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  • Sep 05 16:31
    MasterR8 commented #273
  • Sep 05 16:23
    Sharparam commented #273
  • Sep 05 16:07
    MasterR8 commented #273
  • Sep 03 09:46
    Sharparam commented #273
  • Sep 03 09:44
    Sharparam edited #273
  • Sep 03 09:44
    Sharparam edited #273
  • Sep 03 09:43
    Sharparam milestoned #274
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    Sharparam commented #274
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    Sharparam labeled #274
  • Sep 03 09:06
    poveden edited #274
  • Sep 03 09:06
    poveden opened #274
  • Aug 15 16:13
    MasterR8 opened #273
  • Aug 12 21:50

    Sharparam on 6.0.0

    Updating the Getting Started Gu… Assuming that v6.0 is not be a … Restore Front Matter and 9 more (compare)

  • Aug 12 21:50
    Sharparam closed #271
  • Aug 12 21:50
    Sharparam edited #271
  • Aug 12 21:46
    leonardoInf commented #271
  • Aug 12 21:46
    leonardoInf commented #271
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    leonardoInf commented #271
  • Aug 12 19:13
    codecov-io commented #271
  • Aug 12 19:13
    codecov-io commented #271
Adam Hellberg
@Sharparam
@WolfspiritM CoraleStudios/Colore#67
Adrian
@WolfspiritM
Oh great.... Just notice IsSdkAvailable doesn't work anymore with latest Synapse update. It always returns false. Enabling Chroma Apps in Synapse sets Enable to Dword instead of byte now.
Adrian
@WolfspiritM
nevermind...just noticed you guys are lightning fast in develop :-)
Adrian
@WolfspiritM
@Sharparam Would it be possible to try-catch the NativeCallException in the Finalizer of Chroma and send it to /dev/null or at least around the NativeWrapper UnInit in Colore? Throwing exceptions in the Finalizer is pretty bad causing the whole application to crash and it's pretty hard to catch from the outside without any hooks.
(Destructor)
Adam Hellberg
@Sharparam
@WolfspiritM Does this mean that you have confirmed exceptions are being thrown under some occasions in the finalizer? Do you have more details about the situations where Uninit is returning back an error? And as you say finalizers are not supposed to throw exceptions, we'll have to look into that. Thanks for bringing it up!
Adrian
@WolfspiritM
@Sharparam Yes. It is reproducable for example if the SDK Service is not running but SDK is installed and enabled. Init throws an exception (catchable on the first call to Instance but the Finalizer is called somewhere later calling uninit and throwing a NativeCallException.
Adam Hellberg
@Sharparam
@WolfspiritM What causes the SDK service to not be running?
Adrian
@WolfspiritM
@Sharparam Not sure. A user disabled the Service for example or it crashed somehow earlier. Or a user killed it with the Taskmanager. It's just one case to reproduce it. If the Init fails in any way, then the uninit is called by the Finalizer and will fail, too. I also had that happen as the SDK got stuck somehow resulting in a NativeCallException saying device is not available or something like that.
Bart van Vliet
@Kapulara
@WolfspiritM that was also the question i had. You would have to restart ur computer.
Adam Hellberg
@Sharparam
@WolfspiritM #107
Adrian
@WolfspiritM
@Kapulara Yeah there seems to be a rare case the SDK can get stuck like that. I luckily only had that happen once and only got it fixed with a restarted. Even restarting the service or unplugging the Keyboard didn't work.
@Sharparam Thanks!
Dariusz Niemczyk
@Palid
@njbmartin That's why you should always, ALWAYS, with no exceptions link to the Github releases page for your project. ;)
Nico
@njbmartin
@Palid Certainly wouldn't stop others distrubuting via other means
Dariusz Niemczyk
@Palid
@njbmartin Right now it doesn't stop, either.
you just have to repackage the current binary in your own
Adam Hellberg
@Sharparam
big studios with closed source, obfuscated projects with DRM manage to have their games cracked and redistributed, amazing isn't it?
Dariusz Niemczyk
@Palid
@Sharparam Big studios are considered fucking assholes when using DRM. Amazing, isn't it? ;)
Also, DRMs are usually defeated in a few months anyways.
Witcher 3 didn't have DRM. They didn't lose any sales - pretty much the otherwise. Same goes for Minecraft.
Adam Hellberg
@Sharparam
@Palid that is entirely my point
it doesn't matter how much security you add, people who want to find a way, find a way
Dariusz Niemczyk
@Palid
@Sharparam I can't get your point of not open sourcing your games even more, then. ;)
Adam Hellberg
@Sharparam
that was @brandonscott's point :P
Dariusz Niemczyk
@Palid
@Sharparam so where's your whack-a-mole? OSS'd? :D
Adam Hellberg
@Sharparam
@Palid As it's done in collaboration with Razer and as such officially endorsed by them I cannot currently open-source it. But we'll be looking into making available example app(s) to demonstrate how to achieve various tasks with Colore.
Dariusz Niemczyk
@Palid
Oh, okay. It's really sad that Razer doesn't want to opensource it.
Oh, nevermind.
PsychoTea
@PsychoTea
@Sharparam Is there anywhere I can find any example code? An API doc? Anything to help me get started?
Adam Hellberg
@Sharparam
Dariusz Niemczyk
@Palid
@PsychoTea If you need some examples you can check my game, though it's really badly written and needs some fixes. It'll tell you how to interact with the library, though.
PsychoTea
@PsychoTea
Thanks guys. I'll check them both out.
PsychoTea
@PsychoTea
@Palid Is it working atm? I've just downloaded from github and opened it; http://puu.sh/lastg/ffde52a440.png
Dariusz Niemczyk
@Palid
@PsychoTea I don't have a lot of experience with C# projects. Actually, I have none so I may have not included something important. :D
try linking Colore library from NuGet, it will probably work then
Adrian
@WolfspiritM
@PsychoTea I had no problem Compiling it. Did NuGet restore the colore package as you opened the project or did you compile it yourself? It looks like it's compiled for x64 while you're trying to compile SimonSays for Any CPU. The Colore nuget package should be any cpu not x64
PsychoTea
@PsychoTea
@WolfspiritM That was the problem. I reinstalled from NuGet and it worked, although the code doesn't :P
Nico
@njbmartin
what are you working on @PsychoTea ?
Adrian
@WolfspiritM
@Palid Just tried your SimonSays and it looks nice! However you better need to figure out a way to catch non english Keyboards until (if) Razer (I think it's not Colore's fault) changes the way how they are handled in the SDK. Sadly Colore's Key.Y lights up Z here in germany as Y and Z are switched on german keyboards.
Ryan Hill
@Aurous
So i was wandering if anyone has some example code on the deathadder?
Dariusz Niemczyk
@Palid
@WolfspiritM if I only knew how to verify what keyboard layout it is... IMHO it's about Colore and SDK
when you want to light Z you light Z and don't care about keyboard layout
Adam Hellberg
@Sharparam
@Palid @WolfspiritM the key layout issue will be there until Razer provides a way to detect layouts and even then it will be hundreds of special cases to consider unless they do like sensible developers and put it in the drivers. This issue is in the SDK itself and as such there is nothing we can do to detect it in Colore currently
Brandon Scott
@brandonscott
It's a shame
We are adding a SafeKey check in shortly
Dariusz Niemczyk
@Palid
@Sharparam I thought about the same thing (SDK), but I'm really wondering if it's going to be added any time soon.
Brandon Scott
@brandonscott
@Palid unlikely
Adrian
@WolfspiritM
A workaround for now to find out which layout it is: The System Windows Forms Namespace does have a "InputLanguage.CurrentInputLanguage" which could be used I assume. I've not used it yet for anything, but InputLanguage.CurrentInputLanguage.LayoutName for me returns "German". It's not using the actual Keyboard Layout but the Keyboard Layout definied in Windows.
Adam Hellberg
@Sharparam
@WolfspiritM The current system language doesn't necessarily correspond to the actual physical layout of the keyboard, which is where the problem surfaces