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I'm looking to create a bot like program and I'm looking to use a screen-scraper to retrieve data such as health which is numerical.
I have no idea how to accomplish this as most screen-scrapers are programmed in c++ as directx is most popular within that.
Is it possible to create a well working c# screen scraper for a directx program?
Thanks.
Outside of kernel mode, anything that can be done in C++ can be done in C#.
With that disclaimer out of the way please know that client-side bots don't work by actually screen-scraping and performing OCR. Instead they hook into DirectX's functions and record copies of the string text sent to DrawText, for example, or the vertices in the current world view graph and then work from there.
I've never really gotten into this area of programming so I can't give you any more specific advice, but I can tell you that you're in for an uphill struggle.
The alternative is just to use common Trainer/debugger techniques and map the memory of your target process. I assume you're targeting a game of some description, however said games often feature very heavy cheat-detection and prevention techniques and trying things out on a public server can get you banned for life (e.g. Steam's VAC).
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I work for a small Point of Sale Company, and we are working on a in-house tool to make our lives easier when it comes to ticketing and troubleshooting. Part of my task in this tool is to write a 'softphone' in C# WPF that we can use to accept incoming and make ongoing calls with.
We currently use OnSIP as our SIP provider, and are looking to build custom software to essentially allow us to auto-generate support tickets based on the phone number of the incoming call. In addition we will need call transferring, recording, hold/wait, etc.
The question that seems to be causing me the most trouble is really where to begin on something like this. Thoughts?
I'm presuming this is a desktop application?
Lookup pjsip.org, it's a portable C library which is very well proven. It will allow you to do all that you are asking, although it'll take you some time to write the wrapper code - you can find examples on the internet, however we have written a wrapper ourselves which I'll check on as we had intended open sourcing it. This is because when we did this last year, the examples just didn't work too well :-)
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Let's say that someone decides to create a game without a game engine or library of any sort.
C# (or any popular language) is used
They have 2D sprites and 3D models with animations
They aren't sure of what IDE to use
Based on this information how would they get images displayed onto the screen?
I imagine that a console window would be out of the picture. (Pun intended)
Yes, a console window would be out of the question :)
You need to access the built-in Graphics API. On Windows computers, this is DirectX. On other operating systems, it is typically OpenGL.
Both APIs are very cumbersome, and are completely different. Without a library you typically have to be in C/C++ to use them.
As far as IDEs it depends on what you are developing for. Visual Studio is fine for windows, others you need to find something that compiles for it (probably using gcc). Anything will work, its just standard native code.
Good luck!
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I am making a game in C# and XNA and will be porting it using MonoGame. I would like to know which is a better option for performance.
Should I write and type out my maps in the code of the game itself, or should I create an XML file and store it in their?
By map I mean the layout of the tile-map. It looks like this if I type it in the code:
map.Generate(new int[,]{
{0,0,0,0,0,0,0,0,0,0,0,0,},
{0,0,0,0,0,0,0,0,0,0,0,0,},
{0,0,0,0,0,0,0,0,0,0,0,0,},
{0,0,0,0,0,0,0,0,0,0,0,0,},
{0,0,0,0,0,0,0,0,0,0,0,0,},
}, 64);
I am new as a programmer and any advice should help?
Thanks, BlazeCrate
There will be neglagable performance difference between the two as no matter which you use they both will end up being stored as some kind of in memory object. The only potential difference in "performance" is how long it will take to make that in memory object once at the start of the level loading (for something that simple it would only take a few ms extra to load, likely unnoticeable)
Do whatever is easier for you to implement and develop for.
Doing it in XML would allow you to design an editor, so that you can use your own GUI to design your content, allowing you to more easily generate much more complex content. It also allows you to modify your content without recompiling your game.
That said, it depends on the scale of your project, and your goals. You should choose the simpler approach if possible, if you want to eventually release it. If you choose the more complex yet more scalable approach, you run the risk of making the project too complex to finish. If your goal is to eventually release, then stay as simple as possible, but if your goal is more along the lines of learning to be a good software engineer, then choosing the more complex approach could be the way to go.
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I want to write simple application with some 3D objects for Windows OS.
The application is very simple, like a gallery where we can move and see some pictures. When users go to the some picture and click on it a window will open and show picture with some information.
Which is the best framework for this task WPF, XNA, or something else? Application will be written in C#.
I can not say which is best, but I have done a while ago some things with the WPF 3D API and I liked it.
It was IMO very simple to use and the rendering seemed to be relatively fast. A really nice thing I found, was that it has an object-model that contains high-level-events such as mouse-down and click. Therefore you don't have to do much math. However, maybe provide also other APIs such high-level services, I don't know.
I would not try to create an action-game with it, but for a small app as you have described, I think it is worth a try.
Unity has been used for similar stuff. It can work on browsers (via a plug-in) or as a program, has a lot of documentation and most of the work involved in creating a 3D environment and interface is already done. Code can be written in Mono (open source C# implementation), JavaScript or a Boo, a modified Python scripting language.
It works in Windows, MacOS, iPhone, iPad and Android. And it is free in the standard version, or really cheap.
XNA is a little lower level, so it will require more work to get things started. It supports Windows, WP7 and Xbox 360.
See this discussion : WPF VS XNA
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I'm pretty noob when it comes to C# but it's probably my best shot at achieving this. So i'm learning as I go, and while this may seem ambitious it's for a good reason. I want to write a Picture-in-Picture style video player that quite simply creates a block of X width by Y height, and a video file can be loaded and started and played. Like a fullscreen video but with no interface (and not fullscreen,) but as a window on top of everything else.
I'm just not sure where to start. This is for a linux system, so i don't want to (and probably can't) use directx. must i tap into opengl to stream video to screen ... and what about codecs? does the system (ubuntu) handle decoding etc, or must that be built into the app?
I'd appreciate any guidelines and tips, as well as any articles or anything that could help.
If only there was some sort of open-source Linux media player that already existed in C# that you could read how they did it... :)
The video application shall have control on:
Video demuxing and decoding
Video presentation
For the first, I would use ffmpeg (my favourite), but other possibilities are also SDL and xine. For the second, I suggest OpenGL (my favourite... :P), but probably SDL is more appropriate, since you could already use for video decoding.
Surely there are tons of libraries to develop video application. You have to choose.
Note that mentioned libraries may be written in c/c++, and indeed for using them you have C# bindings for calling library routines. You should prefer libraries already exposing C# bindings. The TAO Framework (on sf.net) has already ffmpeg bindings, but probably it won't be updated anymore, and SDL probably have them.