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  • Is Job Running?

    - by Derek D.
    The following SQL Server script works to determine if a particular job is currently running. This feature is nice to have if you do not want jobs to step over one another. I frequently will use this script as the first step of the job. If it is currently running, then the [...]

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  • Running multiple versions of Firefox [migrated]

    - by redconservatory
    I've been reading this: http://support.mozilla.org/en-US/questions/797010#answer-193690 But it looks like it only applies to running multiple versions of Firefox when it's Firefox 4. I need to run Firefox but it seems like a lot of my clients are still running versions of Firefox 3 (is this an operating system issue? Doesn't Firefox auto-update?) so I need to run 3 plus the latest version to troubleshoot some css issues...

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  • Is Running programs by address common?

    - by dgood1
    I have read some of the things posted here and I keep reading about people running stuff like /foldername/executable -cmd NAME (was reading about a programmer using Eclipse, so he was testing something he made) I don't see things like that when I run things here (Ubuntu 12.04) because of the launcher and the Ubuntu button at the very top. That and Eclipse indigo has a button for running and testing things it makes. Just asking how and why it's common? (assuming it's the Terminal[Ctrl+alt+T] but I'm not sure)

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  • C# Proposal: Compile Time Static Checking Of Dynamic Objects

    - by Paulo Morgado
    C# 4.0 introduces a new type: dynamic. dynamic is a static type that bypasses static type checking. This new type comes in very handy to work with: The new languages from the dynamic language runtime. HTML Document Object Model (DOM). COM objects. Duck typing … Because static type checking is bypassed, this: dynamic dynamicValue = GetValue(); dynamicValue.Method(); is equivalent to this: object objectValue = GetValue(); objectValue .GetType() .InvokeMember( "Method", BindingFlags.InvokeMethod, null, objectValue, null); Apart from caching the call site behind the scenes and some dynamic resolution, dynamic only looks better. Any typing error will only be caught at run time. In fact, if I’m writing the code, I know the contract of what I’m calling. Wouldn’t it be nice to have the compiler do some static type checking on the interactions with these dynamic objects? Imagine that the dynamic object that I’m retrieving from the GetValue method, besides the parameterless method Method also has a string read-only Property property. This means that, from the point of view of the code I’m writing, the contract that the dynamic object returned by GetValue implements is: string Property { get; } void Method(); Since it’s a well defined contract, I could write an interface to represent it: interface IValue { string Property { get; } void Method(); } If dynamic allowed to specify the contract in the form of dynamic(contract), I could write this: dynamic(IValue) dynamicValue = GetValue(); dynamicValue.Method(); This doesn’t mean that the value returned by GetValue has to implement the IValue interface. It just enables the compiler to verify that dynamicValue.Method() is a valid use of dynamicValue and dynamicValue.OtherMethod() isn’t. If the IValue interface already existed for any other reason, this would be fine. But having a type added to an assembly just for compile time usage doesn’t seem right. So, dynamic could be another type construct. Something like this: dynamic DValue { string Property { get; } void Method(); } The code could now be written like this; DValue dynamicValue = GetValue(); dynamicValue.Method(); The compiler would never generate any IL or metadata for this new type construct. It would only thee used for compile type static checking of dynamic objects. As a consequence, it makes no sense to have public accessibility, so it would not be allowed. Once again, if the IValue interface (or any other type definition) already exists, it can be used in the dynamic type definition: dynamic DValue : IValue, IEnumerable, SomeClass { string Property { get; } void Method(); } Another added benefit would be IntelliSense. I’ve been getting mixed reactions to this proposal. What do you think? Would this be useful?

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  • Resolving collisions between dynamic game objects

    - by TheBroodian
    I've been building a 2D platformer for some time now, I'm getting to the point where I am adding dynamic objects to the stage for testing. This has prompted me to consider how I would like my character and other objects to behave when they collide. A typical staple in many 2D platformer type games is that the player takes damage upon touching an enemy, and then essentially becomes able to pass through enemies during a period of invulnerability, and at the same time, enemies are able to pass through eachother freely. I personally don't want to take this approach, it feels strange to me that the player should receive arbitrary damage for harmless contact to an enemy, despite whether the enemy is attacking or not, and I would like my enemies' interactions between each other (and my player) to be a little more organic, so to speak. In my head I sort of have this idea where a game object (player, or non player) would be able to push other game objects around by manner of 'pushing' each other out of one anothers' bounding boxes if there is an intersection, and maybe correlate the repelling force to how much their bounding boxes are intersecting. The problem I'm experiencing is I have no idea what the math might look like for something like this? I'll show what work I've done so far, it sort of works, but it's jittery, and generally not quite what I would pass in a functional game: //Clears the anti-duplicate buffer collisionRecord.Clear(); //pick a thing foreach (GameObject entity in entities) { //pick another thing foreach (GameObject subject in entities) { //check to make sure both things aren't the same thing if (!ReferenceEquals(entity, subject)) { //check to see if thing2 is in semi-near proximity to thing1 if (entity.WideProximityArea.Intersects(subject.CollisionRectangle) || entity.WideProximityArea.Contains(subject.CollisionRectangle)) { //check to see if thing2 and thing1 are colliding. if (entity.CollisionRectangle.Intersects(subject.CollisionRectangle) || entity.CollisionRectangle.Contains(subject.CollisionRectangle) || subject.CollisionRectangle.Contains(entity.CollisionRectangle)) { //check if we've already resolved their collision or not. if (!collisionRecord.ContainsKey(entity.GetHashCode())) { //more duplicate resolution checking. if (!collisionRecord.ContainsKey(subject.GetHashCode())) { //if thing1 is traveling right... if (entity.Velocity.X > 0) { //if it isn't too far to the right... if (subject.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height)) || subject.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = entity.CollisionRectangle.Right - subject.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the left, and thing2 to the right. entity.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //if thing1 is traveling left... if (entity.Velocity.X < 0) { //if thing1 isn't too far left... if (entity.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height)) || entity.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = subject.CollisionRectangle.Right - entity.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the right, and thing2 to the left. entity.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //Make record that thing1 and thing2 have interacted and the collision has been solved, so that if thing2 is picked next in the foreach loop, it isn't checked against thing1 a second time before the next update. collisionRecord.Add(entity.GetHashCode(), subject.GetHashCode()); } } } } } } } } One of the biggest issues with my code aside from the jitteriness is that if one character were to land on top of another character, it very suddenly and abruptly resolves the collision, whereas I would like a more subtle and gradual resolution. Any thoughts or ideas are incredibly welcome and helpful.

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  • SQL Server Management Studio not scripting all objects

    - by Ian Boyd
    i've been attempting to script a database using SQL Server 2005 Management Studio. i cannot get it to script some objects. It scripts others, but skips some. i can provide detailed screen shots the options being selected including all tables the folder where the script files will go the folder being empty before scripting the scripting process saying Sucess when scripting a table the destination folder no longer empty, with a hundred or so script files the script of some tables not being in the folder. And earlier SSMS would not script some views. Is this a known thing that the the Generate Scripts task does not generate scripts? Update Known issue on Microsoft Connect, but Microsoft couldn't repro the steps, so they closed closed the ticket. Fails on SQL Server 2005, also fails on SQL Server 2008. Update Two Some basic questions: 1.What version of SQL Server? Microsoft SQL Server 2000 - 8.00.194 (Intel X86) Microsoft SQL Server 2005 - 9.00.3042.00 (Intel X86) Microsoft SQL Server 2008 - 10.0.2531.0 (Intel X86) Microsoft SQL Server 2005 Management Studio: 9.00.4035.00 Microsoft SQL Server 2008 Management Studio: 10.0.1600.22 2.What O/S are you running on? Windows Server 2000 Windows Server 2003 Windows Server 2008 3.How are you logging in to SQL server? sa/password Trusted authentication 4.Have you verified your account has full access to all objects? Yes, i have access to all objects. 5.Can you use the objects that fail to script? (eg: select top(10) * from nonScriptingTable) Yes, all objects work fine. SQL Server Enterprise Manager can script the objects fine. Update Three They fail no matter what version of SQL Server you script against. It wasn't a problem in Enterprise Manager: Client Tools SQL Server 2000 SQL Server 2005 SQL Server 2008 ============ =============== =============== =============== 2000 Yes n/a n/a 2005 No No No 2008 No No No Update Four No errors found in the database using: DBCC CHECKDB go DBCC CHECKCONSTRAINTS go DBCC CHECKFILEGROUP go DBCC CHECKIDENT go DBCC CHECKCATALOG go EXECUTE sp_msforeachtable 'DBCC CHECKTABLE (''?'')' Honk if you hate SSMS.

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  • SQL Server Management Studio not scripting all objects

    - by Ian Boyd
    i've been attempting to script a database using SQL Server 2005 Management Studio. i cannot get it to script some objects. It scripts others, but skips some. i can provide detailed screen shots the options being selected including all tables the folder where the script files will go the folder being empty before scripting the scripting process saying Sucess when scripting a table the destination folder no longer empty, with a hundred or so script files the script of some tables not being in the folder. And earlier SSMS would not script some views. Is this a known thing that the the Generate Scripts task does not generate scripts? Update Known issue on Microsoft Connect, but Microsoft couldn't repro the steps, so they closed closed the ticket. Fails on SQL Server 2005, also fails on SQL Server 2008. Update Two Some basic questions: 1.What version of SQL Server? Microsoft SQL Server 2000 - 8.00.194 (Intel X86) Microsoft SQL Server 2005 - 9.00.3042.00 (Intel X86) Microsoft SQL Server 2008 - 10.0.2531.0 (Intel X86) Microsoft SQL Server 2005 Management Studio: 9.00.4035.00 Microsoft SQL Server 2008 Management Studio: 10.0.1600.22 2.What O/S are you running on? Windows Server 2000 Windows Server 2003 Windows Server 2008 3.How are you logging in to SQL server? sa/password Trusted authentication 4.Have you verified your account has full access to all objects? Yes, i have access to all objects. 5.Can you use the objects that fail to script? (eg: select top(10) * from nonScriptingTable) Yes, all objects work fine. SQL Server Enterprise Manager can script the objects fine. Update Three They fail no matter what version of SQL Server you script against. It wasn't a problem in Enterprise Manager: Client Tools SQL Server 2000 SQL Server 2005 SQL Server 2008 ============ =============== =============== =============== 2000 Yes n/a n/a 2005 No No No 2008 No No No Update Four No errors found in the database using: DBCC CHECKDB go DBCC CHECKCONSTRAINTS go DBCC CHECKFILEGROUP go DBCC CHECKIDENT go DBCC CHECKCATALOG go EXECUTE sp_msforeachtable 'DBCC CHECKTABLE (''?'')' Honk if you hate SSMS.

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  • Business Objects - Containers or functional?

    - by Walter
    This is a question I asked a while back on SO, but it may get discussed better here... Where I work, we've gone back and forth on this subject a number of times and are looking for a sanity check. Here's the question: Should Business Objects be data containers (more like DTOs) or should they also contain logic that can perform some functionality on that object. Example - Take a customer object, it probably contains some common properties (Name, Id, etc), should that customer object also include functions (Save, Calc, etc.)? One line of reasoning says separate the object from the functionality (single responsibility principal) and put the functionality in a Business Logic layer or object. The other line of reasoning says, no, if I have a customer object I just want to call Customer.Save and be done with it. Why do I need to know about another class to save a customer if I'm consuming the object? Our last two projects have had the objects separated from the functionality, but the debate has been raised again on a new project. Which makes more sense and why??

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  • How To Attach Visual Studio 2010 To IIS Process Running On Windows 7

    - by Gopinath
    Debugging ASP.NET application hosted on IIS 7 running of Windows 7 using Visual Studio 2010 is a bit different from debugging applications hosted on IIS running on Windows XP. The key differences are Visual Studio 2010 demands for administrator mode and IIS runs under the process name w3wp.exe instead of aspnet_wp.exe. Here are the detailed steps to attach Visual Studio 2010 debugger to IIS 7 on Windows 7. 1. Launch Visual Studio 2010 in Administrator mode(right click on Visual Studio Icon and choose the option Run as Administrator) 2. Open source code the site you want to debug 3. Go to Tools -> Attach to Process.; Opens up Attach to Process.  4.  In Attach to Process dialog box, check the option Show process in all sessions. 5. Search for the process w3wp.exe, and click on Attach button. 6. Accept the warning messages. That’s is you are done. Visual Studio is now attached with IIS for debugging. Happy coding. This article titled,How To Attach Visual Studio 2010 To IIS Process Running On Windows 7, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Running & Managing Concurrent Queries in SQL Developer

    - by thatjeffsmith
    We’ve all been there – you’ve managed to write a query that takes longer than a few seconds to execute. Tuning aside, sometimes it takes longer than you want for a query to run. So what’s a SQL Developer user to do? I say, keep going! While you’re waiting for your query to finish, there’s no reason why you can’t continue on with your work. If you need to execute something else in a worksheet, there’s no reason to launch a 2nd or 3rd copy of SQL Developer. Just open an un-shared worksheet. Now while you’ve got 1 or more queries running, you can easily get yourself into a situation where you’re not sure what’s running where. Or maybe you want to cancel a query or just check how long something’s been running. Just open the Task Progress Panel If a query or task in SQL Developer takes more than 3-5 seconds, it will appear in the Task Progress panel. You can then watch the throbbers go back and forth while you sip your coffee/soda/Red Bull. Run a query, spawn a new worksheet, run another query, watch them in the Task Progress panel. Kudos and thanks to @leight0nn for helping me get the title of this post right If you’re looking for help in managing and monitoring sessions in general, check out this post.

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  • Events and objects being skipped in GameMaker

    - by skeletalmonkey
    Update: Turns out it's not an issue with this code (or at least not entirely). Somehow the objects I use for keylogging and player automation (basic ai that plays the game) are being 'skipped' or not loaded about half the time. These are invisible objects in a room that have basic effects such are simulating button presses, or logging them. I don't know how to better explain this problem without putting up all my code, so unless someone has heard of this issue I guess I'll be banging my head against the desk for a bit /Update I've been continuing work on modifying Spelunky, but I've run into a pretty major issue with GameMaker, which I hope is me just doing something wrong. I have the code below, which is supposed to write log files named sequentially. It's placed in a End Room event such that when a player finishes a level, it'll write all their keypress's to file. The problem is that it randomly skips files, and when it reaches about 30 logs it stops creating any new files. var file_name; file_count = 4; file_name = file_find_first("logs/*.txt", 0); while (file_name != "") { file_count += 1; file_name = file_find_next(); } file_find_close(); file = file_text_open_write("logs/log" + string(file_count) + ".txt"); for(i = 0; i < ds_list_size(keyCodes); i += 1) { file_text_write_string(file, string(ds_list_find_value(keyCodes, i))); file_text_write_string(file, " "); file_text_write_string(file, string(ds_list_find_value(keyTimes, i))); file_text_writeln(file); } file_text_close(file); My best guess is that the first counting loop is taking too long and the whole thing is getting dropped? Also, if anyone can tell me of a better way to have sequentially numbered log files that would also be great. Log files have to continue counting over multiple start/stops of the game.

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  • Click No Browse: How to Navigate Objects Without Opening Them

    - by thatjeffsmith
    Oracle SQL Developer by default automatically opens the object editor when you click on an object in your connection tree or schema browser. For most folks this is very convenient. But if you are selecting objects to drag them to a model or to the worksheet, this can get annoying as the focus of the screen changes when you don’t want it to. The other scenario this feature might disrupt more than delight is when you want to click around the database in the tree and every time you click on an object, the object editor automatically changes to the selected object. You can disable this automatic browsing behavior in SQL Developer by modifying this preference: Tools Preferences Database ObjectViewer Open Object on Single Click Disable this if you don’t want an object to open when you click on it OK, I do realize my description of the problem may have confused the heck out of you just now. So instead of more words, how about a couple of animations of the object-click behavior with the option ON and OFF? Preference Disabled Click, no open. Double click, open. Preference Enabled (Default) As you click on objects, they are automatically opened

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  • Is LINQ to objects a collection of combinators?

    - by Jimmy Hoffa
    I was just trying to explain the usefulness of combinators to a colleague and I told him LINQ to objects are like combinators as they exhibit the same value, the ability to combine small pieces to create a single large piece. Though I don't know that I can call LINQ to objects combinators. I've seen 2 levels of definition for combinator that I generalize as such: A combinator is a function which only uses things passed to it A combinator is a function which only uses things passed to it and other standard atomic functions but not state The first is very rigid and can be seen in the combinatory calculus systems and in haskell things like $ and . and various similar functions meet this rule. The second is less rigid and would allow something like sum as it uses the + function which was not passed in but is standard and not stateful. Though the LINQ extensions in C# use state in their iteration models, so I feel I can't say they're combinators. Can someone who understands the definition of a combinator more thoroughly and with more experience in these realms give a distinct ruling on this? Are my definitions of 'combinator' wrong to begin with?

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  • Is it customary to write Java domain objects / data transfer objects with public member variables on mobile platforms?

    - by Sean Mickey
    We performed a code review recently of mobile application Java code that was developed by an outside contractor and noticed that all of the domain objects / data transfer objects are written in this style: public class Category { public String name; public int id; public String description; public int parentId; } public class EmergencyContact { public long id; public RelationshipType relationshipType; public String medicalProviderType; public Contact contact; public String otherPhone; public String notes; public PersonName personName; } Of course, these members are then accessed directly everywhere else in the code. When we asked about this, the developers told us that this is a customary performance enhancement design pattern that is used on mobile platforms, because mobile devices are resource-limited environments. It doesn't seem to make sense; accessing private members via public getters/setters doesn't seem like it could add much overhead. And the added benefits of encapsulation seem to outweigh the benefits of this coding style. Is this generally true? Is this something that is normally done on mobile platforms for the reasons given above? All feedback welcome and appreciated -

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  • Using XSLT for messaging instead of marshalling/unmarshalling Java message objects

    - by Joost van Stuijvenberg
    So far I have been using either handmade or generated (e.g. JAXB) Java objects as 'carriers' for messages in message processing software such as protocol converters. This often leads to tedious programming, such as copying/converting data from one system's message object to an instance of another's system message object. And it sure brings in lots of Java code with getters and setters for each message attribute, validation code, etc. I was wondering whether it would be a good idea to convert one system's XML message into another system's format - or even convert requests into responses from the same system - using XSLT. This would mean I would no longer have to unmarshall XML streams to Java objects, copy/convert data using Java and marshall the resulting message object to another XML stream. Since each message may actually have a purpose I would 'link' the message (and the payload it contains in its properties or XML elements/attributes) to EXSLT functions. This would change my design approach from an imperative to a declarative style. Has anyone done this before and, if so, what are your experiences? Does the reduced amount of Java 'boiler plate' code weigh up to the increased complexity of (E)XSLT?

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  • Exclusive use of a Jini server during long-running call

    - by Matthew Flint
    I'm trying to use Jini, in a "Masters/Workers" arrangement, but the Worker jobs may be long running. In addition, each worker needs to have exclusive access to a singleton resource on that machine. As it stands, if a Worker receives another request while a previous request is running, then the new request is accepted and executed in a second thread. Are there any best-practices to ensure that a Worker accepts no further jobs until the current job is complete? Things I've considered: synchronize the job on the server, with a lock on the singleton resource. This would work, but is far from ideal. A call from a Master would block until the current Worker thread completes, even if other Workers become free in the meantime unregister the Worker from the registry while the job is running, then re-register when it completes. Might work OK, but something doesn't smell right with this idea... Of course, I'm quite happy to be told that there are more appropriate technologies than Jini... but I wouldn't want anything too heavyweight, like rolling out EJB containers all over the place.

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  • bluetooth daemon not running at startup

    - by ffaxer
    I'm trying to connect a bluetooth mouse to my Xubuntu system using Blueman (v. 1.21) Problem seems to be bluetoothd not running at startup, so blueman refuses to start, only a dialog appears: "Bluez daemon is not running, blueman-manager cannot continue." On my system, bluetoothd will run only as root (sudo), so my current workaround is simply to sudo bluetoothd manually, which works fine but id like to have it run at startup so that my mouse is just working without any interaction from me, if possible. If i try to start bluetoothd as non-root it reports: Bluetooth deamon 4.91 Unable to get on D-Bus In the startup scripts i found the same bluetoothd script in all runlevels and init.d: DAEMON=/usr/sbin/bluetoothd test -f /usr/sbin/bluetoothd || exit 0 # bluetoothd normally starts up by udev rules. it needs dbus to function, log_progress_msg "bluetoothd" pkill -TERM bluetoothd || true log_progress_msg "bluetoothd" I looked in /etc/udev/rules.d/ but no reference to bluetoothd. Further i have already tried with no luck: Editing /etc/dbus-1/system.d/bluetooth.conf to include my user (essentially copying the part that was for root): I tried it while both keeping the root policy and without, still, no luck! Editing /etc/pam.d/common-session and /etc/pam.d/gdm to include the line: session optional pam_ck_connector.so In the case of common-session it was already there but with a "nox11" which i tried removing. No luck no luck. Btw, I'm confused as to which session manager I'm using, since i have both xfce4-session and gdm-session-worker running. Anyways, hope someone is savvy enough to figure it out or bring some hints, otherwise i sincerely apologize for wasting your time! I'll sign off with uname -a: Linux [mycompname] 3.0.0-9-lowlatency #12ppa1~natty1-Ubuntu SMP PREEMPT Mon Aug 22 06:52:15 UTC 2011 x86_64 x86_64 x86_64 GNU/Linux Peace B)

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  • Running multiple box2D world objects on a server

    - by CharbelAbdo
    I'm creating a multiplayer game using LibGdx (with Box2d) and Kryonet. Since this is the first time I work on multiplayer games, I read a bit about server - client implementations, and it turns out that the server should handle important tasks like collision detection, hits, characters dying etc... Based on some articles (like the excellent Gabriel Gambetta Fast paced multiplayer series), I also know that the client should work in parallel to avoid the lag while the server responds to commands. Physics wise, each game will have 2 players, and any projectiles fired. What I'm thinking of doing is the following: Create a physics world on the client When the game is signaled to start, I create the same physics world on the server (without any rendering obviously). Whenever the player issues a command (move or fire), I send the command to the server and immediately start processing it on the client. When the server receives the command, it applies it on the server's world (set velocity etc...) Each 100ms, the server sends the new state to the client which corrects what was calculated locally. Any critical action (hit, death, level up) is calculated only on the server and sent to the client. Essentially, I would have a Box2d World object running on the server for each game in progress, in sync with the worlds running on the clients. The alternative would be to do my own calculations on the server instead of relying on Box2D to do them for me, but I'm trying to avoid that. My question is: Is it wise to have, for example, 1000 instances of the World object running and executing steps on the server? Tomcat used around 750 MBytes of memory when trying it without any object added to the world. Anybody tried that before? If not, is there any alternative? Google did not help me, are there any guidelines to use when you want to have physics on both the client and the server? Thanks for any help.

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  • Why can't I create direct3d objects?

    - by quakkels
    I've been programming professionally for years using languages like VBScript, JavaScript, and C#. As a hobby, I'm getting into some c/c++ and games programming with DirectX. I am running into an issue where I cannot create direct3d objects. I am using Visual C++ 2010 Express. After I installed vc++2010express I then installed the June 2010 release of DirectX. I am trying to include DirectX via #pragma statements. This is the code I have so far in my winmain.cpp source file: #include <Windows.h> #include <d3d11.h> #include <time.h> #include <iostream> using namespace std; #pragma comment(lib, "d3d11.lib") #pragma comment(lib, "d3dx11.lib") // program settings const string AppTitle = "Direct3D in a Window"; const int ScreenWidth = 1024; const int ScreenHeight = 768; // direct3d objects LPDIRECT3D11 d3d = NULL; // this line is showing an error The type LPDIRECT3D11 is showing an error: Error: Identifier "LPDIRECT3D11" is undefined Am I missing something here to get VC++2010Express to recognize and load the DirectX libs? Thanks for any help.

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  • Sorting objects before rendering

    - by dreta
    I'm trying to implement a scene graph and in all the articles i've come across there is talk about object sorting. So you'd sort your objects by "material" for example. Now untill i sat down and started implementing it, i kind of took this for granted, because it made sense. But now i'm wondering what does sorting actually change? In my engine, i have a manager for UBOs, i use those to store data that'll be shared between programs, at the moment that only involves time, camera and projection matrices and lights (i'm not worrying about managing which lights affect which objects ATM). Now for each model i have to change the model to world matrix uniform, no sorting is going to change that. So is the jump from changing this matrix to also setting a material for each object that bad? I vaguely remember reading somewhere that each time you change something in the pipeline, it has to get flushed and that can cause performance issues. But for each drawing call i'm setting up a model to world matrix anyway, so what sense does it make to ever be concerned about this? BTW is there any information about whether changing a uniform and calling glBufferSubData is more (or less) expensive.

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  • Scrolling though objects then creating a new instace of this object

    - by gopgop
    In my game when pressing the right mouse button you will place an object on the ground. all objects have the same super class (GameObject). I have a field called selected and will be equal to one certain gameobject at a time. when clicking the right mouse button it checks whats the instance of selected and that how it determines which object to place on the ground. code exapmle: t is the "slot" for which the object will go to. if (selected instanceof MapleTree) { t = new MapleTree(game,highLight); } else if (selected instanceof OakTree) { t = new OakTree(game,highLight); } Now it has to be a "new" instance of the object. Eventually my game will have hundreds of GameObjects and I don't want to have a huge if else statement. How would I make it so it scrolls though the possible kinds of objects and if its the correct type then create a new instance of it...? When pressing E it will switch the type of selected and is an if else statement as well. How would I do it for this too? here is a code example: if (selected instanceof MapleTree) { selected = new OakTree(game); } else if (selected instanceof OakTree) { selected = new MapleTree(game); }

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  • opengl libraries for ubuntu running on Virtual Box

    - by vboxuser
    I am having Ubuntu 10.04 running on VirtualBox. Guest additions are installed successfully. But Guest additions do not provide the OpenGL library. To run open GL demo what needs to be installed. Some google links suggest Mesa utils. By my understanding is Mesa utils do not use vbox drivers to achieve hardware acceleration. Ubuntu 10.04 is running on VirtualBox and not on bare metal. The host comprise of Zx400 CPU with nvidia graphics driver. But this is not relevant since I would be using the vbox drivers provided by guest additions on VirtualBox. In this scenario how do I get OpenGL libraries on Ubuntu?. (Specially I am looking for solution other than Mesa, since mesa has support only for VMware and not for VirtualBox) How to get Opengl libraries which use vbox drivers for 3D hardware accleration?? As i already mentioned, ubuntu 10.04 is running on VirtualBox and not on bare metal. the host comprise of Zx400 CPU with nvidia graphics driver. but this is not relevant since i would be using the vbox drivers provided by guest additions on VirtualBox. In this scenario how to i get OpenGL libraries on Ubuntu. (Especially i am looking for solution other than Mesa, since mesa has support only for VMware and not for VirtualBox Thank you

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