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  • Calculating the "power" of a player in a "Defend Your Castle" type game

    - by Jesse Emond
    I'm a making a "Defend Your Castle" type game, where each player has a castle and must send units to destroy the opponent's castle. It looks like this (and yeah, this is the actual game, not a quick paint drawing..): Now, I'm trying to implement the AI of the opponent, and I'd like to create 4 different AI levels: Easy, Normal, Hard and Hardcore. I've never made any "serious" AI before and I'd like to create a quite complete one this time. My idea is to calculate a player's "power" score, based on the current health of its castle and the individual "power" score of its units. Then, the AI would just try to keep a score close to the player's one(Easy would stay below it, Normal would stay near it and Hard would try to get above it). But I just don't know how to calculate a player's power score. There are just too many variables to take into account and I don't know how to properly use them to create one significant number(the power level). Could anyone help me out on this one? Here are the variables that should influence a player's power score: Current castle health, the unit's total health, damage, speed and attack range. Also, the player can have increased Income(the money bag), damage(the + Damage) and speed(the + speed)... How could I include them in the score? I'm really stuck here... Or is there an other way that I could implement AI for this type of game? Thanks for your precious time.

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  • E.T. Phone "Home" - Hey I've discovered a leak..!

    - by Martin Deh
    Being a member of the WebCenter ATEAM, we are often asked to performance tune a WebCenter custom portal application or a WebCenter Spaces deployment.  Most of the time, the process is pretty much the same.  For example, we often use tools like httpWatch and FireBug to monitor the application, and then perform load tests using JMeter or Selenium.  In addition, there are the fine tuning of the different performance based tuning parameters that are outlined in the documentation and by blogs that have been written by my fellow ATEAMers (click on the "performance" tag in this ATEAM blog).  While performing the load test where the outcome produces a significant reduction in the systems resources (memory), one of the causes that plays a role in memory "leakage" is due to the implementation of the navigation menu UI.  OOTB in both JDeveloper and WebCenter Spaces, there are sample (page) templates that include a "default" navigation menu.  In WebCenter Spaces, this is through the SpacesNavigationModel taskflow region, and in a custom portal (i.e. pageTemplate_globe.jspx) the menu UI is contructed using standard ADF components.  These sample menu UI's basically enable the underlying navigation model to visualize itself to some extent.  However, due to certain limitations of these sample menu implementations (i.e. deeper sub-level of navigations items, look-n-feel, .etc), many customers have developed their own custom navigation menus using a combination of HTML, CSS and JQuery.  While this is supported somewhat by the framework, it is important to know what are some of the best practices in ensuring that the navigation menu does not leak.  In addition, in this blog I will point out a leak (BUG) that is in the sample templates.  OK, E.T. the suspence is killing me, what is this leak? Note: for those who don't know, info on E.T. can be found here In both of the included templates, the example given for handling the navigation back to the "Home" page, will essentially provide a nice little memory leak every time the link is clicked. Let's take a look a simple example, which uses the default template in Spaces. The outlined section below is the "link", which is used to enable a user to navigation back quickly to the Group Space Home page. When you (mouse) hover over the link, the browser displays the target URL. From looking initially at the proposed URL, this is the intended destination.  Note: "home" in this case is the navigation model reference (id), that enables the display of the "pretty URL". Next, notice the current URL, which is displayed in the browser.  Remember, that PortalSiteHome = home.  The other highlighted item adf.ctrl-state, is very important to the framework.  This item is basically a persistent query parameter, which is used by the (ADF) framework to managing the current session and page instance.  Without this parameter present, among other things, the browser back-button navigation will fail.  In this example, the value for this parameter is currently 95K25i7dd_4.  Next, through the navigation menu item, I will click on the Page2 link. Inspecting the URL again, I can see that it reports that indeed the navigation is successful and the adf.ctrl-state is also in the URL.  For those that are wondering why the URL displays Page3.jspx, instead of Page2.jspx. Basically the (file) naming convention for pages created ar runtime in Spaces start at Page1, and then increment as you create additional pages.  The name of the actual link (i.e. Page2) is the page "title" attribute.  So the moral of the story is, unlike design time created pages, run time created pages the name of the file will 99% never match the name that appears in the link. Next, is to click on the quick link for navigating back to the Home page. Quick investigation yields that the navigation was indeed successful.  In the browser's URL there is a home (pretty URL) reference, and there is also a reference to the adf.ctrl-state parameter.  So what's the issue?  Can you remember what the value was for the adf.ctrl-state?  The current value is 3D95k25i7dd_149.  However, the previous value was 95k25i7dd_4.  Here is what happened.  Remember when (mouse) hovering over the link produced the following target URL: http://localhost:8888/webcenter/spaces/NavigationTest/home This is great for the browser as this URL will navigate to the intended targer.  However, what is missing is the adf.ctrl-state parameter.  Since this parameter was not present upon navigation "within" the framework, the ADF framework produced another adf.ctrl-state (object).  The previous adf.ctrl-state basically is orphaned while continuing to be alive in memory.  Note: the auto-creation of the adf.ctrl state does happen initially when you invoke the Spaces application  for the first time.  The following is the line of code which produced the issue: <af:goLink destination="#{boilerBean.globalLogoURIInSpace} ... Here the boilerBean is responsible for returning the "string" url, which in this case is /spaces/NavigationTest/home. Unfortunately, again what is missing is adf.ctrl-state. Note: there are more than one instance of the goLinks in the sample templates. So E.T. how can I correct this? There are 2 simple fixes.  For the goLink's destination, use the navigation model to return the actually "node" value, then use the goLinkPrettyUrl method to add the current adf.ctrl-state: <af:goLink destination="#{navigationContext.defaultNavigationModel.node['home'].goLinkPrettyUrl}"} ... />  Note: the node value is the [navigation model id]  Using a goLink does solve the main issue.  However, since the link basically does a redirect, some browsers like IE will produce a somewhat significant "flash".  In a Spaces application, this may be an annoyance to the users.  Another way to solve the leakage problem, and also remove the flash between navigations is to use a af:commandLink.  For example, here is the code example for this scenario: <af:commandLink id="pt_cl2asf" actionListener="#{navigationContext.processAction}" action="pprnav">    <f:attribute name="node" value="#{navigationContext.defaultNavigationModel.node['home']}"/> </af:commandLink> Here, the navigation node to where home is located is delivered by way of the attribute to the commandLink.  The actual navigation is performed by the processAction, which is needing the "node" value. E.T. OK, you solved the OOTB sample BUG, what about my custom navigation code? I have seen many implementations of creating a navigation menu through custom code.  In addition, there are some blog sites that also give detailed examples.  The majority of these implementations are very similar.  The code usually involves using standard HTML tags (i.e. DIVS, UL, LI, .,etc) and either CSS or JavaScript (JQuery) to produce the flyout/drop-down effect.  The navigation links in these cases are standard <a href... > tags.  Although, this type of approach is not fully accepted by the ADF community, it does work.  The important thing to note here is that the <a> tag value must use the goLinkPrettyURL method of contructing the target URL.  For example: <a href="${contextRoot}${menu.goLinkPrettyUrl}"> The main reason why this type of approach is popular is that links that are created this way (also with using af:goLinks), the pages become crawlable by search engines.  CommandLinks are currently not search friendly.  However, in the case of a Spaces instance this may be acceptable.  So in this use-case, af:commandLinks, which would replace the <a>  (or goLink) tags. The example code given of the af:commandLink above is still valid. One last important item.  If you choose to use af:commandLinks, special attention must be given to the scenario in which java script has been used to produce the flyout effect in the custom menu UI.  In many cases that I have seen, the commandLink can only be invoked once, since there is a conflict between the custom java script with the ADF frameworks own scripting to control the view.  The recommendation here, would be to use a pure CSS approach to acheive the dropdown effects. One very important thing to note.  Due to another BUG, the WebCenter environement must be patched to BP3 (patch  p14076906).  Otherwise the leak is still present using the goLinkPrettyUrl method.  Thanks E.T.!  Now I can phone home and not worry about my application running out of resources due to my custom navigation! 

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  • How should a developer reject impossible requirements?

    - by sugar
    Here's the problem I'm facing: Quote From Project Manager: Hey Sugar, I'm assigning you the task of developing a framework that could be used for many different iOS applications. Here are the requirements: It should be able to detect the thickness of the thumb or fingers being used to manipulate the UI. With this information, all elements of the UI should be arranged & sized automatically. For a larger thumb, elements should be arranged nearer the center of the screen. For a smaller thumb, elements should be arranged nearer the corners of the screen. For a larger thumb, all fonts should be smaller. (We're assuming an adult in this case.) For a smaller thumb, all fonts should be larger. (We're assuming a younger person in this case.) Summary: This framework is required for creating user-friendly user interfaces programmatically. The framework should be developed in such a way that we can use for as many projects as needed, so it must also be very developer-friendly. I am the developer given this task, so my questions are as follows: How can I explain that these requirements are a little ridiculous? How can I explain that it would be better to concentrate on developing actual projects? How can I explain that even if this were possible, I wouldn't recommended developing such a thing? How do I say NO to this project politely, gently, and respectfully? How can I explain that even for a developer with 3 years of experience, this might not be possible?

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  • Merge two different API calls into One

    - by dhilipsiva
    I have two different apps in my django project. One is "comment" and an other one is "files". A comment might save some file attached to it. The current way of creating a comment with attachments is by making two API calls. First one creates an actual comment and replies with the comment ID which serves as foreign key for the Files. Then for each file, a new request is made with the comment ID. Please note that file is a generic app, that can be used with other apps too. What is the cleanest way of making this into one API call? I want to have this as a single API call because I am in a situation where I need to send user an email with all the files as attachment when a comment is made. I know Queueing is the ideal way to do it. But I don't have the liberty to add queing to our stack now. So this was the only way I could think of.

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  • Pythonic use of the isinstance function?

    - by Pace
    Whenever I find myself wanting to use the isinstance() function I usually know that I'm doing something wrong and end up changing my ways. However, in this case I think I have a valid use for it. I will use shapes to illustrate my point although I am not actually working with shapes. I am parsing XML configuration files that look like the following: <square> <width>7</width> </square> <rectangle> <width>5</width> <height>7</height> </rectangle> <circle> <radius>4</radius> </circle> For each element I create an instance of the Shape class and build up a list of Shape objects in a class called the ShapeContainer. Different parts of the rest of my application need to refer to the ShapeContainer to get certain shapes. Depending on what the code is doing it might need just rectangles, or it might operate on all quadrangles, or it might operate on all shapes. I have created the following function in the ShapeContainer class (the actual function uses a list comprehension but I have expanded it here for readability): def locate(self, shapeClass): result = [] for shape in self.__shapes: if isinstance(shape,shapeClass): result.append(shape) return result Is this a valid use of the isinstance function? Is there another way I can do this which might be more pythonic?

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  • Why am I not getting an sRGB default framebuffer?

    - by Aaron Rotenberg
    I'm trying to make my OpenGL Haskell program gamma correct by making appropriate use of sRGB framebuffers and textures, but I'm running into issues making the default framebuffer sRGB. Consider the following Haskell program, compiled for 32-bit Windows using GHC and linked against 32-bit freeglut: import Foreign.Marshal.Alloc(alloca) import Foreign.Ptr(Ptr) import Foreign.Storable(Storable, peek) import Graphics.Rendering.OpenGL.Raw import qualified Graphics.UI.GLUT as GLUT import Graphics.UI.GLUT(($=)) main :: IO () main = do (_progName, _args) <- GLUT.getArgsAndInitialize GLUT.initialDisplayMode $= [GLUT.SRGBMode] _window <- GLUT.createWindow "sRGB Test" -- To prove that I actually have freeglut working correctly. -- This will fail at runtime under classic GLUT. GLUT.closeCallback $= Just (return ()) glEnable gl_FRAMEBUFFER_SRGB colorEncoding <- allocaOut $ glGetFramebufferAttachmentParameteriv gl_FRAMEBUFFER gl_FRONT_LEFT gl_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING print colorEncoding allocaOut :: Storable a => (Ptr a -> IO b) -> IO a allocaOut f = alloca $ \ptr -> do f ptr peek ptr On my desktop (Windows 8 64-bit with a GeForce GTX 760 graphics card) this program outputs 9729, a.k.a. gl_LINEAR, indicating that the default framebuffer is using linear color space, even though I explicitly requested an sRGB window. This is reflected in the rendering results of the actual program I'm trying to write - everything looks washed out because my linear color values aren't being converted to sRGB before being written to the framebuffer. On the other hand, on my laptop (Windows 7 64-bit with an Intel graphics chip), the program prints 0 (huh?) and I get an sRGB default framebuffer by default whether I request one or not! And on both machines, if I manually create a non-default framebuffer bound to an sRGB texture, the program correctly prints 35904, a.k.a. gl_SRGB. Why am I getting different results on different hardware? Am I doing something wrong? How can I get an sRGB framebuffer consistently on all hardware and target OSes?

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  • Search inside Xournal files (.xoj)

    - by Javad Sadeqzadeh
    I'm a big fan of Evernote, I use it regularly. However, it has a 60MB storage limit (although text files are not going to occupy much space, but the limitation concern still remains). Today, I installed Xournal, which has great features like annotating, nice background, free hand shapes and notes, save in PDF format, and many more. But the big problem is that as far as I've noticd, there is no intrinsic feature for seach inside the notes (created using Xournal with .xoj suffix). I used Catfish File Search application (which creates bash commands for full text search), but it couldn't help as well. Is there anyway to search inside a .xoj file at all? If so, it could be a suitable alternative to evernote, if you put your .xoj files on a cloud (which certainly offers you much more storage space than 60MB). If not, is there any other convenient app similar to Evernote, but with higher storage limit or without a limit? Somebody suggested Zim desktop wiki app, which looks great, but I'm nut sure if I could copy and paste everything there (a mixture of photos and tables and text with various formats and highlights), like what I do with Evernote. And a very useful tool I use is Evernote Web Clipper (browser extension). Of course, having a desktop client like Everpad is a plus, but not the absolute need. PS: I use pocket, so please do suggest that (it only preserve links (which might change over time) not the actual text). I also use google drive or docs, I don't like that for this purpose niether, it's too slow, doesn't have a browser extension and a desktop client. Thank you so much in advance.

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  • Better ways to have valuable data indexed, which is ignored currently

    - by Sam
    <a title="">.../a> Hi folks. It seems that my title tag which holds extremely valuable and describes contents on my simple design page is currently compeltely denied by search engines and not indexed at all!! Those descriptions should however be indexed as the describe valuable portions to an otherwise empty page with clean glossary (thats neat and organised to the eye of the viewer. So putting all that descriptive data into visible space would ruin the designish less is more fundamental... So, which alternatives to the title tag do I have, in order to put important contents that are relevant for both user as well as search engines? A <a name="">......</> B <p name="">......</> C <a alt="">.......</> D <p alt="">.......</> From the above list, arose my question: Which of the above is advisable alternative in order to get the valuable actual content indexed? Should it be in a a tag or p tag? Or are there even better tags for this which still keep layout clean? You suggestions are Much appreciated!

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  • Config import on network-manager-openvpn

    - by Toki Tahmid
    I'm trying to use a free service using the OpenVPN protocol using OpenVPN's GUI module in the network manager. The config worked perfectly well as .ovpn on Windows. The behavior in Windows is such that I ran OpenVPN GUI and chose to connect to this particular VPN. It would then show the activity in the attempt to connect and opens a dialog box for username/password authentication. I've successfully imported all the configurations by changing the file type to .conf and using the import feature in network manager. However, attempting to connect would simply display the network manager's attempting to connect animation, but ultimately end with a notification of connection timing out. No prompt asking for authentication would appear at all, nor can I find any feature to prefix the authentication details. client dev tun proto tcp remote miami.proxpn.com 443 resolv-retry infinite nobind persist-key persist-tun ca ca.crt cert client.crt key client.key cipher BF-CBC keysize 512 comp-lzo verb 4 mute 5 tun-mtu 1500 mssfix 1450 auth-user-pass reneg-sec 0 # If you are connecting through an # HTTP proxy to reach the actual OpenVPN # server, put the proxy server/IP and # port number here. See the man page # if your proxy server requires # authentication. ;http-proxy-retry # retry on connection failures ;http-proxy [proxy server] [proxy port #] Needless to say, but I've downloaded all the required packages for setting up OpenVPN connections. By the way, as you can see above, .key and .crt files location are specified to be in the same directory as the config file. After importing the config file, if were to remove them, would it cause any problem? Note, I haven't removed them, so the problem I'm facing is not due to the absence of these files.

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  • How to "translate" interdependent object states in code?

    - by Earl Grey
    I have the following problem. My UI interace contains several buttons, labels, and other visual information. I am able to describe every possible workflow scenario that should be be allowed on that UI. That means I can describe it like this - when button A is pressed, the following should follow - In the case of that A button, there are three independent factors that influence the possible result when pushing the A button. The state of the session (blank, single, multi, multi special), the actual work that is being done by the system at the moment of pressing the A button (nothing was happening, work was being done, work was paused) and a separate UI element that has two states (on , off)..This gives me a 3 dimensional cube with 24 possible outcomes. I could write code for this using if cycles, switch cycles etc....but the problem is, I have another 7 buttons on that ui, I can enter this UI from different states..some buttons change the state, some change parameters... To sum up, the combinations are mindbogling and I am not able come up with a methodology that scales and is systematically reliable. I am able to describe EVERY workflow with words, I am sure my description is complete and without logical errors. But I am not able to translate that into code. I was trying to draw flowcharts but it soon became visually too complicated due to too many if "emafors". Can you advice how to proceeed?

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  • Preffered lambda syntax?

    - by Roger Alsing
    I'm playing around a bit with my own C like DSL grammar and would like some oppinions. I've reserved the use of "(...)" for invocations. eg: foo(1,2); My grammar supports "trailing closures" , pretty much like Ruby's blocks that can be passed as the last argument of an invocation. Currently my grammar support trailing closures like this: foo(1,2) { //parameterless closure passed as the last argument to foo } or foo(1,2) [x] { //closure with one argument (x) passed as the last argument to foo print (x); } The reason why I use [args] instead of (args) is that (args) is ambigious: foo(1,2) (x) { } There is no way in this case to tell if foo expects 3 arguments (int,int,closure(x)) or if foo expects 2 arguments and returns a closure with one argument(int,int) - closure(x) So thats pretty much the reason why I use [] as for now. I could change this to something like: foo(1,2) : (x) { } or foo(1,2) (x) -> { } So the actual question is, what do you think looks best? [...] is somewhat wrist unfriendly. let x = [a,b] { } Ideas?

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  • What is the correct way to restart udev in Ubuntu?

    - by zerkms
    I've changed the name of my eth1 interface to eth0. How to ask udev now to re-read the config? service udev restart and udevadm control --reload-rules don't help. So is there any valid way except of rebooting? (yes, reboot helps with this issue) UPD: yes, I know I should prepend the commands with sudo, but either one I posted above changes nothing in ifconfig -a output: I still see eth1, not eth0. UPD 2: I just changed the NAME property of udev-rule line. Don't know any reason for this to be ineffective. There is no any error in executing of both commands I've posted above, but they just don't change actual interface name in ifconfig -a output. If I perform reboot - then interface name changes as expected. UPD 3: let I explain all the case better ;-) For development purposes I write some script that clones virtual machines (VirtualBox-driven) and pre-sets them up in some way. So I perform a command to clone VM, start it and as long as network interface MAC is changed - udev adds the second rule to network persistent rules. Right after machine is booted for the first time there are 2 rules: eth0, which does not exist, as long as it existed in the original VM image MAC eth1, which exists, but all the configuration in all files refers to eth0, so it is not that good for me So I with sed delete the line with eth0 (it is obsolete and useless in cloned image) and replace eth1 with eth0. So currently I have valid persistent rule, but there is still eth1 in /dev. The issue: I don't want to reboot the machine (it will take another time, which is not good thing on building-VM-stage) and just want to have my /dev rebuilt with some command so I have ready-to-use VM without any reboots.

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  • Virtualbox shared folder mount from fstab fails; works once bootup is complete

    - by Ben
    I've got Ubuntu 13.10 installed in Virtualbox 4.3. The host machine is Windows. I have a couple of Virtualbox shared folders being mounted by /etc/fstab. Until recently this setup worked just fine, but after upgrading from Ubuntu 13.04 and Virtualbox 4.2 (at essentially the same time) the fstab mounting stopped working. I get the following error during boot: An error occurred while mounting /home/benme/Documents. keys:Press S to skip mounting or M for manual recovery Pressing M for manual recovery and then trying to mount manually also fails: root@benme-vb:~# cd /home/benme root@benme-vb:/home/benme# mount Documents /sbin/mount.vboxsf: mounting failed with the error: No such device But if I instead skip mounting during boot, wait for Unity to start and then mount manually in a shell, everything works fine: benme-vb ~ % ls Documents benme-vb ~ % sudo mount Documents [sudo] password for benme: benme-vb ~ % ls Documents # actual file list omitted Note that when I mount manually I'm letting mount take all the options from /etc/fstab, and it works. This suggests to me that it's some sort of timing issue, where Virtualbox isn't "ready" to provide the shared file mounts at the point /etc/fstab mounts are run during bootup. Here's the fstab line, just for completeness: Documents /home/benme/Documents vboxsf uid=benme,gid=benme,dmode=774,fmode=664 0 0 Is there something I can do about this from the Ubuntu side? Or does anyone happen to know more about this from the Virtualbox angle? I've found an old report on the Virtualbox bug-tracker with identical symptoms, but in that case the user had updated Virtualbox without updating their guest additions and resolving that fixed the problem; this isn't happening here, I've definitely got the 4.3 guest additions installed.

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  • DropSpace Syncs Android Files to Dropbox

    - by ETC
    DropSpace is a free Android application that fixes the primary issue that plagues the official Dropbox app for Android–the lack of true file synchronization. Grab a copy of DropSpace and start enjoying true file syncing on the go. The official Dropbox app is limited to grabbing files from your Dropbox account or pushing files from your phone to your Dropbox account. Actual file synchronization, this manual push/pull model aside, is nowhere to be found. DropSpace fills that gap by enabling file synchronization between your SD card directories and your Dropbox directories. It’s packed with handy features including restricting file syncing to Wi-Fi connection only (great if you don’t want to chew up your very limited data plan) as well as numerous toggles for various settings like whether it should delete remote files if the local file is deleted, how often it should run the sync service, and more. Hit up the link below to grab a copy and take it for a test drive. DropSpace is free and works wherever Android does; Dropbox account required. DropSpace [via Addictive Tips] Latest Features How-To Geek ETC Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 Access the Options for Your Favorite Extensions Easier in Firefox Don’t Sleep Keeps Your Windows Machine Awake DropSpace Syncs Android Files to Dropbox Field of Poppies Wallpaper The History Of Operating Systems [Infographic] DriveSafe.ly Reads Your Text Messages Aloud

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  • Happy New Year! Back to school :)

    - by Jim Wang
    A brand new year is upon us and it’s time to get cracking with WebMatrix again…and go back to school :).  Last year we ran a successful product walkthrough for WebMatrix Beta 2 with our students from around the world, gathering awesome feedback for the final version of WebMatrix which is coming soon!  I’d like to take this chance to thank all the students who participated in this effort…you have really helped make the final product much better than it would have been otherwise. In 2011, we’re looking, as always, at bigger and better things.  One of the ideas that has been floating around is the concept of a WebMatrix college course that you could take for actual credit.  Of course, this is going to require coordination with college educators, but we think we’re up to the challenge :) If your school is still using an antiquated language to teach their web development 101 course, and you’d like to switch to WebMatrix, we’d like to hear your voice – better yet if you have contacts from your school and would like to be one of the first to give the program a try!  Comment on this post or email wptsdrext at microsoft.com.  We look forward to partnering with you guys ^^.

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

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

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  • Removing specific part of filename (what's after the second dash) for all files in a folder

    - by Bodo
    I use the command line utility youtube-dl to download videos from YouTube and make mp3s from them with avconv. I'm doing this under Ubuntu 14.04 and very happy with it. The utility downloads the files and saves them with the following name scheme: TITLE(artist-track)-ID.mp3 So an actual filename looks like: EPIC RAP BATTLE of MANLINESS-_EzDRpkfaO4.mp3 Some other file names in the folder look like: EPIC RAP BATTLE of MANLINESS-_EzDRpkfaO4.mp3 Martin Garrix - Animals (Official Video)-gCYcHz2k5x0.mp3 Stromae - Papaoutai-oiKj0Z_Xnjc.mp3 At first, this was no problem. It didn't bother me while listening to my music in Rhytmbox. But when moving to phone or other devices it is pretty confusing to see a so long name, and some players, like the Samsung ones, treat that last part (id after second dash) of the name as Album or something. I'd like to create a bash script that removes what's after the second dash in the name for all files, so it'll make them like this: From: Martin Garrix - Animals (Official Video)-gCYcHz2k5x0.mp3 To: Martin Garrix - Animals (Official Video).mp3 Is it also possible to instruct youtube-dl to exclude the ID from now on? I am currently downloading with the command: youtube-dl --extract-audio --audio-quality 0 --audio-format mp3 URL

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  • best way to enlarge system partition

    - by yuvi
    I have a problem - I need to enlarge my system partition. I mean - when I initially installed Ubuntu, I split the partition so I have 15GB for system and the rest (around 400) pointed at /home/. This is very useful if anything goes wrong someday and I want to format and completely re-install Ubuntu without losing any of my actual data. The problem is, 15GB isn't enough, so it seems. I already moved /var/ and /opt/ folder to /home/, adding symlinks at root, but I'm still at 86% usage and I'm having performance issues (mostly when booting or running a VM). I can use Ubuntu on a flash drive and externally enlarge the partition, but I'm really afraid with going forward with that plan. Also, despite what I said before, I'd like to avoid re-installing the system if at all possible. Any advice, suggestions or ideas on how to best approach this? Any warnings I should heed? Thanks in advance! update Here's the gparted screenshot - as you can see, there's windows on dual boot (sda1-5 are all related to the windows system), then I have a linux swap, 14GB (so uh... not even 15) of system and 435 of for /home.

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  • Actually utilizing relational databases for entity systems

    - by Marc Müller
    Recently I was researching several entity systems and obviously I came across T=Machine's fantastic articles on the subject. In Part 5 of the series the author uses a relational schema to explain how an entity system is built and works. Since reading this, I have been wondering whether or not actually using a compact SQL library would be fast enough for real-time usage in video games. Performance seems to be the main issue with a full blown SQL database for management of all entities and components. However, as mentioned in T=Machine's post, basically all access to data inside the SQLDB is done sequentlially by each system over each component. Additionally, using a library like SQLite, one could easily improve performance by storing the entity data exclusively in RAM to increase access speeds. Disregarding possible performance issues, using a SQL database, in my opinion, would allow for a very intuitive implementation of entity systems and bring a long certain other benefits like easy de/serialization of game states and consistency checks like the uniqueness of entity IDs. Edit for clarification: The main question was whether using a SQL database for the actual entity management (not just storing the game state on the disk) in a real-time game would still yield a framerate appropriate for a game or even if someone is aware of projects that demonstrate SQL in a video game.

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  • Interpreting Others' Source Code

    - by Maxpm
    Note: I am aware of this question. This question is a bit more specific and in-depth, however, focusing on reading the actual code rather than debugging it or asking the author. As a student in an introductory-level computer science class, my friends occasionally ask me to help them with their assignments. Programming is something I'm very proud of, so I'm always happy to oblige. However, I usually have difficulty interpreting their source code. Sometimes this is due to a strange or inconsistent style, sometimes it's due to strange design requirements specified in the assignment, and sometimes it's just due to my stupidity. In any case, I end up looking like an idiot staring at the screen for several minutes saying "Uh..." I usually check for the common errors first - missing semicolons or parentheses, using commas instead of extractor operators, etc. The trouble comes when that fails. I often can't step through with a debugger because it's a syntax error, and I often can't ask the author because he/she him/herself doesn't understand the design decisions. How do you typically read the source code of others? Do you read through the code from top-down, or do you follow each function as it's called? How do you know when to say "It's time to refactor?"

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  • Canonicals with differing content

    - by Jimbo Jonny
    Interesting conundrum here with canonicals. Lets say I have a site with a "verified" system where other websites can become so and so "verified". Their url to send people to to confirm verification is something like "blah.com/verify/company1" and "blah.com/verify/company2". But logically "blah.com/verify" itself is not verifying anyone in particular, so it redirects to the signup form to get verified, at "blah.com/verify/register" As far as the actual companies registered, I figure it doesn't make sense to index every individual url with only the tiny difference of which company name it's saying yay or nay to being verified, so canonicals could come in handy on those pages to condense the indexing. Yet making "blah.com/verify" the canonical "hub" doesn't work well because it's a signup form, not a verification page, so technically has quite different content from the various verification pages themselves. But at the same time it's a bit unfair to choose 1 company to point all the canonical benefits too to use that as the "hub", yet a bit wasteful to have google index every individual verification page and spread out all that linkjuice. Basically, I'm just looking for advice, what's best for this from a search engine standpoint?

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  • From simple physics with a ball, to a more complicated shape

    - by Maximus
    Hello fellow game devs and stack overflowers... I recently made a transition from OpenGL ES 1.1 to 2.0 (on Android via NDK) and things are going well so far. I'm working on doing a dice rolling application (gaming dice up to 20 sided, not just regular 6 sided die) as a way to learn more about how physics is implemented in a gaming environment. I've explored implementing existing engine options (such as Bullet) and I don't think I need to implement something quite so sophisticated. I've found several tutorials that handle a lot of the general physics involved with initial trajectory, velocity, angle of contact and reflection angle, etc. I'm confident that I'd be able to implement ball-like behavior without much trouble. My question lies in when I attempt to make the interaction of the die shape with another surface more "realistic," for example... the die strikes the floor surface at such an angle where only one corner makes contact with the floor. In my mind, the center of gravity of the object would play a part in determining how the die bounces away, possibly even spinning it it faster, etc... but I am not sure what the actual math involved is. Are there any recommended resources for getting into this level of detail? Initial searches haven't turned up much... Thanks to everyone in the community, -Jeremiah

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  • Daily Blog Archives and Duplicate Content

    - by nemmy
    A few weeks back I realised that my blog software was creating daily post archives. Which basically resulted in duplicate content especially if I only had one post a day. The situation is something like this: www.sitename.com/blog/archives/2013/06/01 - daily archive for 1 June 2013 www.sitename.com/blog/archives/2013/06/my-post-name.html So, here we have two pages that are basically identical except the daily archive has some meaningless title like "Daily Archive for 1 June 2003". And I have no control over which content Google decides is the primary content. It's quite possible (and likely) that the daily archive could be the "primary" content and the actual post itself the "duplicate". Once I realised it was doing this I modified the daily archive template to include <meta name="robots" content="noindex"> Here we are a few weeks later and I still see some daily archives coming up in Google search results. I realise some of those deep pages might not be crawled yet but I am worried that the original post (which should be the PRIMARY content) has been marked duplicate content by Google. Now I've no indexed the daily archives I might end up with no indexed content AND the original articles still flagged as duplicates. And nothing will show up in search at all. Have I screwed myself here or is there a way out?

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  • Pursuing violators of software license/copyright

    - by Dmitry Brant
    I've recently discovered a seller on eBay who is selling CDs with my (trialware) software on it. The seller is clearly trying to pass the software off as his own; he's copied all the verbiage from my software's website, except its actual name. This seller also sells a whole bunch of other CDs with free software for which he's misrepresenting authorship. For example, this listing contains screen shots that are obviously of the free program InfraRecorder. However, the name InfraRecorder or its authors aren't mentioned anywhere. Before I splurge on official legal assistance, does the community have any recommendations or past experiences with these kinds of matters? What's the best way to proceed, and at the very least, have the eBay listings taken down? Is it possible to reclaim the earnings from the sales of these CDs (not just for me, but for the other authors of the free software that this person is selling)? I realize that GPL'd software doesn't have any restrictions on "selling" the software, but this person has gone to great lengths to obfuscate the software's authorship, which is surely a violation of the license. (My software is not GPL; it's a custom license, and it does not permit redistribution of any kind without permission)

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  • Orthographic unit translation mismatch on grid (e.g. 64 pixels translates incorrectly)

    - by Justin Van Horne
    I am looking for some insight into a small problem with unit translations on a grid. Setup 512x448 window 64x64 grid gl_Position = projection * world * position; projection is defined by ortho(-w/2.0f, w/2.0f, -h/2.0f, h/2.0f); This is a textbook orthogonal projection function. world is defined by a fixed camera position at (0, 0) position is defined by the sprite's position. Problem In the screenshot below (1:1 scaling) the grid spacing is 64x64 and I am drawing the unit at (64, 64), however the unit draws roughly ~10px in the wrong position. I've tried uniform window dimensions to prevent any distortion on the pixel size, but now I am a bit lost in the proper way in providing a 1:1 pixel-to-world-unit projection. Anyhow, here are some quick images to aide in the problem. I decided to super-impose a bunch of the sprites at what the engine believes is 64x offsets. When this seemed off place, I went about and did the base case of 1 unit. Which seemed to line up as expected. The yellow shows a 1px difference in the movement. Vertices It would appear that the vertices going into the vertex shader are correct. For example, in reference to the first image the data looks like this in the VBO: x y x y ---------------------------- tl | 0.0 24.0 64.0 24.0 bl | 0.0 0.0 -> 64.0 0.0 tr | 16.0 0.0 80.0 0.0 br | 16.0 24.0 80.0 24.0 With that said, all I am left to believe is that I am munging up my actual projection. So, I am looking for any insight into maintaining the 1:1 pixel-to-world-unit projection.

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