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  • PHP - JSON Steam API query

    - by Hunter
    First time using "JSON" and I've just been working away at my dissertation and I'm integrating a few features from the steam API.. now I'm a little bit confused as to how to create arrays. function test_steamAPI() { $api = ('http://api.steampowered.com/ISteamUser/GetPlayerSummaries/v0002/?key='.get_Steam_api().'&steamids=76561197960435530'); $test = decode_url($api); var_dump($test['response']['players'][0]['personaname']['steamid']); } //Function to decode and return the data. function decode_url($url) { $decodeURL = $url; $data = file_get_contents($url); $data_output = json_decode($data, true); return $data_output; } So ea I've wrote a simple method to decode Json as I'll be doing a fair bit.. But just wondering the best way to print out arrays.. I can't for the life of me get it to print more than 1 element without it retunring an error e.g. Warning: Illegal string offset 'steamid' in /opt/lampp/htdocs/lan/lan-includes/scripts/class.steam.php on line 48 string(1) "R" So I can print one element, and if I add another it returns errors. EDIT -- Thanks for help, So this was my solution: function test_steamAPI() { $api = ('http://api.steampowered.com/ISteamUser/GetPlayerSummaries/v0002/?key='.get_Steam_api().'&steamids=76561197960435530,76561197960435530'); $data = decode_url($api); foreach($data ['response']['players'] as $player) { echo "Steam id:" . $player['steamid'] . "\n"; echo "Community visibility :" . $player['communityvisibilitystate'] . "\n"; echo "Player profile" . $player['profileurl'] ."\n"; } } //Function to decode and return the data. function decode_url($url) { $decodeURL = $url; $json = file_get_contents($decodeURL); $data_output = json_decode($json, true); return $data_output; } Worked this out by taking a look at the data.. and a couple json examples, this returns an array based on the Steam API URL (It works for multiple queries.... just FYI) and you can insert loops inside for items etc.. (if anyone searches for this).

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  • How do I handle the Maybe result of at in Control.Lens.Indexed without a Monoid instance

    - by Matthias Hörmann
    I recently discovered the lens package on Hackage and have been trying to make use of it now in a small test project that might turn into a MUD/MUSH server one very distant day if I keep working on it. Here is a minimized version of my code illustrating the problem I am facing right now with the at lenses used to access Key/Value containers (Data.Map.Strict in my case) {-# LANGUAGE OverloadedStrings, GeneralizedNewtypeDeriving, TemplateHaskell #-} module World where import Control.Applicative ((<$>),(<*>), pure) import Control.Lens import Data.Map.Strict (Map) import qualified Data.Map.Strict as DM import Data.Maybe import Data.UUID import Data.Text (Text) import qualified Data.Text as T import System.Random (Random, randomIO) newtype RoomId = RoomId UUID deriving (Eq, Ord, Show, Read, Random) newtype PlayerId = PlayerId UUID deriving (Eq, Ord, Show, Read, Random) data Room = Room { _roomId :: RoomId , _roomName :: Text , _roomDescription :: Text , _roomPlayers :: [PlayerId] } deriving (Eq, Ord, Show, Read) makeLenses ''Room data Player = Player { _playerId :: PlayerId , _playerDisplayName :: Text , _playerLocation :: RoomId } deriving (Eq, Ord, Show, Read) makeLenses ''Player data World = World { _worldRooms :: Map RoomId Room , _worldPlayers :: Map PlayerId Player } deriving (Eq, Ord, Show, Read) makeLenses ''World mkWorld :: IO World mkWorld = do r1 <- Room <$> randomIO <*> (pure "The Singularity") <*> (pure "You are standing in the only place in the whole world") <*> (pure []) p1 <- Player <$> randomIO <*> (pure "testplayer1") <*> (pure $ r1^.roomId) let rooms = at (r1^.roomId) ?~ (set roomPlayers [p1^.playerId] r1) $ DM.empty players = at (p1^.playerId) ?~ p1 $ DM.empty in do return $ World rooms players viewPlayerLocation :: World -> PlayerId -> RoomId viewPlayerLocation world playerId= view (worldPlayers.at playerId.traverse.playerLocation) world Since rooms, players and similar objects are referenced all over the code I store them in my World state type as maps of Ids (newtyped UUIDs) to their data objects. To retrieve those with lenses I need to handle the Maybe returned by the at lens (in case the key is not in the map this is Nothing) somehow. In my last line I tried to do this via traverse which does typecheck as long as the final result is an instance of Monoid but this is not generally the case. Right here it is not because playerLocation returns a RoomId which has no Monoid instance. No instance for (Data.Monoid.Monoid RoomId) arising from a use of `traverse' Possible fix: add an instance declaration for (Data.Monoid.Monoid RoomId) In the first argument of `(.)', namely `traverse' In the second argument of `(.)', namely `traverse . playerLocation' In the second argument of `(.)', namely `at playerId . traverse . playerLocation' Since the Monoid is required by traverse only because traverse generalizes to containers of sizes greater than one I was now wondering if there is a better way to handle this that does not require semantically nonsensical Monoid instances on all types possibly contained in one my objects I want to store in the map. Or maybe I misunderstood the issue here completely and I need to use a completely different bit of the rather large lens package?

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  • UPK 3.6.1 (is Coming)

    - by marc.santosusso
    In anticipation of the release of UPK 3.6.1, I'd like to briefly describe some of the features that will be available in this new version. Topic Editor in Tabs Topic Editors now open in tabs instead of separate Developer windows. This offers several improvements: First, the bubble editor can be docked and resized in the same way as other editor panes. That's right, you can resize the bubble editor! The second enhancement that this changes brings is an improved undo and redo which allows each action to be undone and redone in the Topic Editor. New Sound Editor The topic and web page editors include a new sound editor with all the bells and whistles necessary to record, edit, import, and export, sound. Sound can be captured during topic recording--which is great for a Subject Matter Expert (SME) to narrate what they're recording--or after the topic has been recorded. Sound can also be added to web pages and played on the concept panes of modules, sections and topics. Turn off bubbles in Topics Authors may opt to hide bubbles either per frame or for an entire topic. When you want to draw a user's attention to the content on the screen instead of the bubble. This feature works extremely well in conjunction with the new sound capabilities. For instance, consider recording conceptual information with narration and no bubbles. Presentation Output UPK content can be published as a Presentation in Microsoft PowerPoint format. Publishing for Presentation will create a presentation for each topic published. The presentation template can be customized Using the same methods offered for the UPK document outputs, allowing your UPK-generated presentations to match your corporate branding. Autosave and Recovery The Developer will automatically save your work as often as you would like. This affords authors the ability to recover these automatically saved documents if their system or UPK were to close unexpectedly. The Developer defaults to save open documents every ten minutes. Package Editor Enhancement Files in packages will now open in the associated application when double-clicked. Authors can also choose to "Open with..." from the context menu (AKA right click menu.) See It! Window See It! mode may now be launched in a non-fullscreen window. This is available from the kp.html file in any Player package. This version of See It! mode offers on-screen navigation controls including previous frame, next frame, pause etc. Firefox Enhancments The UPK Player will now offer both Do It! mode and sound playback when viewed using Firefox web browser. Player Support for Safari The UPK Player is now fully supported on the Safari web browser for both Mac OS and Windows platforms. Keep document checked out Authors may choose to keep a document checked out when performing a check in. This allows an author to have a new version created on the server and continue editing. Close button on individual tabs A close button has been added to the tabs making it easier to close a specific tab. Outline Editor Enhancements Authors will have the option to prevent concepts from immediately displaying in the Developer when an outline item is selected. This makes it faster to move around in the outline editor. Tell us which feature you're most excited to use in the comments.

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  • How To Rip an Audio CD to FLAC with Foobar2000

    - by Mysticgeek
    Foobar2000 is a great audio player that is fully customizable, is light on system resources, and contains a lot of tools and features. Today we show you how to use it to rip an audio CD to FLAC format. Note: For this tutorial we’re going to assume this is the first time you’re ripping a disc with Foobar2000. We’re running it on Windows 7 Ultimate 64-bit. Install Foobar2000 and FLAC First download and install Foobar2000 (link below). The main thing you’ll want to make sure to enable during the install process is Audio CD Support… And the freedb Tagger which are located under Optional Features, then continue through the rest of the install wizard. Next you need to install the latest version of the FLAC codec (link below) following the defaults. Rip Audio CD To rip a CD, place it in your CDROM drive, launch Foobar2000 and click File \ Open Audio CD. Select the appropriate CD drive and click the Rip button. Next you’ll want to lookup the disc information with freedb…or you can manually enter in the track data if it’s a custom disc. Select the proper tag information in the freedb tagger window, then click Update files. The data will be entered in, make sure the radio button next to Go to the Converter Setup dialog is selected, and click the Rip button. In the Converter Setup screen, here you can select the output format, where in our case we’re selecting FLAC. In this window you can choose several other options like the output path, merging the tracks into one or individual files…etc. When you have those settings completed click OK. Next you’ll need to find flac.exe which is located wherever you installed it. On our 64-bit Windows 7 system the default path is C:\Program Files (x86)\FLAC Now wait while your CD is ripped and converted to FLAC. You’ll get a Converter Status Report…after you’ve checked it over you can close out of it. If you set the option to show the output files after conversion you can take a look, make sure all tracks were converted, and play them right away if you want. You can play the tracks in Foobar2000 or any player that supports FLAC. If you want to use WMC or WMP see our article on how to play FLAC files in Windows 7 Media Center or Player. That’s all there is to it! If you’re a fan of Foobar2000 and enjoy your music converted to FLAC format, Foobar2000 does the job quite well. There are a lot of customizations and tools you can use in Foobar2000 that we’ll be taking a look at in future articles. For more information check out our look at this fully customizable music player. Foobar2000 run on XP, Vista, and Windows 7 Links Download Foobar2000 Download FLAC Similar Articles Productive Geek Tips Using Ubuntu: What Package Did This File Come From?Easily Change Audio File Formats with XRECODEFoobar2000 is a Fully Customizable Music PlayerConvert Virtually Any Audio Format with XRECODE IIExtract Audio from a Video File with Pazera Free Audio Extractor TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Download Free MP3s from Amazon Awe inspiring, inter-galactic theme (Win 7) Case Study – How to Optimize Popular Wordpress Sites Restore Hidden Updates in Windows 7 & Vista Iceland an Insurance Job? Find Downloads and Add-ins for Outlook

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  • default xna 4.0 gametime don´t works well for 2D physics

    - by EusKoder
    I am developing a game using Visual Studio 2010 and XNA 4.0, after advancing to some extent with the project (a platform based 2d platformer msdn starter kit) I got to test it on different computers with different hardware (CPU, graphics, etc.) and I found that the speed of movement object of the game is quite different, I implemented the PSK physics msdn that are based on time, /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= GroundDragFactor; //velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity *elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(gameTime); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) { velocity.Y = 0; jumpTime = 0.0f; } } tested eg with a PC (PC1) 2.13GHz Intel Core 2 6400 / ATI Radeon HD 4670 and another one: (pc2) 3.00GHz Intel Pentium D / Intel 82945G Express Chipset Family by displacement difference (moving x axis at supossed (position = velocity * gametime.ElapsedGameTime.TotalSeconds) constant velocity, for example) is 3 seconds in a total of 20 (example: moving pc1 player sprite 6000 pixels in the x-axis at 20 seconds and pc 2 runs the same distance in 17 ). Tested on a 3rd PC: i72700k / Gigabyte GTX 560 TI the results are even worse, after some time after starting the game gets like 3 times slower and showing the number of pixels in each frame moved in a debug window in the game (counting updatespersecond with counter variable for updates cuantity and gametime for counting a second show 63fps), it appears as if the number is always constant ( refreshments lose the Update method?). In this pc if I put the game in fullscreen during the course of the game, the effect of "go slow" is immediate and restore window mode sometimes yield returns to "normal" and sometimes not. Eventually I began to try a new project to test whether the movement is constant in different pc loading only one sprite and its position value in screen printing. Occur The same. I even tried moving a constant amount of pixels explicitly (position + = 5) and different speeds in different pc quantities of pixels moved in x time. I have the game loop as the default (fixedTimeStep=true;SynchronizeWithVerticalRetrace=true;). I've also tried turning off and creating another timestep as discussed in different post (eg http://gafferongames.com/game-physics/fix-your-timestep/ but i can´t achieve the desired result, move the same number of pixels in X seconds on different computers with windows. All pc used for tests use windows 7 enterprise pc1 == x86 the others are x64. The weirdest thing is that I find information about people describing the same problem and that I wear long nights of searches. Thanks for your help.

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  • Find only physical network adapters with WMI Win32_NetworkAdapter class

    - by Mladen Prajdic
    WMI is Windows Management Instrumentation infrastructure for managing data and machines. We can access it by using WQL (WMI querying language or SQL for WMI). One thing to remember from the WQL link is that it doesn't support ORDER BY. This means that when you do SELECT * FROM wmiObject, the returned order of the objects is not guaranteed. It can return adapters in different order based on logged-in user, permissions of that user, etc… This is not documented anywhere that I've looked and is derived just from my observations. To get network adapters we have to query the Win32_NetworkAdapter class. This returns us all network adapters that windows detect, real and virtual ones, however it only supplies IPv4 data. I've tried various methods of combining properties that are common on all systems since Windows XP. The first thing to do to remove all virtual adapters (like tunneling, WAN miniports, etc…) created by Microsoft. We do this by adding WHERE Manufacturer!='Microsoft' to our WMI query. This greatly narrows the number of adapters we have to work with. Just on my machine it went from 20 adapters to 5. What was left were one real physical Realtek LAN adapter, 2 virtual adapters installed by VMware and 2 virtual adapters installed by VirtualBox. If you read the Win32_NetworkAdapter help page you'd notice that there's an AdapterType that enumerates various adapter types like LAN or Wireless and AdapterTypeID that gives you the same information as AdapterType only in integer form. The dirty little secret is that these 2 properties don't work. They are both hardcoded, AdapterTypeID to "0" and AdapterType to "Ethernet 802.3". The only exceptions I've seen so far are adapters that have no values at all for the two properties, "RAS Async Adapter" that has values of AdapterType = "Wide Area Network" and AdapterTypeID = "3" and various tunneling adapters that have values of AdapterType = "Tunnel" and AdapterTypeID = "15". In the help docs there isn't even a value for 15. So this property was of no help. Next property to give hope is NetConnectionId. This is the name of the network connection as it appears in the Control Panel -> Network Connections. Problem is this value is also localized into various languages and can have different names for different connection. So both of these properties don't help and we haven't even started talking about eliminating virtual adapters. Same as the previous one this property was also of no help. Next two properties I checked were ConfigManagerErrorCode and NetConnectionStatus in hopes of finding disabled and disconnected adapters. If an adapter is enabled but disconnected the ConfigManagerErrorCode = 0 with different NetConnectionStatus. If the adapter is disabled it reports ConfigManagerErrorCode = 22. This looked like a win by using (ConfigManagerErrorCode=0 or ConfigManagerErrorCode=22) in our condition. This way we get enabled (connected and disconnected adapters). Problem with all of the above properties is that none of them filter out the virtual adapters installed by virtualization software like VMware and VirtualBox. The last property to give hope is PNPDeviceID. There's an interesting observation about physical and virtual adapters with this property. Every virtual adapter PNPDeviceID starts with "ROOT\". Even VMware and VirtualBox ones. There were some really, really old physical adapters that had PNPDeviceID starting with "ROOT\" but those were in pre win XP era AFAIK. Since my minimum system to check was Windows XP SP2 I didn't have to worry about those. The only virtual adapter I've seen to not have PNPDeviceID start with "ROOT\" is the RAS Async Adapter for Wide Area Network. But because it is made by Microsoft we've eliminated it with the first condition for the manufacturer. Using the PNPDeviceID has so far proven to be really effective and I've tested it on over 20 different computers of various configurations from Windows XP laptops with wireless and bluetooth cards to virtualized Windows 2008 R2 servers. So far it always worked as expected. I will appreciate you letting me know if you find a configuration where it doesn't work. Let's see some C# code how to do this: ManagementObjectSearcher mos = null;// WHERE Manufacturer!='Microsoft' removes all of the // Microsoft provided virtual adapters like tunneling, miniports, and Wide Area Network adapters.mos = new ManagementObjectSearcher(@"SELECT * FROM Win32_NetworkAdapter WHERE Manufacturer != 'Microsoft'");// Trying the ConfigManagerErrorCode and NetConnectionStatus variations // proved to still not be enough and it returns adapters installed by // the virtualization software like VMWare and VirtualBox// ConfigManagerErrorCode = 0 -> Device is working properly. This covers enabled and/or disconnected devices// ConfigManagerErrorCode = 22 AND NetConnectionStatus = 0 -> Device is disabled and Disconnected. // Some virtual devices report ConfigManagerErrorCode = 22 (disabled) and some other NetConnectionStatus than 0mos = new ManagementObjectSearcher(@"SELECT * FROM Win32_NetworkAdapter WHERE Manufacturer != 'Microsoft' AND (ConfigManagerErrorCode = 0 OR (ConfigManagerErrorCode = 22 AND NetConnectionStatus = 0))");// Final solution with filtering on the Manufacturer and PNPDeviceID not starting with "ROOT\"// Physical devices have PNPDeviceID starting with "PCI\" or something else besides "ROOT\"mos = new ManagementObjectSearcher(@"SELECT * FROM Win32_NetworkAdapter WHERE Manufacturer != 'Microsoft' AND NOT PNPDeviceID LIKE 'ROOT\\%'");// Get the physical adapters and sort them by their index. // This is needed because they're not sorted by defaultIList<ManagementObject> managementObjectList = mos.Get() .Cast<ManagementObject>() .OrderBy(p => Convert.ToUInt32(p.Properties["Index"].Value)) .ToList();// Let's just show all the properties for all physical adapters.foreach (ManagementObject mo in managementObjectList){ foreach (PropertyData pd in mo.Properties) Console.WriteLine(pd.Name + ": " + (pd.Value ?? "N/A"));}   That's it. Hope this helps you in some way.

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  • Triangle Line-Segment Intersection - detecting near misses

    - by Will
    A ray is a very poor approximation of a player! I think approximating a player with a sphere traveling a straight line each game tick will solve my problems of the player intersecting edges of scenery because their line segment missed it yet their own model is not infinitely thin... I have a 3D triangle and a line segment. I have the normal triangle-line-segment intersection code which I admit I have only a woolly grasp of. To model movement and compute collisions of the player I have to determine if a line passes within sphere-radius of a triangle. But I can find no convenient line near-miss intersection code! Here's the classic triangle intersection ### commented ### code with my starting assumptions: function triangle_ray_intersection(a,b,c,ray_origin,ray_dir,ray_radius) { // http://softsurfer.com/Archive/algorithm_0105/algorithm_0105.htm#intersect_RayTriangle%28%29 // get triangle edge vectors and plane normal var u = vec3_sub(b,a); var v = vec3_sub(c,a); var n = vec3_cross(u,v); if(n[0]==0 && n[1]==0 && n[2]==0) return null; // triangle is degenerate var w0 = vec3_sub(ray_origin,a); var j = vec3_dot(n,ray_dir); if(Math.abs(j) < 0.00000001) { //### if parallel, might still pass within ray_radius of it return null; // parallel, disjoint or on plane } var i = -vec3_dot(n,w0); // get intersect point of ray with triangle plane var k = i / j; if(k < 0.0) return null; // ray goes away from triangle //### as its a line segment, k > 1+ray_radius means no intersect var hit = vec3_add(ray_origin,vec3_scale(ray_dir,k)); // intersect point of ray and plane // is I inside T? //### here I'm a bit lost; this is presumably computing barycentric coordinates? var uu = vec3_dot(u,u); var uv = vec3_dot(u,v); var vv = vec3_dot(v,v); var w = vec3_sub(hit,a); var wu = vec3_dot(w,u); var wv = vec3_dot(w,v); var D = uv * uv - uu * vv; var s = (uv * wv - vv * wu) / D; //### therefore, compute if its within ray_radius scaled to the 0..1 of barycentric coordinates? if(s<0.0 || s>1.0) return null; // I is outside T var t = (uv * wu - uu * wv) / D; if(t<0.0 || (s+t)>1.0) return null; // I is outside T //### finally, if it passses a barycentric test it might still be too far //### to a point; must check that its distance from a corner is within ray_radius too if more than one barycentric coord is >1 //### so we have rounded corners... return [hit,n]; // I is in T } Given the distance between the point of plane intersection and each corner, I ought to be able to determine distance at world scale of how far beyond the edge - beyond 1.0 in barycentric coordinates for each axis - that point is... At this point my head explodes! Is this the right track? What's the actual code? UPDATE: you can earn 100 pts on SO if you answer this question there...! How can you determine if a line segment passes within some distance of a triangle?

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  • SQL Server in the Evening - 19th Jan in Frimley, Surrey

    - by JustinL
    Just a short note to mention, Gavin Payne (blog and twitter) is organising an event shortly in Frimley, Surrey - SQL Server in the Evening.  The Agenda focuses on Infrastructure DBAs, with the following sessions planned:Getting the most for SQL Server from VMware – VMware Sales EngineerSQL Server Transparent Data Encryption – Gavin Payne, Solution Architect, AttendaUnderstanding where cloud services really fit within your data centre – Matt Mould, Advisory Practice Consultant, EMC ConsultingIf it sounds like it might float your boat and/ or you fancy meeting some fellow SQL Server DBAs, it's free to register here: http://www.eventbrite.com/event/1125559579Regards,Justin Langford - Coeo LtdSQL Server Consultants | SQL Server Remote DBA

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  • The winning combination: Oracle VM Server for x86 + Oracle Sun Fire HW

    - by Karim Berrah
    You might be wondering why OVM Server for x86 (OVM/x86 here and below) should be seriously considered as a nice (business point of view) alternative to standard Hypervisors, if you are virtualizing Oracle Software, especially if you are planning to move to Oracle x86 Hardware (rackmount or blades). Well, let see some "not well known" facts that might interest you and help you in saving more money for your entire company (and not only the Virtulization team). Fact 1: OVM/x86 is considered as a hard partitionning technology (check page 2 of Oracle Server Partitionning Licencing Policies), so if you are buying new servers based on the latest INTEL Xeon E7 CPUs (10 cores per Socket) and have some licencing issues in deploying further Oracle SW, because you are using a hypervisor not recognized as a hard partitionning technology (like VMware), then you need to check here how to do it with OVM . This might help you to continue to deploy your Oracle DB instances on new x86 HW (12 cores, 40 cores, 64 cores servers) in a reasonable way, without having to pay licences for 12 CPU, 40 CPUs or 64 CPUs. You might also consider migrating your legacy Oracle DB DBs to a virtualized environment like OVM/x86 an recover some CPU licences, that can be reused somewhere else in production. Fact 2: OVM/x86 is free to use, without any extra licence for any specific feature (LiveMigration, High Availability, Embedded Management Console). If you want to use it on non Oracle HW, there is a support fee per  system and per year, that is much below VMware support (Oracle VM Premier Limited Support for systems up to 2 CPUs, and Oracle VM Premier Support for any bigger system, independently on the number of populated sockets). Fact 3: support is included with your Oracle x86 HW support (OPS for systems)  and you can re-install on you system Oracle Linux, Oracle Solaris or Oracle VM server for x86, without beeing charged, an keeping the same support level. Fact 4: it is less expensive to virtualize Oracle Linux or Oracle Solaris on OVM/x86 with Oracle HW that any other similar solution with VMware, because all the VMs are then supported and licenced when you buy Oracle HW with OPS. Fact 5: Oracle VM Templates bring you many Virtual Machines already installed, patched and optimized for various Oracle applications. And to be more specific, those templates are fully supported by Oracle, which is not really true when it comes to another hypervisor. By optimized VM Kernel, I mean PV drivers, OVM-ready kernels in the VM, single source clock for all the VMS, better memory management of the VM ... Fact 6: there is no extra costs for a management console. OVM comes with a free OVM Manager package for Linux.  More infos: Latest announcement of OVM/x86 update 2.2.2 A short flash demo of OVM server for x86 A short flash demo on OVM Templates and Virtual Assembly Builder Oracle Linux Support and Oracle VM Support Global Price List  ISVs: Benefits for Independant Sofwtare Vendors (ISVs) in using OVM/x86 Consultant Services: Advanced Customer Services for OVM/x86  Technical Features Best practices and Guideline for OVM with Oracle Blades Reduce TCO and get more Value from your x86 Infrastructure

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  • Que es Virtualbox?

    - by [email protected]
    VIRTUALBOX (Open Source para virtualización)Las herrramientas de virtualización se han puesto de moda de manera casi exponencial durante los últimos años. Una de ellas es VirtualBox, esta corre sobre diferentes sistemas operativos y para los desarrolladores e ingenieros en computo que desean realizar pruebas de productos sin afectar sus maquinas, esta es una de las mejores alternativas. Adicionalmente hay algo que tiene VirtualBox que aun es mejor, es un program Open Source, eso significa que la podras usar en tu maquina teniendo un costo de $0.Esta herramienta realiza basicamente la misma funcion que Vmware Workstation, e incluso puede ejecutar la maquinas virtuales creadas con vmware workstation sin necesidad de realizar conversiones de alguna manera.La ultima version disponible al dia de hoy es la 3.1.6 y este puede ser descargado facilmente.  Solo visita uno de estos sites."Get  the lastest VirtualBox version at here"http://www.virtualbox.org/wiki/Downloadso en la pagina de Oracle"Get  the lastest VirtualBox version at here"http://dlc.sun.com/virtualbox/vboxdownload.html

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  • Google I/O 2010 - Keynote Day 1

    Google I/O 2010 - Keynote Day 1 Google I/O 2010 - Keynote Day 1 Video footage from Day 1 keynote at Google I/O 2010 Vic Gundotra, Engineering Vice President, Google Sundar Pichai, Vice President, Product Management, Google Charles Pritchard, Founder, MugTug Jim Lanzone, CEO, Clicker Mike Shaver, VP Engineering, Mozilla Corporation Håkon Wium Lie, CTO, Opera Software Kevin Lynch, CTO, Adobe Systems Terry McDonell, Editor, Sports Illustrated Group Lars Rasmussen, Manager, Google Wave David Glazer, Engineering Director, Google Paul Maritz, President & CEO, VMware Ben Alex, Senior Staff Engineer, SpringSource Division of VMware, Bruce Johnson, Engineering Director, Google Kevin Gibbs, Software Engineer, Google For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 2 1 ratings Time: 02:05:08 More in Science & Technology

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  • Is there a preferred way to set up a virtual Ubuntu server on a desktop?

    - by Keith Groben
    I love Ubuntu, and as I am searching the internet, I am finding that some questions I have have not been answered yet. One of them is if there is a preferred way to set up a virtual server. I look through the Ubuntu Software Center, but found nothing from the search "Virtual Server" I then searched the internet and found lots of posts to trouble-shoot VMWare virtual servers. So, like a good researcher I looked in the Software center for VMWare. Sure enough I found "user agent" and "view open client". I didn't get sufficient info from the software center. And searching the website only left me scratching my head. I want to install Ubuntu Server Edition. I already have a server, but am cautious "trying out" things on it. So a virtual server sounds like what I need.

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  • copy & paste in VirtualBox remote console when running headless

    - by katsumii
    One can run VirtualBox guest in "headless" mode and access it using Remote Destkop Protocol(RDP) client.This is typical when VBox server is installed on Linux/Solaris where X-window stuff is not installed and users useWindows to access the VM.So, one can install OS into VBox guests using Remote Desktop client.(e.g. mstsc.exe)Here's the setting. One lesser known feature here is that you can copy&paste into and out-of VM guest and your client.Apparently, "VMware Workstation" still doesn't support it. VMware Workstation Documentation CenterYou cannot copy and paste text between the host system and the guest operating system   

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  • XNA Multiplayer Games and Networking

    - by JoshReuben
    ·        XNA communication must by default be lightweight – if you are syncing game state between players from the Game.Update method, you must minimize traffic. That game loop may be firing 60 times a second and player 5 needs to know if his tank has collided with any player 3 and the angle of that gun turret. There are no WCF ServiceContract / DataContract niceties here, but at the same time the XNA networking stack simplifies the details. The payload must be simplistic - just an ordered set of numbers that you would map to meaningful enum values upon deserialization.   Overview ·        XNA allows you to create and join multiplayer game sessions, to manage game state across clients, and to interact with the friends list ·        Dependency on Gamer Services - to receive notifications such as sign-in status changes and game invitations ·        two types of online multiplayer games: system link game sessions (LAN) and LIVE sessions (WAN). ·        Minimum dev requirements: 1 Xbox 360 console + Creators Club membership to test network code - run 1 instance of game on Xbox 360, and 1 on a Windows-based computer   Network Sessions ·        A network session is made up of players in a game + up to 8 arbitrary integer properties describing the session ·        create custom enums – (e.g. GameMode, SkillLevel) as keys in NetworkSessionProperties collection ·        Player state: lobby, in-play   Session Types ·        local session - for split-screen gaming - requires no network traffic. ·        system link session - connects multiple gaming machines over a local subnet. ·        Xbox LIVE multiplayer session - occurs on the Internet. Ranked or unranked   Session Updates ·        NetworkSession class Update method - must be called once per frame. ·        performs the following actions: o   Sends the network packets. o   Changes the session state. o   Raises the managed events for any significant state changes. o   Returns the incoming packet data. ·        synchronize the session à packet-received and state-change events à no threading issues   Session Config ·        Session host - gaming machine that creates the session. XNA handles host migration ·        NetworkSession properties: AllowJoinInProgress , AllowHostMigration ·        NetworkSession groups: AllGamers, LocalGamers, RemoteGamers   Subscribe to NetworkSession events ·        GamerJoined ·        GamerLeft ·        GameStarted ·        GameEnded – use to return to lobby ·        SessionEnded – use to return to title screen   Create a Session session = NetworkSession.Create(         NetworkSessionType.SystemLink,         maximumLocalPlayers,         maximumGamers,         privateGamerSlots,         sessionProperties );   Start a Session if (session.IsHost) {     if (session.IsEveryoneReady)     {        session.StartGame();        foreach (var gamer in SignedInGamer.SignedInGamers)        {             gamer.Presence.PresenceMode =                 GamerPresenceMode.InCombat;   Find a Network Session AvailableNetworkSessionCollection availableSessions = NetworkSession.Find(     NetworkSessionType.SystemLink,       maximumLocalPlayers,     networkSessionProperties); availableSessions.AllowJoinInProgress = true;   Join a Network Session NetworkSession session = NetworkSession.Join(     availableSessions[selectedSessionIndex]);   Sending Network Data var packetWriter = new PacketWriter(); foreach (LocalNetworkGamer gamer in session.LocalGamers) {     // Get the tank associated with this player.     Tank myTank = gamer.Tag as Tank;     // Write the data.     packetWriter.Write(myTank.Position);     packetWriter.Write(myTank.TankRotation);     packetWriter.Write(myTank.TurretRotation);     packetWriter.Write(myTank.IsFiring);     packetWriter.Write(myTank.Health);       // Send it to everyone.     gamer.SendData(packetWriter, SendDataOptions.None);     }   Receiving Network Data foreach (LocalNetworkGamer gamer in session.LocalGamers) {     // Keep reading while packets are available.     while (gamer.IsDataAvailable)     {         NetworkGamer sender;          // Read a single packet.         gamer.ReceiveData(packetReader, out sender);          if (!sender.IsLocal)         {             // Get the tank associated with this packet.             Tank remoteTank = sender.Tag as Tank;              // Read the data and apply it to the tank.             remoteTank.Position = packetReader.ReadVector2();             …   End a Session if (session.AllGamers.Count == 1)         {             session.EndGame();             session.Update();         }   Performance •        Aim to minimize payload, reliable in order messages •        Send Data Options: o   Unreliable, out of order -(SendDataOptions.None) o   Unreliable, in order (SendDataOptions.InOrder) o   Reliable, out of order (SendDataOptions.Reliable) o   Reliable, in order (SendDataOptions.ReliableInOrder) o   Chat data (SendDataOptions.Chat) •        Simulate: NetworkSession.SimulatedLatency , NetworkSession.SimulatedPacketLoss •        Voice support – NetworkGamer properties: HasVoice ,IsTalking , IsMutedByLocalUser

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  • Windows 8 keyboard shortcuts when virtualising OS X

    - by mbrit
    Seriously, I have no idea why this took me so long to actually sort out.So in Windows 8 you have new keyboard shortcuts for accessing search (Win+Q), charms (Win+C), settings (Win+I), etc. Problem is that some of those collide with standard OS X mapping - for example Win+Q will close down VMware, Win+C will issue copy, etc.You can add additional mappings into VMware. Use the Preferences panel to do that. Here you can see that I've mapped Win+Shift+C to Win+C. (OK, that assumes you use a Windows keyboard with a Mac, like I do. If you use a Mac keyboard, you're mapping Apple+Shift+C to Win+C.)

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  • AI to move custom-shaped spaceships (shape affecting movement behaviour)

    - by kaoD
    I'm designing a networked turn based 3D-6DOF space fleet combat strategy game which relies heavily on ship customization. Let me explain the game a bit, since you need to know a bit about it to set the question. What I aim for is the ability to create your own fleet of ships with custom shapes and attached modules (propellers, tractor beams...) which would give advantages and disadvantages to each ship, so you have lots of different fleet distributions. E.g., long ship with two propellers at the side would let the ship spin around that plane easily, bigger ships would move slowly unless you place lots of propellers at the back (therefore spending more "construction" points and energy when moving, and it will only move fast towards that direction.) I plan to balance all the game around this feature. The game would revolve around two phases: orders and combat phase. During the orders phase, you command the different ships. When all players finish the order phase, the combat phase begins and the ship orders get resolved in real-time for some time, then the action pauses and there's a new orders phase. The problem comes when I think about player input. To move a ship, you need to turn on or off different propellers if you want to steer, travel forward, brake, rotate in place... These propellers don't have to work at their whole power, so you can achieve more movement combinations with less propellers. I think this approach is a bit boring. The player doesn't want to fiddle with motors or anything, you just want to MOVE and KILL. The way I intend the player to give orders to these ships is by a destination and a rotation, and then the AI would calculate the correct propeller power to achive that movement and rotation. Propulsion doesn't have to be the same throught the entire turn calculation (after the orders have been given) so it would be cool if the ships reacted as they move, adjusting the power of the propellers for their needs dynamically, but it may be too hard to implement and it's not really needed for the game to work. In both cases, how would that AI decide which propellers to activate for the best (or at least not worst) trajectory to be achieved? I though about some approaches: Learning AI: The ship types would learn about their movement by trial and error, adjusting their behaviour with more uses, and finally becoming "smart". I don't want to get involved THAT far in AI coding, and I think it can be frustrating for the player (even if you can let it learn without playing.) Pre-calculated timestep movement: Upon ship creation, ALL possible movements are calculated for each propeller configuration and power for a given delta-time. Memory intensive, ugly, bad. Pre-calculated trajectories: The same as above but not for each delta-time but the whole trajectory, which would then be fitted as much as possible. Requires a fixed propeller configuration for the whole combat phase and is still memory intensive, ugly and bad. Continuous brute forcing: The AI continously checks ALL possible propeller configurations throughout the entire combat phase, precalculates a few time steps and decides which is the best one based on that. Con: what's good now might not be that good later, and it's too CPU intensive, ugly, and bad too. Single brute forcing: Same as above, but only brute forcing at the beginning of the simulation, so it needs constant propeller configuration throughout the entire combat phase. Coninuous angle check: This is not a full movement method, but maybe a way to discard "stupid" propeller configurations. Given the current propeller's normal vector and the final one, you can approximate the power needed for the propeller based on the angle. You must do this continuously throughout the whole combat phase. I figured this one out recently so I didn't put in too much thought. A priori, it has the "what's good now might not be that good later" drawback too, and it doesn't care about the other propellers which may act together to make a better propelling configuration. I'm really stuck here. Any ideas?

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  • .AVI Files randomly cease to open, other strange errors too

    - by Ben Franchuk
    I Recently (a couple weeks ago) downloaded the complete series of Seinfeld, all in varying file type. I Watched them in sequence according to season and to airing date, and all was well. All of the files played fine with my media player of choice ("BS Player"), and once I had finished, I went onto watch some other TV I had previously downloaded (The U.S. Series of "The Office"), and after then, some other film and then some music, over the following weeks (keep in mind all of these files are all on the same Hard Drive). Later then, More recently, I Went back to watching Seinfeld. The episodes played well as they did before- with the exclusion of a few in Season 7. I Have not tested all of the episodes in the season, but upon inspection, the majority of them are experiencing this problem; the problem being simply that they don't open! BS Player says that the files are either damaged or that the codecs to play the files are not on my computer-- however I am certain that the files DO have the codecs, and I am pretty sure that they are NOT DAMAGED either. I Have played the files with other players (such as VLC, Media Player Classic, and Windows Media Player), too, only to the same result; of them not opening. Seemingly the only way that I can differentiate between a damaged file and a non-damaged file are the way that the icon shows in Windows Explorer. For example, the below image is how explorer shows the information of a file that is non-damaged... ...and below is how a damaged file appears... The most disturbing and confusing part of this, though, is the last episode in the season- It opens, but not as a video- Instead, as a 1 Hour, 16 Minute, and 35 Second Audio file! The file plays a song for the first 4 or so minutes, and then is pretty much silent (except for some extremely quiet noise) until the last minute or so, when a random array of chopped up sounds and beeping noises play. I Do not recognise the song at the beginning of the file, but by the sounds of it, it is a song by the artist "Mr. Oizo," who's complete works I downloaded a couple weeks before now; and a bit before then I had finished downloading season 9 (not affected by these problems) of Seinfeld. I'd also like to note that the file I told of earlier (which played audio instead of video) reads as the same size as the other files in the season (around 175 MB) and also opens as a video clip. I Have NEVER experienced any of these problems in the past, and they seem to be only effecting the one season of my downloaded TV. The problems have not arisen with any of the other files on my Hard Drive, or any of the files downloaded around the time or after the time of which I downloaded season 7 of Seinfeld- or at least to my noticing. I Use the hard drive these files are located on almost every day, so could that be the cause of these problems? Is this a sign that my HDD is soon going to die? If it helps, the HDD is a Western Digital MyBook 1.5 TB 7500 RPM. It is connected to the computer via U.S.B. 2.0. EDIT! I noticed that this problem is now occurring with Season 9 of Seinfeld- and, presumably, other files on the drive I have yet to check. Please, If you have ANY IDEA AT ALL on what may be causing this or how to fix it, do tell me!

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  • Keyboard settings for a Mac+PC world

    - by Sahil Malik
    SharePoint, WCF and Azure Trainings: more information I’m one of those weridos who lives in a Mac+PC world. I write code for both iOS and Windows platforms. I also travel quite a bit, and airlines and airport security are starting to weigh your carry ons, and beginning to frown on the powerplant of batteries you need to carry to power SharePoint on an airplane. This means, my main work machine has to be a Macbook Pro, since it is the only machine that can do both XCode and Visual Studio Virtualized and SharePoint virtualized nicely. The problem this causes of course, is you will literally pull your hair out when dealing with keyboard/shortcut differences. So here is my work setup, Running Mac for all my normal work Virtualizing using VMWare Fusion – and sometimes I move these VMs to my windows server so I can run them on VMware workstation. Frequently RDP’ing into VMs in the cloud or running on my home server. So, Read full article ....

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  • Unable to mount /dev/loop0 during install

    - by AJP
    I was installing 32-bit Ubuntu(ubuntu-10.10-desktop-i386.iso) on VMWare workstation 7.1. During installation an error came up with the following text. (initramfs) mount: mounting dev/loop0 on //filesystem.squashfs failed: Input/Output error Can not mount /dev/loop0 (/cdrom/casper/filesystem.squashfs) on //filesystem.squashfs I did a memory test which was successful, but when selecting "Try Ubuntu without installing", "Install Ubuntu" or "Check disk for defects" the same error is showing up. I download the ISO image from Ubuntu website "http://www.ubuntu.com/desktop/get-ubuntu/download". As I couldn't find the checksum data, the ISO image was verified by mounting to a virtual drive and browsing the contents. The ISO image is mounted to a virtual drive in VMWare and not burnt to a CD.

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  • Google propose une version professionnelle de son App Engine et des services en Cloud privé grâce à

    Google propose une version professionnelle de son App Engine Et ses services en Cloud privé grâce à une collaboration avec VMWare D'une pierre deux coups ? comme on dit. Lors du Google I/O, VMWare et Google ont annoncé un partenariat qui risque de faire du bruit dans le monde du développement web. Pour tout dire, il en fait déjà beaucoup. Cette collaboration va en effet permettre à Google d'étoffer encore un peu plus son offre de services Cloud spécialement dédiée aux développeurs d'entreprise. Jusqu'ici Moutain View proposait ses produits en mode « Cloud public », autrement dit hébergés sur ses propres serveurs. Mais de nombreus...

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  • How to play ringtone/alarm sound in Android

    - by Federico
    I have been looking everywhere how to play a ringtone/alarm sound in android. I press a button and I want to play a ringtone/alarm sound. I could not find a easy, straightforward sample. Yes, I already looked at Alarm clock source code... but it is not straightforward and I cannot compile it. I cannot make this work: Uri alert = RingtoneManager.getDefaultUri(RingtoneManager.TYPE_ALARM); mMediaPlayer = new MediaPlayer(); mMediaPlayer.setDataSource(this, alert); final AudioManager audioManager = (AudioManager)getSystemService(Context.AUDIO_SERVICE); if (audioManager.getStreamVolume(AudioManager.STREAM_ALARM) != 0) { player.setAudioStreamType(AudioManager.STREAM_ALARM); player.setLooping(true); player.prepare(); player.start(); } I get this error: 04-11 17:15:27.638: ERROR/MediaPlayerService(30): Couldn't open fd for content://settings/system/ringtone So.. please if somebody knows how to play a default ringtone/alarm let me know. I prefer not to upload any file. Just play a default ringtone.

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  • How to generate XML with attributes in c#.

    - by user292815
    I have that code: ... request data = new request(); data.username = formNick; xml = data.Serialize(); ... [System.Serializable] public class request { public string username; public string password; static XmlSerializer serializer = new XmlSerializer(typeof(request)); public string Serialize() { StringBuilder builder = new StringBuilder(); XmlWriterSettings settings = new XmlWriterSettings(); settings.OmitXmlDeclaration = true; settings.Encoding = Encoding.UTF8; serializer.Serialize( System.Xml.XmlWriter.Create(builder, settings ), this); return builder.ToString(); } public static request Deserialize(string serializedData) { return serializer.Deserialize(new StringReader(serializedData)) as request; } } I want to add attributes to some nodes and create some sub-nodes. Also how to parse xml like that: <answer> <player id="2"> <coordinate axis="x"></coordinate> <coordinate axis="y"></coordinate> <coordinate axis="z"></coordinate> <action name="nothing"></action> </player> <player id="3"> <coordinate axis="x"></coordinate> <coordinate axis="y"></coordinate> <coordinate axis="z"></coordinate> <action name="boom"> <1>1</1> <2>2</2> </action> </player> </answer> p.s. it is not a xml file, it's answer from http server.

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