Jump to content
  • Advertisement

rjvereijken

Member
  • Content Count

    8
  • Joined

  • Last visited

Community Reputation

122 Neutral

About rjvereijken

  • Rank
    Newbie
  1. rjvereijken

    Advice wanted: how to separate messages

    Basically nothing. Flash won't trigger the onData event untill a \0 is found. The function responsible for sending the string (in the c++ program) automatically adds the terminator though.
  2. rjvereijken

    Advice wanted: how to separate messages

    I'm not sure Flash (AS2) can deal with that. Flash XMLSockets automatically receive strings which are terminated by /0. That's why so far I have based everything on sending strings.
  3. rjvereijken

    Advice wanted: how to separate messages

    Thanks for the replies :) I already figured it would be a good idea to built in all the sql-queries into the server, instead of sending them. As with the message-id's have query-id's ready. I guess the limited amount of available id's can be "solved" by using sub-id's. I will look into the binary-packets for sure. If anyone has anything to add I'd love to hear it.
  4. Hello all, for a project I'm linking multiple Java (mobile) clients and Flash together using a self-written server (in c++). My question is: how do I go about telling the clients what sort of message they received? Currently I am doing the following: A message is sent and received as text (std::string) and the first byte of this message is analysed. The first byte determines what this message is about and will tell the server or client what to do with it. For example: I can define that the binary code 1 (in the ascii-table this is a ☺) means the server should execute a mysql-query. The entire message would look like: ☺SELECT * FROM `table`; I was planning on only using characters at the start of the ascii-table, characters that normally can't be part of any text that was entered by a user. This however only allows for rougly 20 different first bytes, as not all of them are suited for this, and at 32 the "normal" characters begin. I hope this explains what I'm trying to do. I'd like to know if this is at all a smart way of doing things, or how best to go about it. Thanks for reading.
  5. I'm not sure if anyone here uses C++ Builder at all, but I don't know where else to ask. I'm using a ClientSocket object to try and communicate with a ftp server. The problem is, it's not sending any data once it's connected. I have set up events for connecting, disconnecting, sending and receiving data. These events print a message to the window for debugging. Next up, I'm trying to send commands back to the server once the program is connected: ClientSocket->Socket->SendText(Commandline->Text); Output->Lines->Add("> " + Commandline->Text); Commandline->Text = ""; When I launch the program and connect I get --- Connected --- --- Sending data --- --- Receiving data --- 220 EHV-SRVHOST-FE Microsoft FTP Service (Version 5.0). Which is good, the socket connects and automatically sends something, the server replies by telling me it's name. When I now try to send other messages such as USER, PASS or anything at all, nothing gets sent. The ClientSocketWrite function is never triggered. What am I doing wrong?
  6. rjvereijken

    MP3 recording

    Well we chose mp3 as it needs to be playable on as many devices as possible, like mobile phones, mp3players. I was under the impression that ogg Vorbis is still not that common on these players..
  7. rjvereijken

    MP3 recording

    Thank you for your replies. I think the last link you posted is enough to get me started. It doesn't HAVE to be DShow, I just understood it would be the only proper way.
  8. rjvereijken

    MP3 recording

    Good day, I'd like to record an MP3 straight from the audio input from a computer, and if possible even cut out some parts. I always thought this would be possible using DirectShow, but I can't find any tutorial or sample about MP3 at all. I am hoping you could point me in the right direction or link me some examples. Thanks in advance.
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!