. I have now added a registry file to my Win64 systems to reset the problem registry keys and clear the error. This registry file is pretty simple. It merely resets HKEY_CURRENT_USER\Software\Classes\.htm, HKEY_CURRENT_USER\Software\Classes\.html, and HKEY_CURRENT_USER\Software\Classes\.shtml back to their default values of "htmlfile". Chrome takes over the handling of these file extensions because its default install is to make itself the default web browser. The Chrome uninstalled fails to clear/reset them. In troubleshooting this, I looked in my registry based on the web info on the Chrome uninstall problem. Since my system had never had Chrome installed, my registry did not have the problem keys. To troubleshoot, I installed (ugh!) and uninstalled Chrome. Sure enough, Chrome left the expected debris with a value string of "ChromeHTML.PR2EPLWMBQZK3BY7Z2BFBMFERU" or something similar. Resetting these values fixed the problem. I see that Chrome leaves quite a bit of debris behind in the registry. I guess it is creating the keys then leaving them behind, even though their presence (with bad data) subsequently affects operations.

    Read the article

  • Particle trajectory smoothing: where to do the simulation?

    - by nkint
    I have a particle system in which I have particles that are moving to a target and the new targets are received via network. The list of new target are some noisy coordinates of a moving target stored in the server that I want to smooth in the client. For doing the smoothing and the particle I wrote a simple particle engine with standard euler integration model. So, my pseudo code is something like that: # pseudo code class Particle: def update(): # do euler motion model integration: # if the distance to the target is more than a limit # add a new force to the accelleration # seeking the target, # and add the accelleration to velocity # and velocity to the position positionHistory.push_back(position); if history.length > historySize : history.pop_front() class ParticleEngine: particleById = dict() # an associative array # where the keys are the id # and particle istances are sotred as values # this method is called each time a new tcp packet is received and parsed def setNetTarget(int id, Vec2D new_target): particleById[id].setNewTarget(new_target) # this method is called each new frame def draw(): for p in particleById.values: p.update() beginVertex(LINE_STRIP) for v in p.positionHistory: vertex(v.x, v.y) endVertex() The new target that are arriving are noisy but setting some accelleration/velocity parameters let the particle to have a smoothed trajectories. But if a particle trajectory is a circle after a while the particle position converge to the center (a normal behaviour of euler integration model). So I decided to change the simulation and use some other interpolation (spline?) or smooth method (kalman filter?) between the targets. Something like: switch( INTERPOLATION_MODEL ): case EULER_MOTION: ... case HERMITE_INTERPOLATION: ... case SPLINE_INTERPOLATION: ... case KALMAN_FILTER_SMOOTHING: ... Now my question: where to write the motion simulation / trajectory interpolation? In the Particle? So I will have some Particle subclass like ParticleEuler, ParticleSpline, ParticleKalman, etc..? Or in the particle engine?

    Read the article

  • Ubiquitous Language and Custom types

    - by EdvRusj
    Note that my question is referring to those attributes that even on their own already represent a concept ( ie on their own provide a cohesive meaning ). Thus such attribute needs no additional functional support and as such is self-contained. I'm also well-aware that even with self-contained attributes the custom types may prove beneficial ( for example, they give the ability to add new behavior later, when business requirements change ). Thus, my question focuses only on whether custom types for self-contained attributes really enrich Ubiquitous Language UL a) I've read that in most cases, even simple, self-contained attributes should have custom, more descriptive types rather than basic value types ( double, string ... ), because among other things, descriptive types add to the UL, while the use of basic types instead weakens the language. I understand the importance of UL, but how does having a basic type for a self-contained attribute weaken the language, since with self-contained attributes the name of the attribute already adequately describes the concept and thus contributes to the UL vocabulary? For example, the term person_age already adequately explains the concept of quantifying the number of years a person has: class Person { string person_age; } so what could we possibly gain by also introducing the term ThingAge to the UL: class person { ThingAge person_age; } thanks

    Read the article

  • Three New Videos on Social Development

    - by Bob Rhubart
    By now it should be clear to even the most tenacious Luddite that the social media phenomenon is no mere fad. Those ubiquitous icons for Facebook and Twitter and other social networks are little beacons of disruptive change signalling yet again that the 20th century is over, dude. And that presents an opportunity for software developers with the necessary insight and expertise to tap into and expand social platforms for forward-thinking organizations. If you're a developer and you're interested in exploiting these emerging opportunities you'll want to check out three new videos that focus on software development for social platforms. Developing with Facebook: An Introduction to Social Design James Pearce, Facebook's head of Mobile Developer Relations, provides an overview of the Facebook platform and the underlying APIs that are available to the developer community. Building on the LinkedIn Platform: Content Amplified Adam Trachtenberg, Director of LinkedIn's Developer Network, discusses how you can make it simple for a professional audience to discover and distribute your content on LinkedIn. Emergence of the Social Enterprise Roland Smart, Oracle's VP of Social Marketing, shares Oracle’s vision for the social-enabled enterprise and highlights the role developers will play in the next phase of enterprise development. OTN has also created the Oracle Social Developer Community, a new Facebook page devoted to the promotion of community conversation and resources to support Social Developers. If you're working on a social development project, visit the page and tell us about it.

    Read the article

  • How to Effectively Create Bullet Patterns

    - by SoulBeaver
    I'm currently creating a top-down shooter like Touhou. The most important factor of the game is that there are many diverse patterns and ways at which bullets are generated and shot at the player, see this video: http://www.youtube.com/watch?v=4Nb5Ohbt1Sg#start=0:60;end=9:53; At the moment, I'm using a class "Pattern" which has a series of steps on moving and shooting. However, I feel this method is quite laborous as I have to create a new Pattern for each attack and perhaps new Bullet classes that will implement a certain behavior. This question received a comment suggesting I should look into BulletML for easy creation and storage of bullets with a specific pattern. It looks decent, but it led me to wonder, what other solutions do you have that I should take into consideration? Update My current design is as follows: An example of an implemented pattern: My GigasPattern first executes a teleport which moves Alice to a certain point (X, Y) on the screen. After this is completed, the pattern starts using the Mover to move the sprite around (whereas teleporting has separate effects and animation). These are of no concern, really, as they are quite simple. The Shooter also creates various Attacks, which are classes again that the Shooter can use to create various patterns of bullets, much like the one in the question I posted. Once the Mover has reached it's destination, both it and the shooter stop and return to an inactive state. The pattern completes, is removed by the AI and a new one gets chosen.

    Read the article

  • Generate a Word document from list data

    - by PeterBrunone
    This came up on a discussion list lately, so I threw together some code to meet the need.  In short, a colleague needed to take the results of an InfoPath form survey and give them to the user in Word format.  The form data was already in a list item, so it was a simple matter of using the SharePoint API to get the list item, formatting the data appropriately, and using response headers to make the client machine treat the response as MS Word content.  The following rudimentary code can be run in an ASPX (or an assembly) in the 12 hive.  When you link to the page, send the list name and item ID in the querystring and use them to grab the appropriate data. // Clear the current response headers and set them up to look like a word doc.HttpContext.Current.Response.Clear();HttpContext.Current.Response.Charset ="";HttpContext.Current.Response.ContentType ="application/msword";string strFileName = "ThatWordFileYouWanted"+ ".doc";HttpContext.Current.Response.AddHeader("Content-Disposition", "inline;filename=" + strFileName);// Using the current site, get the List by name and then the Item by ID (from the URL).string myListName = HttpContext.Current.Request.Querystring["listName"];int myID = Convert.ToInt32(HttpContext.Current.Request.Querystring["itemID"]);SPSite oSite = SPContext.Current.Site;SPWeb oWeb = oSite.OpenWeb();SPList oList = oWeb.Lists["MyListName"];SPListItem oListItem = oList.Items.GetItemById(myID);// Build a string with the data -- format it with HTML if you like. StringBuilder strHTMLContent = newStringBuilder();// *// Here's where you pull individual fields out of the list item.// *// Once everything is ready, spit it out to the client machine.HttpContext.Current.Response.Write(strHTMLContent);HttpContext.Current.Response.End();HttpContext.Current.Response.Flush();

    Read the article

  • External display resolution issue

    - by Steven
    I'm new to Ubuntu. I've 'dabbled' in the past but Windows was annoying me too much so I finally made the change. One thing I use my laptop for is outputting the screen onto an external monitor. In Windows this usually works fine (but when there is an issue, it's a pain to resolve and has crashed my computer on many occasions). In Ubuntu it's a very simple case of "plug and play" because it displays the content immediately with no major problems. However, I can only alter the resolution of the external display to 4:3 formats, whereas the external monitor is 16:9, so the picture is stretched. In Windows there's loads of resolutions to choose from. If I disable the laptop's screen, it still doesn't allow me to display the correct resolution externally (on VGA). Further to that, if I close the laptop it keeps the external screen as it is, but when I reopen the laptop, the laptop screen doesn't turn back on until I restart. If it's a video I am watching, I can use VLC to alter the aspect ratio so the video looks fine, but it's quite an annoying work around. I used terminal to find my graphics controller, which is "Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller [8086:2a42] (rev 07)" (not great, I know... the laptop was a free gift with my mobile!) Any idea of how I can get the resolution on the external monitor to be correct?

    Read the article

  • Entity framework separating entities for product and customer specific implementation

    - by Codecat
    I am designing an application with intention into making it a product line. I would like to extend the functionality across all layers and first struggle is with domain models. For example, core functionality would have entity named Invoice with few standard fields and then customer requirements will add some new fields to it, but I don't want to add to core Invoice class. For every customer I could use customer specific DbContext and injected correct context with dependency injection. Also every customer will get they own deployment public class Product.Domain.Invoice { public int InvoiceId { get; set; } // Other fields } How to approach this problem? Solution 1 does not work since Entity Framework does not allow same simple name classes. public class CustomerA.Domain.Invoice : Product.Domain.Invoice { public User ReviewedBy { get; set; } public DateTime? ReviewedOn { get; set; } } Solution 2 Create separate table and link it to core domain table. Reusing services and controllers could be harder. public class CustomerA.Domain.CustomerAInvoice { public Product.Domain.Invoice Invoice { get; set; } public User ReviewedBy { get; set; } public DateTime? ReviewedOn { get; set; } }

    Read the article

  • Gaming Community CMS, with forum integration [closed]

    - by Tillman32
    Possible Duplicate: Which Content Management System (CMS) should I use? I've had a simple website that I coded myself for a while now, the site is a gaming community. It's very forum and news driven. It was a HORRIBLE idea to take on coding this thing myself. Although we've used it for about a year now, we're just getting too big, and I need to streamline our work. I need writers to post news, etc. I've been doing it through code. ( A year ago I thought it would be a cool idea ) Anyway, I've been messing with just about every CMS out there, and I'm struggling to get something that I really like. The main issue I'm facing, is a good news system, and good forum integration. I'm sort of picky when it comes to looks, its a curse. Reading on here, I see a lot of people saying Drupal is the best for the 3 things I need, community interaction, and forums. I think the main issue that I ran into with drupal, was ease of use, and themes. I am not a web designer, and I need a good theme. For an idea of what I'm looking for, go check out http://www.clgaming.net, they have forums integrated, a nice news area on home page/news section, and nice user accounts. It looks very professional, and I doubt I'll get close to that with a free theme, but their functionality is exactly what I need. Any ideas would be greatly appreciated.

    Read the article

  • Is it possible to use 3G internet for a TCP/IP game server?

    - by Amit Ofer
    I'm working on a turned based multiplayer android game with a friend. I started working on the game server and client using socket programming. I found a few tutorials on how to implement a basic chat on android and I started extending that example to suit my needs. Basically the game is really simple and the communication only include sending a few string from the client to the server every turn and sending the calculated scores back to all the clients after each turn. the idea is that one of the players creates the game and thus initialize the server, and each player connects to this client using ip. I tried this solution and it seems to work great when all the players are using the same wifi connection or by using router port forwarding. The problem is when trying to use 3G internet for the server, I guess the problem is that 3G ip address isn't global and you can't use port forwarding there, correct me if I'm wrong here. Is there a way to overcome this issue? or the only solution is to limit my game to wifi only or think of a different solution than the standard socket programming solution? I.E web server etc. what do you think would be the best approach here? Thanks.

    Read the article

  • Do you think Scala will be the dominant JVM langauge, ie be the next Java? [on hold]

    - by user1037729
    From what I've read about Scala do far I think it has some nice features but I do not think it should be "the next Java". It might however end up being the next Java (due to fashion rather than fact) but lets not hope it does not... To me adds a lot of complexity over Java which is a simple and scalable language. Scala Pattern matching allows you to perform some type/value checking in a more concise way, this is possible in Java, Scala's pattern matching has a limit to it, you cannot continuously match deeper and deeper down the object graph, so why not just stick to Java and use decent invariants? Scala provides tuples, easy enough to make in Java, create a static factory method and it all reads nicely too. Scala provides mixins, why not just use composition? I believe Scala implicit's are bad, they can lead to code becoming complex and hard to maintain, explicitness is good. Scala provides closures, well they will be in Java 8 too. Scala has lazy keyword for lazy instantiation, this is easy enough to do in Java by calling a getter which creates the instance when needed, no hidden magic here. Scala can be used with AKKA, well so can Java, there is an Java AKKA implementation. Scala offers addition functional features but these can all be created in Java, there are many frameworks with have implemented functional features in Java. All in all Scala seems to offer is addition complexity and thats it...

    Read the article

  • Java enum pairs / "subenum" or what exactly?

    - by vemalsar
    I have an RPG-style Item class and I stored the type of the item in enum (itemType.sword). I want to store subtype too (itemSubtype.long), but I want to express the relation between two data type (sword can be long, short etc. but shield can't be long or short, only round, tower etc). I know this is wrong source code but similar what I want: enum type { sword; } //not valid code! enum swordSubtype extends type.sword { short, long } Question: How can I define this connection between two data type (or more exactly: two value of the data types), what is the most simple and standard way? Array-like data with all valid (itemType,itemSubtype) enum pairs or (itemType,itemSubtype[]) so more subtype for one type, it would be the best. OK but how can I construct this simplest way? Special enum with "subenum" set or second level enum or anything else if it does exists 2 dimensional "canBePairs" array, itemType and itemSubtype dimensions with all type and subtype and boolean elements, "true" means itemType (first dimension) and itemSubtype (second dimension) are okay, "false" means not okay Other better idea Thank you very much!

    Read the article

  • How do you handle animations that are for transitioning between states?

    - by yaj786
    How does one usually handle animations that are for going between a game object's states? For example, imagine a very simple game in which a character can only crouch or stand normally. Currently, I use a custom Animation class like this: class Animation{ int numFrames; int curFrame; Bitmap spriteSheet; //... various functions for pausing, returning frame, etc. } and an example Character class class Character{ int state; Animation standAni; Animation crouchAni; //... etc, etc. } Thus, I use the state of the character to draw the necessary animation. if(state == STATE_STAND) draw(standAni.updateFrame()); else if(state == STATE_CROUCH) draw(crouchAni.updateFrame()); Now I've come to the point where I want to draw "in-between" animations, because right now the character will just jump immediately into a crouch instead of bending down. What is a good way to handle this? And if the way that I handle storing Animations in the Character class is not a good way, what is? I thought of creating states like STATE_STANDING_TO_CROUCHING but I feel like that may get messy fast.

    Read the article

  • How to improve my backup strategy (rsync)?

    - by GUI Junkie
    I've seen the QAs about backup solutions, but I'm asking anyway. One because it's a personal situation I haven't solved yet, and two, because the answer can be useful for others. My situation is rather simple. I have two computers with two users and one external hard-drive. I want to sync/backup a shared directory. Currently I use rsync with the -azvu options to sync to the external drive. My problem is the round-trip. All deleted files are restored! Using rsync I'm doing Computer A --> External disk --> Computer A Computer B --> External disk --> Computer B (I should probably do External disk -- Computer A as a last step) I've seen 'bup' mentioned and other QA talk about dropbox + rsync... Another option is maybe to delete files from rsync? Can my running backup strategy be improved in some other way?

    Read the article

  • How to implement behavior in a component-based game architecture?

    - by ghostonline
    I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture. Say I have a following player character that can be stationary, running and swinging a sword. A player can transit to the swing sword state from both the stationary and running state, but then the swing must be completed before the player can resume standing or running around. During the swing, the player cannot walk around. As I see it, I have two implementation approaches: Create a single AI-component containing all player logic (either decoupled from the actual component or embedded as a PlayerAIComponent). I can easily how to enforce the state restrictions without creating coupling between individual components making up the player entity. However, the AI-component cannot be broken up. If I have, for example, an enemy that can only stand and walk around or only walks around and occasionally swing a sword, I have to create new AI-components. Break the behavior up in components, each identifying a specific state. I then get a StandComponent, WalkComponent and SwingComponent. To enforce the transition rules, I have to couple each component. SwingComponent must disable StandComponent and WalkComponent for the duration of the swing. When I have an enemy that only stands around, swinging a sword occasionally, I have to make sure SwingComponent only disables WalkComponent if it is present. Although this allows for better mix-and-matching components, it can lead to a maintainability nightmare as each time a dependency is added, the existing components must be updated to play nicely with the new requirements the dependency places on the character. The ideal situation would be that a designer can build new enemies/players by dragging components into a container, without having to touch a single line of engine or script code. Although I am not sure script coding can be avoided, I want to keep it as simple as possible. Summing it all up: Should I lob all AI logic into one component or break up each logic state into separate components to create entity variants more easily?

    Read the article

  • How exactly to implement multiple threads in a game

    - by xerwin
    So I recently started learning Java, and having a interest in playing games as well as developing them, naturally I want to create game in Java. I have experience with games in C# and C++ but all of them were single-threaded simple games. But now, I learned how easy it is to make threads in Java, I want to take things to the next level. I started thinking about how would I actually implement threading in a game. I read couple of articles that say the same thing "Usually you have thread for rendering, for updating game logic, for AI, ..." but I haven't (or didn't look hard enough) found example of implementation. My idea how to make implementation is something like this (example for AI) public class AIThread implements Runnable{ private List<AI> ai; private Player player; /*...*/ public void run() { for (int i = 0; i < ai.size(); i++){ ai.get(i).update(player); } Thread.sleep(/* sleep until the next game "tick" */); } } I think this could work. If I also had a rendering and updating thread list of AI in both those threads, since I need to draw the AI and I need to calculate the logic between player and AI(But that could be moved to AIThread, but as an example) . Coming from C++ I'm used to do thing elegantly and efficiently, and this seems like neither of those. So what would be the correct way to handle this? Should I just keep multiple copies of resources in each thread or should I have the resources on one spot, declared with synchronized keyword? I'm afraid that could cause deadlocks, but I'm not yet qualified enough to know when a code will produce deadlock.

    Read the article

  • Hexagonal Tiles

    - by PATRY
    i'm doing a tactical game (X-Com / Fallout style) for fun. I've decided to use an hexagonal map, but i'm having a graphic problem. My current map display is HUD-like, with only the border of the map cells displayed, without any texture. it's simple and allow for display of different types of informations by varying the color of the border. For exemple the "danger view mode" displays the borders with a color going from green (no damage possible) to red (prob of damage 90%). Now, It's a bit hard to différenciate the kind of tile the player is on. I could put a plain color (green is grass, pale blue is water...), but this is going to limit the possibilities. Thus, i would like to display a texture on my tiles. Since the map are generated, i can not use a picture for the whole map with the HUD over. So, my question is : does any one knows how i could generate the sealess hexagonal textures (algo or plugin), or if there is a site with some hexagonal tiles ?

    Read the article

< Previous Page | 580 581 582 583 584 585 586 587 588 589 590 591  | Next Page >