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  • Does concurrency inherently introduce "randomness" into a game?

    - by Jeff
    When a game is implemented with concurrency (as most games are), does this necessarily, by its very nature, introduce an element of randomness into the game that is outside of the players' control? Note that when I use the word "random", I'm not meaning to launch into a philosophical debate about the deterministic nature of the system. I understand that concurrency is deterministic in the sense that the operating system decides which processes to allow time on the CPU and in what order (or the JVM controls which Thread's turn it is to execute, etc). But my understanding of this is that there is no way to control or predict whether one thread's next command will execute before or after another. The reason I'm asking is because this seems like a fundamental difficulty for game development where a game is supposedly designed around a player's skill. Consider a game like League of Legends. Assume that two players are battling it out. It's a very close contest between the two and it's coming down to the wire -- so much so that whoever gets their last attack off will be the one to kill the other and win the game for their team. If the players are implemented using concurrency and the situation really was like this, is it essentially out of the players' hands at this point? Is the outcome of this match all up to whatever system is arbitrarily deciding which player's thread/process will execute next? If not, what am I misunderstanding about concurrency? If so, is there any way around this problem so that a game of skill can always be a game of skill, especially in those most crucial moments?

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  • Thoughts and comments on Search Neutrality?

    - by SprocketGizmo
    Following the cases brought forward by Foundem, Ciao!, and eJustice.fr what are your thoughts on Search Neutrality? Should search engines be regulated by the FCC or FTC similarly to the way the FCC is pushing to regulate Net Neutrality? Relevant Articles: Op-Ed to the New York Times from the founder of Foundem Excerpt from Book on Search/Net Neutrality Blog discussing preceding link. Site founded by Foundem to promote Search Neutrality awareness.

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  • Organizing code for iOS app development

    - by KronoS
    I've been developing an app for the iOS platform, and as I've been going along, I've noticed that I've done a terrible job of keeping my files (.h, .m, .mm) organized. Is there any industry standards or best practices when it comes to organizing files for an iOS project? My files include custom classes (beside the view controllers), customized View Controllers, third-party content, code that works only on iOS 5.0+ and code that works on previous versions. What I'm looking for is a solution to keep things organized in a manner that others (or myself in years to come) can look at this and understand the basic structure of the application and not get lost in the multiple files found therein.

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  • What is the best way to code the XNA Game Server for FPS game?

    - by AgentFire
    I'm writing a FPS XNA game. It gonna be multiplayer so I came up with following: I'm making two different assemblies — one for the game logic and the second for drawing it and the game irrelevant stuff (like rocket trails). The type of the connection is client-server (not peer-to-peer), so every client at first connects to the server and then the game begins. I'm completly decided to use XNA.Framework.Game class for the clients to run their game in window (or fullscreen) and the GameComponent/DrawableGameComponent classes to store the game objects and update&draw them on each frame. Next, I want to get the answer to the question: What should I do on the server side? I got few options: Create my own Game class on the server, which will process all the game logic (only, no graphics). The reason why I am not using the standart Game class is when I call Game.Run() the white window appears and I cant figure out how to get rid of it. Use somehow the original XNA's Game class, which is already has the GameComponent collection and Update event (60 times per second, just what I need). UPDATE: I got more questions: First, what socket mode should I use? TCP or UDP? And how to actually let the client know that this packet is meant to be processed after that one? Second, if I is going to use exacly GameComponent class for the game objects which is stored and process on the server, how to make them to be drawn on the client? Inherit them (while they are combined to an assembly)? Something else?

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  • Farseer: How can I crush Mario? [on hold]

    - by Homer_Simpson
    I want that Mario dies if the box is crushing him. My game has a similar level like this level from New Super Mario Bros. Wii: http://www.youtube.com/watch?v=tYyu6tFAa2M At the beginning of the level, you see some boxes falling to the ground. If a box crushes Mario, he dies. I want to do exactly the same in my game, but I don't know how to do that in Farseer. How can I do that in Farseer 3.3.1? Do you have any suggestions? I don't know how to do the collision detection. I use rectangles for the boxes and ground in Farseer. Mario is a polygon.

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  • How do I choose the scaling factor of a 3D game world?

    - by concept3d
    I am making a 3D tank game prototype with some physics simulation, am using C++. One of the decisions I need to make is the scale of the game world in relation to reality. For example, I could consider 1 in-game unit of measurement to correspond to 1 meter in reality. This feels intuitive, but I feel like I might be missing something. I can think of the following as potential problems: 3D modelling program compatibility. (?) Numerical accuracy. (Does this matter?) Especially at large scales, how games like Battlefield have huge maps: How don't they lose numerical accuracy if they use 1:1 mapping with real world scale, since floating point representation tend to lose more precision with larger numbers (e.g. with ray casting, physics simulation)? Gameplay. I don't want the movement of units to feel slow or fast while using almost real world values like -9.8 m/s^2 for gravity. (This might be subjective.) Is it ok to scale up/down imported assets or it's best fit with a world with its original scale? Rendering performance. Are large meshes with the same vertex count slower to render? I'm wondering if I should split this into multiple questions...

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  • XNA: Huge Tile Map, long load times

    - by Zach
    Recently I built a tile map generator for a game project. What I am very proud of is that I finally got it to the point where I can have a GIANT 2D map build perfectly on my PC. About 120000pixels by 40000 pixels. I can go larger actually, but I have only 1 draw back. #1 ram, the map currently draws about 320MB of ram and I know the Xbox allows 512MB I think? #2 It takes 20 mins for the map to build then display on the Xbox, on my PC it take less then a few seconds. I need to bring that 20 minutes of generating from 20 mins to how ever little bit I can, and how can a lower the amount of RAM usage while still being able to generate my map. Right now everything is stored in Jagged Arrays, each piece generating in a size of 1280x720 (the mother piece). Up to the amount that I need, every block is exactly 40x40 pixels however the blocks get removed from a List or regenerated in a List depending how close the mother piece is to the player. Saving A LOT of CPU, so at all times its no more then looping through 5184 some blocks. Well at least I'm sure of this. But how can I lower my RAM usage without hurting the size of the map, and how can I lower these INSANE loading times? EDIT: Let me explain my self better. Also I'd like to let everyone know now that I'm inexperienced with many of these things. So here is an example of the arrays I'm using. Here is the overall in a shorter term: int[][] array = new int[30][]; array[0] = new int[] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 }; array[1] = new int[] { 1, 3, 3, 3, 3, 1, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 }; that goes on for around 30 arrays downward. Now for every time it hits a 1, it goes and generates a tile map 1280x720 and it does that exactly the way it does it above. This is how I loop through those arrays: for (int i = 0; i < array.Length; i += 1) { for (int h = 0; h < array[i].Length; h += 1) { } { Now how the tiles are drawn and removed is something like this: public void Draw(SpriteBatch spriteBatch, Vector2 cam) { if (cam.X >= this.Position.X - 1280) { if (cam.X <= this.Position.X + 2560) { if (cam.Y >= this.Position.Y - 720) { if (cam.Y <= this.Position.Y + 1440) { if (visible) { if (once == 0) { once = 1; visible = false; regen(); } } for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles[i].Draw(spriteBatch, cam); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles[i].Draw(spriteBatch, cam); } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } } If you guys still need more information just ask in the comments.

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  • Structure gameobjects and call events

    - by waco001
    I'm working on a 2D tile based game in which the player interacts with other game objects (chests, AI, Doors, Houses etc...). The entire map will be stored in a file which I can read. When loading the tilemap, it will find any tile with the ID that represents a gameobject and store it in a hashmap (right data structure I think?). private static HashMap<Integer, Class<GameObject>> gameObjects = new HashMap<Integer, Class<GameObject>>(); How exactly would I go about calling, and checking for events? I figure that I would just call the update, render and input methods of each gameobject using the hashmap. Should I got towards a Minecraft/Bukkit approach (sorry only example I can think of), where the user registers an event, and it gets called whenever that event happens, and where should I go as in resources to learn about that type of programming, (Java, LWJGL). Or should I just loop through the entire hashmap looking for an event that fits? Thanks waco

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  • What would be the Query to get exact same result like Windows 7 start menu search for Programs using Windows Search service?

    - by Somnath
    I would like to implement the same search application like Windows 7 using microsoft.search.interop.dll, C#. Currently I'm using System.Kind property to retrieve information regarding the programs from Windows Search but the results set does not look same like Windows 7 search. Order of items are different. SELECT TOP 3 System.ItemNameDisplay, System.DateAccessed FROM SystemIndex WHERE System.ItemNameDisplay LIKE 'ad%' AND (System.Kind='Program') What would be the Query to get exact same result like Windows 7 start menu search for Programs? As an example : search token = 'ad' Windows 7 search result Adobe Reader 9, Add a device, Adobe Photoshop 7.0 Search Result from my code Adobe ImageReady 7.0 , Adobe Photoshop 7.0 , Adobe Reader 9

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  • How to begin in Game Development? [closed]

    - by Bladimir Ruiz
    It's been a while since I decide to get into game dev, but, there are so many ways to make a game, that i dont know where to begin, I got unity 3d license for PC/Android/Ios for free, but i Also got XNA dev tool, ALSO have CoronaSDK.. But I dont Know wich one to use. Till' now all i want is to make a Sidecroller lime Super Mario Bros, Just for start later on, i will like to make diferent games. In the future i would like to work in the game industry which tools will be the best to Start in that "Dream"?

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  • Windows Azure and Server App Fabric &ndash; kinsmen or distant relatives?

    - by kaleidoscope
    Technorati Tags: tinu,windows azure,windows server,app fabric,caching windows azure If you are into Windows Azure then it would be rather demeaning to ask if you are aware of Windows Azure App Fabric. Just in case you are not - Windows Azure App Fabric provides a secure connectivity service by means of which developers can build distributed applications as well as services that work across network and organizational boundaries in the cloud. But some of you may have heard of another similar term floating around forums and blog posts - Windows Server App Fabric. The momentary déjà vu that you might have felt upon encountering it is not unheard of in the Cloud Computing circles - http://social.msdn.microsoft.com/Forums/en/netservices/thread/5ad4bf92-6afb-4ede-b4a8-6c2bcf8f2f3f http://forums.virtualizationtimes.com/session-state-management-using-windows-server-app-fabric Many have fallen prey to this ambiguous nomenclature but its not without a purpose. First announced at PDC 2009, Windows Server AppFabric is a set of application services focused on improving the speed, scale, and management of Web, Composite, and Enterprise applications. Initially codenamed Dublin the app fabric (oops....Windows Server App Fabric) provides add-ons like Monitoring,Tracking and Persistence into your hosted Workflow and Services without the Developer worried about these Functionalities. Alongwith this it also provides Distributed In-Memory caching features from Velocity caching. In short it is a healthy equivalent of Windows Azure App Fabric minus the cloud part. So why bring this up while talking about Windows Azure? Well, apart from their similar last names these powers are soon to be combined if Microsoft's roadmap is to be believed - "Together, Windows Server AppFabric and Windows Azure platform AppFabric provide a comprehensive set of services that help developers rapidly develop new applications spanning Windows Azure and Windows Server, and which also interoperate with other industry platforms such as Java, Ruby, and PHP." One of the most powerful features of the Windows Server App Fabric is its distributed caching mechanism which if appropriately leveraged with the Windows Azure App Fabric could very well mean a revolution in the Session Management techniques for the Azure platform. Well Microsoft, we do have our fingers crossed..... Read on... http://blogs.technet.com/windowsserver/archive/2010/03/01/windows-server-appfabric-beta-2-available.aspx

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  • Absolute beginner to app developement [closed]

    - by Andrew Johnston
    I have two app ideas that I am trying to build. I have started at the Facebook developement pages and done the Heroku/Git thing. However, I have absolutely no idea of what I am doing. When they say on the developer page: follow these quick easy steps Are they assuming that they are talking to a programmer/developer? I believe my apps have huge potential but I don't want to disclose my ideas. Any advice? I also would like to know how does one make money from Facebook applications?

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  • Web-based CMS for mobile app

    - by JWood
    I'm just about to start developing a mobile app which needs to be fed from a CMS. I started designing the tables when I thought there must be something out there which could save me a load of time and let me concentrate on the mobile side of things. So, I'm looking for a CMS that will let me create hierarchical "pages" which will just be 4-5 database fields with a simple front-end to allow to edit and update them. I don't mind having to write some code to layout the database and forms etc, any saving on starting from scratch would be good. The only requirement is that I be able to access the data via some sort of web service, REST, JSON, XML, anything really... Can anyone suggest anything that might help? Thanks, J

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  • Collision detection in 3D space

    - by dreta
    I've got to write, what can be summed up as, a compelte 3D game from scratch this semester. Up untill now i have only programmed 2D games in my spare time, the transition doesn't seem tough, the game's simple. The only issue i have is collision detection. The only thing i could find was AABB, bounding spheres or recommendations of various physics engines. I have to program a submarine that's going to be moving freely inside of a cave system, AFAIK i can't use physics libraries, so none of the above solves my problem. Up untill now i was using SAT for my collision detection. Are there any similar, great algorithms, but crafted for 3D collision? I'm not talking about octrees, or other optimalizations, i'm talking about direct collision detection of one set of 3D polygons with annother set of 3D polygons. I thought about using SAT twice, project the mesh from the top and the side, but then it seems so hard to even divide 3D space into convex shapes. Also that seems like far too much computation even with octrees. How do proffessionals do it? Could somebody shed some light.

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  • Map of the Dead Helps You Plan For a Zombie Apocalypse

    - by Jason Fitzpatrick
    There’s no time like the present to start charting out your zombie apocalypse escape route. Map of the Dead highlights key locations–like gun stores, gas stations, and pharmacies–in your immediate area. The key to surviving the zombie horde is fast access to supplies. Unless you have a bunker under your house filled with goodies, you’ll need more fuel, ammo, and medical supplies–Map of the Dead makes it easy to see where the goods are in your locale. Make sure to mouse over the map key for some entertaining commentary. Map of the Dead [via Neatorama] The Best Free Portable Apps for Your Flash Drive Toolkit How to Own Your Own Website (Even If You Can’t Build One) Pt 3 How to Sync Your Media Across Your Entire House with XBMC

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  • Oracle Index Skip Scan

    - by jchang
    There is a feature, called index skip scan that has been in Oracle since version 9i. When I across this, it seemed like a very clever trick, but not a critical capability. More recently, I have been advocating DW on SSD in approrpiate situations, and I am thinking this is now a valuable feature in keeping the number of nonclustered indexes to a minimum. Briefly, suppose we have an index with key columns: Col1 , Col2 , in that order. Obviously, a query with a search argument (SARG) on Col1 can use...(read more)

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  • How to Build Your Own Siri App In a Browser

    - by ultan o'broin
    This post from Applications User Experience team co-worker Mark Vilrokx (@mvilrokx) about building your own Siri-style voice app in a browser using Rails, Chrome, and WolframAlpha is so just good you've now got it thrice! I love these kind of How To posts. They not only show off innovation but inspire others to try it out too. Love the sharing of the code snippets too. Hat tip to Jake at the AppsLab (and now on board with the Applications UX team too) for picking up the original All Things Rails blog post. Oracle Voice & Nuance demo on the Oracle Applications User Experience Usable Apps YouTube Channel Mark recently presented on Oracle Voice at the Oracle Usability Advisory Board on Oracle Voice and Oracle Fusion Applications and opened customers and partners eyes to how this technology can work for their users in the workplace and what's coming down the line! Great job, Mark.

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  • Frames per Second and Updates per Second [on hold]

    - by matt murray
    So this is more a general resources question, as I am seeking knowledge on how best to conserve resources in a game (I am writing in Java, and please this is not a thread on what language I should write it in, I have already chosen Java) so that the updates and frames per second could be the highest they could be. In general I am just searching for any articles you may have, any personal experience, anything what so ever that could be of use to a pretty new Java game developer on the subject! Thanks in advance!

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  • Design Patterns and their most common uses for them [closed]

    - by cable729
    Possible Duplicate: What are some programming design patterns that are useful in game development? As I'm returning to game dev, I've realized that I've lost a lot of the knowledge I had before. So now I'm looking at design patterns that I can use for my next project. One design pattern that I've seen a lot is the 'composition method,' which uses actors and components. Is that the right name for it? I'd like to look more at this and see what the advantages/pitfalls are. So what design patterns are out there, and what are the advantages/disadvantages to them?

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  • Build a LEGO Creation without Leaving Your Cube

    - by Jason Fitzpatrick
    Just because you’re stuck at your desk doesn’t mean you can’t sneak in a little fun. At BuildWithChrome you can slap together virtual LEGO bricks with ease. The site, a collaboration between Google and LEGO, shows you a massive map of Australia and New Zealand covered in thousands of LEGO base plates. Zoom in, select a base plate, and get building. The block selection is fairly limited (you can work with the kind of blocks you’d find in a generic LEGO brick pack) but it’s still quite a bit of fun. When I took it for a test drive, I started simple by building a house-like structure: With the addition of a few more pieces it would be possible to pull off the wizard shop my wife and daughter just built: How to Banish Duplicate Photos with VisiPic How to Make Your Laptop Choose a Wired Connection Instead of Wireless HTG Explains: What Is Two-Factor Authentication and Should I Be Using It?

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  • Embed Unity3D and load multiple games from a single app

    - by Rafael Steil
    Is is possible to export an entire unity3d project/game as an AssetBundle and load it on iOS/Android/Windows on an app that doesn't know anything about such game beforehand? What I have in mind is something like the web plugin does - it loads a series of .unity3d files over http, and render inline in the browser window. Is it even possible to do something closer for iOS/Android? I have read a lot of docs so far, but still can't be sure: http://floored.com/blog/2013/integrating-unity3d-within-ios-native-application.html http://docs.unity3d.com/Manual/LoadingResourcesatRuntime.html http://docs.unity3d.com/Manual/AssetBundlesIntro.html The code from the post at http://forum.unity3d.com/threads/112703-Override-Unity-Data-folder-path?p=749108&viewfull=1#post749108 works for Android, but how about iOS and other platforms?

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  • Finding links among many written and spoken thoughts

    - by Peter Fren
    So... I am using a digital voice recorder to record anything I see important, ranging from business to private, from rants to new business ideas. Every finalized idea is one wma-file. I wrote a program to sort the wma-files into folders. From time to time I listen to the wma-files, convert them to text(manually) and insert them into a mindmap with mindmanager, which I sort hierarchically by area and type in turn. This works very well, no idea is being lost, when I am out of ideas for a special topic, I listen to what I said and can get started again. What could a search system look like that finds links between thoughts(written in the mindmap and in the wma files) or in general gives me good search results even when the keyword I searched for is not present but a synonym of it or related topic(for instance flower should output entries containing orchid aswell, even if they contain orchid but not the very keyword flower). I prefer something ready-made but small adjustments to a given system are fine aswell. How would you approach this task?

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  • How do you properly organize a commercial game?

    - by Reactorcore
    For the past months I've been studying programming and I've finally learned how to code, but one thing that is confusing me is how to properly organize the design of a game project - code wise. The game I'm building is a pretty standard commercial game. It has the basic components of a normal game: A world, characters and items interacting with each other and all of this is run by game manager. Basically you play as a hero in a world and do stuff. Fight, explore and interact. Think of your standard adventure game that starts off with an intro, goes to the menu system, then gets into the game and back to the menu. Pretty much like 99% of any commercial game or otherwise serious game projects. Thats what I'm aiming at. The problem is: How do you properly code a commercial game architecture? How do you organize it? How do you make it not become unmaintainable spaghetti code? What specific things to keep in mind when building this, codewise? How you can help me: a) Please tell how do you code your own game projects. What is your thought-process when designing the architecture? b) Recommend books, blogs, tutorials, videos or anything else on how to organize a commercial video game. c) Give hints and tips on do's/don'ts when building a game, codewise. Please help!

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  • Dynamic audio score/music

    - by Joel Martinez
    I'm interested in developing a game who's background music changes with the mood and scenario of the game's action. Of course many existing games do this (halo for example), but I was interested in any resources/papers/articles talking about the techniques to develop a system like this. I have some ideas, and I understand that this will be equally challenging to implement at the code level as it will be to come up or acquire music that fits this model. Any links or, answers with ideas in them would he appreciated. Edit: this is the kind of info I'm looking for :) http://halo.bungie.org/misc/gdc.2002.music/

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  • Moving a body in a specific direction using XNA with Farseer Physics

    - by Code Assasssin
    I have a custom polygon attached to a body, which looks like this: What I am trying to accomplish is getting the body to move according to wherever the tip of the body is. So far this is what I've tried: if (ks.IsKeyDown(Keys.Up)) { body.ApplyForce(new Vector2(0, -20),body.GetLocalPoint(new Vector2(0,0))); } if (ks.IsKeyDown(Keys.Left)) { body.ApplyTorque(-500); } if (ks.IsKeyDown(Keys.Right)) { body.ApplyTorque(500); } The body rotates fine - but when I try making the body accelerate according to the tip of the body - assuming I have specified the tip correctly(I am pretty sure I haven't), it just spins around, as if I have applied Torque to it. Can anyone point me in the right direction of how to fix this problem?

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