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  • Impulsioned jumping

    - by Mutoh
    There's one thing that has been puzzling me, and that is how to implement a 'faux-impulsed' jump in a platformer. If you don't know what I'm talking about, then think of the jumps of Mario, Kirby, and Quote from Cave Story. What do they have in common? Well, the height of your jump is determined by how long you keep the jump button pressed. Knowing that these character's 'impulses' are built not before their jump, as in actual physics, but rather while in mid-air - that is, you can very well lift your finger midway of the max height and it will stop, even if with desacceleration between it and the full stop; which is why you can simply tap for a hop and hold it for a long jump -, I am mesmerized by how they keep their trajetories as arcs. My current implementation works as following: While the jump button is pressed, gravity is turned off and the avatar's Y coordenate is decremented by the constant value of the gravity. For example, if things fall at Z units per tick, it will rise Z units per tick. Once the button is released or the limit is reached, the avatar desaccelerates in an amount that would make it cover X units until its speed reaches 0; once it does, it accelerates up until its speed matches gravity - sticking to the example, I could say it accelerates from 0 to Z units/tick while still covering X units. This implementation, however, makes jumps too diagonal, and unless the avatar's speed is faster than the gravity, which would make it way too fast in my current project (it moves at about 4 pixels per tick and gravity is 10 pixels per tick, at a framerate of 40FPS), it also makes it more vertical than horizontal. Those familiar with platformers would notice that the character's arc'd jump almost always allows them to jump further even if they aren't as fast as the game's gravity, and when it doesn't, if not played right, would prove itself to be very counter-intuitive. I know this because I could attest that my implementation is very annoying. Has anyone ever attempted at similar mechanics, and maybe even succeeded? I'd like to know what's behind this kind of platformer jumping. If you haven't ever had any experience with this beforehand and want to give it a go, then please, don't try to correct or enhance my explained implementation, unless I was on the right way - try to make up your solution from scratch. I don't care if you use gravity, physics or whatnot, as long as it shows how these pseudo-impulses work, it does the job. Also, I'd like its presentation to avoid a language-specific coding; like, sharing us a C++ example, or Delphi... As much as I'm using the XNA framework for my project and wouldn't mind C# stuff, I don't have much patience to read other's code, and I'm certain game developers of other languages would be interested in what we achieve here, so don't mind sticking to pseudo-code. Thank you beforehand.

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  • EPM Planning (Hyperion) V11.1.2 Implementation Hands-On Boot-camp

    - by Mike.Hallett(at)Oracle-BI&EPM
    5-Day Training for Partners: 29th October - 2nd November 2012, London (UK): REGISTER Here This FREE for Partners 5-day workshop is designed to provide implementation instruction on Oracle Hyperion EPM Planning.  This boot-camp is intended for prospective implementers of the Planning and Budgeting functionality of Oracle EPM or implementers that are currently familiar with the basics of EPM Planning and looking to strengthen their base of knowledge in the product. The class begins with an overview of Essbase, the foundation of Hyperion Planning. It provides a general overview of Planning and Planning terms, the architecture of all the Planning components, and how they are commonly used. The course goes over all the steps to create an application from scratch. This involves some preparation work outside of Planning and leads to developing the application in both the Planning Windows and Web clients. Participants will modify existing dimensions and build out the hierarchies using the Web client. Topics Covered The boot-camp shows developers how to build out dimensions using Classic Planning and by using EPMA. It covers the mechanics and cover strategies for automating the build process such as interface tables. It reviews data loads using Load Rules to load the Planning database. The course focuses on tasks that end-users must perform during the planning cycle. It walks students through creating and modifying forms, working with forms to enter data, adding annotations, and the rest of the form features such as running business rules and managing task lists. It covers how to use the forms in the Smart View client and finishes up the end-user perspective by going through Workflow Management and the process of submitting a plan for review. The final section of the course covers Security and other administration topics such as automation and deployment. Prerequisites Ideal participants are Oracle partners (SIs and resellers) with a background in business information systems and a clientele of customers with ongoing or prospective EPM initiatives. Alternatively, partners with the background described above and an interest in evolving their practice to a similar profile are suitable participants. Further online OPN guided learning path information and webinars are available at: Oracle Hyperion Planning 11 Essentials. Please note that attendees are required to bring a laptop. View here laptop requirements and detailed agenda. ·       REGISTER Here : acceptance is subject to availability and your place will be confirmed within two weeks  ( and for help see the Partner Registration Guide ). Training Location: Oracle Corporation UK Ltd Columbus Room Customer Visit Center 1 South Place London EC2M 2RB Training Dates: 29th October - 2nd November  9:30 am – 5:00 pm BST For more information please contact [email protected].

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  • How to detect which edges of a rectange touch when they collide in iOS

    - by Mike King
    I'm creating a basic "game" in iOS 4.1. The premise is simple, there is a green rectangle ("disk") that moves/bounces around the screen, and red rectangle ("bump") that is stationary. The user can move the red "bump" by touching another coordinate on the screen, but that's irrelevant to this question. Each rectangle is a UIImageView (I will replace them with some kind of image/icon once I get the mechanics down). I've gotten as far as detecting when the rectangles collide, and I'm able to reverse the direction of the green "disk" on the Y axis if they do. This works well when the green "disk" approaches the red "bump" from top or bottom, it bounces off in the other direction. But when it approaches from the side, the bounce is incorrect; I need to reverse the X direction instead. Here's the timer I setup: - (void)viewDidLoad { xSpeed = 3; ySpeed = -3; gameTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(mainGameLoop:) userInfo:nil repeats:YES]; [super viewDidLoad]; } Here's the main game loop: - (void) mainGameLoop:(NSTimer *)theTimer { disk.center = CGPointMake(disk.center.x + xSpeed, disk.center.y + ySpeed); // make sure the disk does not travel off the edges of the screen // magic number values based on size of disk's frame // startAnimating causes the image to "pulse" if (disk.center.x < 55 || disk.center.x > 265) { xSpeed = xSpeed * -1; [disk startAnimating]; } if (disk.center.y < 55 || disk.center.y > 360) { ySpeed = ySpeed * -1; [disk startAnimating]; } // check to see if the disk collides with the bump if (CGRectIntersectsRect(disk.frame, bump.frame)) { NSLog(@"Collision detected..."); if (! [disk isAnimating]) { ySpeed = ySpeed * -1; [disk startAnimating]; } } } So my question is: how can I detect whether I need to flip the X speed or the Y speed? ie: how can I calculate which edge of the bump was collided with?

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  • Gamification in the enterprise updates, September edition

    - by erikanollwebb
    Things have been a little busy here at GamifyOracle.  Last week, I attended a small conference in San Diego on Enterprise Gamification.  Mario Herger of SAP, Matt Landes of Google and I were on a panel discussion about how to introduce and advocate gamification in your organization.  I gave a talk as well as a workshop on gamification.  The workshop was a new concept, to take our Design Jam from Applications User Experience and try it with people outside of user experience.  I have to say, the whole thing was a great success, in great part because I had some expert help from Teena Singh from Apps UX.  We took a flow from expense reporting and created a scenario about sales reps who are on the road a lot and how we needed them to get their expense reports filed by the end of the fiscal year.  We divided the attendees into groups and gave them a little over two hours to work out how they might use game mechanics to gamify the flows.   We even took the opportunity to re-use the app our fab dev team in our Mexico Development Center put together to gamify the event including badges, points, prizes and a leaderboard.  Since I am a firm believer that you can't gamify everything (or at least, not everything well), I focused my talk prior to the workshop on when it works, and when it might not, including pitfalls to gamifying badly.  I was impressed that the teams all considered what might go wrong with gamifying expenses and built into their designs some protections against that.  I can't wait to take this concept on the road again, it really was a fun day. Now that we have gotten through that set of events, we're wildly working on our next project for next week.  I'm doing a focus group at Oracle OpenWorld on Gamification in the Enterprise.  To do that, Andrea Cantu and I are trying to kill as many trees as possible while we work out some gamification concepts to present (see proof below!).  It should be a great event and I'm hoping we learn a lot about what our customers think about the use of gamification in their companies and in the products they use. So that's the news so far from GamifyOracle land.  I'll try to get more out about those events and more after next week. And if you will be at OOW, ping me and we can discuss in person!  I'd love to know what everyone is thinking in the area.

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  • How to export 3D models that consist of several parts (eg. turret on a tank)?

    - by Will
    What are the standard alternatives for the mechanics of attaching turrets and such to 3D models for use in-game? I don't mean the logic, but rather the graphics aspects. My naive approach is to extend the MD2-like format that I'm using (blender-exported using a script) to include a new set of properties for a mesh that: is anchored in another 'parent' mesh. The anchor is a point and normal in the parent mesh and a point and normal in the child mesh; these will always be colinear, giving the child rotation but not translation relative to the parent point. has a normal that is aligned with a 'target'. Classically this target is the enemy that is being engaged, but it might be some other vector e.g. 'the wind' (for sails and flags (and smoke, which is a particle system but the same principle applies)) or 'upwards' (e.g. so bodies of riders bend properly when riding a horse up an incline etc). that the anchor and target alignments have maximum and minimum and a speed coeff. there is game logic for multiple turrets and on a model and deciding which engages which enemy. 'primary' and 'secondary' or 'target0' ... 'targetN' or some such annotation will be there. So to illustrate, a classic tank would be made from three meshes; a main body mesh, a turret mesh that is anchored to the top of the main body so it can spin only horizontally and a barrel mesh that is anchored to the front of the turret and can only move vertically within some bounds. And there might be a forth flag mesh on top of the turret that is aligned with 'wind' where wind is a function the engine solves that merges environment's wind angle with angle the vehicle is travelling in an velocity, or something fancy. This gives each mesh one degree of freedom relative to its parent. Things with multiple degrees of freedom can be modelled by zero-vertex connecting meshes perhaps? This is where I think the approach I outlined begins to feel inelegant, yet perhaps its still a workable system? This is why I want to know how it is done in professional games ;) Are there better approaches? Are there formats that already include this information? Is this routine?

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  • Best Frameworks/libraries/engines for 2D multiplayer C# Webbased RPG

    - by Thirlan
    Title is a mouthful but important because I'm looking to meet a specific criteria and it's complex enough that I need a lot of help in finding what I'm looking for. I really want people's suggestions because I trust it a lot more than anything else, so I just need to clearly define what it is I want heh : P Game is a 2D RPG. Think of Secret of Mana. Game is online multiplayer, but not MMO sized. Game must be webbased! I'm looking to the future and want to hit as many platforms as possible. I'm leaning to Webgl because of this, but still looking around. Since the users are seeing the game through the webbrowser the front-end should be mainly responsible for drawing, taking input and some basic checking such as preliminary collision detection. This is important because it means the game engine is NOT on the client's machine. The server should be responsible for the game engine and all the calculations. This means the server is doing all the work and the client is mostly a dumb terminal. Server language is c# I'm looking for fast project execution so I want to use as many pre-existing tools as possible. This would make sense because I'm making a game here, not an engine. I'm not creating some new revolutionary graphics or pushing the physics engines to the next level. Preference for commercially supported tools. For game mechanics reasons and for reasons 4 and 5, don't think I can use existing 2D rpg engines. I've seen them out there and I fear that if I try and use them they will have too many restrictions, but will be happy to hear out suggestions. So all this means I need a game engine on the server, or maybe just a physics engine, and then I need another engine/library to draw everything that the server is sending to the client on the webbrowser. Maybe this is how 50% of games work on the web and there are plenty of frameworks that support this! I wouldn't actually don't know : ( but my gut is telling me that most webgames are single player and 90% of the game is running on the client. So... any suggestions?

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  • Turn-Based RPG Battle Instance Layout For Larger Groups

    - by SoulBeaver
    What a title, eh? I'm currently designing a videogame; a turn-based RPG like Final Fantasy (because everybody knows Final Fantasy). It's a 2D sprite game. These are my ideas for combat: -The player has a group of 15 members (main character included) -During battle, five of the group are designated as active, and appear in the battle. -These five may be switched out at leisure, or when one of the five die. -At any time, the Waiting members can cast buffs, be healed by the active members, or perform special attacks. -Battles should contain 10+ monsters at least. I'm aiming for 20, but I'm not sure if that's possible yet. -Battles should feel larger than normal due to the interaction of Waiting members, active members and the increased amount of monsters per battle. -The player has two rows in which to put the Active members: front and back. -Depending on the implementation, I might allow comboing of player attacks and skills. These are just design ideas, so beware! I have not been able to test this out yet- I have no idea yet if any of these ideas bunched together will make for a compelling game. What sounds good on paper doesn't necessarily have to be good in practice! What I'm asking now is how to create the layout for this. My starting point are the battles in Final Fantasy VI, with up to 5-6 monsters on the left and the characters on the right- monsters on both sides if it's a pincer attack. However, this view would not work feasible with my goal of 20 monsters and 5 characters. All the monsters on the left would appear cluttered unless I scale them far far back. If I create a pincer-like map, then there would be no real pincer-attack possible. If I space the monsters out I force the player to scroll the screen- a game mechanic I've come across and not enjoyed imho. My question is: does anybody have any layouts or guides for designing battle maps in turn-based RPGs, especially with a larger number of enemies taken into consideration? How should it look? I am not asking for specific combat mechanics, just the layout for the moment.

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  • OpenGL ES 2 jittery camera movement

    - by user16547
    First of all, I am aware that there's no camera in OpenGL (ES 2), but from my understanding proper manipulation of the projection matrix can simulate the concept of a camera. What I'm trying to do is make my camera follow my character. My game is 2D, btw. I think the principle is the following (take Super Mario Bros or Doodle Jump as reference - actually I'm trying to replicate the mechanics of the latter): when the caracter goes beyond the center of the screen (in the positive axis/direction), update the camera to be centred on the character. Else keep the camera still. I did accomplish that, however the camera movement is noticeably jittery and I ran out of ideas how to make it smoother. First of all, my game loop (following this article): private int TICKS_PER_SECOND = 30; private int SKIP_TICKS = 1000 / TICKS_PER_SECOND; private int MAX_FRAMESKIP = 5; @Override public void run() { loops = 0; if(firstLoop) { nextGameTick = SystemClock.elapsedRealtime(); firstLoop = false; } while(SystemClock.elapsedRealtime() > nextGameTick && loops < MAX_FRAMESKIP) { step(); nextGameTick += SKIP_TICKS; loops++; } interpolation = ( SystemClock.elapsedRealtime() + SKIP_TICKS - nextGameTick ) / (float)SKIP_TICKS; draw(); } And the following code deals with moving the camera. I was unsure whether to place it in step() or draw(), but it doesn't make a difference to my problem at the moment, as I tried both and neither seemed to fix it. center just represents the y coordinate of the centre of the screen at any time. Initially it is 0. The camera object is my own custom "camera" which basically is a class that just manipulates the view and projection matrices. if(character.getVerticalSpeed() >= 0) { //only update camera if going up float[] projectionMatrix = camera.getProjectionMatrix(); if( character.getY() > center) { center += character.getVerticalSpeed(); cameraBottom = center + camera.getBottom(); cameraTop = center + camera.getTop(); Matrix.orthoM(projectionMatrix, 0, camera.getLeft(), camera.getRight(), center + camera.getBottom(), center + camera.getTop(), camera.getNear(), camera.getFar()); } } Any thought about what I should try or what I am doing wrong? Update 1: I think I updated every value you can see on screen to check whether the jittery movement is affected by that, but nothing changed, so something must be fundamentally flawed with my approach/calculations.

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  • Is this an effective monetization method for an Android game? [on hold]

    - by Matthew Page
    The short version: I plan to make an Android puzzle game where the user tries to get 3-6 numbers to their predetermined goal numbers. The free version of the app will have three predetermined levels (easy, medium, hard). The full version ($0.99, probably) will have a level generator where there will be unlimited easy, medium, or hard levels, as well as a custom difficulty option where users can set specific vales to the number of numbers to equate to their goal, the number of buttons to use, etc. Users will also have the option to get a one-time "hint" for a fee of $0.49, or unlimited hints for a one-time fee of $2.99. The long version: Mechanics of Game and Victory The application is a number puzzle. When the user begins a new game, depending on the input by the user, between 3 and 6 numbers show up on the top of the screen, and between 3 and 6 buttons show up on the bottom of the screen. The buttons all have two options: to increase every number the same way, or decrease every number the same way. The buttons either use addition / subtraction, multiplication / division, or exponents / roots, all depending on the number displayed on the button. Addition buttons are green, multiplication buttons are blue, and exponential buttons are red. The user wins when all of the numbers displayed on the screen equate to their goal number, displayed below each number. Monetization If the user is playing the full (priced) version of the app, upon the start of the game, the user will be confronted with a dialogue asking for the number of buttons and the number of numbers to equate in the game. Then, based on the user input, a random puzzle will be generated. If the user is playing the free version of the app, the user will be asked to either play an “easy”, “hard”, or “expert” puzzle. A pre-determined puzzle from each category will be used in the game. If the user has played that puzzle before, a dialogue will show saying this to the user and advertising the full version of the app. The full version of the app will also be advertised upon the successful or in successful completion of a puzzle. Upon exiting this advertisement, another full screen advertisement will appear from a third party. Also, the solution to the puzzle should be stored by the program, and if the user pays a small fee, he/she can see a hint to the solution to the program. In the free version of the app, the user may use their first hint for free. Also, the user can use unlimited hints for a slightly larger fee. Is this an effective monetization method?

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  • I'm graduating with a Computer Science degree but I don't feel like I know how to program.

    - by wp123
    I'm graduating with a Computer Science degree but I see websites like Stack Overflow and search engines like Google and don't know where I'd even begin to write something like that. During one summer I did have the opportunity to work as a iPhone developer, but I felt like I was mostly gluing together libraries that other people had written with little understanding of the mechanics happening beneath the hood. I'm trying to improve my knowledge by studying algorithms, but it is a long and painful process. I find algorithms difficult and at the rate I am learning a decade will have passed before I will master the material in the book. Given my current situation, I've spent a month looking for work but my skills (C, Python, Objective-C) are relatively shallow and are not so desirable in the local market, where C#, Java, and web development are much higher in demand. That is not to say that C and Python opportunities do not exist but they tend to demand 3+ years of experience I do not have. My GPA is OK (3.0) but it's not high enough to apply to the large companies like IBM or return for graduate studies. Basically I'm graduating with a Computer Science degree but I don't feel like I've learned how to program. I thought that joining a company and programming full-time would give me a chance to develop my skills and learn from those more experienced than myself, but I'm struggling to find work and am starting to get really frustrated. I am going to cast my net wider and look beyond the city I've grown up in, but what have other people in similar situation tried to do? I've worked hard but don't have the confidence to go out on my own and write my own app. (That is, become an indie developer in the iPhone app market.) If nothing turns up I will need to consider upgrading and learning more popular skills or try something marginally related like IT, but given all the effort I've put in that feels like copping out. EDIT: Thank you for all the advice. I think I was premature because of unrealistic expectations but the comments have given me a dose of reality. I will persevere and continue to code. I have a project in mind, although well beyond my current capabilities it will challenge me to hone my craft and prove my worth to myself (and potential employers). Had I known there was a career overflow I would have posted there instead. Thanks again!

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  • Experience with AMCC 3ware 9650se raid cards? Ours seems dead

    - by antiduh
    We have a 8-port 3ware 9650se raid card for our main disk array. We had to bring the server down for a pending power outage, and when we turned the machine back on, the raid card never started. This card has been in service for a couple years without problems, and was working up until the shutdown. Now, when we turn the machine on, the bios option rom that normally kicks in before the bootloader doesn't show up, none of the drives start, and when the OS tries to access the device, it just times out. The firmware on it has been upgraded in the past, so it's possible we've hit some sort of firmware bug. We're using it in a Silicon Mechanics R272 machine with gentoo for the OS. The OS eventually boots, but alas, without the card. We've ordered a new one, but I'm worried that if we replace the card it won't recognize the existing array. Has anybody performed a card swap before? Any help would be greatly appreciated. Edit: These are the kernel errors we see: 3ware 9000 Storage Controller device driver for Linux v2.26.02.012. 3w-9xxx 0000:09:00.0: PCI INT A -> GSI 18 (level, low) -> IRQ 18 3w-9xxx 0000:09:00.0: setting latency timer to 64 3w-9xxx: scsi0: ERROR: (0x06:0x000D): PCI Abort: clearing. 3w-9xxx: scsi0: ERROR: (0x06:0x001F): Microcontroller not ready during reset sequence. 3w-9xxx: scsi0: ERROR: (0x06:0x0036): Response queue (large) empty failed during reset sequence. 3w-9xxx 0000:09:00.0: PCI INT A disabled

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  • How does a vsftpd server work and how to configure it?

    - by ysap
    I was asked to configure a FTP server, based on the vsftpd package. The server is running on a remote machine to which I have a superuser privilege access. Being unfamiliar with the mechanics of FTP servers, I tried to figure out how user ftp accounts are configured. The previous maintainer used a shell script, which works on a list that we maintain to track users accounts and passwords, to configure the ftp accounts. From reading the script, I see that he generates a list of usernames and passwords, and actually creates a user account on the Linux machine. This means that for each user that we configure in the list, a new user account is being added by the adduser command: adduser --home /home/ftp --no-create-home $user (but w/o a private /home/username directory - using the /home/ftp instaed). Each of these users can log into his account using the ssh command. This fact seems a little strange to me, as I'd think that the ftp account should be decoupled from the Ubuntu user accounts. As another side effect, when a user connects using a web browser, he is connected to the /home/ftp directory. However, he can then use "Up to a higher level directory" link to go up and effectively have access to all of our system. So, the questions are: Is this really how the FTP server supposed to work in terms of configuring ftp accounts? If not, how do I configure the vsftpd server in a way that I have only the superuser Ubuntu account on that machine and all ftp account are... just FTP user accounts? Additionally, these ftp account should be configured in terms of how and what they are allowed to access.

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  • How harmful is a hard disk spin cycle?

    - by Gilles
    It is conventional wisdom¹ that each time you spin a hard disk down and back up, you shave some time off its life expectancy. The topic has been discussed before: Is turning off hard disks harmful? What's the effect of standby (spindown) mode on modern hard drives? Common explanations for why spindowns and spinups are harmful are that they induce more stress on the mechanical parts than ordinary running, and that they cause heat variations that are harmful to the device mechanics. Is there any data showing quantitatively how bad a spin cycle is? That is, how much life expectancy does a spin cycle cost? Or, more practically, if I know that I'm not going to need a disk for X seconds, how large should X be to warrant spinning down? ¹ But conventional wisdom has been wrong before; for example, it is commonly held that hard disks should be kept as cool as possible, but the one published study on the topic shows that cooler drives actually fail more. This study is no help here since all the disks surveyed were powered on 24/7.

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  • Diagnosing SAN connectivity issues (RHEL5)

    - by Matthew
    We are currently utilizing GFS2 to share a SAN LUN between 3 servers. However due to a feature problem with vendor software we are using, we currently have the volume unmounted on two of the boxes, and are instead exporting the GFS2 filesystem via NFS from the first one (the software requires some weird locking mechanics that GFS2 doesn't support). As of this morning, NFS was no longer able to read/write to the volume from any of the servers, including the NFS server. I then tried checking the normal mount (the directory that is exported on the NFS server) and I received a weird input/output error just trying to CD into it. When I tried running multipath, I got a DM error, however multipath -l worked just fine. I tried unmounting the GFS2 volume, and the CLI hung. I ran init 0 which killed most services, but then the shutdown appeared to have been hung. I logged in via out of band access (hp ILO) and saw that the shutdown was hung trying to unmount GFS2 volumes. My main priority was getting the box back online so after about 5 minutes of waiting I did a hard reset. I am now trying to figure out what went wrong. What are the correct logs to investigate? I've never run into SAN issues like this before. The SAN is connected via 2 fibre connections. Any help would really be appreciated. Everything appears to be up and functional now.

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  • How harmful is a hard disk spin cycle?

    - by Gilles
    It is conventional wisdom¹ that each time you spin a hard disk down and back up, you shave some time off its life expectancy. The topic has been discussed before: Is turning off hard disks harmful? What's the effect of standby (spindown) mode on modern hard drives? Common explanations for why spindowns and spinups are harmful are that they induce more stress on the mechanical parts than ordinary running, and that they cause heat variations that are harmful to the device mechanics. Is there any data showing quantitatively how bad a spin cycle is? That is, how much life expectancy does a spin cycle cost? Or, more practically, if I know that I'm not going to need a disk for X seconds, how large should X be to warrant spinning down? ¹ But conventional wisdom has been wrong before; for example, it is commonly held that hard disks should be kept as cool as possible, but the one published study on the topic shows that cooler drives actually fail more. This study is no help here since all the disks surveyed were powered on 24/7.

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  • Zero downtime uploads / Rollback in IIS

    - by NickatUship
    I'm not sure if this is the right way to ask this question, but here's basically what i'd like to do: 1.) Push a changeset to a site in IIS. 2.) Don't interrupt the users. 3.) Be able to roll back effortlessly. So, there are a few things that I know have to happen: 1.) Out of Proc session - handled 2.) Out of Proc cache - handled So the questions that remain: 1.) How do i keep from interrupting the users? If i just upload the files to bin, the app recycles and takes 10+ seconds to come back online 2.) How do i roll back effortlessly? I was thinking a possible solution would be to have two sites set up in IIS, one public and one private. Uploads go to private and get warmed up. After warmup, the sites are swapped. A rollback only entails swapping to private without an upload. This seems sound in theory, but Im not sure of the mechanics. Any ideas?

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  • Interruptionless Uploads / Rollback in IIS

    - by NickatUship
    I'm not sure if this is the right way to ask this question, but here's basically what i'd like to do: 1.) Push a changeset to a site in IIS. 2.) Don't interrupt the users. 3.) Be able to roll back effortlessly. So, there are a few things that I know have to happen: 1.) Out of Proc session - handled 2.) Out of Proc cache - handled So the questions that remain: 1.) How do i keep from interrupting the users? If i just upload the files to bin, the app recycles and takes 10+ seconds to come back online 2.) How do i roll back effortlessly? I was thinking a possible solution would be to have two sites set up in IIS, one public and one private. Uploads go to private and get warmed up. After warmup, the sites are swapped. A rollback only entails swapping to private without an upload. This seems sound in theory, but Im not sure of the mechanics. Any ideas?

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  • Building vs buying a server for an academic lab [closed]

    - by Roy
    I'm looking for advice on the classic build vs buy question. We need a new linux server to run Matlab computation on in our lab (academic). Matlab parallel computing toolbox licence allows up to 12 local workers so we are aiming at a 12 core server with 4GB memory per core (total of 48gb). The system will have an SSD for the OS and a raid-5 (4x2tb) for data. I looked around and found a (relatively) cheap vendor, Silicon Mechanics, that offers a system to our liking (specs below) for $6732. However, buying the components from newegg cost only $4464! The difference is $2268 which is 50% of the base cost. If buying from a company can be thought of as a sort of insurance, basically my premiums are of 50% of the base cost which to me sounds like a lot. Of course any downtime is bad, but the work is not "mission critical", i.e. if it takes a few days to fix it when it breaks its no the end of the world. If it takes weeks to months then its a problem. If it breaks 2-3 times in 3 years, not too bad. If it breaks every month not good. In term of build experience, I set up a linux cluster in grad school (from existing computers) and I build my home pcs but I never built a server before. The server components I'm thinking about: 1 x SUPERMICRO SYS-7046T-6F 4U Tower Server Barebone Dual LGA 1366 Intel 5520 DDR3 1333/1066/800 ($1,050) 12 x Kingston 4GB 240-Pin DDR3 SDRAM DDR3 1333 (PC3 10600) ECC Unbuffered Server Memory ($420) 2 x Intel Xeon E5645 Westmere-EP 2.4GHz LGA 1366 80W Six-Core ($1,116) 4 x Seagate Constellation ES 2TB 7200 RPM SATA 6.0Gb/s 3.5" ($1,040) 1 x SAMSUNG Internal DVD Writer Black SATA ($20) 1 x Intel 520 Series 2.5" 180GB SATA III MLC SSD $300 1 x LSI LSI00281 PCI-Express 2.0 x8 MD2 Low profile SATA / SAS MegaRAID SAS 9260CV-4i Controller Card, $695

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  • Updating files with a Perforce trigger before submit [migrated]

    - by phantom-99w
    I understand that this question has, in essence, already been asked, but that question did not have an unequivocal answer, so please bear with me. Background: In my company, we use Perforce submission numbers as part of our versioning. Regardless of whether this is a correct method or not, that is how things are. Currently, many developers do separate submissions for code and documentation: first the code and then the documentation to update the client-facing docs with what the new version numbers should be. I would like to streamline this process. My thoughts are as follows: create a Perforce trigger (which runs on the server side) which scans the submitted documentation files (such as .txt) for a unique term (such as #####PERFORCE##CHANGELIST##NUMBER###ROFL###LOL###WHATEVER#####) and then replaces it with the value of what the change list would be when submitted. I already know how to determine this value. What I cannot figure out, is how or where to update the files. I have already determined that using the change-content trigger (whether possible or not), which "fire[s] after changelist creation and file transfer, but prior to committing the submit to the database", is the way to go. At this point the files need to exist somewhere on the server. How do I determine the (temporary?) location of these files from within, say, a Python script so that I can update or sed to replace the placeholder value with the intended value? The online documentation for Perforce which I have found so far have not been very explicit on whether this is possible or how the mechanics of a submission at this stage would work.

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  • Application Demos in UPK

    - by [email protected]
    Over the years, User Productivity Kit has expanded to include solutions to many project challenges. As of UPK 3.6.1, solutions are provided for pre and post application go-live learning, application testing, system documentation, presentation output, and more. New in UPK 3.6.1 are additional features that can be used effectively for application demo purposes. This can come in handy when you need to do a demo but don't want to show or can't show the live application. Maybe you're doing a presentation for a group of project stakeholders and want to focus on the business workflow implemented by the application rather than the mechanics of using it. Or possibly, you need to show the application but you're disconnected from any network preventing you from running the live application. In any of these cases, a presentation aid that represents the live application is what's needed. Previous versions of the UPK topic player would allow you to do this but would always show those UPK user interface elements that help a user learn the application. When you're presenting the narrative live, the UPK bubbles can be a distraction. UPK 3.6.1 provides some new features that allow you to control whether the bubbles display. There are two ways to hide bubbles in a topic. The first is a topic property that allows you to control bubbles across the entire topic. There are 3 settings for the Show Bubbles topic property. The default setting is Use frame settings which allows you to control whether bubbles display on a frame by frame basis. When you choose Always, the bubbles will always display regardless of the frame setting. The final choice is Never. Choosing Never will hide every bubble in your topic with one setting change. As with Always, choosing Never will ignore the frame setting. The second way to control the bubbles is at the frame level. First ensure that the topic's Show Bubbles property is set to Use frame settings. Navigate to the frame on which you want to turn off the bubble and click the Display bubble for this frame button to turn off the bubble. When you play the topic, the bubble will no longer be displayed. Depending on your needs, you might also use another longstanding UPK feature that allows you to control whether the action area displays on a frame. Just click the Action area on/off button to toggle its display. I've found the frame properties to be useful beyond creating presentation aids. When creating "See It!" only topics for more advanced users, I may hide the bubbles on some of the more straightforward frames. For example, if I have a form where one needs to fill out an address, I may display the first bubble in the sequence and explain what the subsequent steps are doing. I then hide bubbles on the remaining frames which are the more mechanical steps of entering the address. We'd like to hear your thoughts on this new UPK feature. Use the comments below to tell us how you've used it. John Zaums Senior Director, Product Development Oracle User Productivity Kit

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  • Release Management as Orchestra

    - by ericajanine
    I read an excellent, concise article (http://www.buildmeister.com/articles/software_release_management_best_practices) on the basics of release management practices. In the article, it states "Release Management is often likened to the conductor of an orchestra, with the individual changes to be implemented the various instruments within it." I played in music ensembles for years, so this is especially close to my heart as example. I learned most of my discipline from hours and hours of practice at the hand of a very skilled conductor and leader. I also learned that the true magic in symphonic performance is one where everyone involved is focused on one sound, one goal. In turn, that solid focus creates a sound and experience bigger than just mechanics alone accomplish. In symphony, a conductor's true purpose is to make you, a performer, better so the overall sound and end product is better. The big picture (the performance of the composition) is the end-game, and all musicians in the orchestra know without question their part makes up an important but incomplete piece of that performance. A good conductor works with each section (e.g. group) to ensure their individual pieces are solid. Let's restate: The conductor leads and is responsible for ensuring those pieces are solid. While the performers themselves are doing the work, the conductor is the final authority on when the pieces are ready or not. If not, the conductor initiates the efforts to get them ready or makes the decision to scrap their parts altogether for the sake of an overall performance. Let it sink in, because it's clear--It is not the performer's call if they play their part as agreed, it's the conductor's final call to allow it. In comparison, if a software release manager is a conductor, the only way for that manager to be effective is to drive the overarching process and execution of individual pieces of a software development lifecycle. It does not mean the release manager performs each and every piece, it means the release manager has oversight and influence because the end-game is a successful software enhancin a useable environment. It means the release manager, not the developer or development manager, has the final call if something goes into a software release. Of course, this is not a process of autocracy or dictation of absolute rule, it's cooperative effort. But the release manager must have the final authority to make a decision if something is ready to be added to the bigger piece, the overall symphony of software changes being considered for package and release. It also goes without saying a release manager, like a conductor, must have full autonomy and isolation from other software groups. A conductor is the one on the podium waving a little stick at the each section and cueing them for their parts, not yelling from the back of the room while also playing a tuba and taking direction from the horn section. I have personally seen where release managers are relegated to being considered little more than coordinators, red-tapers to "satisfy" the demands of an audit group without being bothered to actually respect all that a release manager gives a group willing to employ them fully. In this dysfunctional scenario, development managers, project managers, business users, and other stakeholders have been given nearly full clearance to demand and push their agendas forward, causing a tail-wagging-the-dog scenario where an inherent conflict will ensue. Depending on the strength, determination for peace, and willingness to overlook a built-in expectation that is wrong, the release manager here must face the crafted conflict head-on and diffuse it as quickly as possible. Then, the release manager must clearly make a case why a change cannot be released without negative impact to all parties involved. If a political agenda is solely driving a software release, there IS no symphony, there is no "software lifecycle". It's just out-of-tune noise. More importantly, there is no real conductor. Sometimes, just wanting to make a beautiful sound is not enough. If you are a release manager, are you freed up enough to move, to conduct the sections of software creation to ensure a solid release performance is possible? If not, it's time to take stock in what your role actually is and see if that is what you truly want to achieve in your position. If you are, then you can successfully build your career and that of the people in your groups to create truly beautiful software (music) together.

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  • Getting Started with StreamInsight 2.1

    - by Roman Schindlauer
    If you're just beginning to get familiar with StreamInsight, you may be looking for a way to get started. What are the basics? How can I get my first StreamInsight application running so I can see how it works? Where is the 'front door' that will get me going? If that describes you, then this blog entry might be just what you need. If you're already a StreamInsight wiz, keep reading anyway - you may find some helpful links here that you weren't aware of. But here's what we'd like from you experienced readers in particular: if you know of other good resources that we missed, please feel free to add them in the comments below. We appreciate you sharing your expertise. The Book The basic documentation for StreamInsight is located in the MSDN Library (Microsoft StreamInsight 2.1). You'll notice that previous versions of StreamInsight are still there (1.2 and 2.0), but if you're just getting started you can stick to the 2.1 section. The documentation has been organized to function as reference material, which is fine after you're familiar with the technology. But if you're trying to learn the basics, you might want to take a different path instead of just starting at the top. The following is one map you can use. What Is StreamInsight? Here is a sequence of topics that should give you a good overview of what StreamInsight is and how it works: Overview answers the question, "what is it?" StreamInsight Server Architecture gives you a quick look at a high-level architectural drawing StreamInsight Concepts lays out an overview of the basic components Deploying StreamInsight Entities to a StreamInsight Server describes the mechanics of how these components work together Getting an Example Running Once you have this background, go ahead and install StreamInsight and get a basic example up and running: Installation download and install the software StreamInsight Examples walk through a set of 3 simple StreamInsight applications that work together to demonstrate what you learned in the topics above; you can copy and paste the code into Visual Studio, compile, and run That's it - you now have a real, functioning StreamInsight system! Now that you have a handle on the basics, you might want to start digging deeper. Digging Deeper Here's a suggested path through the documentation to help you understand the next layer of StreamInsight technologies: Using Event Sources and Event Sinks sources supply data and sinks consume it; this topic gives you an overview of how they work Publishing and Connecting to the StreamInsight Server practical details on how to set up a StreamInsight server A Hitchhiker’s Guide to StreamInsight 2.1 Queries queries are the heart of how StreamInsight performs data analytics, and this whitepaper will help you really understand how they work Using StreamInsight LINQ root through this section for technical details on specific query components Using the StreamInsight Event Flow Debugger in addition to troubleshooting, the debugger is a great way to learn more about what goes on inside a StreamInsight application And Even Deeper Finally, to get a handle on some of the more complex things you can do with StreamInsight, dig into these: Input and Output Adapters adapters can be useful for handling more complex sources and sinks Building Resilient StreamInsight Applications a resilient application is able to recover from system failures Operations this section will help you monitor and troubleshoot a running StreamInsight system The StreamInsight Community As you're designing and developing your StreamInsight solutions, you probably will find it helpful to see working examples or to learn tips and tricks from others. Or maybe you need a place to post a vexing question. Here are some community resources that we have found useful. If you know of others, please add them in the comments below. Code samples and tools Official StreamInsight code samples Introduction to LinqPad Driver for StreamInsight 2.1 - LinqPad is a very useful tool for developing queries The following case studies are based on earlier versions of StreamInsight, but they still are useful examples: Microsoft Media Analytics - real-time monitoring and analytic Edgenet - responding to information from multiple source ICONICS - managing energy usage Blogs Microsoft StreamInsight Ruminations of J.net Richard Seroter's Architecture Musings pluralsight Forums MSDN StreamInsight Forum stackoverflow Training Microsoft StreamInsight Fundamentals (“Introducing StreamInsight” is free) from pluralsight Twitter @streaminsight   You’re a StreamInsight Expert That should get you going. Please add any other resources you have found useful in the comments below.   Regards, The StreamInsight Team

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  • Need WIF Training?

    - by Your DisplayName here!
    I spend numerous hours every month answering questions about WIF and identity in general. This made me realize that this is still quite a complicated topic once you go beyond the standard fedutil stuff. My good friend Brock and I put together a two day training course about WIF that covers everything we think is important. The course includes extensive lab material where you take standard application and apply all kinds of claims and federation techniques and technologies like WS-Federation, WS-Trust, session management, delegation, home realm discovery, multiple identity providers, Access Control Service, REST, SWT and OAuth. The lab also includes the latest version of the thinktecture identityserver and you will learn how to use and customize it. If you are looking for an open enrollment style of training, have a look here. Or contact me directly! The course outline looks as follows: Day 1 Intro to Claims-based Identity & the Windows Identity Foundation WIF introduces important concepts like conversion of security tokens and credentials to claims, claims transformation and claims-based authorization. In this module you will learn the basics of the WIF programming model and how WIF integrates into existing .NET code. Externalizing Authentication for Web Applications WIF includes support for the WS-Federation protocol. This protocol allows separating business and authentication logic into separate (distributed) applications. The authentication part is called identity provider or in more general terms - a security token service. This module looks at this scenario both from an application and identity provider point of view and walks you through the necessary concepts to centralize application login logic both using a standard product like Active Directory Federation Services as well as a custom token service using WIF’s API support. Externalizing Authentication for SOAP Services One big benefit of WIF is that it unifies the security programming model for ASP.NET and WCF. In the spirit of the preceding modules, we will have a look at how WIF integrates into the (SOAP) web service world. You will learn how to separate authentication into a separate service using the WS-Trust protocol and how WIF can simplify the WCF security model and extensibility API. Day 2 Advanced Topics:  Security Token Service Architecture, Delegation and Federation The preceding modules covered the 80/20 cases of WIF in combination with ASP.NET and WCF. In many scenarios this is just the tip of the iceberg. Especially when two business partners decide to federate, you usually have to deal with multiple token services and their implications in application design. Identity delegation is a feature that allows transporting the client identity over a chain of service invocations to make authorization decisions over multiple hops. In addition you will learn about the principal architecture of a STS, how to customize the one that comes with this training course, as well as how to build your own. Outsourcing Authentication:  Windows Azure & the Azure AppFabric Access Control Service Microsoft provides a multi-tenant security token service as part of the Azure platform cloud offering. This is an interesting product because it allows to outsource vital infrastructure services to a managed environment that guarantees uptime and scalability. Another advantage of the Access Control Service is, that it allows easy integration of both the “enterprise” protocols like WS-* as well as “web identities” like LiveID, Google or Facebook into your applications. ACS acts as a protocol bridge in this case where the application developer doesn’t need to implement all these protocols, but simply uses a service to make it happen. Claims & Federation for the Web and Mobile World Also the web & mobile world moves to a token and claims-based model. While the mechanics are almost identical, other protocols and token types are used to achieve better HTTP (REST) and JavaScript integration for in-browser applications and small footprint devices. Also patterns like how to allow third party applications to work with your data without having to disclose your credentials are important concepts in these application types. The nice thing about WIF and its powerful base APIs and abstractions is that it can shield application logic from these details while you can focus on implementing the actual application. HTH

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  • getting a job in game industry as a developer, just knowing a game engine

    - by numerical25
    I recently enrolled at a community college for game developement. But I am skeptical about the circulum. I have no experience in the gaming industry so I wouldnt be able to tell rather its a good investment or not. So I am asking you. I dont want to get too much into detail of all the classes I am taking so I will try to be brief. By the time I graduate, I should have a understanding of how a game engine works. I will be working with the unreal engine to develop a Multiplayer game from scratch. So in the process of my final project, I will learn how to work within the unreal engine, Learn python and learn how to use it's API to connect to a remote server and build game mechanics. Overall I will also recieve a associates degree in game development. I learn c++ but not c. The director said he was trying to implement c in the program as well. What I notice is I will not learn how to build a 3d game engine from scratch. They do not teach any AI. I will not learn how to work with the graphics card using a graphic's api such as DirectX or OpenGL. I know building a game engine from scratch is a little complex, but at the same time the track is requireing me to take some advances math courses such a calculus and geotomtry 1 and 2. I also got to take a physic class. I just think thats a little much for just learning how to use the unreal engine but not actually build one or try to learn the anatomy of a game engine. Is this good enough to possibly land my a job in the insdustry. If I left anything out or was not detail, please feel free to ask more questions. Thanks Guys!!

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  • What's a good way to teach my son to program Java

    - by Software Monkey
    OK, so I've read through various posts about teaching beginner's to program, and there were some helpful things I will look at more closely. But what I want to know is whether there are any effective tools out there to teach a kid Java specifically? I want to teach him Java specifically because (a) with my strong background in C I feel that's too complex, (b) Java is the other language I know extremely well and therefore I can assist meaningfully without needing to teach myself a new but (to me) useless language, and (c) I feel that managed languages are the future, and lastly (d) Java is one of the simplest of all the languages I know well (aside from basic). I learned in basic, and I am open to teaching that first, but I am unaware of a decent free basic shell for Windows (though I haven't really searched, yet since it's not my first choice), and would anyway want to progress quickly to Java. My son is 8, so that's a couple of years earlier than I started - but he has expressed an interest in learning to program (possibly because I work from home a lot and he sees me programming all the time). If no-one can suggest a tool designed for this purpose, I will probably start him off with text/console based apps to teach the basics, and then progress to GUI building. Oh, one last thing, I am not a fan of IDE's (old school text editor type), so I would not be put off at all by a system that has him typing real code, and would likely prefer that to a toy drag/drop system. EDIT: Just to clarify; I really am specifically after ways to teach him Java; there are already a good many posts with good answers for other language alternatives - but that's not what I am looking for here. EDIT: What about Java frameworks for 2D video games - can anyone recommend any of them from personal experience? I like the idea of him starting with the mechanics in place (main game loop, scoring, etc) and adding the specifics for a game of his own imagining - that's what I did, though for me it was basic on a Commodore VIC-20 and a Sinclair ZX-81.

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