Re: Java IDE Accessibility

2021-03-12 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Java IDE Accessibility

Thanks for the info @2. Anymore you could provide about enabling the JAB and general info would be most appreciated.

URL: https://forum.audiogames.net/post/69/#p69




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Re: Java IDE Accessibility

2021-03-12 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Java IDE Accessibility

Thanks for the info @2. Anymore you could provide would be most appreciated.

URL: https://forum.audiogames.net/post/69/#p69




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Java IDE Accessibility

2021-03-11 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Java IDE Accessibility

I have taken a java programming position. The team uses the java inteliJ IDE and a whole host of compatible plugins.What is the accessibility like with a windows screenreader? Does JAWS or NVDA work better? I am normally a Mac person which is primarily Why I'm asking. I doubt I will be able to get a Mac and Reasonably request to use a completely different IDE and system that the whole team unless InteliJ is completely inaccessible (which I don't believe is the case).

URL: https://forum.audiogames.net/post/622012/#p622012




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Re: mac python error when packing to executable

2021-03-08 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: mac python error when packing to executable

The command or script you used to build  your python code would help.But that being said, this looks a bit like some sort of library incompatibility or mismatch. Make sure all of the libraries your are using are compatible with each other. This does not always mean what ever the most recent version is. But do try to get the most up-to-date that you can.

URL: https://forum.audiogames.net/post/621008/#p621008




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Re: A very interesting thing that happens to me

2021-02-04 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: A very interesting thing that happens to me

If it walks like a duck and quacks like a duck, then it must be a duck right? Usually yes, but with tech it's harder. You are doing a lot of very tell-tale signs of malware.1. Get into target system.2. Ping back to a central server.3. download malicious payload.4. extract and run.If this person owns their own server, they can easily set up an ssh, vnc, or any myriad of any other remote solution to download this copy of NVDA. then they can run it themselves not some random unsigned program that may or may not be malicious.

URL: https://forum.audiogames.net/post/612854/#p612854




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Re: Flow chart as a blind person?

2021-01-21 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Flow chart as a blind person?

Second the PlantUML. I used that mainly for my Systems Analysis and Design course and in a few other spots where it was applicable. I will have to check out this mermaid thing. Sounds interesting, especially if you can get accessible output. That was the downside of plantUML. I had to look at the image output just to make sure it didn't't screw something up.

URL: https://forum.audiogames.net/post/608422/#p608422




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Re: Navigation for the blind (algorithm of redirection)

2021-01-13 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Navigation for the blind (algorithm of redirection)

Camlorn is correct. Consumer grade GPS is rather inaccurate. Military GPS Is far more accurate, up to a Meer I've heard, But as a normal person you can't access it. We eventually might be able to as the original GPS we know now was only for military use, but don't hold your breath. You could use What Three Words. Which is a system that mapped 3 word phrases to a meter gridmap of the entire globe.

URL: https://forum.audiogames.net/post/606524/#p606524




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Re: Advent of Code, another way of practicing programming skills.

2020-12-07 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Advent of Code, another way of practicing programming skills.

wow! day 7 really ramps up the difficulty. I have an idea on solving it, but not sure the best way to store the bag rules.

URL: https://forum.audiogames.net/post/596306/#p596306




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Re: Advent of Code, another way of practicing programming skills.

2020-12-04 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Advent of Code, another way of practicing programming skills.

yeah. I'm working through these too and day 4 is a bit tricky.

URL: https://forum.audiogames.net/post/595407/#p595407




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Re: is there a python module to get a subject of a sentence?

2020-11-04 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: is there a python module to get a subject of a sentence?

I'm not sure what you're asking. The exact word "murder" is not in your sentence.If you are meaning pulling out the word of a specific sentence that is the subject, then the answer is is I. Which is rather ambiguous. We need more prior sentences to say who the pronoun I refers too. A module to process parts of speech would not be impossible.If you are meaning more the topicality or subject matter of your sentence, very few systems are that advanced or are publicly available that you could just call an API and get back a meaningful result. Google and some of the other big CV tech companies do have some work available recently on AI's starting to be able to do this, but see previous comments.Not even mentioning that the comprehension of a sentence is very subjective of all of the context around it and the language in which it is conveyed. In English murder has a very specific meaning. Are you sure though that this sentence's subject isn't talking about assassination, or any of the other half a dozen words that convey the same idea of person A kills person B, but have drastically different connotations. What if the subject is shooting guns, or shooting a bow, or travel, or gaming, etc. Languages are messy, landmine-laden mazes of contradictions. You will step on one eventually.I hope you are starting to understand this isn't as cut and dry as you think. This won't be solved any time soon or if ever.

URL: https://forum.audiogames.net/post/586450/#p586450




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Re: Developing with Swift.

2020-10-30 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Developing with Swift.

@13 Thats good to know you can take screen shots that way. I haven't personally gotten to that point., but I will remember that. even if it wasn't accessible, but that it is make it all that much easier, you could automate that with Keyboard Maestro or something similar.

URL: https://forum.audiogames.net/post/584727/#p584727




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Re: Developing with Swift.

2020-10-29 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Developing with Swift.

@11, well I stand corrected. The simulators are accessible. While I do think its great that they are accessible, and they can be useful, I still would say there is no substitute for an actual device if you have one.If Paul Hudson is the person who wrote your book you mentioned, then yes it would be the same person. But you also could have just clicked on the link to see that. 

URL: https://forum.audiogames.net/post/584493/#p584493




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Re: Developing with Swift.

2020-10-27 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Developing with Swift.

You can procedurally generate UIs in swift with AppKit or UIKit, but I would really recommend using SwiftUI instead. It will be the future moving forward for GUI development on apple products. TextMate is a  clean very powerful IDE for Mac. It has support for almost any language you could ever write in. This includes Swift and SwiftUI. It also can build and run Xcode projects. I'm not 100% sure though if it can deploy to a physical device or only launch the inaccessible simulators.If you still wish to use Xcode, I would highly recommend you get used to many of the Xcode shortcuts. They are a live saver for not having to navigate the Xcode UI. additionally, I recommend using Voiceover + j for jumping around the Xcode interface when you need it.Lastly, I have been working through the 100 days of SwiftUI course. It is very good and 100% free. I have not needed to drag one UI element onto the canvas. While SwiftUI doesn't have all of the same features that AppKit and UIKit do, the updates in SwiftUI for iOS 14 are a huge leap forward. I recommend giving it a look if you have devices that support the OS requirements.

URL: https://forum.audiogames.net/post/583872/#p583872




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Re: IOS Development

2020-10-12 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: IOS Development

I don't have any input on programming in react native, but I used Xcode for my computer science courses that were c++ based; as well as recently some swift and swift based iOS app programming. The key commands above are very good and work memorizing those and others so you are not navigating the UI. To those people that are scared of getting into iOS app development because you think there is lots of visual laying out of UI elements in the interface builder, this is not true if you use SwiftUI. SwiftUI isn't perfect and you can't do everything in it yet, but it is well on the way of completely replacing UIKit and AppKit on iOS and MacOS respectively. I am in the process of working on a couple apps written completely in SwiftUI and have have not once needed to use the interface builder. Yes you could previously procedurally generate UI elements with swift or objectiveC, but Swift with SwiftUI is an amazingly simple, intuitive, and powerful way to write your app.I have been using Paul Hudson's 100 days of SwiftUI course. This can be found at https://www.hackingwithswift.com/100/swiftuiHope this helps

URL: https://forum.audiogames.net/post/579655/#p579655




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Re: my swift iOS libraries on github

2020-08-23 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: my swift iOS libraries on github

I don't have a link on hand, but swift is already on windows. What you probably mean, is you don't get access to the UI layer, VoiceOver, etc... All of the platform specific things won't be there.So to write GUI or TTS things you would have to write those your self and call the Windows APIs.

URL: https://forum.audiogames.net/post/563923/#p563923




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Re: Even if not ideal, we wOne step closer to proper programming on Mac OS

2020-08-18 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Even if not ideal, we wOne step closer to proper programming on Mac OS

But the Lag! I don't know how anyone can dream of coding on MacOS because there is so much lag.So much lag. the lag even lags. you are spending minutes on lines because there is so much lag.Arg! Here comes the lag monster.

URL: https://forum.audiogames.net/post/562492/#p562492




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Re: Any way to make coding on MacOS non-painful?

2020-08-13 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Any way to make coding on MacOS non-painful?

To add a bit more sanity back into this discussion, Xcode has gotten much better as far as accessibility is concerned. I began using the Mac back in 2016 and successfully completed a computer science degree with it. I didn't have to have extensions on assignments because I couldn't keep up with my sighted classmates. if anything I was usually the first one done.TextMate can do everything that VSCode can do. I'm not saying that because VSCode isn't accessible, far from it. in my admittedly limited tests, it gets the job done. but just giving people options.In Xcode 12 beta you can now get the level of indention by pressing VoiceOver + t (control + option + t). While this is a bit verbose because it also mentions every text attribute that VoiceOver can see, it does work. here is n example from a project of mine, "SFMono: White on a shade of gray12: indent level 6: 24 spaces: 0 tabs: line 31." There are also rotor actions for jumping around in code by methods, errors, warnings, breakpoints, and marks.I also use an AppleScript attached to a keyboard commander shortcut of option + ` to get the level of indention of a line. This works in any IDE. It does get a bit confused if you run it multiple times, but I don't usually need that.honestly though, I don't worry about indention a whole lot of the time because the IDE takes care of it. Plus if you screw things up, its really not the end of the world. Most projects should be run through a code formatter/linter anyway.

URL: https://forum.audiogames.net/post/561175/#p561175




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Re: windows GCC compiler

2020-04-27 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: windows GCC compiler

Highly recommend Clang. That is what I'm using for my projects.

URL: https://forum.audiogames.net/post/523349/#p523349




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Re: unity and accessibility

2020-03-23 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: unity and accessibility

What you are thinking of is the gui ui plugin. It does not make Unity accessible. It makes accessibility easier to implement in games make with unity.Unity is not accessible. It has no likelihood of magically becoming accessible any time soon. Apart from having infinite fonds to pay the developers for the time it would take to make it accessible, There is no amount of money that you can pay to get an accessible version of unity.

URL: https://forum.audiogames.net/post/511474/#p511474




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Re: C++ fixed width and strange 0 truncation

2020-03-22 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: C++ fixed width and strange 0 truncation

SDL_Color is provided by SDL2. As I'm already using SDL2 I thought I should go ahead and use what is provided. I'm just story my colors in SDL_Color structs and getting the r, g, b, and a values when needed.I'm not as familiar with the bitwise operators as I should be, mostly due to lakck of use, but I will also keep that in mind.

URL: https://forum.audiogames.net/post/511097/#p511097




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Re: C++ fixed width and strange 0 truncation

2020-03-21 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: C++ fixed width and strange 0 truncation

I'm just going to use struct SDL_Color {r, g, b, a}. I didn't necessarily want to have to use that and have to unpack the components every time, but its way more clear, compatible with many more systems, and easier to manipulate the individual elements.neat trick though to get each component. I'll keep that in my back pocket.

URL: https://forum.audiogames.net/post/510987/#p510987




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C++ fixed width and strange 0 truncation

2020-03-21 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


C++ fixed width and strange 0 truncation

Long story short, I am trying to save a 32 bit or 4 byte unsigned int. This is being used as hex values for colors that take the following form:0xRRGGBBAAwhere RR is the amount of red from 0 - 255where GG is the amount of green from 0 - 255where BB is the amount of blue from 0 - 255where AA is the alpha or transparency from 0 - 255see my code below.The problem arises when there are leading zeros such as in the colors green (0x00ff00ff) and blue (0x). I know those aren't the precise names, but stay with me. The zeros get truncated off leaving me with 0xff00ff and 0x respectively. these do not draw as colors on the screen as they don't have the required bits. How can I ensure that my values retain all of the bits? I have tried storing them in unsigned int, Uint32, uint32_t, uint_fast32_t, and uint_least32_t. all of these seem to drop the leading zeros even though the constant width values say they should keep all 32 bits. Is this a compiler optimization I can turn off? I should say I intend on using clang for cross platform compatibility. Currently I'm on my Mac in Xcode and I get the same results with g++ in terminal.My example code is not at all representative of what I'm actually doing with the colors. I know I could manipulate the stream with std::showcase, std::internal, and std::set fill('0') to this play the hex correctly, but that is only fixing the display and not solving the underlying issue.Any help would be appreciated.#include 
using namespace std;

int main()
{
 uint32_t red = 0xffff;
 uint32_t green = 0x00ff00ff;
 uint32_t blue = 0x;

 cout << red << ", " << green << ", " << blue << endl;
 cout << hex << red << ", " << green << ", " << blue << endl;

  return 0;
}

URL: https://forum.audiogames.net/post/510921/#p510921




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Re: Gauging interest in another 3d audio project

2020-02-24 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Gauging interest in another 3d audio project

Again @camlorn, just let me know if you want help with Mac related stuff. Building, testing, etc. I have Mac and don't seem to find VoiceOver such a dumpster fire or hate it with the burning intensity of a thousand suns as you say. Its by no means perfect and I can think of at least about 3 or 4 things off the top of my head that if I could I'd like to ad or change about VoiceOver, but it gets the job done.

URL: https://forum.audiogames.net/post/503968/#p503968




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Re: Gauging interest in another 3d audio project

2020-02-22 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Gauging interest in another 3d audio project

I would be happy to help any way I can to implement MacOS support. I Know python, My comp sci degree we learned c++, and I have a math degree. I am quick at picking up formulas and algorithms. Let me know how I can help. A dm on twitter is probably the best way to contact me. see my signature.

URL: https://forum.audiogames.net/post/503421/#p503421




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Re: a BGT documentation in normal format.

2020-02-10 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: a BGT documentation in normal format.

Do you want 1st normal form, 2nd normal form, 3rd normal form, BCNF normal form, or 4th normal form?

URL: https://forum.audiogames.net/post/500135/#p500135




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Re: Is it absolutely necessary to know C/C++ on a great level?

2020-02-10 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Is it absolutely necessary to know C/C++ on a great level?

Is it necessary, no. Could it help, absolutely.Do you need to know programming and electrical engineering to know how to operate a computer? Not necessarily, but it helps to know some stuff when things go wrong.most high level languages are built off of c and c++. BGT and python are examples of this. If you have a basic understanding of the c or c++ code that goes on under the hood of python and BGT that could help you better debug issues you encounter in the higher level abstracted language. The same can be said for c and c++. Is it necessary to learn assembler to know c and c++? not really, but it can most definitely help. Every time you take a step lower into the layers of abstraction, it helps you understand what's going on above it.

URL: https://forum.audiogames.net/post/500131/#p500131




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Re: What is the Point of Static or Constant Variables?

2020-02-03 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: What is the Point of Static or Constant Variables?

Static and constant variables have two similar but different purposes. Constant variables by there name are constant and can never be changed. This is helpful in many situations when you want a value but you never want it to be accidentally changed. You could say just never change it, but can you guarantee that this will never happen? What happens if you are using a codebase amongst a whole team of junior and senior devs? Its just better to make things immutable/constant if there is no need for them to change.Static on the other hand is a bit more advanced. Many times, especially in games, static classes are used for back-end services like audio systems. things that are declared static are allocated memory in their own little static area away from normal scoping. generally this means they have scope for the life-time of a program is running but this is not always the case. Static variables inside functions retain their memory across all the times a function is called in a program. This is nice if you are running a counter and need to keep track of how many times something happens. Static class data members are available across all instances of a class with the same value. Static methods are likewise available to all instances of a class, but can not be accessed through the standard this pointer. static methods can only access other static functions and other static variables. Finally, static class instances or objects get their primitive data members initialized to 0 but not usr defined data members. they are in scope throughout the life-time of a program.Read this article for more info. and This page on game programming patterns is a good application of static classes.Something can be static and constant, static and not constant, or just constant. They are not the same.

URL: https://forum.audiogames.net/post/498300/#p498300




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Re: bgt, array for loop skips indexes

2020-01-18 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: bgt, array for loop skips indexes

If you start at the end of the array it is way easier. There is no need to decrement any counter indexes after removing an item. Apart from having to shuttle down the items you've already searched over (some languages will do this for you), it is way less error prone. and a way less complex algorithm.

URL: https://forum.audiogames.net/post/493943/#p493943




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Re: Reliability of packets?

2019-11-14 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Reliability of packets?

TCP is used when you want to make sure all of the bits got to the right place. For example, you would use TCP when you are downloading a file. You would want to make sure you got the whole file you downloaded and it had been assembled in the write order. UDP is mostly used for streaming data. Youtube or Skype are examples of this. When you hear a glitch in the audio that is usually a dropped or missing packet but with algorithms and the ear being so good we don't notice much of a difference. UDP is low overhead so when servers have to stream lots of data its super easy to bring up a TCP connection once for every connection it needs. that makes sure it got all of the info it needed to begin streaming. It will then imbed a UDP stream of the youtube or Netflixs show you requested.

URL: https://forum.audiogames.net/post/476468/#p476468




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Re: bgt, sorting number array from least to gratest

2019-10-24 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: bgt, sorting number array from least to gratest

you could write a radix sort and this could work for both numbers and strings. Unless there is a specific reason that you have things as strings. Radix sorting is not fast though.

URL: https://forum.audiogames.net/post/470369/#p470369




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Re: How big of a deal are 32-bit builds?

2019-09-12 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: How big of a deal are 32-bit builds?

@liamIf you think you are building 100% 64 bit builds for MacOS, TGTR still has some 32 bit. Mainly in sound_lib modules, but if you want more info i can provide. This is a bit off topic so shoot me a DM on twitter. see my signature for my twitter page.

URL: https://forum.audiogames.net/post/461475/#p461475




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Re: Empirically setting a screen reader delay

2019-09-08 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Empirically setting a screen reader delay

from the NVDA 2019.3 alpha changelog... SynthDriver classes must now notify the synthDriverHandler.synthDoneSpeaking action, once all audio from a SynthDriver.speak call has completed playing.so its in the works.

URL: https://forum.audiogames.net/post/460471/#p460471




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Re: Keeping Track of a game's storyline/objectivs

2019-09-06 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Keeping Track of a game's storyline/objectivs

to quote the article posted above:I hear this a lot, often from programmers who don’t actually know the details of the pattern. They have a default assumption that anything that smells like a “design pattern” must involve piles of classes and indirection and other creative ways of squandering CPU cycles.The Observer pattern gets a particularly bad rap here because it’s been known to hang around with some shady characters named “events”, “messages”, and even “data binding”. Some of those systems can be slow (often deliberately, and for good reason). They involve things like queuing or doing dynamic allocation for each notification.This is why I think documenting patterns is important. When we get fuzzy about terminology, we lose the ability to communicate clearly and succinctly. You say, “Observer”, and someone hears “Events” or “Messaging” because either no one bothered to write down the difference or they didn’t happen to read it.That’s what I’m trying to do with this book. To cover my bases, I’ve got a chapter on events and messages too: Event Queue.But, now that you’ve seen how the pattern is actually implemented, you know that isn’t the case. Sending a notification is simply walking a list and calling some virtual methods. Granted, it’s a bit slower than a statically dispatched call, but that cost is negligible in all but the most performance-critical code.I find this pattern fits best outside of hot code paths anyway, so you can usually afford the dynamic dispatch. Aside from that, there’s virtually no overhead. We aren’t allocating objects for messages. There’s no queueing. It’s just an indirection over a synchronous method call.plus you can't say its to slow if you've never implemented it and tested it out. try it and report back.

URL: https://forum.audiogames.net/post/460045/#p460045




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Re: Keeping Track of a game's storyline/objectivs

2019-09-06 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Keeping Track of a game's storyline/objectivs

to quote the article posted above:{quote}I hear this a lot, often from programmers who don’t actually know the details of the pattern. They have a default assumption that anything that smells like a “design pattern” must involve piles of classes and indirection and other creative ways of squandering CPU cycles.The Observer pattern gets a particularly bad rap here because it’s been known to hang around with some shady characters named “events”, “messages”, and even “data binding”. Some of those systems can be slow (often deliberately, and for good reason). They involve things like queuing or doing dynamic allocation for each notification.This is why I think documenting patterns is important. When we get fuzzy about terminology, we lose the ability to communicate clearly and succinctly. You say, “Observer”, and someone hears “Events” or “Messaging” because either no one bothered to write down the difference or they didn’t happen to read it.That’s what I’m trying to do with this book. To cover my bases, I’ve got a chapter on events and messages too: Event Queue.But, now that you’ve seen how the pattern is actually implemented, you know that isn’t the case. Sending a notification is simply walking a list and calling some virtual methods. Granted, it’s a bit slower than a statically dispatched call, but that cost is negligible in all but the most performance-critical code.I find this pattern fits best outside of hot code paths anyway, so you can usually afford the dynamic dispatch. Aside from that, there’s virtually no overhead. We aren’t allocating objects for messages. There’s no queueing. It’s just an indirection over a synchronous method call.{/quote}plus you can't say its to slow if you've never implemented it and tested it out. try it and report back.

URL: https://forum.audiogames.net/post/460045/#p460045




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Re: Keeping Track of a game's storyline/objectivs

2019-09-06 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Keeping Track of a game's storyline/objectivs

to quote the article posted above:I hear this a lot, often from programmers who don’t actually know the details of the pattern. They have a default assumption that anything that smells like a “design pattern” must involve piles of classes and indirection and other creative ways of squandering CPU cycles.The Observer pattern gets a particularly bad rap here because it’s been known to hang around with some shady characters named “events”, “messages”, and even “data binding”. Some of those systems can be slow (often deliberately, and for good reason). They involve things like queuing or doing dynamic allocation for each notification.This is why I think documenting patterns is important. When we get fuzzy about terminology, we lose the ability to communicate clearly and succinctly. You say, “Observer”, and someone hears “Events” or “Messaging” because either no one bothered to write down the difference or they didn’t happen to read it.That’s what I’m trying to do with this book. To cover my bases, I’ve got a chapter on events and messages too: Event Queue.But, now that you’ve seen how the pattern is actually implemented, you know that isn’t the case. Sending a notification is simply walking a list and calling some virtual methods. Granted, it’s a bit slower than a statically dispatched call, but that cost is negligible in all but the most performance-critical code.I find this pattern fits best outside of hot code paths anyway, so you can usually afford the dynamic dispatch. Aside from that, there’s virtually no overhead. We aren’t allocating objects for messages. There’s no queueing. It’s just an indirection over a synchronous method call.plus you can't say its to slow if you've never implemented it and tested it out. try it and report back.

URL: https://forum.audiogames.net/post/460045/#p460045




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Re: Keeping Track of a game's storyline/objectivs

2019-09-06 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Keeping Track of a game's storyline/objectivs

to quote the article posted above:I hear this a lot, often from programmers who don’t actually know the details of the pattern. They have a default assumption that anything that smells like a “design pattern” must involve piles of classes and indirection and other creative ways of squandering CPU cycles.The Observer pattern gets a particularly bad rap here because it’s been known to hang around with some shady characters named “events”, “messages”, and even “data binding”. Some of those systems can be slow (often deliberately, and for good reason). They involve things like queuing or doing dynamic allocation for each notification.This is why I think documenting patterns is important. When we get fuzzy about terminology, we lose the ability to communicate clearly and succinctly. You say, “Observer”, and someone hears “Events” or “Messaging” because either no one bothered to write down the difference or they didn’t happen to read it.That’s what I’m trying to do with this book. To cover my bases, I’ve got a chapter on events and messages too: Event Queue.But, now that you’ve seen how the pattern is actually implemented, you know that isn’t the case. Sending a notification is simply walking a list and calling some virtual methods. Granted, it’s a bit slower than a statically dispatched call, but that cost is negligible in all but the most performance-critical code.I find this pattern fits best outside of hot code paths anyway, so you can usually afford the dynamic dispatch. Aside from that, there’s virtually no overhead. We aren’t allocating objects for messages. There’s no queueing. It’s just an indirection over a synchronous method call.

URL: https://forum.audiogames.net/post/460045/#p460045




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Re: Are there any developers using MacOS?

2019-07-28 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Are there any developers using MacOS?

you can most definitely read line-by-line in the MacOS terminal.Open terminalInteract with the shell areaInteract again with the text area (this may or may not be necessary)use VoiceOver Modifier + up and down arrows to read line-by-linenote: if quick nav is on, just the arrow keys by themselves accomplishes the same. if quick nav is off, the arrows will scroll the previously entered text and commands.

URL: https://forum.audiogames.net/post/451824/#p451824




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Re: Are there any developers using MacOS?

2019-07-28 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Are there any developers using MacOS?

you can most definitely read line-by-line in the MacOS terminal.Open terminalInteract with the shell areaInteract again with the text area (this may or may not be necessary)[/*}use VoiceOver Modifier + up and down arrows to read line-by-line[/*}note: if quick nav is on, just the arrow keys by themselves accomplishes the same. if quick nav is off, the arrows will scroll the previously entered text and commands.

URL: https://forum.audiogames.net/post/451824/#p451824




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Re: Are there any developers using MacOS?

2019-07-26 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Are there any developers using MacOS?

except i find TDSR crashes a lot.  Voiceover may jump around and read things weird, but at least it never crashes.

URL: https://forum.audiogames.net/post/451308/#p451308




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Re: Are there any developers using MacOS?

2019-07-26 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Are there any developers using MacOS?

I to use the mac for development. I used it all the way through my computer science and math degrees. I used c++ in Xcode mostly. I used a bit of makefiles when i wanted to experiment. The terminal works, but it can be janky at times.

URL: https://forum.audiogames.net/post/451280/#p451280




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Re: coding for IOS?

2019-07-20 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: coding for IOS?

The accessibility inspector is for checking the accessibility of your app and UI elements. Xcode is accessible if a bit tedious. VoiceOver + j is your friend.

URL: https://forum.audiogames.net/post/450081/#p450081




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Re: Multi dimensional lists python

2019-07-12 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Multi dimensional  lists python

Multi dimensional arrays can be used as matrices substitutes in linear algebra calculations. Yes the syntactical burden can get more complex, but many languages have ways to take smaller arrays and build them up into 2 and 3 D structures.Kyles-MacBook-Pro.local:~ kyle% R

R version 3.6.1 (2019-07-05) -- "Action of the Toes"
Copyright (C) 2019 The R Foundation for Statistical Computing
Platform: x86_64-apple-darwin18.6.0 (64-bit)

R is free software and comes with ABSOLUTELY NO WARRANTY.
You are welcome to redistribute it under certain conditions.
Type 'license()' or 'licence()' for distribution details.

  Natural language support but running in an English locale

R is a collaborative project with many contributors.
Type 'contributors()' for more information and
'citation()' on how to cite R or R packages in publications.

Type 'demo()' for some demos, 'help()' for on-line help, or
'help.start()' for an HTML browser interface to help.
Type 'q()' to quit R.

> x = c(1,2,3)
> y = c(5,3,1)
> z = c(7,2,1)
> rbind(x,y,z)
  [,1] [,2] [,3]
x123
y531
z721
> cbind (x,y,z)
 x y z
[1,] 1 5 7
[2,] 2 3 2
[3,] 3 1 1

URL: https://forum.audiogames.net/post/448459/#p448459




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Re: Multi dimensional lists python

2019-07-12 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Multi dimensional  lists python

Multi dimensional arrays can be used as matrices substitutes in linear algebra calculations. Yes the syntactical burden can get more complex, but many languages have ways to take smaller arrays and build them up into 2 and 3 D structures.Kyles-MacBook-Pro.local:~ kyle% R

R version 3.6.1 (2019-07-05) -- "Action of the Toes"
Copyright (C) 2019 The R Foundation for Statistical Computing
Platform: x86_64-apple-darwin18.6.0 (64-bit)

R is free software and comes with ABSOLUTELY NO WARRANTY.
You are welcome to redistribute it under certain conditions.
Type 'license()' or 'licence()' for distribution details.

  Natural language support but running in an English locale

R is a collaborative project with many contributors.
Type 'contributors()' for more information and
'citation()' on how to cite R or R packages in publications.

Type 'demo()' for some demos, 'help()' for on-line help, or
'help.start()' for an HTML browser interface to help.
Type 'q()' to quit R.

.Rprofile: Setting UK repositoryn> x = c(1,2,3)
> y = c(5,3,1)
> z = c(7,2,1)
> rbind(x,y,z)
  [,1] [,2] [,3]
x123
y531
z721
> cbind (x,y,z)
 x y z
[1,] 1 5 7
[2,] 2 3 2
[3,] 3 1 1

URL: https://forum.audiogames.net/post/448459/#p448459




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Re: GDE Game Development

2019-07-12 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: GDE Game Development

So in reading more on this I'm assuming since it is written in c#, MacOS support is out of the question? also while this project does seem promising, one person behind it makes it much more likely that support and update or improvements will stop. plus a one person dev team limits  speed of features and improvements. Any chance of making this open source so the community could improve on this? then the wider community could add MacOS or linux support etc.

URL: https://forum.audiogames.net/post/448456/#p448456




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Re: maxseer, blind accessibility automation for Monogame

2019-07-08 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: maxseer, blind accessibility automation for Monogame

Any hope for MacOS support? I don't Know c#, but i would be happy to help where i can. I'm kind of been looking to add MacOS support to some other game libraries like Universal Speech and others. but got derailed with finishing up school in the last year.

URL: https://forum.audiogames.net/post/447514/#p447514




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Re: Witch is easier to learn? c++ or python?

2019-07-05 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Witch is easier to learn? c++ or python?

C# Is a Microsoft product. Microsoft the king of keeping on legacy products and continually to support them a long time after they should have died a quiet death in the graveyard of abandoned software. While Python generally has a cleaner and more beginner friendly syntax, It is more a matter of the teacher or tutorial you use. A Bad teacher won't be able to teach even the easiest of programming languages effectively. Also teachers and people trying to give advice who spout off in their corner about how you shouldn't pick Joe and Nick's Super Unique Coding Kit because the way they handle pointers is bad or the Memory management is slow and buggy; you should ignore them. Not that they aren't right. They may have valid points. You as a beginner though do not care about advanced pointer allocation or the memory layout or your program in ram. Eventually you might, but for now just learn the basics. If you get there one day, go shout along with the critics about how Joe and Nick's Super Unique Coding Kit is so buggy beyond belief that you couldn't believe that anyone in their right minds would even run it on their computer.

URL: https://forum.audiogames.net/post/446712/#p446712




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Re: INdentation is killing me off

2019-07-03 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: INdentation is killing me off

There should be no reason to double indent: especially for blind people.

URL: https://forum.audiogames.net/post/445800/#p445800




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Re: Another question about pythonic syntax, yea!

2019-05-29 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Another question about pythonic syntax, yea!

Part of what bakes this tricky is that lists or arrays are actually pointers. Even though python touts the fact its a high level language that you don't have to worry about pointers and memory, in reality you kind of still do. personally i still like the more verbose version. its easier to read and much clearer as to what is actually going on. this goes for new programmers if you are collaborating with people and yourself 6 months or a ear down the road when you try and comprehend what the hell you wrote that one night. also good commenting can solve this too. if you are finding yourself writing a comment to explain what a tricky or clever bit or code does, there almost always will be a clearer way to write it. comments should explain why you wrote code like you did and your thought processes behind it.

URL: https://forum.audiogames.net/post/437156/#p437156




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Re: Accessible data mining software

2019-05-13 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Accessible data mining software

Use R. I used R in my math classes for my math degree: Stats, Data Mining Methods, Linear Algebra, etc. R studio is not accessible. just use the command line version for your operating system of choice.

URL: https://forum.audiogames.net/post/433443/#p433443




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Re: Couple questions bgt

2019-05-05 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Couple questions bgt

To quote the chapter I linked to earlierThis is tricky to implement cleanly since we have such a wide range of achievements that are unlocked by all sorts of different behaviors. If we aren’t careful, tendrils of our achievement system will twine their way through every dark corner of our codebase. Sure, “Fall off a Bridge” is somehow tied to the physics engine, but do we really want to see a call to unlockFallOffBridge() right in the middle of the linear algebra in our collision resolution algorithm?This is a rhetorical question. No self-respecting physics programmer would ever let us sully their beautiful mathematics with something as pedestrian as gameplay.What we’d like, as always, is to have all the code concerned with one facet of the game nicely lumped in one place. The challenge is that achievements are triggered by a bunch of different aspects of gameplay. How can that work without coupling the achievement code to all of them?That’s what the observer pattern is for. It lets one piece of code announce that something interesting happened without actually caring who receives the notification.For example, we’ve got some physics code that handles gravity and tracks which bodies are relaxing on nice flat surfaces and which are plummeting toward sure demise. To implement the “Fall off a Bridge” badge, we could just jam the achievement code right in there, but that’s a mess.Let me draw your attention to the idea That inserting achievement code willy nilly is not scaleable. Its messy, at best and  if the game advances into a bigger project or when a bigger project is attempted, the programmer is going to need to come up with a better system. to make programming easier,  isolated game components are put together to make a complete game.What we’d like, as always, is to have all the code concerned with one facet of the game nicely lumped in one place.To address the size of the projects people are working on. I'll say good programming practices scale in both directions. Bad ones: spaghetti coding, code interdependencies, etc do not scale. They make it more difficult for for you 5 to 6 months down the road and if you have other people reading your code, good luck to that other person trying to make sense of the mess you wrote.  If you wish to move beyond our niche  community you have to step-up your programming game.

URL: https://forum.audiogames.net/post/431586/#p431586




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Re: Couple questions bgt

2019-05-05 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Couple questions bgt

People seem to have helped you for saving things. TLDR: save it to some sort of file.as far as an achievements system goes, I recommend this chapter of a game programming patterns book that is very good. It talks about the observer pattern which can be used to make an achievement system. The other chapters in the book are very good and I recommend those as well for other game programming help.

URL: https://forum.audiogames.net/post/431547/#p431547




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Re: How to make coding with xcode easier

2019-04-28 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: How to make coding with xcode easier

I have found for navigation VoiceOver + j helps out a lot getting around the screens. I haven't done any swift or AppKit or UIKit development. All of my work has been in c++ so far.If you don't want VoiceOver reading all of the spaces on a blank line the delete the spaces.I didn't use xCode's autocomplete much but when I did, it didn't read file paths. Not sure if that is something that was introduced in a version in the last few months or if that is just not a thing that it does for c++.hope this helped.

URL: https://forum.audiogames.net/post/429854/#p429854




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Re: BGT and IPv6?

2019-04-25 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: BGT and IPv6?

IPV6 and IPV4 is not at all like 32 bit vs 64 bit. If a server supports IPV6, they are also compatible with IPV4. If someone sets up a server that only supports IPV6 he won't be communicating with 90% of the internet. IPV4 will still be around for a long time.

URL: https://forum.audiogames.net/post/429267/#p429267




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Re: A question about C.

2019-03-21 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: A question about C.

You can't directly run a ".c" file like python or other interpreted languages. You have to compile it into a binary executable program. Compiling is varied and depends on the languages, external libraries, and operating system. A basic compile command on the command-line is below.$ gcc -o MyProgram MyProgram.cThere are many other flags you can add to add like debugging or linking other libraries, but that is the basics.

URL: https://forum.audiogames.net/post/421148/#p421148




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Re: decrypting bgt stuff?

2019-03-05 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: decrypting bgt stuff?

It doesn't say in the docs so you have to assume it does not actively erase or zero secure memory after it runs out of scope. likewise, you can not assume it actively protects keys in ram.writing secure C++ is tough even in the best of circumstances. Writing secure C++ while trying to erase memory behind you and not letting anything leak  is near impossible. I would assume the majority of bgt is in angel script, only dipping into C++ where needed. I would be highly surprised if angel script had the capability to securely manage and protect memory. only the basics of encrypt, decrypt, and hash are offered. Do we even know the algorithms used?Again I reiterate, The sounds to your game being stolen is not the end of the world. why not leave them open and put that effort into a modding system. There are much more important things to protect, like your source-code, or your activation system.

URL: https://forum.audiogames.net/post/416515/#p416515




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Re: decrypting bgt stuff?

2019-03-04 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: decrypting bgt stuff?

Both sides of this discussion are correct. I also think decryption of sounds is nothing. there are bigger things to be worrying in application development.I would suspect this psudo dictionary attack to work most of the time. I would suspect that most BGT devs don't have a formal education in computer science let alone cyber security/cryptography. They read, "You can encrypt your sounds from being stolen." They think to themselves this is something I want to do, I want to protect my hard work from hackers. They aren't aware of the reality. They probably either pick a stupidly simple phrase or mash on the keyboard which isn't that hard to crack. they would never make the phrase a bunch of non-printable chars.I proper education in computer science hopefully will give someone the understanding of BGTs shortcomings. This kind of research has to be done in public. Not in secret. Maybe, it might give an incentive for an BGT update. but i am not holding my breath. Admins should not delete any posts. Unless they are endangering people's safety.

URL: https://forum.audiogames.net/post/416279/#p416279




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Re: Contract work with Blind Sparrow Interactive

2019-02-27 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Contract work with Blind Sparrow Interactive

This is now the second post i've seen here with 0 information about said contract work. Is this a development position?if so:What sort of team will we be working on? What languages or experiences do we need? Is this a remote position? Are there any limitations as far as work laws in the country you do business? If not a technical developer position:What exactly does this job entail. We need more information to know if someone be interested let alone qualified. If you post jobs here, treat it like a job posting on linkedIn or similar page please.

URL: https://forum.audiogames.net/post/414966/#p414966




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Re: tips needed

2019-02-24 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: tips needed

I would recommend just using the CLI. No need for tolk or any speech libraries.If your plan is a mud, use an existing mud engine. You will end up building one anyway, and this is not a wheel you want to reinvent. If your idea is more of just a generic game, beware of the things you accept and subsequently have to process. Parsers are some of the most difficult pieces of software to write and you are teetering on that edge.

URL: https://forum.audiogames.net/post/414387/#p414387




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Re: Question about bgt handles

2019-02-21 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Question about bgt handles

Another thing to consider when using pass by value and pass by reference, is that of the nature of the call. Note: all code is in c++. I do not know bgt. I'm assuming that bgt has some equivalent as it is a distant derivative of C, but so apply this to bgt with a bit of salt. slow and unsafe.This is equivalent to a normal function call where all of the arguments passed into the function are copied. Any changes made to those variables are not reflected in the variables of the calling function.#include 
using namespace std;

void variableTest(int x, int y);

int main()
{
int x = 1;
int y = 2;

cout << x << ", " << y << endl;

variableTest(x, y);

cout << x << ", " << y << endl;

return 0;
}

int variableTest(int x, int y)
{
x += y;
y -= x;

cout << x << ", " << y << endl;
}slow and safe.This is adding a const qualifier to the variables you pass into the function. This is basically not use and virtually pointless because if you already are passing by value, the changes you make will not effect the original values. If you want the variables to be read-only however, be my guest.The following code probably wont work, as i'm trying to modify a constant variable, but that could be useful though if you were trying to minimize access and keeping grubby little fingers where they don't belong.#include 
using namespace std;

void variableTest(const int x, const int y);

int main()
{
int x = 1;
int y = 2;

cout << x << ", " << y << endl;

variableTest(x, y);

cout << x << ", " << y << endl;

return 0;
}

int variableTest(const int x, const int y)
{
x += y;
y -= x;

cout << x << ", " << y << endl;
}fast and unsafeThis is the most dangerous of the 4 options. If you pass by reference, the function can modify anything it wants to as it pertains to your variables. It is fast though. A pass by reference is basically pass by pointer. It copies 4 or 8 bytes (the size of a memory address depending on your operating system) instead of passing the class instance or object you have defined that is a  dozen or more bytes. copying dozens and dozens of bytes just to make a function call will slow your program down to a crawl.#include 
using namespace std;

void variableTest(int & x, int & y);

int main()
{
int x = 1;
int y = 2;

cout << x << ", " << y << endl;

variableTest(x, y);

cout << x << ", " << y << endl;

return 0;
}

int variableTest(int ^ x, int ^ y)
{
x += y;
y -= x;

cout << x << ", " << y << endl;
}fast and safe.The best of both worlds fast and safe is pass by constant reference. If you are still with me you can probably guess what this means. We get the speed and efficiency of pass by reference, but the function can not modify the variables. This is especially useful for operating system / API calls where you are getting data from the user or application program. You as the system level software or operating system have no right to modify the data you've been given. plus if they have given you a struct of of employee data that has several variables like name, id, and address, you would much rather be shuffling around pointers and not big bulky employee structs.#include 
using namespace std;

void variableTest(const int x, const int y);

int main()
{
int x = 1;
int y = 2;

cout << x << ", " << y << endl;

variableTest(x, y);

cout << x << ", " << y << endl;

return 0;
}

int variableTest(const int x, const int y)
{
x += y;
y -= x;

cout << x << ", " << y << endl;
}

URL: https://forum.audiogames.net/post/413464/#p413464




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Re: Question about bgt handles

2019-02-21 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Question about bgt handles

Another thing to consider when using pass by value and pass by reference, is that of the nature of the call. Note: all code is in c++. I do not know bgt. I'm assuming that bgt has some equivalent as it is a distant derivative of C, but so apply this to bgt with a bit of salt. slow and unsafe.This is equivalent to a normal function call where all of the arguments passed into the function are copied. Any changes made to those variables are not reflected in the variables of the calling function./code]#include using namespace std;void variableTest(int x, int y);int main(){    int x = 1;    int y = 2;cout << x << ", " << y << endl;    variableTest(x, y);cout << x << ", " << y << endl;    return 0;}int variableTest(int x, int y){    x += y;    y -= x;cout << x << ", " << y << endl;}[\code]slow and safe.This is adding a const qualifier to the variables you pass into the function. This is basically not use and virtually pointless because if you already are passing by value, the changes you make will not effect the original values. If you want the variables to be read-only however, be my guest.The following code probably wont work, as i'm trying to modify a constant variable, but that could be useful though if you were trying to minimize access and keeping grubby little fingers where they don't belong./code]#include using namespace std;void variableTest(const int x, const int y);int main(){    int x = 1;    int y = 2;cout << x << ", " << y << endl;    variableTest(x, y);cout << x << ", " << y << endl;    return 0;}int variableTest(const int x, const int y){    x += y;    y -= x;cout << x << ", " << y << endl;}[\code]fast and unsafeThis is the most dangerous of the 4 options. If you pass by reference, the function can modify anything it wants to as it pertains to your variables. It is fast though. A pass by reference is basically pass by pointer. It copies 4 or 8 bytes (the size of a memory address depending on your operating system) instead of passing the class instance or object you have defined that is a  dozen or more bytes. copying dozens and dozens of bytes just to make a function call will slow your program down to a crawl./code]#include using namespace std;void variableTest(int & x, int & y);int main(){    int x = 1;    int y = 2;cout << x << ", " << y << endl;    variableTest(x, y);cout << x << ", " << y << endl;    return 0;}int variableTest(int ^ x, int ^ y){    x += y;    y -= x;cout << x << ", " << y << endl;}[\code]fast and safe.The best of both worlds fast and safe is pass by constant reference. If you are still with me you can probably guess what this means. We get the speed and efficiency of pass by reference, but the function can not modify the variables. This is especially useful for operating system / API calls where you are getting data from the user or application program. You as the system level software or operating system have no right to modify the data you've been given. plus if they have given you a struct of of employee data that has several variables like name, id, and address, you would much rather be shuffling around pointers and not big bulky employee structs./code]#include using namespace std;void variableTest(const int x, const int y);int main(){    int x = 1;    int y = 2;cout << x << ", " << y << endl;    variableTest(x, y);cout << x << ", " << y << endl;    return 0;}int variableTest(const int x, const int y){    x += y;    y -= x;cout << x << ", " << y << endl;}[\code]

URL: https://forum.audiogames.net/post/413464/#p413464




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Re: What am i missing in bgt

2019-02-13 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: What am i missing in bgt

These are general programming questions. With out getting into deep game design and programming patterns, most of these could be basic variable saving and if conditionals.if (player.score > 200)
{
doAchievement();
}

if (getInput.key("rightarrow"))
{
player.score++;
}this is not bgt, I do not know bgt, just trying to give you options.if you want to dig deeper into game programming patterns go herean achievements system is a whole bigger thing than a bunch of if / else if / else statements. this would not be scalable to even a few achievements. the above link talks about this idea.

URL: https://forum.audiogames.net/post/411533/#p411533




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Re: My idea to encourage people to use Python and make more games with it

2019-02-08 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: My idea to encourage people to use Python and make more games with it

posts 24 and 25 said it much better than I could ever put it. To get people off of BGT you actually have to solve the issues that BGT creates while not  introducing any yourselves. I think this could be it, but as was said in 24 and 25, you don't need to reinvent the stuff that python already gives you. come up with coding standards and a plan. start small and build from that. be intentional about the function and libraries you add. If it doesn't solve a problem or duplicates something in the STL, why is it being included. The STL is going to be 1000% better than any functions you write. more secure, better tested, and as previously stated everyone knows them.

URL: https://forum.audiogames.net/post/410405/#p410405




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Re: Best coding language and best resource for coding audio games?

2019-02-01 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Best coding language and best resource for coding audio games?

places like stackoverflow have been getting better about saying this is python 2.7 or python 3.x specific but there are getting to be more and more python 3.x answers out there.

URL: https://forum.audiogames.net/post/408790/#p408790




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Re: Accessible C++ IDE?

2019-01-26 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Accessible C++ IDE?

so how would i be able to check if my compiler supports this or not? This is where I have less experience.

URL: https://forum.audiogames.net/post/407672/#p407672




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Re: Accessible C++ IDE?

2019-01-24 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Accessible C++ IDE?

I actually had a workflow sort of similar to yours. For my programming classes where we produced less complex code e.g.: all in one ".cpp" file, I would use an IDE like TextMate or xCode. Then I would compile it using g++. If there was any Microsoft specific functions we had to use like strcpy_s I would then move over to Visual Studio in a vm and add those in. Let me know if you want more info on these types of side cases. I was kind of bad about making sure My code compiled on  windows but as long as you know you aren't using any Microsoft specific c++ functions you should be good. When the coding got more complex into data structures with 5 or 6 files I started using xCode and projects more and more.If you are writing c++ code I think you should be using g++ not gcc. alternately, you could use clang as I think that is what gcc/g++ calls anyway when you use it on the mac, but please let me know if i'm completely wrong on this.

URL: https://forum.audiogames.net/post/407180/#p407180




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Re: skipping numbers in bgt's random generator

2019-01-19 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: skipping numbers in bgt's random generator

A do while loop is useful when you want something to run at least one time. fore example:// this is c++ code
#include 
using namespace std;

void whileLoop(int x);
void doWhileLoop(int x);

int main()
{
int x = 0;

whileLoop(x);
doWhileLoop(x);

return 0;
}

void whileLoop(int x)
{
// loop will check the condition and not run

while (x > 0)
{
cout << "Running while loop. x is: " << x << endl; //
x--; //decrement x
}
}

void doWhileLoop(int x)
{
// loop will run this time because it is a do while

do
{
cout << "Running do while loop. x is: " << x << endl;
x--; // decrement x
}
while (x > 0);
}This is a bit contrived but i hope you get the point. do whiles can be very useful in many cases. They can help with debugging and protecting against your conditionals acting up because of weird input.

URL: https://forum.audiogames.net/post/406314/#p406314




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Re: skipping numbers in bgt's random generator

2019-01-19 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: skipping numbers in bgt's random generator

A do while loop is useful when you want something to run at least one time. fore example:#include 
using namespace std;

void whileLoop(int x);
void doWhileLoop(int x);

int main()
{
int x = 0;

whileLoop(x);
doWhileLoop(x);

return 0;
}

void whileLoop(int x)
{
// loop will check the condition and not pun

while (x > 0)
{
cout << "Running while loop. x is: " << x << endl; //
x--; //decrement x
}
}

void doWhileLoop(int x)
{
// loop will run this time because it is a do while

do
{
cout << "Running do while loop. x is: " << x << endl;
x--; // decrement x
}
while (x > 0);
}This is a bit contrived but i hope you get the point. do whiles can be very useful in many cases. They can help with debugging and protecting against your conditionals acting up because of weird input.

URL: https://forum.audiogames.net/post/406314/#p406314




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Re: what ides are good for a person with a less powerful pc?

2019-01-14 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: what ides are good for a person with a less powerful pc?

I heard that you con't read the code in the editor window in VS code? is this true? did it used to be true and they fixed it?looking for a smaller less resource intensive IDE in a vm rather than full VS.

URL: https://forum.audiogames.net/post/405367/#p405367




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Re: I need help, again!

2019-01-07 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: I need help, again!

if you never want to care about going out of range, just take the input move number and mod it by 94 and then ad 32. I would just also take x as the new ASCII value stop adding move to it all the time.x = ord(i) + movemove = (x % 94) + 32

URL: http://forum.audiogames.net/post/403703/#p403703




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Re: how can i deteckt the exact length of a sound file?

2019-01-03 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: how can i deteckt the exact length of a sound file?

this only works if your file is encoded as CBR or constant bitrate. it most likely is, but still a note to remember.

URL: http://forum.audiogames.net/post/402957/#p402957




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Re: how can i deteckt the exact length of a sound file?

2019-01-03 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: how can i deteckt the exact length of a sound file?

this only works if your file is encoded as CBR or constant bitrate. it most likesy is, bit still a note to remeber.

URL: http://forum.audiogames.net/post/402957/#p402957




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Re: Getting started with coding audiogames in Python?

2018-12-04 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Getting started with coding audiogames in Python?

I've seen people mention this sound_lib a few times but i can't seem to find a download. it also doesn't seem to be on pip. Does anyone have a link

URL: http://forum.audiogames.net/post/396854/#p396854




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Re: Getting started with coding audiogames in Python?

2018-12-04 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Getting started with coding audiogames in Python?

I've seen people mention this sound_lib a yew times but i can't seem to find a download. it also doesn't seem to be on pip. Does anyone have a link

URL: http://forum.audiogames.net/post/396854/#p396854




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Re: Getting started with coding audiogames in Python?

2018-12-04 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Getting started with coding audiogames in Python?

AO2 definitely works on MacOS. make sure the checkbox to control VoiceOver with apple script is checked.

URL: http://forum.audiogames.net/post/396763/#p396763




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Re: Getting started with coding audiogames in Python?

2018-12-03 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Getting started with coding audiogames in Python?

One thing to think about when comparing python and the way and speed in which it does data mining and machine learning as compared to game rendering, is that Any data analysts worth his or her salt should be running computations on a GPU. GPU's generally have many times more cores than a normal CPU and GPU tasks are much more parallel friendly. Your random duel-core (quad-core at best) random laptop will never keep up with a decent GPU. On the main CPU you are also fighting for execution time against all of  the other process in your computer: mail program, twitter client, and oh look helpful windows just checked for updates. --This post will continue after this extended reboot.--Few, now that that is over... That being said, any program written poorly will run like crap no matter the language and no matter the CPU. Which is why I am so bullish on getting some sort of formal education in comp sci or a related field if you really want to program or in this case code games. You'll be able to see that the algorithm you just wrote is O(n^2) when you could have written it as O(n). And so many more things that you learn that almost can't be taught anywhere other than in a classroom setting.

URL: http://forum.audiogames.net/post/396653/#p396653




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Re: python and cplusplus tutorials

2018-11-28 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: python and cplusplus tutorials

I always go to https://learncpp.com for any questions i have or things i forget.

URL: http://forum.audiogames.net/post/395688/#p395688




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Re: C++ enviroment setup in windows

2018-04-12 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: C++ enviroment setup in windows

NVDA reporting of indention works fine for me in VS 2017.

URL: http://forum.audiogames.net/viewtopic.php?pid=359528#p359528




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Re: requesting some hints and libraries-Csharp

2018-04-10 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: requesting some hints and libraries-Csharp

The reason you want a buffer as small as possible is because a malicious program could fill the left over space in your buffer with god knows what. It might be code they want executed as in an SQL injection or data they are trying to exfiltrate from your machine. These are just two things I could think of off the top of my head after a long day of classes, hockey practice, and homework.personally don't really see the "arrogance" people say Ethin is displaying. I am more of a lurker hear so i read a lot and don't really think its warranted. He posts a lot, usually fairly high quality stuff, that isn't baseless. "arrogance" is hard to attribute here partially because much of speech is word inflection, tone of voice, and emphasis. all of which is lost in a text-only medium. Granted, part of speech is word choice, which is not lost, but i think this is less of a factor personally.If its so upsetting to you that Ethin is posting away with all of his arrogance, how about just not reading his posts? responding in they way I see people doing is just making the problem worse by filling up threads with useless junk posts.The reporting tool needs to be used for posts that clearly violate the forum rules or is spam. not for our petty grudges. We aren't children anymore. lets try and at least put up an appearance of  acting like adults. instead of all of this petty bs back and forth.

URL: http://forum.audiogames.net/viewtopic.php?pid=359230#p359230




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Re: BGT Handles

2018-04-10 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: BGT Handles

This is basically references and passing by reference in C++.

URL: http://forum.audiogames.net/viewtopic.php?pid=359117#p359117




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Re: Modules to help build Audio Games in the browser

2018-03-10 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Modules to help build Audio Games in the browser

If you turn quicknav off and arrow up and down on the page, the code will read properly.

URL: http://forum.audiogames.net/viewtopic.php?pid=355166#p355166





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Re: Moving away from BGT and learning python

2018-02-20 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Moving away from BGT and learning python

There still are pointers in c++. While it is encouraged to pass things as reference or const reference, pointers are still okay to use and perfectly acceptable in the language.

URL: http://forum.audiogames.net/viewtopic.php?pid=353106#p353106





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Re: Pointers in C++

2018-01-08 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Pointers in C++

Jonikster the reason you aren't understanding the many ways that you can use pointers is because you switch around and don't learn one tool. C++ is powerful. some of that is due to pointers. there are many ways to use pointers: dynamic memory allocation is just one of the many things as you mentioned. The more you use pointers and write code in c++ that uses pointers the more you will become comfortable understanding where they can be used Please pick a tool and stick with it. all the languages are going to be able to do what you always ask questions about. BGT does have it's limitations but I don't think you want to use it. even BGT could do most of the things you ask about satisfactorily. It all comes down to experience. Stick with a language and you will learn how to use it. switching back and forth helps no one, especially  not yourself.

URL: http://forum.audiogames.net/viewtopic.php?pid=346518#p346518





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Re: How do I implement Text-To-Speech in my game?

2017-12-17 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: How do I implement Text-To-Speech in my game?

Tolk has I believe what you want. if your java app  uses the OS built in console it will already be accessible with screen readers. sounds are another issue that I can not help you with as I do not know java and am unfamiliar with its libraries and tools. good luck in development.

URL: http://forum.audiogames.net/viewtopic.php?pid=342484#p342484





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Re: Accessing the BGT Documentation?

2017-12-15 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Accessing the BGT Documentation?

If you mean switching platforms like coding on MacOS with BTG, for get it. BGT is windows only. You would have to pick a different language to do that. I recommend python or c++ for that.If you mean switching platforms to make your games cross platform, the same is true. BGT limits you to only windows support. While this is probably low down on your list of priorities this early in the development process, it is something to take note of.

URL: http://forum.audiogames.net/viewtopic.php?pid=342182#p342182





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Re: Ride, new code editor for blinds

2017-12-05 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Ride, new code editor for blinds

@Ethin mentioned several already that I am sure do. I my self use xCode on my Mac to code for my c++ programming class and it supports code folding. I have also seen it in Visual Studio and Notepad++ on windows. Legitimately every modern IDE or programming editor supports code folding its just a matter of digging in and find the settings. They also usually have hotkeys for it to do it on the fly.also, remember c style languages like c, c++, and I'm assuming BGT, don't strictly require indentation. people do it usually for looks and style.

URL: http://forum.audiogames.net/viewtopic.php?pid=341112#p341112





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Re: Ride, new code editor for blinds

2017-12-04 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Ride, new code editor for blinds

almost all modern editors support code collapsing or code folding. personally I don't use it and I don't really know how customizable it is but, if code folding is the main use for this, mainstream editors already have this. Additionally mainstream editors are going to be much better supported with more features and up-to-date security enhancements.

URL: http://forum.audiogames.net/viewtopic.php?pid=341027#p341027





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Re: I'm Not Sure What to use to code

2017-11-07 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: I'm Not Sure What to use to code

Python can also be very easily decompiled.I'm currently learning c++ in my computer science program and I'll probably stick to that. many of the speech libraries though even for c++ are windows specific or would need much rewriting to get them to work comparably to windows. These include that of tolk, universal speech, and others.I've been working on some speech related stuff for macOS, but nothing close to release yet. school is quite busy at the moment.

URL: http://forum.audiogames.net/viewtopic.php?pid=337179#p337179





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Re: help needed with creating an online multiplayer

2017-09-26 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: help needed with creating an online multiplayer

anyone correct me if i get any of this wrong. What is basically happening is that the packets you are sending to him is being dropped by his router and vise versa for him. Our nat routers do a crucial job for us by filtering out the noise and garbage of the big bad internet so our personal networks don't get swamped.what you will need to do is to both forward a port in your routers. a lot of router passwords and portforwarding guides are out on the internet. all you need to know is your router make and moddel.You could also try and use up (universal plug and play). hoever, more and more routers are turning that off by default. there are many cable boxes from isp's that are locked down with a password and you can't change anything. you can't portforward, you can't tinker with up so games like DP are very difficult to play.you can set the game to use a specific port, but i'd recommend letting the user provide a port numbe
 r. you should check the number though and block any of the reserved port numbers already in use. only use ports 1025-65536. you could use a sort of sudo vpn client like hamochee, but i think they no longer have a free version, and i'm not sure of an alternative.

URL: http://forum.audiogames.net/viewtopic.php?pid=330922#p330922





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Re: Let's Build an RPG!

2017-09-23 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Let's Build an RPG!

I had said a while ago that I was interested in At least chatting about it with you. I heard nothing. If you had sent me a pm here i don't read those so that just went into the either. let me know how we can get in touch. i have Skype, twitter, and facetime etc...

URL: http://forum.audiogames.net/viewtopic.php?pid=330563#p330563





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Re: Alien Attack sounds

2017-09-21 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Alien Attack sounds

You actually can. If you had enough computer cycles and gpu power to bruteforce the encryption password you could do that. However this is time-consuming and expensive. alternatively, you could decompile the source code and you might might might, get luck and find they decryption string in the resulting dumb. but also very difficult and even the most skilled hackers struggle with even some of the most basic disassembling jobs.

URL: http://forum.audiogames.net/viewtopic.php?pid=330316#p330316





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Re: Python?

2017-09-17 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Python?

there is python plugins for VS. I personally never got them to work, but I think that was more an accessibility issue with VS2015.

URL: http://forum.audiogames.net/viewtopic.php?pid=329865#p329865





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Re: Python, pygame, and accessibility functionality

2017-09-16 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Python, pygame, and accessibility functionality

One thing you might want to keep in mind. IF you wish to have cross platform support for your game, only accessible_output2 is cross platform of the options mention. I've talked to the developer of tolk and to some up, he doesn't want to have to completely  rewrite tolk to work with multiple platforms. Quentin C has a library for speech as well, but thats windows specific again and while he says he'd like people to try and port it to Mac and other os's, it would need a lot of work too.just some thoughts. hope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=329784#p329784





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Re: Let's Build an RPG!

2017-09-05 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Let's Build an RPG!

Jayde, If the combat is done well i don't think it would be an issue. I was more speaking from my own gaming point of view. I honestly wasn't really aware that this is a big part of other games. I guess it does make more sense the more i think on it. i honestly was envisioning all 7 players in your party and having to use them all for different things in a battle... i have seen some recordings of Manamon and i remember that this uses this style as well. but i have not played it nor do i plan on it. but thats a post for another topic. I was by no means trying to destroy your game, just was posting my initial reactions with not all of the info.

URL: http://forum.audiogames.net/viewtopic.php?pid=328364#p328364





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Re: Let's Build an RPG!

2017-09-02 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Let's Build an RPG!

here is also another thread with some other thoughts on this subject.https://www.gamedev.net/forums/topic/69 … nt-5354133

URL: http://forum.audiogames.net/viewtopic.php?pid=327966#p327966





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Re: What do i need to get started with python on both mac and windows?

2017-08-29 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: What do i need to get started with python on both mac and windows?

to rename a file in MacOS finder press enter on it. I think you can also press VO+shift+m (right click) and there is a rename option. If you are already in the terminal, you can use the mv command. e.g:mv my_file.txt my_file.pyalso the touch command creates files for you as long as they are text based. I'm not 100% sure on all of the specifics, so if anyone could explain that better feel free. the command is:touch file1.py file2.py file3.pyyou can give as many args to the touch command as you wish and it will create the files.

URL: http://forum.audiogames.net/viewtopic.php?pid=326820#p326820





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Re: c++ and audiogames?

2017-08-28 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: c++ and audiogames?

I'm using SDL2. It takes care of windowing, graphics, basic sounds, and much more. unfortunately, libaudioverse is only available for windows. So even though c++ is cross platform for basically all platforms, remember if you are going to rely on LAV, you'll need to find something else to use in place of LAV on everything other than windows.

URL: http://forum.audiogames.net/viewtopic.php?pid=326623#p326623





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Re: Namespaces in bgt - A Tutorial / Guide

2017-08-20 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: Namespaces in bgt - A Tutorial / Guide

is there even a good accessible disassembler/decompiler? all the ones i've tried lack horribly for accessibility.

URL: http://forum.audiogames.net/viewtopic.php?pid=325302#p325302





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Re: I would like to start making my own web browser

2017-07-29 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: I would like to start making my own web browser

[[wow]], there was a whole other paragraph under that first line on my last post. why didn't that get posted. I hoenstly don't really remember what i said, but i'll try and say it again.i know i said the original post was very vague  as to what personal use meant. a project is nice, but if you want to use it as your main browser, i would highly advise against that. like others said, keeping it up to date with security patches would be a nightmare beyond all imagining. the operating system  is a great comparison. no sane person would dream of doing that from scratch. yeah you'd get a bunch of linux things and slap them together, but still you'd have to still do a lot by hand. same with a browser even if you used a lot of tools and api's

URL: http://forum.audiogames.net/viewtopic.php?pid=321516#p321516





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Re: If It Ain't Broke, Don't Fix It, Or Why I've Chosen to Lern VB6

2017-07-28 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: If It Ain't Broke, Don't Fix It, Or Why I've Chosen to Lern VB6

aprone I was not saying i had VB6 or BGT exploits hiding up my sleeves. the likely hood however of bugs and/or vulnerabilities for said languages are pretty high. the problem is people neither disclose them properly, or if they do, they are never patched. i kind of think of it as if you are living in schrodinger's termite infested house. you actively ignore or are oblivious or don't care that there are termites that may or may not be eating away at the supports of your house. until you go look (find bugs or vulnerabilities) or wait until your house collapses around you, you think nothing is wrong. as this topic titles says, you think its not broke but you can't actually verify that. you are vertually sitting in your house with blinders on thinking your house is structurally sound while the time clock is ticking away on a impending crash. if you care at all, even a tiny bit, then stop using old deprecated languages that will never get updates. if you don't
  care, then you need to stop coding now and find a different hobby or profession. because pirates and hackers do care and they will eat you alive.

URL: http://forum.audiogames.net/viewtopic.php?pid=321361#p321361





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Re: I would like to start making my own web browser

2017-07-28 Thread AudioGames . net ForumDevelopers room : Kyleman123 via Audiogames-reflector


  


Re: I would like to start making my own web browser

i was not trying to be insulting.

URL: http://forum.audiogames.net/viewtopic.php?pid=321350#p321350





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