Having problems with deassembling my small .exe file.
When I open the .exe in OllyDBG it somehow manages to still find the source and name all the functions I've made? There must be a way of not adding all this debug info when building right?
[IMG]http://puu.sh/3I2ME.png[/IMG]
[QUOTE=ollie;41539774]Having problems with deassembling my small .exe file.
When I open the .exe in OllyDBG it somehow manages to still find the source and name all the functions I've made? There must be a way of not adding all this debug info when building right?
[IMG]http://puu.sh/3I2ME.png[/IMG][/QUOTE]
Build in Release mode in Visual Studio.
I can't figure out how to render this:
[img]http://i.imgur.com/Mp1hvbA.png[/img]
as this (I don't care about the background, that's easy. I'm talking about the tunnel-style):
[img]http://puu.sh/3GIaJ.png[/img]
(last maze made by ollie, pic is from waywo)
I thought of rendering each cell as a 3x3 grid:
[img]http://i.imgur.com/x5Jnp8R.png[/img]
The corners (brown) would always be filled, walls (blue) would be filled if they're up or no and the middle would be filled if all walls were up - but that wouldn't work well. The corners would form 4x4 areas that'd always be filled (at connections of 4 cells). Can I have a [s]pointer[/s]hint please?
[QUOTE=khuba;41539803]I can't figure out how to render this:
[img]http://i.imgur.com/Mp1hvbA.png[/img]
as this (I don't care about the background, that's easy. I'm talking about the tunnel-style):
[img]http://puu.sh/3GIaJ.png[/img]
(last maze made by ollie, pic is from waywo)
I thought of rendering each cell as a 3x3 grid:
[img]http://i.imgur.com/x5Jnp8R.png[/img]
The corners (brown) would always be filled, walls (blue) would be filled if they're up or no and the middle would be filled if all walls were up - but that wouldn't work well. The corners would form 4x4 areas that'd always be filled (at connections of 4 cells). Can I have a [s]pointer[/s]hint please?[/QUOTE]
It looks to me that the walls and open spaces are both 'tiles' in that maze, whereas you have all open spaces as tiles but all walls are lines on the edges of the tiles.
I don't think you can do that without distorting the space.
Imagine you have this:
[code] _____
| _ |
|_|_|_|[/code]
You could map it like this
[code]#######
# #
# ### #
# # # #
#######[/code]
But then you stretched the outer paths to three cells high, while the inner one is still one space, while in the original the outer paths were two cells high.
[QUOTE=Chris220;41539786]Build in Release mode in Visual Studio.[/QUOTE]
It is built in Release mode, that's why I'm wondering why it happens.
You can build release binaries with still some debug information.
Take a look in the compiler settings for the project to see if the debugging settings are indeed completely disabled.
[QUOTE=Chris220;41539869]It looks to me that the walls and open spaces are both 'tiles' in that maze, whereas you have all open spaces as tiles but all walls are lines on the edges of the tiles.[/QUOTE]
Yeah, I'm aware of that. The problem is that all the maze generation algorithms I know of use fields [b]and[/b] their walls. I tried Googling for other ones but failed. There must be a way to make a transition or some algortihms I'm missing.
Edit: [i]the easiest solution? pff, lets do it in a harder way..[/i]
I'm dumb. I got it now. I somehow rejected the idea of a wall being an actual tile rather than an integer stored in memory. Thanks!
How difficult for someone who hasn't used Java in years would it be to create a very simple app for Android that you just put in a password that's stored, with a widget that's just a button that would send a url request to website.com/whatever?=password
I made a basic app once, a while ago, but never widgets.
I imagine fairly easy.
The Android SDK includes [url=https://developer.android.com/tools/samples/index.html]samples[/url] and a [url=https://developer.android.com/reference/android/net/http/AndroidHttpClient.html]HTTP-Client[/url] with a, from the looks of it, simple interface.
That's really awesome, I'm hooking my Raspberry Pi up to control our gate and I just came up with that idea to open it :v: a widget gate opener!
I can't believe I haven't heard until now that XNA isn't being developed anymore. I don't use it, but it was still really nice. Does Microsoft plan on replacing it?
[QUOTE=Agent766;41542583]I can't believe I haven't heard until now that XNA isn't being developed anymore. I don't use it, but it was still really nice. Does Microsoft plan on replacing it?[/QUOTE]
MonoGame replaced it
- snip -
[QUOTE=Shadaez;41542290]That's really awesome, I'm hooking my Raspberry Pi up to control our gate and I just came up with that idea to open it :v: a widget gate opener![/QUOTE]
If anyone cares, rather than make a widget to open it, and app to do the settings I'm just doing an app in Py4A that won't open anything, just run a quick script that does the url request or whatever to open the gate, read what's on the page (will say "gate opened" or "wrong password") and toast it. The PW will just be in a txt file or something instead, much simpler.
Also, using web.py for the server which will check if the PW is in the PW list, and then turn the gate GPIO on.
Guys I'm having a hard time working with the LuaSocket module for Love2D, I'm attempting to create a chat program and I'm working on the server side part of it and it loads up and instantly freezes up so I can't receive errors if there is even errors but I'm 100% sure the issue is in my code.
I have absolutely no idea of what I'm doing lol, networking is new to me. If anyone could help me I'd appreciate it. Here's my code:
[lua]
function love.load()
local socket = require "socket"
local udp = socket.udp()
udp:settimeout(0)
udp:setsockname('*', 12345)
local msg
local running = true
while running do
data, ip, port = udp:receivefrom()
if data then
error("woo")
elseif ip ~= "timeout" then
error("No")
end
socket.sleep(0.01)
end
end
[/lua]
Does anyone know how you would go about adding a seed to simplex noise? [url]http://webstaff.itn.liu.se/~stegu/simplexnoise/SimplexNoise.java[/url]
So that the same values get generated when the seed is the same
I want to make a data acquisition app for Android. I want to be able to log values and view a history of them. Does anyone know of any example apps that do something similar so I can figure out how to design an efficient UI?
[QUOTE=Richy19;41545294]Does anyone know how you would go about adding a seed to simplex noise? [url]http://webstaff.itn.liu.se/~stegu/simplexnoise/SimplexNoise.java[/url]
So that the same values get generated when the seed is the same[/QUOTE]
I think the usual approach is to use n+1 dimensional noise, where n is the dimension you desire, and pass the seed to the additional (+1) parameter.
Im having a rather weird issue, when I run my program via the IDE it runs fine(with and without debugging), but when I run it standalone I get the following:
[IMG]http://i.imgur.com/lgwbrG5.png[/IMG]
What happenes if you attach a debugger and select retry?
[QUOTE=Richy19;41546178]Im having a rather weird issue, when I run my program via the IDE it runs fine(with and without debugging), but when I run it standalone I get the following:[/QUOTE]
Press ignore until you get to the ___ has stopped working window, then look for a crash dump in your temp files before closing it, it probably has an extension like hdmp, and open that with vs, and press debug under actions.
[QUOTE=ZeekyHBomb;41546258]What happenes if you attach a debugger and select retry?[/QUOTE]
Just takes me to a system file, I have identified it as a problem in my code as when I stop including some of my helper functions it runs fine, si I shall have a nother look tomorrow seee If I can identify where the problem is.
Another thing thats really bugging me is:
[cpp]
#ifndef OUTPUTTOCOUT
std::streambuf *psbuf, *backup;
std::ofstream filestr;
filestr.open( "output.txt" );//Util::GetLocalDateTime("PlanetGen_log_%Y-%m-%d_%H:%M:%S.txt").c_str(), std::ios::out);
backup = std::cout.rdbuf(); // back up cout's streambuf
psbuf = filestr.rdbuf(); // get file's streambuf
std::cout.rdbuf(psbuf);
#endif
[/cpp]
--Never mind, just realised files cant contain : in their name, think its time for bed
[editline]22nd July 2013[/editline]
Also just realised why im getting that error, the files for my bitmap text array arent with the exe so it breaks... definitely bed time
I'm making a simple tile-based game in C#, i just had a few questions.
1) Am i doing my entity factory properly? I basically just tried to make an entity factory that uses generics, it works but has to be instantiated so maybe that's not the best practice?
2) I want to make my base entity serializable. I also want entities to be attribute based in my game, but my current attribute system isn't type-safe (and i hate it). Is there a better way i can handle this?
Here's the code, please feel free to nitpick and let me know of any flaws.
[url]http://pastebin.com/zTA0vXpg[/url]
[QUOTE=twoski;41549189]I'm making a simple tile-based game in C#, i just had a few questions.
1) Am i doing my entity factory properly? I basically just tried to make an entity factory that uses generics, it works but has to be instantiated so maybe that's not the best practice?
2) I want to make my base entity serializable. I also want entities to be attribute based in my game, but my current attribute system isn't type-safe (and i hate it). Is there a better way i can handle this?
Here's the code, please feel free to nitpick and let me know of any flaws.
[url]http://pastebin.com/zTA0vXpg[/url][/QUOTE]
I don't think you implemented IDisposable properly: [url]http://msdn.microsoft.com/en-us/library/ms244737(v=vs.80).aspx[/url]
So, working on my administration addon in Garry's Mod (this is a MySQL question, not a Lua related one) I have a table called p_bans (player bans). Currently, I have it set up like this:
[code]
p_id - Not null primary + foreign key (a player's steamid)
sg_id - Foreign key (servergroup id)
b_id - Not null primary (an arbitrary ban 'id')
+irrelevant ones (time of ban, length of ban etc)
[/code]
The ones with "primary" form a composite primary key. A servergroup is just a "kind of server" (there'd be one for every gamemode I run on my servers and multiple servers running the same gamemode uses the same servergroup, but that doesn't matter).
Anyway, I want a way to get rid of the 'b_id' field. Because, there's 2 types of bans. A global and a servergroup specific one. A ban is global if the 'sg_id' field is NULL. So the combination of 'p_id' and 'sg_id' would always be unique, but MySQL doesn't like that because a primary key can't be NULL. So that's why I introduced 'b_id' in the first place. And 'p_id' can't be a primary key by itself, because a player can have multiple bans. So, I just want to know if there is somehow some way that I can do this without b_id? (one that doesn't involve setting sg_id to something specific so the ban knows it's global).
I have been trying to fix a bug for about 2 days now and have managed to find the problem. But I cant find a way to fix it. The good thing is I managed to recreate this bug in 9 lines of code.
[CODE]#include <SFML\Graphics.hpp>
int main()
{
sf::CircleShape* pshape;
pshape = new sf::CircleShape(10, 10);
delete pshape;
}[/CODE]
when this program is run the debugger tells me: Heap block at 001C3BE8 modified at 001C3D38 past requested size of 148
I am guessing this is because the constructor of Circleshape takes the amount of vertices to make the circle out of as an input, so the new operator cannot know exactly how much memory is required, so when I delete the pointer I get this heap block error. Please, how do I fix this???
[QUOTE=freakadella;41551606]I have been trying to fix a bug for about 2 days now and have managed to find the problem. But I cant find a way to fix it. The good thing is I managed to recreate this bug in 9 lines of code.
[CODE]#include <SFML\Graphics.hpp>
int main()
{
sf::CircleShape* pshape;
pshape = new sf::CircleShape(10, 10);
delete pshape;
}[/CODE]
when this program is run the debugger tells me: Heap block at 001C3BE8 modified at 001C3D38 past requested size of 148[/QUOTE]
Runs perfectly fine on my machine.
[QUOTE=freakadella;41551606]
I am guessing this is because the constructor of Circleshape takes the amount of vertices to make the circle out of as an input, so the new operator cannot know exactly how much memory is required, so when I delete the pointer I get this heap block error.[/QUOTE]
Nope.
I'm going to take a wild guess and say that you should probably recompile SFML.
[QUOTE=EvacX;41551186]So, working on my administration addon in Garry's Mod (this is a MySQL question, not a Lua related one) I have a table called p_bans (player bans). Currently, I have it set up like this:
[code]
p_id - Not null primary + foreign key (a player's steamid)
sg_id - Foreign key (servergroup id)
b_id - Not null primary (an arbitrary ban 'id')
+irrelevant ones (time of ban, length of ban etc)
[/code]
The ones with "primary" form a composite primary key. A servergroup is just a "kind of server" (there'd be one for every gamemode I run on my servers and multiple servers running the same gamemode uses the same servergroup, but that doesn't matter).
Anyway, I want a way to get rid of the 'b_id' field. Because, there's 2 types of bans. A global and a servergroup specific one. A ban is global if the 'sg_id' field is NULL. So the combination of 'p_id' and 'sg_id' would always be unique, but MySQL doesn't like that because a primary key can't be NULL. So that's why I introduced 'b_id' in the first place. And 'p_id' can't be a primary key by itself, because a player can have multiple bans. So, I just want to know if there is somehow some way that I can do this without b_id? (one that doesn't involve setting sg_id to something specific so the ban knows it's global).[/QUOTE]
If I understood it correctly, then I fail to see how using p_id and sg_id together will generate a unique key. I mean, wouldn't they be the same if a player is banned twice from the same servergroup?
[QUOTE=Lord Fear;41554106]If I understood it correctly, then I fail to see how using p_id and sg_id together will generate a unique key. I mean, wouldn't they be the same if a player is banned twice from the same servergroup?[/QUOTE]
A guy can't have more than 1 active ban in the same scope (global/servergroup).
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