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  • What is the recommended MongoDB schema for this quiz-engine scenario?

    - by hughesdan
    I'm working on a quiz engine for learning a foreign language. The engine shows users four images simultaneously and then plays an audio file. The user has to match the audio to the correct image. Below is my MongoDB document structure. Each document consists of an image file reference and an array of references to audio files that match that image. To generate a quiz instance I select four documents at random, show the images and then play one audio file from the four documents at random. The next step in my application development is to decide on the best document schema for storing user guesses. There are several requirements to consider: I need to be able to report statistics at a user level. For example, total correct answers, total guesses, mean accuracy, etc) I need to be able to query images based on the user's learning progress. For example, select 4 documents where guess count is 10 and accuracy is <=0.50. The schema needs to be optimized for fast quiz generation. The schema must not cause future scaling issues vis a vis document size. Assume 1mm users who make an average of 1000 guesses. Given all of this as background information, what would be the recommended schema? For example, would you store each guess in the Image document or perhaps in a User document (not shown) or a new document collection created for logging guesses? Would you recommend logging the raw guess data or would you pre-compute statistics by incrementing counters within the relevant document? Schema for Image Collection: _id "505bcc7a45c978be24000005" date 2012-09-21 02:10:02 UTC imageFileName "BD3E134A-C7B3-4405-9004-ED573DF477FE-29879-0000395CF1091601" random 0.26997075392864645 user "2A8761E4-C13A-470E-A759-91432D61B6AF-25982-0000352D853511AF" audioFiles [ 0 { audioFileName "C3669719-9F0A-4EB5-A791-2C00486665ED-30305-000039A3FDA7DCD2" user "2A8761E4-C13A-470E-A759-91432D61B6AF-25982-0000352D853511AF" audioLanguage "English" date 2012-09-22 01:15:04 UTC } 1 { audioFileName "C3669719-9F0A-4EB5-A791-2C00486665ED-30305-000039A3FDA7DCD2" user "2A8761E4-C13A-470E-A759-91432D61B6AF-25982-0000352D853511AF" audioLanguage "Spanish" date 2012-09-22 01:17:04 UTC } ]

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  • Facing Null Pointer Exception while using BIRT

    - by srikanth
    Hi, I am using BIRT APIs in a java program.My code is : package com.tecnotree.mdx.product.utils; import java.util.HashMap; import java.util.logging.Level; import org.eclipse.birt.core.exception.BirtException; import org.eclipse.birt.core.framework.Platform; import org.eclipse.birt.report.engine.api.EngineConfig; import org.eclipse.birt.report.engine.api.EngineConstants; import org.eclipse.birt.report.engine.api.HTMLRenderOption; import org.eclipse.birt.report.engine.api.IReportEngine; import org.eclipse.birt.report.engine.api.IReportEngineFactory; import org.eclipse.birt.report.engine.api.IReportRunnable; import org.eclipse.birt.report.engine.api.IRunAndRenderTask; import org.eclipse.birt.report.engine.api.ReportEngine; public class ExampleReport { public static void main(String[] args) { // Variables used to control BIRT Engine instance ReportEngine eng = null; IReportRunnable design = null; IRunAndRenderTask task = null; HTMLRenderOption renderContext = null; HashMap contextMap = null; HTMLRenderOption options = null; final EngineConfig conf = new EngineConfig(); conf .setEngineHome("C:\\birt-runtime-2_5_2\\birt-runtime-2_5_2\\ReportEngine"); System.out.println("conf " + conf.getBIRTHome()); conf.setLogConfig(null, Level.FINE); try { Platform.startup(conf); } catch (BirtException e1) { // TODO Auto-generated catch block e1.printStackTrace(); } IReportEngineFactory factory = (IReportEngineFactory) Platform .createFactoryObject(IReportEngineFactory.EXTENSION_REPORT_ENGINE_FACTORY); System.out.println("Factory : " + factory.toString()); System.out.println(conf.toString()); IReportEngine engine = factory.createReportEngine(conf); System.out.println("Engine : " + engine); try { design = eng .openReportDesign("C:\\birt-runtime-2_5_2\\birt-runtime-2_5_2\\ReportEngine\\samples\\hello_world.rptdesign"); } catch (Exception e) { System.err .println("An error occured during the opening of the report file!"); e.printStackTrace(); System.exit(-1); } task = eng.createRunAndRenderTask(design); renderContext = new HTMLRenderOption(); renderContext.setImageDirectory("image"); contextMap = new HashMap(); contextMap.put(EngineConstants.APPCONTEXT_HTML_RENDER_CONTEXT, renderContext); task.setAppContext(contextMap); options = new HTMLRenderOption(); options.setOutputFileName("c:/temp/output.html"); options.setOutputFormat("html"); task.setRenderOption(options); try { task.run(); } catch (Exception e) { System.err.println("An error occured while running the report!"); e.printStackTrace(); System.exit(-1); } System.out.println("All went well. Closing program!"); eng.destroy(); } } But i am facing NullPointerException while creating the report. STACKTRACE : Exception in thread "main" java.lang.NullPointerException at org.eclipse.birt.report.engine.api.impl.ReportEngine$EngineExtensionManager.<init>(ReportEngine.java:784) at org.eclipse.birt.report.engine.api.impl.ReportEngine.<init>(ReportEngine.java:109) at org.eclipse.birt.report.engine.api.impl.ReportEngineFactory$1.run(ReportEngineFactory.java:18) at org.eclipse.birt.report.engine.api.impl.ReportEngineFactory$1.run(ReportEngineFactory.java:1) at java.security.AccessController.doPrivileged(Native Method) at org.eclipse.birt.report.engine.api.impl.ReportEngineFactory.createReportEngine(ReportEngineFactory.java:14) at com.tecnotree.mdx.product.utils.ExampleReport.main(ExampleReport.java:47) Please help me regarding this... my project deadline has been reached... Appreciate your Reply Thanks in Advance

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  • MySQL Clustering in a Sandbox

    MySQL's unique architecture allows for plugin storage engines. There is the MyISAM storage engine, the ARCHIVE storage engine and the InnoDB storage engine; so it makes sense then that MySQL's clustering solution involves a storage engine as well, namely the NDB (Network DataBase) storage engine.

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  • Search Engine Marketing Ardan Michael Blum, Would You Like to Learn SEO Like a Pro?

    Learning Search Engine Optimization techniques (SEO) along with keyword research is key to marketing yourself, your business, your website or your blog on the internet. Ardan Michael Blum is a Yahoo SEO expert out of Switzerland. He has over 9 years experience as a SEO expert and guarantees his clients first page rankings in the search engines. For a business, first page rankings can mean success! But, outsourcing to someone like Ardan Michael Blum is going to be costly.

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  • How to change Chrome default search engine from regional one to google.com without loosing search suggestion

    - by Karsus Ren
    I want to use google.com instead of google.com.hk as my default search engine in Chrome. I tried to use custom search engine, but they all break search suggestions, not even something like https://encrypted.google.com/search?q=%s&{google:RLZ}{google:acceptedSuggestion} {google:originalQueryForSuggestion}{google:assistedQueryStats} {google:searchFieldtrialParameter}sourceid=chrome&ie={inputEncoding} which include parameters like acceptedSuggestion that seems to imply seach suggestions being enabled. But no, search suggestions still don't work. In addition. some websites suggest editing Local State file under Chrome's setting folder. I already tried that, and it didn't work at all. So, is there any way to use google.com as default search engine without breaking search suggestions?

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  • Créez vos propres jeux 3D comme les pros, avec le Blender Game Engine, un livre de Grégory Gosselin De Bénicourt

    Créez vos propres jeux 3D comme les pros Avec le Blender Game Engine Longtemps réservée à un cercle de programmeurs passionnés, la 3D peine encore à s'inviter au sein des petits studios de jeux indépendants, et pour cause: le ticket d'entrée est relativement élevé. Blender (logiciel gratuit et Open Source) permet de modéliser, d'animer, de faire un rendu 3D et surtout d'être utilisé comme moteur de jeu. C'est l'outil parfait pour le débutant, mais également pour celui qui veut créer un...

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  • Change from Bullet/OgreAnim to Havok?

    - by Brett Powell
    I have been working on a game in Ogre for the last 6 months or so. It started as a learning project, and after a few rewrites it actually turned into a real game project. Physics scared me, and using Bullet with its lack of documentation was a nightmare, but I was able to atleast get some basics added and learned a lot. So as of now I am using Ogre with its default animation system (fairly basic) and Bullet Physics. I had always wanted to use Havok when I started out, but due to lack of integration information on the Ogre forums, and lack of tutorials on the net, I decided against it. Now that I am actually at the point where Bullet is just too much of a headache to proceed with (staring at forum threads praying someone answers) and the Ogre animation system is so basic, I am considering switching to Havok for Physics and Animation. The Physics system looks extremely polished and easy to use. The animation system looks incredible with the retargeting/blending/etc. The documentation is incredibly detailed as well (I guess when you come from Bullet, any documentation looks amazing) So my question is, as I am still somewhat of a 'newbie' to game development, should I just stick with what I am using now or should I make the switch over to Havok? The physics looks like I could get my project back to where it is now with minimal effort, and be able to expand much faster. The animation aspect looks extremely daunting as far as integrating it with Ogre.

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  • What dangers await if I block non-standard, non-major-usa search engine bots from my USA only website?

    - by Ryan
    I noticed tons of bandwidth being used by non-USA search engine bots, so I began blocking them in an effort to save bandwidth and cpu cycles for actual users and the search engines they come from (Google, Bing, Yahoo, Ask, etc.). Other than potentially losing some international traffic (which isn't really important to us since all of our content is very USA-centric), what additional dangers should I be concerned about? I'm using a modified version of Jeff Starr's User Agent Blocklist

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  • How do I increase moving speed of body?

    - by Siddharth
    How to move ball speedily on the screen using box2d in libGDX? package com.badlogic.box2ddemo; import com.badlogic.gdx.ApplicationListener; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.badlogic.gdx.math.Matrix4; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.physics.box2d.Body; import com.badlogic.gdx.physics.box2d.BodyDef; import com.badlogic.gdx.physics.box2d.BodyDef.BodyType; import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; import com.badlogic.gdx.physics.box2d.CircleShape; import com.badlogic.gdx.physics.box2d.Fixture; import com.badlogic.gdx.physics.box2d.FixtureDef; import com.badlogic.gdx.physics.box2d.PolygonShape; import com.badlogic.gdx.physics.box2d.World; public class Box2DDemo implements ApplicationListener { private SpriteBatch batch; private TextureRegion texture; private World world; private Body groundDownBody, groundUpBody, groundLeftBody, groundRightBody, ballBody; private BodyDef groundBodyDef1, groundBodyDef2, groundBodyDef3, groundBodyDef4, ballBodyDef; private PolygonShape groundDownPoly, groundUpPoly, groundLeftPoly, groundRightPoly; private CircleShape ballPoly; private Sprite sprite; private FixtureDef fixtureDef; private Vector2 ballPosition; private Box2DDebugRenderer renderer; Vector2 vector2; @Override public void create() { texture = new TextureRegion(new Texture( Gdx.files.internal("img/red_ring.png"))); sprite = new Sprite(texture); sprite.setOrigin(sprite.getWidth() / 2, sprite.getHeight() / 2); batch = new SpriteBatch(); world = new World(new Vector2(0.0f, 0.0f), false); groundBodyDef1 = new BodyDef(); groundBodyDef1.type = BodyType.StaticBody; groundBodyDef1.position.x = 0.0f; groundBodyDef1.position.y = 0.0f; groundDownBody = world.createBody(groundBodyDef1); groundBodyDef2 = new BodyDef(); groundBodyDef2.type = BodyType.StaticBody; groundBodyDef2.position.x = 0f; groundBodyDef2.position.y = Gdx.graphics.getHeight(); groundUpBody = world.createBody(groundBodyDef2); groundBodyDef3 = new BodyDef(); groundBodyDef3.type = BodyType.StaticBody; groundBodyDef3.position.x = 0f; groundBodyDef3.position.y = 0f; groundLeftBody = world.createBody(groundBodyDef3); groundBodyDef4 = new BodyDef(); groundBodyDef4.type = BodyType.StaticBody; groundBodyDef4.position.x = Gdx.graphics.getWidth(); groundBodyDef4.position.y = 0f; groundRightBody = world.createBody(groundBodyDef4); groundDownPoly = new PolygonShape(); groundDownPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.density = 0f; fixtureDef.restitution = 1f; fixtureDef.friction = 0f; fixtureDef.shape = groundDownPoly; fixtureDef.filter.groupIndex = 0; groundDownBody.createFixture(fixtureDef); groundUpPoly = new PolygonShape(); groundUpPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundUpPoly; fixtureDef.filter.groupIndex = 0; groundUpBody.createFixture(fixtureDef); groundLeftPoly = new PolygonShape(); groundLeftPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundLeftPoly; fixtureDef.filter.groupIndex = 0; groundLeftBody.createFixture(fixtureDef); groundRightPoly = new PolygonShape(); groundRightPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundRightPoly; fixtureDef.filter.groupIndex = 0; groundRightBody.createFixture(fixtureDef); ballPoly = new CircleShape(); ballPoly.setRadius(16f); fixtureDef = new FixtureDef(); fixtureDef.shape = ballPoly; fixtureDef.density = 1f; fixtureDef.friction = 1f; fixtureDef.restitution = 1f; ballBodyDef = new BodyDef(); ballBodyDef.type = BodyType.DynamicBody; ballBodyDef.position.x = (int) 200; ballBodyDef.position.y = (int) 200; ballBody = world.createBody(ballBodyDef); ballBody.setLinearVelocity(200f, 200f); // ballBody.applyLinearImpulse(new Vector2(250f, 250f), // ballBody.getLocalCenter()); ballBody.createFixture(fixtureDef); renderer = new Box2DDebugRenderer(true, false, false); } @Override public void dispose() { ballPoly.dispose(); groundLeftPoly.dispose(); groundUpPoly.dispose(); groundDownPoly.dispose(); groundRightPoly.dispose(); world.destroyBody(ballBody); world.dispose(); } @Override public void pause() { } @Override public void render() { world.step(1f/30f, 3, 3); Gdx.gl.glClearColor(1f, 1f, 1f, 1f); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); batch.begin(); vector2 = ballBody.getLinearVelocity(); System.out.println("X=" + vector2.x + " Y=" + vector2.y); ballPosition = ballBody.getPosition(); renderer.render(world,batch.getProjectionMatrix()); // int preX = (int) (vector2.x / Math.abs(vector2.x)); // int preY = (int) (vector2.y / Math.abs(vector2.y)); // // if (Math.abs(vector2.x) == 0.0f) // ballBody1.setLinearVelocity(1.4142137f, vector2.y); // else if (Math.abs(vector2.x) < 1.4142137f) // ballBody1.setLinearVelocity(preX * 5, vector2.y); // // if (Math.abs(vector2.y) == 0.0f) // ballBody1.setLinearVelocity(vector2.x, 1.4142137f); // else if (Math.abs(vector2.y) < 1.4142137f) // ballBody1.setLinearVelocity(vector2.x, preY * 5); batch.draw(sprite, (ballPosition.x - (texture.getRegionWidth() / 2)), (ballPosition.y - (texture.getRegionHeight() / 2))); batch.end(); } @Override public void resize(int arg0, int arg1) { } @Override public void resume() { } } I implement above code but I can not achieve higher moving speed of the ball

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  • Is it possible to make/translate a 3d engine to ruby on rails?

    - by user20529
    I am looking to make a 3D FPS that runs inside web browsers. I looked into using WebGL, but it didn't seem far enough along into development. I decided on using RoR because Ruby was a language I knew. I realize this may seem like a ridiculous question, but is there any way I can port/rewrite/whatever a game engine(Say for instance IrrLicht) to run inside Rails? Or for that matter, any other language on the web.

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  • What is Search Engine Optimization - An Art Or Science?

    As ridiculous and as outrageous as this question might sound, there has been no evident and obvious answer to this. The fact that the process of Search Engine optimization is an art or mere science is something that web scholars have been debating for a long time, and to people's amusement, have still not come to a concrete conclusion. One important step that was taken towards having this question answered or finding an answer to it was asking all the service providers about the way they think of SEO.

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  • joomla ACL :: two groups permissions conflict

    - by semyon
    I have several user groups on my website, like: Site Staff Departments -- History department -- Physics department -- Foreign languages department -- IT department etc I also have several categories, like: News About ... Departments -- History department -- Physics department -- Foreign languages department -- IT department etc Users in Site Staff group can edit entire site, except for Departments categories (I've set Deny permission for it). Each Department user group can edit only its corresponding category. I have successfully implemented all this. The question is: If a user belongs to two groups (Site Staff and Physics department - for instance) - he should be able to edit the whole site, except for Departments category. And also he should be able to edit Physics department category - this is what I cannot implement. Can you suggest any ideas?

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  • How should I structure my turn based engine to allow flexibility for players/AI and observation?

    - by Reefpirate
    I've just started making a Turn Based Strategy engine in GameMaker's GML language... And I was cruising along nicely until it came time to handle the turn cycle, and determining who is controlling what player, and also how to handle the camera and what is displayed on screen. Here's an outline of the main switch happening in my main game loop at the moment: switch (GameState) { case BEGIN_TURN: // Start of turn operations/routines break; case MID_TURN: switch (PControlledBy[Turn]) { case HUMAN: switch (MidTurnState) { case MT_SELECT: // No units selected, 'idle' UI state break; case MT_MOVE: // Unit selected and attempting to move break; case MT_ATTACK: break; } break; case COMPUTER: // AI ROUTINES GO HERE break; case OBSERVER: // OBSERVER ROUTINES GO HERE break; } break; case END_TURN: // End of turn routines/operations, and move Turn to next player break; } Now, I can see a couple of problems with this set-up already... But I don't have any idea how to go about making it 'right'. Turn is a global variable that stores which player's turn it is, and the BEGIN_TURN and END_TURN states make perfect sense to me... But the MID_TURN state is baffling me because of the things I want to happen here: If there are players controlled by humans, I want the AI to do it's thing on its turn here, but I want to be able to have the camera follow the AI as it makes moves in the human player's vision. If there are no human controlled player's, I'd like to be able to watch two or more AI's battle it out on the map with god-like 'observer' vision. So basically I'm wondering if there are any resources for how to structure a Turn Based Strategy engine? I've found lots of writing about pathfinding and AI, and those are all great... But when it comes to handling the turn structure and the game states I am having trouble finding any resources at all. How should the states be divided to allow flexibility between the players and the controllers (HUMAN, COMPUTER, OBSERVER)? Also, maybe if I'm on the right track I just need some reassurance before I lay down another few hundred lines of code...

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  • Windows Azure : plus simple, plus flexible, plus ouvert, Microsoft n'a plus peur de la concurrence d'Amazon et de Google App Engine

    Windows Azure : plus simple, plus flexible, plus ouvert Et moins cher, Microsoft n'a plus peur de la concurrence d'Amazon et des Google Apps Engine « Simplicité, ouverture, flexibilité ». Jérôme Trédan, directeur des Produits Serveurs et Plateformes de Cloud Computing chez Microsoft,, résume en trois mots la nouvelle version de Windows Azure, la plateforme Cloud de Microsoft, qui vient d'être rendu publique ce matin à minuit quinze, heure de Paris. Comme nous le soulignions hier, c'est la dimension IaaS qui suscite le plus d'enthousiasme en interne autour de cette « Spring Release ». Cette Infrastructure à la...

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  • Search Engine Optimization and SEO Services - What Do They Offer?

    Search engine optimization involves using the Internet as a marketing tool. Companies that are using the Internet to attract customers desire to optimize their exposure to potential to customers. In order to best advantage of SEO, it is recommended that you hire a professional service that can implement programs to evaluate the optimum marketing potential of the Internet. When considering hiring a company to assist you in this process it is important to understand how such services work.

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  • Why Does On-Page Search Engine Optimization Work So Well?

    On-page search engine optimization has been around since an inordinately long time - probably it is the first kind of SEO that marketers began to use - but it is only lately that people have begun to understand its great efficacy in bolstering the prospects of any website. The term is used to describe all methods you use on the page of the website in order to enhance its prospects with the search engines.

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  • Have You Considered Search Engine Training As a Career Option?

    The SEO industry is really pumping and is becoming a way of life for many small businesses as well as those seeking search engine training. This industry is no longer the nerd industry as SEO has exploded into the mainstream over the past few decades and all businesses now want to be visible online and they will pay hundreds of dollars for this privilege.

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  • What Are the Top 4 Search Engine Optimization Techniques of Today?

    Today, with the over-whelming competitions among the web masters in competing for customers to increase their sales and profit, finding ways to increase to optimize their websites is not really very difficult. There are whole lots of SEO (Search engine optimization) techniques which can be found over the internet today, which majority of them are really very user friendly which even a novice web-master with limited HTML knowledge find it not that difficult to get the most out of it as long as they have the will to learn and improve in their search ranking.

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  • How to Cut Search Engine Optimization Cost Down For Backlink Building?

    How much do you spend to get your high backlinks? I am guessing a good amount if you are paying a service to do it for you, or if you are buying backlink packets made by other people and paying a monthly fee. You can cut your search engine optimization cost greatly with some easy to use software, and even outsource the work for much cheaper than other SEO services.

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  • How Search Engine Optimization Will Bring You More Real Estate Leads!

    Most real estate agents out there today are struggling, weighed down in the quagmire that has burdened our financial system and driven many out of the business altogether. Nonetheless, marketing your services is still at a premium and many do not have the funds needed to receive this valuable service. Many agent are wondering if there is a way they can do their own SEO and achieve a higher search engine ranking to bring in more leads from their website, and the easy answer is yes!

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