{"id":528,"date":"2022-08-30T15:02:51","date_gmt":"2022-08-30T15:02:51","guid":{"rendered":"https:\/\/unknownerror.org\/index.php\/2013\/11\/09\/problem-about-xna-collection-of-common-programming-errors\/"},"modified":"2022-08-30T15:02:51","modified_gmt":"2022-08-30T15:02:51","slug":"problem-about-xna-collection-of-common-programming-errors","status":"publish","type":"post","link":"https:\/\/unknownerror.org\/index.php\/2022\/08\/30\/problem-about-xna-collection-of-common-programming-errors\/","title":{"rendered":"problem about xna-Collection of common programming errors"},"content":{"rendered":"<ul>\n<li><img decoding=\"async\" src=\"http:\/\/www.gravatar.com\/avatar\/9063a858f2920b105ded7902f9a5281c?s=32&amp;d=identicon&amp;r=PG\" \/><br \/>\nOutlaw Lemur<br \/>\nc# colors xna argb<br \/>\nI have a color of class Microsoft.Xna.Framework.Color. How can I change its hue (or get a new color with slightly different hue). Should I convert it to System.Dra<\/li>\n<li><img decoding=\"async\" src=\"http:\/\/www.gravatar.com\/avatar\/a356923f858fbe363dad1dc566837fc6?s=32&amp;d=identicon&amp;r=PG\" \/><br \/>\nNicol Bolas<br \/>\nxna c# 2d graphics textures<br \/>\nPossible Duplicate:Why are textures always square powers of two? What if they aren\u2019t? I am using C# and XNA (also MonoGame for other platforms than Windows) to create a game in 2D. Ususally for all textures I use the NVidia plugin fo<\/li>\n<li><img decoding=\"async\" src=\"http:\/\/www.gravatar.com\/avatar\/59224e5059181d38907554fd471a592e?s=32&amp;d=identicon&amp;r=PG\" \/><br \/>\nJosh Petrie<br \/>\nxna<br \/>\nI&#8217;ve got a build of my game that works on Windows under a release and debug build as expected. When I deploy the debug version of the game to the Xbox, it works as expected and runs the same as on Windows &#8211;<\/li>\n<li><img decoding=\"async\" src=\"http:\/\/www.gravatar.com\/avatar\/d98b6cd10461088105bd0a36b5a4aef8?s=32&amp;d=identicon&amp;r=PG\" \/><br \/>\nBowserKingKoopa<br \/>\nc# generics struct xna boxing<br \/>\nI&#8217;m creating a messaging system for use in an XNA game. My Message types are structs because I want them to behave in a Value Type way. struct MyMessageType1 : IMessage {} st<\/li>\n<li><img decoding=\"async\" src=\"http:\/\/www.gravatar.com\/avatar\/95eefde7a484edbd40d23a355771626e?s=32&amp;d=identicon&amp;r=PG\" \/><br \/>\nAustin<br \/>\nc# xna<br \/>\nI&#8217;m trying to make a &#8220;dungeon crawler&#8221; type game demo, and this is my first time really making an<\/li>\n<li><img decoding=\"async\" src=\"http:\/\/www.gravatar.com\/avatar\/d7f82cba9dbc95e901b4280ab315bbf1?s=32&amp;d=identicon&amp;r=PG\" \/><br \/>\nEric Wilson<\/li>\n<li><img decoding=\"async\" src=\"http:\/\/www.gravatar.com\/avatar\/243ca59af79f85064c119866fb5b4eb6?s=32&amp;d=identicon&amp;r=PG\" \/><br \/>\nalan2here<br \/>\nc# parameters xna optional-parameters xbox<br \/>\nApparently optional parameters won&#8217;t work in C# Xna when used on the Xbox, there non suportedness is stated during compilation.I have a situation like this:func(float? a = null, int? b = null)With large numbers of thease optional parameters that default to the &#8220;undefined&#8221; value, nul<\/li>\n<li><img decoding=\"async\" src=\"http:\/\/www.gravatar.com\/avatar\/0cd3f42ef04433fcd4ee30b8b3921eb2?s=32&amp;d=identicon&amp;r=PG\" \/><br \/>\nRuud Lenders<br \/>\nxna xna-4.0 performance vector<br \/>\nI&#8217;m currently playing around with XNA, and creating a simple 2D platformer. I was thinking of adding multiple layers to make it a little bit of challenge. In stead of having a Vector2 for my positions, I now use a Vector3, solely to use it&#8217;s Z as layer depth. However, since you can&#8217;t use operators bet<\/li>\n<li><img decoding=\"async\" src=\"http:\/\/www.gravatar.com\/avatar\/f1f0bc980803d9787a08323ec4f5925c?s=32&amp;d=identicon&amp;r=PG\" \/><br \/>\nJimmyBoh<br \/>\nxna monogame sharpdx windows-8<br \/>\nI have an game which builds for WindowsGL and Windows8. The WindowsGL works fine, but the Windows8 build throws an error when trying to instantiate a new Texture2D.The Code:var texture = new Texture2D(CurrentGame.SpriteBatch.GraphicsDevice, width, 1); \/\/ Error thrown here&#8230; texture.setData(FunctionThatReturnsColors());You can find the rest of the code on Github.The Error:SharpDX.SharpDXException was unhandled by user codeHResult=-2147024809Message=HRESULT: [0x80070057], Module: [Unknown], ApiCode: [Unknown\/Unknown], Message: The parameter is incorrect.Source=SharpDXStackTrace:at SharpDX.Result.CheckError()at SharpDX.Direct3D11.Device.CreateTexture2D(Texture2DDescription&amp; descRef, DataBox[] initialDataRef, Texture2D texture2DOut)at SharpDX.Direct3D11.<\/li>\n<li><img decoding=\"async\" src=\"http:\/\/www.gravatar.com\/avatar\/6dbf7b1bd80e7c8ef7382baa34dfcc21?s=32&amp;d=identicon&amp;r=PG\" \/><br \/>\nDireweasel<br \/>\nxna xna-4.0 tiles tilemap xna-content-pipeline<br \/>\nI&#8217;m running into this error:Error loading &#8220;desert&#8221;. Cannot find type TiledLib.MapContent,TiledLib, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null.atMicrosoft.Xna.Framework.Content.ContentTypeReaderManager.InstantiateTypeReader(StringreaderTypeName, ContentReader contentReader, ContentTypeReader&amp;reader) atMicrosoft.Xna.Framework.Content.ContentTypeReaderManager.GetTypeReader(StringreaderTypeName, ContentReader contentReader, List1&amp; newTypeReaders)atMicrosoft.Xna.Framework.Content.ContentTypeReaderManager.ReadTypeManifest(Int32typeCount, ContentReader contentReader) atMicrosoft.Xna.Framework.Content.ContentReader.ReadHeader() atMicrosoft.Xna.Framework.Content.ContentReader.ReadAsset[T]() atMicrosoft.Xna.Framework.Content.ContentManager.ReadAsset[T](StringassetName, Action1 recordDisposableObject) atMicrosoft.Xna.Framework.Content.ContentManager.Load[T](StringassetName) at TiledTest.Game1.LoadContent() in C:\\MyDocuments\\Dropbox\\Visual StudioProjects\\TiledTest\\TiledTest\\TiledTest\\Game1.cs:line 51 atMicrosoft.Xna.Framework.Game.Initialize() atTiledTest.Game1.Initialize() in C:\\My Documents\\Dropbox\\Visual StudioProjects\\TiledTest\\TiledTest\\TiledTest\\Game1.cs:line 39 atMicrosoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun) atMicrosoft.Xna.Framework.Game.Run() atTiledTest.Program.Main(String[] args) in C:\\MyDocuments\\Dropbox\\Visual StudioProjects\\TiledTest\\TiledTest\\TiledTest\\Program.cs:line 15When trying to run the game. This is a basic demo to try and utilize a separate project library called TiledLib. I have four projects overall:TiledLib (C# Class Library) TiledTest (Windows Game) TiledTestContent (Content) TMX CP Ext (Content Pipeline Extension Library)TiledLib contains MapContent which is throwing the error, however I believe this may just be a generic error with a deeper root problem.EMX CP Ext contains one file: MapProcessor.csusing System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Content.Pipeline; using Microsoft.Xna.Framework.Content.Pipeline.Graphics; using Microsoft.Xna.Framework.Content.Pipeline.Processors; using Microsoft.Xna.Framework.Content; using TiledLib;namespace TMX_CP_Ext {\/\/ Each tile has a texture, source rect, and sprite effects.[ContentSerializerRuntimeType(&#8220;TiledTest.Tile, TiledTest&#8221;)]public class DemoMapTileContent{public ExternalReference Texture;public Rectangle SourceRectangle;public SpriteEffects SpriteEffects;}\/\/ For each layer, we store the size of the layer and the tiles.[ContentSerializerRuntimeType<\/li>\n<li><img decoding=\"async\" src=\"http:\/\/www.gravatar.com\/avatar\/07ac9d851e863e74ee0b8cee1af4ae2a?s=32&amp;d=identicon&amp;r=PG\" \/><br \/>\nredcodefinal<br \/>\nc# .net colors xna<br \/>\nI&#8217;m writing an HSVtoRGB method for my game framework, and when going through the hues, this happens -&gt; http:\/\/youtu.be\/ACBwR_0iMWE.Here is the code.public static Color HSVtoRGB(float hue, float saturation, float value, float alpha){if(hue &gt; 1 || saturation &gt; 1 || value &gt; 1) throw new Exception(&#8220;values cannot be more than 1!&#8221;);if (hue &lt; 0 || saturation &lt; 0|| value &lt; 0) throw new Exception(&#8220;values cannot be less than 0!&#8221;);Color output = new Color();if (Math.Abs(saturation) &lt; 0.001){output.R = (byte) (value*byte.MaxValue);output.G = (byte) (value*byte.MaxValue);output.B = (byte) (value*byte.MaxV<\/li>\n<li><img decoding=\"async\" src=\"http:\/\/www.gravatar.com\/avatar\/e6502c1fd0dc9a4e576c748a96f1b31e?s=32&amp;d=identicon&amp;r=PG\" \/><br \/>\nLeo<br \/>\nc# xna windows-phone-8<br \/>\nI want to do a windows phone game that supports multiple screen resolutions. I tried this Microsoft tutorial but I always get an error message in the ResolutionHelper class.Tutorial: http:\/\/msdn.microsoft.com\/en-us\/library\/windowsphone\/de<\/li>\n<\/ul>\n<p id=\"rop\"><small>Originally posted 2013-11-09 20:19:17. <\/small><\/p>","protected":false},"excerpt":{"rendered":"<p>Outlaw Lemur c# colors xna argb I have a color of class Microsoft.Xna.Framework.Color. How can I change its hue (or get a new color with slightly different hue). Should I convert it to System.Dra Nicol Bolas xna c# 2d graphics textures Possible Duplicate:Why are textures always square powers of two? What if they aren\u2019t? I [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-528","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/unknownerror.org\/index.php\/wp-json\/wp\/v2\/posts\/528","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/unknownerror.org\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/unknownerror.org\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/unknownerror.org\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/unknownerror.org\/index.php\/wp-json\/wp\/v2\/comments?post=528"}],"version-history":[{"count":0,"href":"https:\/\/unknownerror.org\/index.php\/wp-json\/wp\/v2\/posts\/528\/revisions"}],"wp:attachment":[{"href":"https:\/\/unknownerror.org\/index.php\/wp-json\/wp\/v2\/media?parent=528"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/unknownerror.org\/index.php\/wp-json\/wp\/v2\/categories?post=528"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/unknownerror.org\/index.php\/wp-json\/wp\/v2\/tags?post=528"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}