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  • BEHIND THE SCENES AT A FLASH-MOB...

    - by OliviaOC
    Today, we interviewed Aarti, who recently organised a flash-mob for Oracle Campus, which you can see on our facebook page Hi Aarti, perhaps you could give us a quick introduction of yourself, and what you do at Oracle? I’ve been with Campus Recruitment for just over a year. I’ve been with Oracle for three years. I was keen to get into the campus role after having watched other colleagues working in campus and when the opportunity arrived I jumped at it. The journey has been fantastic thus far. I’m responsible for the GBU hiring at Oracle. Why did you record the flash-mob video - what were your goals? Flash-mobs were one thing that took off really big in India after the first one in Mumbai. It’s the hot thing in the student community at the moment. A better way to reach out and connect with students. I think that it is also a good way to demonstrate our openness and culture at Oracle – demonstrate that we are very flexible and that we have a cool culture. I knew the video could be shared on our social media pages and reach out to a wider student community What was the preparation and rehearsal for the video like? When I decided to do the video, I had to decide who I would like to do the flash-mob. The new campus hires to Oracle would be ideal for this. We were 2 teams at 2 different locations and Each team took 2-3 songs and choreographed it themselves. Every day at 5pm, each team would meet up and every other weekend the whole group met. Practicing went on for about a month like this. How was the video received by participants and by students on the University campus? The event was well received. We did it during the lunch break at the University so that there was a large presence of students around while the flash mob took place. We set up about an hour beforehand to get everything ready. The break-bell sounded and the students came out, that’s when the flash-mob started. The students were pleasantly surprised that a company was doing this. They also recognised some of the participants involved as former graduates. Since the flash-mob and the video of it that you recorded, have you had much response due to it? We have, especially in the past two weeks. We went back to the college to make some hires. The flash-mob was still fresh in their minds and they knew well who Oracle was as a result. Would you like to repeat this kind of creative initiative again with the recruitment team? Yes, absolutely! I’m over the moon with the flash-mob. My mind is working overtime now with ideas about the next things to do!

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  • Maintaining State in Mud Engine

    - by Johnathon Sullinger
    I am currently working on a Mud Engine and have started implementing my state engine. One of the things that has me troubled is maintaining different states at once. For instance, lets say that the user has started a tutorial, which requires specific input. If the user types "help" I want to switch in to a help state, so they can get the help they need, then return them to the original state once exiting the help. my state system uses a State Manager to manage the state per user: public class StateManager { /// <summary> /// Gets the current state. /// </summary> public IState CurrentState { get; private set; } /// <summary> /// Gets the states available for use. /// </summary> /// <value> public List<IState> States { get; private set; } /// <summary> /// Gets the commands available. /// </summary> public List<ICommand> Commands { get; private set; } /// <summary> /// Gets the mob that this manager controls the state of. /// </summary> public IMob Mob { get; private set; } public void Initialize(IMob mob, IState initialState = null) { this.Mob = mob; if (initialState != null) { this.SwitchState(initialState); } } /// <summary> /// Performs the command. /// </summary> /// <param name="message">The message.</param> public void PerformCommand(IMessage message) { if (this.CurrentState != null) { ICommand command = this.CurrentState.GetCommand(message); if (command is NoOpCommand) { // NoOperation commands indicate that the current state is not finished yet. this.CurrentState.Render(this.Mob); } else if (command != null) { command.Execute(this.Mob); } else if (command == null) { new InvalidCommand().Execute(this.Mob); } } } /// <summary> /// Switches the state. /// </summary> /// <param name="state">The state.</param> public void SwitchState(IState state) { if (this.CurrentState != null) { this.CurrentState.Cleanup(); } this.CurrentState = state; if (state != null) { this.CurrentState.Render(this.Mob); } } } Each of the different states that the user can be in, is a Type implementing IState. public interface IState { /// <summary> /// Renders the current state to the players terminal. /// </summary> /// <param name="player">The player to render to</param> void Render(IMob mob); /// <summary> /// Gets the Command that the player entered and preps it for execution. /// </summary> /// <returns></returns> ICommand GetCommand(IMessage command); /// <summary> /// Cleanups this instance during a state change. /// </summary> void Cleanup(); } Example state: public class ConnectState : IState { /// <summary> /// The connected player /// </summary> private IMob connectedPlayer; public void Render(IMob mob) { if (!(mob is IPlayer)) { throw new NullReferenceException("ConnectState can only be used with a player object implementing IPlayer"); } //Store a reference for the GetCommand() method to use. this.connectedPlayer = mob as IPlayer; var server = mob.Game as IServer; var game = mob.Game as IGame; // It is not guaranteed that mob.Game will implement IServer. We are only guaranteed that it will implement IGame. if (server == null) { throw new NullReferenceException("LoginState can only be set to a player object that is part of a server."); } //Output the game information mob.Send(new InformationalMessage(game.Name)); mob.Send(new InformationalMessage(game.Description)); mob.Send(new InformationalMessage(string.Empty)); //blank line //Output the server MOTD information mob.Send(new InformationalMessage(string.Join("\n", server.MessageOfTheDay))); mob.Send(new InformationalMessage(string.Empty)); //blank line mob.StateManager.SwitchState(new LoginState()); } /// <summary> /// Gets the command. /// </summary> /// <param name="message">The message.</param> /// <returns>Returns no operation required.</returns> public Commands.ICommand GetCommand(IMessage message) { return new NoOpCommand(); } /// <summary> /// Cleanups this instance during a state change. /// </summary> public void Cleanup() { // We have nothing to clean up. return; } } With the way that I have my FSM set up at the moment, the user can only ever have one state at a time. I read a few different posts on here about state management but nothing regarding keeping a stack history. I thought about using a Stack collection, and just pushing new states on to the stack then popping them off as the user moves out from one. It seems like it would work, but I'm not sure if it is the best approach to take. I'm looking for recommendations on this. I'm currently swapping state from within the individual states themselves as well which I'm on the fence about if it makes sense to do there or not. The user enters a command, the StateManager passes the command to the current State and lets it determine if it needs it (like passing in a password after entering a user name), if the state doesn't need any further commands, it returns null. If it does need to continue doing work, it returns a No Operation to let the state manager know that the state still requires further input from the user. If null is returned, the state manager will then go find the appropriate state for the command entered by the user. Example state requiring additional input from the user public class LoginState : IState { /// <summary> /// The connected player /// </summary> private IPlayer connectedPlayer; private enum CurrentState { FetchUserName, FetchPassword, InvalidUser, } private CurrentState currentState; /// <summary> /// Renders the current state to the players terminal. /// </summary> /// <param name="mob"></param> /// <exception cref="System.NullReferenceException"> /// ConnectState can only be used with a player object implementing IPlayer /// or /// LoginState can only be set to a player object that is part of a server. /// </exception> public void Render(IMob mob) { if (!(mob is IPlayer)) { throw new NullReferenceException("ConnectState can only be used with a player object implementing IPlayer"); } //Store a reference for the GetCommand() method to use. this.connectedPlayer = mob as IPlayer; var server = mob.Game as IServer; // Register to receive new input from the user. mob.ReceivedMessage += connectedPlayer_ReceivedMessage; if (server == null) { throw new NullReferenceException("LoginState can only be set to a player object that is part of a server."); } this.currentState = CurrentState.FetchUserName; switch (this.currentState) { case CurrentState.FetchUserName: mob.Send(new InputMessage("Please enter your user name")); break; case CurrentState.FetchPassword: mob.Send(new InputMessage("Please enter your password")); break; case CurrentState.InvalidUser: mob.Send(new InformationalMessage("Invalid username/password specified.")); this.currentState = CurrentState.FetchUserName; mob.Send(new InputMessage("Please enter your user name")); break; } } /// <summary> /// Receives the players input. /// </summary> /// <param name="sender">The sender.</param> /// <param name="e">The e.</param> void connectedPlayer_ReceivedMessage(object sender, IMessage e) { // Be good memory citizens and clean ourself up after receiving a message. // Not doing this results in duplicate events being registered and memory leaks. this.connectedPlayer.ReceivedMessage -= connectedPlayer_ReceivedMessage; ICommand command = this.GetCommand(e); } /// <summary> /// Gets the Command that the player entered and preps it for execution. /// </summary> /// <param name="command"></param> /// <returns>Returns the ICommand specified.</returns> public Commands.ICommand GetCommand(IMessage command) { if (this.currentState == CurrentState.FetchUserName) { this.connectedPlayer.Name = command.Message; this.currentState = CurrentState.FetchPassword; } else if (this.currentState == CurrentState.FetchPassword) { // find user } return new NoOpCommand(); } /// <summary> /// Cleanups this instance during a state change. /// </summary> public void Cleanup() { // If we have a player instance, we clean up the registered event. if (this.connectedPlayer != null) { this.connectedPlayer.ReceivedMessage -= this.connectedPlayer_ReceivedMessage; } } Maybe my entire FSM isn't wired up in the best way, but I would appreciate input on what would be the best to maintain a stack of state in a MUD game engine, and if my states should be allowed to receive the input from the user or not to check what command was entered before allowing the state manager to switch states. Thanks in advance.

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  • Minecraft mob spawning coding?

    - by Richard
    I recently discovered how to change the game (with MCP) and now I'd like to do my first "big" change to the game, creating new mobs. I already made their skin, the model, the AI and added a new entityID to the mob list. I just need to know how to make them spawn normally under similar conditions to zombies and skeletons. Thanks in advance! :D EDIT: Also, if anyone knows it, post tutorials about minecraft code editing, that would be great.

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  • How to disguise a serverside mob as another?

    - by Shaun Wild
    I've been working a Minecraft sever mod and i want to be able to add a new entity to the server, but then make the server send the packets to the client, imitating another mob, for example.. Lets say say i have EntityPlayerNPC.class, what i want to do is have all of the packets that get sent to the client look like they are from that of another player which is on the player, therefore allowing me to add custom NPC's... Thinking about the theory i'm sure this can be done. I've tried looking around for where the packets are being sent from and whatnot, can anyone think up a solution? edit: i tried adding a new constructor to the Packet20NamedEntitySpawn class like so: public Packet20NamedEntitySpawn(String username, EntityLiving e){ this.entityId = 0; this.name = username; this.xPosition = MathHelper.floor_double(e.posX * 32.0D); this.yPosition = MathHelper.floor_double(e.posY * 32.0D); this.zPosition = MathHelper.floor_double(e.posZ * 32.0D); this.rotation = (byte)((int)(e.rotationYaw * 256.0F / 360.0F)); this.pitch = (byte)((int)(e.rotationPitch * 256.0F / 360.0F)); this.metadata = e.getDataWatcher(); } unfortunatley, that didn't work :(

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  • How can I plot a radius of all reachable points with pathfinding for a Mob?

    - by PugWrath
    I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an opaque shape representing all of the possible max-distance pixels that a mob can move to, knowing the mob's max pixel distance. Any thoughts on this, or do I just need to write a good pathfinding algorithm and use it to find the cutoff points for any direction in which an obstacle exists?

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  • How can I plot a radius of all reachable points with pathfinding for a Mob (XNA)?

    - by PugWrath
    I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an opaque shape representing all of the possible max-distance pixels that a mob can move to, knowing the mob's max pixel distance. Any thoughts on this, or do I just need to write a good pathfinding algorithm and use it to find the cutoff points for any direction in which an obstacle exists?

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  • Turning on collision crashes game

    - by MomentumGaming
    I am getting a null pointer excecption to both my sprite and level. I am working on my mob class, and when I try to move him and the move function is called, the game crashes after checking collision with a null pointer excecption. Taking out the one line that actually checks if the tile located in front of it fixes the problem. Also, if i keep collision ON but don't move the position of the mob (the spider) the game works fine. I will have collision, and the spider appears on the screen, only problem is, getting it to move causes this nasty error that i just can't fix. true Exception in thread "Display" java.lang.NullPointerException at com.apcompsci.game.entity.mob.Mob.collision(Mob.java:67) at com.apcompsci.game.entity.mob.Mob.move(Mob.java:38) at com.apcompsci.game.entity.mob.spider.update(spider.java:58) at com.apcompsci.game.level.Level.update(Level.java:55) at com.apcompsci.game.Game.update(Game.java:128) at com.apcompsci.game.Game.run(Game.java:106) at java.lang.Thread.run(Unknown Source) Here is my renderMob mehtod: public void renderMob(int xp,int yp,Sprite sprite,int flip) { xp -= xOffset; yp-=yOffset; for(int y = 0; y<32; y++) { int ya = y + yp; int ys = y; if(flip == 2||flip == 3)ys = 31-y; for(int x = 0; x<32; x++) { int xa = x + xp; int xs = x; if(flip == 1||flip == 3)xs = 31-x; if(xa < -32 || xa >=width || ya<0||ya>=height) break; if(xa<0) xa =0; int col = sprite.pixels[xs+ys*32]; if(col!= 0x000000) pixels[xa+ya*width] = col; } } } My spider class which determines the sprite and where I control movement, also rendering the spider onto the screen, when I increment ya to move the sprite, I get the crash, but without ya++, it runs flawlessly with a spider sprite on screen: package com.apcompsci.game.entity.mob; import com.apcompsci.game.entity.mob.Mob.Direction; import com.apcompsci.game.graphics.Screen; import com.apcompsci.game.graphics.Sprite; import com.apcompsci.game.level.Level; public class spider extends Mob{ Direction dir; private Sprite sprite; private boolean walking; public spider(int x, int y) { this.x = x <<4; this.y = y <<4; sprite = sprite.spider_forward; } public void update() { int xa = 0, ya = 0; ya++; if(ya<0) { sprite = sprite.spider_forward; dir = Direction.UP; } if(ya>0) { sprite = sprite.spider_back; dir = Direction.DOWN; } if(xa<0) { sprite = sprite.spider_side; dir = Direction.LEFT; } if(xa>0) { sprite = sprite.spider_side; dir = Direction.LEFT; } if(xa!= 0 || ya!= 0) { System.out.println("true"); move(xa,ya); walking = true; } else{ walking = false; } } public void render(Screen screen) { screen.renderMob(x, y, sprite, 0); } } This is th mob class that contains the move() method that is called in the spider class above. This move method calls the collision method. tile and sprite comes up null in the debugger: package com.apcompsci.game.entity.mob; import java.util.ArrayList; import java.util.List; import com.apcompsci.game.entity.Entity; import com.apcompsci.game.entity.projectile.DemiGodProjectile; import com.apcompsci.game.entity.projectile.Projectile; import com.apcompsci.game.graphics.Sprite; public class Mob extends Entity{ protected Sprite sprite; protected boolean moving = false; protected enum Direction { UP,DOWN,LEFT,RIGHT } protected Direction dir; public void move(int xa,int ya) { if(xa != 0 && ya != 0) { move(xa,0); move(0,ya); return; } if(xa>0) dir = Direction.RIGHT; if(xa<0) dir = Direction.LEFT; if(ya>0)dir = Direction.DOWN; if(ya<0)dir = Direction.UP; if(!collision(xa,ya)){ x+= xa; y+=ya; } } public void update() { } public void shoot(int x, int y, double dir) { //dir = Math.toDegrees(dir); Projectile p = new DemiGodProjectile(x, y,dir); level.addProjectile(p); } public boolean collision(int xa,int ya) { boolean solid = false; for(int c = 0; c<4; c++) { int xt = ((x+xa) + c % 2 * 14 - 8 )/16; int yt = ((y+ya) + c / 2 * 12 +3 )/16; if(level.getTile(xt, yt).solid()) solid = true; } return solid; } public void render() { } } Finally, here is the method in which i call the add() method for the spider to add it to the level: protected void loadLevel(String path) { try{ BufferedImage image = ImageIO.read(SpawnLevel.class.getResource(path)); int w = width =image.getWidth(); int h = height = image.getHeight(); tiles = new int[w*h]; image.getRGB(0, 0, w,h, tiles,0, w); } catch(IOException e){ e.printStackTrace(); System.out.println("Exception! Could not load level file!"); } add(new spider(20,45)); } I don't think i need to include the level class but just in case, I have provided a gistHub link for better context. It contains all of the full classes listed above , plus my entity class and maybe another. Thanks for the help if you decide to do so, much appreciated! Also, please tell me if i'm in the wrong section of stackeoverflow, i figured that since this is the gamign section that it belonged but debugging code normally goes into the general section.

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  • Samsung équipera un tiers de ses nouveaux smartphones avec Bada, quels seront les plus de cet OS mob

    Samsung équipera un tiers de ses nouveaux smartphones avec Bada, quels seront les plus de cet OS mobile basé sur Linux ? Samsung est le numéro deux mondial des mobiles, pour autant, le coréen reste très à la traine sur le marché des terminaux intelligents (seulement 8% des parts de marché en France en 2009). Le système d'exploitation maison de la firme, Bada, est vu par ses créateurs comme la botte secrète qui permettra d'investir le secteur des smartphones. Actuellement, un seul modèle (le Wave) en est équipé. Mais le constructeur promet une multiplication de la présence de Bada, en annonçant qu'un tiers des appareils qu'il lancera cette année en seront équipés. L'OS de Samsung est ouvert et basé sur ...

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  • Reusable skill class structure

    - by Martino Wullems
    Hello, Pretty new to the whole game development scene, but I have experience in other branches of programming. Anyway, I was wondering what methods are used to implement a skill structure. I imagine a skill in itself would a class. I'm using actionscript 3 for this project btw. public class Skill { public var power:int; public var delay:int; public var cooldown:int; public function Attack(user:Mob, target:Mob) { } } } Each skill would extend the Skill class and add it's own functionality. public class Tackle extends Skill { public function Tackle(user:Mob, target:Mob) { super(user, target); executeAttack(); } private function executeAttack():void { //multiply user.strength with power etc //play attack animation } } } This where I get stuck. How do I termine which mobs has which skills? And which skill will they later be able to retrieve (by reaching a certain level etc). How does the player actually execute the skill and how is it determine if it hits. It's all very new to me so I have no idea where to begin. Any links would also be appreciated. Thanks in advance.

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  • Optimal search queries

    - by Macros
    Following on from my last question http://stackoverflow.com/questions/2788082/sql-server-query-performance, and discovering that my method of allowing optional parameters in a search query is sub optimal, does anyone have guidelines on how to approach this? For example, say I have an application table, a customer table and a contact details table, and I want to create an SP which allows searching on some, none or all of surname, homephone, mobile and app ID, I may use something like the following: select * from application a inner join customer c on a.customerid = a.id left join contact hp on (c.id = hp.customerid and hp.contacttype = 'homephone') left join contact mob on (c.id = mob.customerid and mob.contacttype = 'mobile') where (a.ID = @ID or @ID is null) and (c.Surname = @Surname or @Surname is null) and (HP.phonenumber = @Homphone or @Homephone is null) and (MOB.phonenumber = @Mobile or @Mobile is null) The schema used above isn't real, and I wouldn't be using select * in a real world scenario, it is the construction of the where clause I am interested in. Is there a better approach, either dynamic sql or an alternative which can achieve the same result, without the need for many nested conditionals. Some SPs may have 10 - 15 criteria used in this way

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  • What are the possible options for AI path-finding etc when the world is "partitionned"?

    - by Sebastien Diot
    If you anticipate a large persistent game world, and you don't want to end up with some game server crashing due to overload, then you have to design from the ground up a game world that is partitioned in chunks. This is in particular true if you want to run your game servers in the cloud, where each individual VM is relatively week, and memory and CPU are at a premium. I think the biggest challenge here is that the player receives all the parts around the location of the avatar, but mobs/monsters are normally located in the server itself, and can only directly access the data about the part of the world that the server own. So how can we make the AI behave realistically in that context? It can send queries to the other servers that own the neighboring parts, but that sounds rather network intensive and latency prone. It would probably be more performant for each mob AI to be spread over the neighboring parts, and proactively send the relevant info to the part that contains the actual mob atm. That would also reduce the stress in a mob crossing a border between two parts, and therefore "switching server". Have you heard of any AI design that solves those issues? Some kind of distributed AI brain? Maybe some kind of "agent" community working together through message passing?

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  • Nifty default controls prevent the rest of my game from rendering

    - by zergylord
    I've been trying to add a basic HUD to my 2D LWJGL game using nifty gui, and while I've been successful in rendering panels and static text on top of the game, using the built-in nifty controls (e.g. an editable text field) causes the rest of my game to not render. The strange part is that I don't even have to render the gui control, merely declaring it appears to cause this problem. I'm truly lost here, so even the vaguest glimmer of hope would be appreciated :-) Some code showing the basic layout of the problem: display setup: // load default styles nifty.loadStyleFile("nifty-default-styles.xml"); // load standard controls nifty.loadControlFile("nifty-default-controls.xml"); screen = new ScreenBuilder("start") {{ layer(new LayerBuilder("baseLayer") {{ childLayoutHorizontal(); //next line causes the problem control(new TextFieldBuilder("input","asdf") {{ width("200px"); }}); }}); }}.build(nifty); nifty.gotoScreen("start"); rendering glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluOrtho2D(0f,WINDOW_DIMENSIONS[0],WINDOW_DIMENSIONS[1],0f); //I can remove the 2 nifty lines, and the game still won't render nifty.render(true); nifty.update(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluOrtho2D(0f,(float)VIEWPORT_DIMENSIONS[0],0f,(float)VIEWPORT_DIMENSIONS[1]); glTranslatef(translation[0],translation[1],0); for (Bubble bubble:bubbles){ bubble.draw(); } for (Wall wall:walls){ wall.draw(); } for(Missile missile:missiles){ missile.draw(); } for(Mob mob:mobs){ mob.draw(); } agent.draw();

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  • Calculating an orbit and approach velocties

    - by Mob
    I have drones in my game that need to approach and orbit a node and shoot at it. Problem is I want to stay away from a real physics simulation, meaning I don't want to give the node and drone a mass and the drone's thrusters' a force. I just want to find the best way to approach and then enter orbit. There was a pretty good answer about using bezier curves and doing it that way, but that is essentially a tween between two fixed points. The nodes are also moving as the drones enter orbit.

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  • More efficient in range checking

    - by Mob
    I am going to use a specific example in my question, but overall it is pretty general. I use java and libgdx. I have a ship that moves through space. In space there is debris that the ship can tractor beam in and and harvest. Debris is stored in a list, and the object contains it own x and y values. So currently there is no way to to find the debris's location without first looking at the debris object. Now at any given time there can be a huge (1000+) amount of debris in space, and I figure that calculating the distance between the ship and every single piece of debris and comparing it to maximum tractor beam length is rather inefficient. I have thought of dividing space into sectors, and have each sector contain a list of every object in it. This way I could only check nearby sectors. However this essentially doubles memory for the list. (I would reference the same object so it wouldn't double overall. I am not CS major, but I doubt this would be hugely significant.) This also means anytime an object moves it has to calculate which sector it is in, again not a huge problem. I also don't know if I can use some sort of 2D MAP that uses x and y values as keys. But since I am using float locations this sounds more trouble than its worth. I am kind of new to programming games, and I imagined there would be some eloquent solution to this issue.

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  • Mac OS X Lion 10.7.2 update breaks SSL

    - by mcandre
    Summary After updating from 10.7.1 to 10.7.2, neither Safari nor Google Chrome can load GMail. Spinning Beachballs all around. The problem isn't GMail; Firefox loads GMail just fine. The problem isn't limited to Safari or Google Chrome; Other applications also have trouble with SSL: Gilgamesh and Safari. Any program that uses WebKit (Google Chrome, Safari) or a Cocoa library (Gilgamesh) to access the Internet has trouble loading secure sites. The various forums online suggest a handful of fixes, none of which work. Analysis Fix #1: Open Keychain Access.app and delete the Unknown certificate. The 10.7.2 update also prevents Keychain Access from loading. The Keychain program itself Spinning Beachballs. Fix #2: Delete ~/Library/Keychains/login.keychain and /Library/Keychains/System.keychain. This temporarily resolves the issue, and lets you load secure sites, but a minute or two after rebooting or hibernating somehow magically undoes the fix, so you have to delete these files over and over. Fix #3: Delete ~/Library/Application\ Support/Mob* and /Library/Application\ Support/Mob*. There is a rumor that the new MobileMe/iCloud service ubd is causing the issue. This fix does not resolve the issue. Fix #4: Open Keychain Access, open the Preferences, and disable OCSP and CRL. This fix does not resolve the issue. Fix #5: Use the 10.7.0 - 10.7.2 combo installer, rather than the 10.7.1 - 10.7.2 installer. When I run the combo installer, it stays forever at the "Validating Packages..." screen. The combo installer itself is bugged to He||. I force-quit the installer, ran "sudo killall installd" to force-quit the background installer process, and reran the combo installer. Same problem: it stalls at "Validing Packages..." Recap The only fix that works is deleting the keychains, but you have to do this every time you reboot or wake from hibernate. There is some evidence that ubd continually corrupts the keychain files, but the suggested ubd fix of deleting ~/Library/Application\ Support/Mob* and /Library/Application\ Support/Mob* does not resolve this issue. Evidently, something is corrupting the keychain over and over and over. Also posted on the Apple Support Communities.

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  • How to use zoom controls on TextView in Android ?

    - by mob-king
    I want to zoom text that is displayed at center of screen as per user choice. How can I achieve this ? Using pinch multitouch cannot be tested on emulator and I want something that I can test on Android emulator. Can I use zoom in and out controls to control only text view for my layout ? Or Can I use webview to contain a text as webview has default zoom in out buttons ?

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  • Testing Shake events on Android Emulator

    - by mob-king
    Can any one help with how to test sensor events like shake on Android Emulator. I have found some posts pointing to openintents but can anyone explain how to use it in android 2.0 avd http://code.google.com/p/openintents/wiki/SensorSimulator This has some solution but while installing OpenIntents.apk on emulator gives missing library error.

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  • How to send IM message like Skype in Android ?

    - by mob-king
    I have to build a feature in my application which allows user to send a skype message. For this I have installed skype lite client for Android (although offically the download has been currently withdrawn from Skype). Now how to initiate the activity from my application OR simply send the chat message without bringing it front, assuming I have skype installed in Android & also signed in already. Any help ? Thanks.

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  • How to use custom color for each textview in listview that extends SimpleAdapter in Android ?

    - by mob-king
    I have a listview with custom rows and that extends SimpleAdapter. Each row consist of two linear layouts : 1st having two textviews of which one is hidden in horizontal orientation, second having two textviews in horizontal orientation. Now depending on the value in hidden textview , I want to setcolor for the remaining items for the row. To put it as simple: each listview item has some custom colors the value of which comes from the hidden field. I have done this by overriding getview() for the simpleadapter and returning view for each, but this makes list very slow to render (and that I think is obvious as so much of work for each view before showing it). Can I do this in some more efficient way ? like making views and then add up to list instead of using xml layout maybe one solution OR any other ? Any help ? Thanks.

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  • How to disable the third zoom button in webview of Android ?

    - by mob-king
    I want to disable the third button that creates a rectangle to zoom in other than +/- buttons in my WebView which uses builtin zoom controls. How can I do that ? I am able to do this for WebView without using built-in zoom controls by myWebview.getZoomControls().getTouchables().get(2).setVisibility(View.INVISIBLE); But how to do the same for built-in zoom controls ? Also I am extending the WebView class and overriding the onTouchEvent for tracking touch events inside my WebView as this is not possible by default, since zoom buttons consumes the touch event.

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  • Does Android Speech Synthesis do no work for HTC Dream firmware version 1.6 build DRD20 ?

    - by mob-king
    I have a HTC Dream firmware version 1.6 build DRD20. I am unable to install voice data in Menu == Settings == Speech Synthesis == Install voice data. The option just brings me back to previous screen of settings. I also tried installing Speech Synthesis Data Installer and many other applications for text to speech. But none works and give back Sorry! Force close error. Is there any way by which I can install voice data ? Or any way I can use text to speech ? Can anyone also tell what is latest offical firmware available for this mobile ?

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  • Does Android Speech Synthesis do not work for HTC Dream firmware version 1.6 build DRD20 ?

    - by mob-king
    I have a HTC Dream firmware version 1.6 build DRD20. I am unable to install voice data in Menu == Settings == Speech Synthesis == Install voice data. The option just brings me back to previous screen of settings. I also tried installing Speech Synthesis Data Installer and many other applications for text to speech. But none works and give back Sorry! Force close error. Is there any way by which I can install voice data ? Or any way I can use text to speech ? Can anyone also tell what is latest offical firmware available for this mobile ?

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