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  • Getting into game/game engine programming

    - by Darkslash
    So I am interested in learning game programming, but I really have an interest in the lower level engineering in games. I have openGL experience, and I am really interested in learning more about implementing AI, Physics, etc. I have a computer science degree, so I really like getting into technical stuff. Many times when I ask about this sort of thing, I get a lot of "Use an engine", "Use Unity3d", "Why waste your time writing code that already exists", etc etc. My idea was to use simpler libraries such as SFML or XNA so that I could learn how to implement the more complex systems. The thing is, although I do want to write games, I want to learn things that using something like Unity simply doesnt teach you. My goal is not to make a current generation quality 3D game to sell, I just want to make some cool smaller games and learn all I can about the programming side of game development. Is this something that people just do not do anymore? It seems like everywhere I turn people are using Unity or UDK or GameMaker. I fully understand why you would use a tool like these, but I cant see how they would suit my purposes. So where does someone like myself turn? Am I trying to learn something that people just do not bother doing anymore? Is the innovation in this area gone and just all about gameplay now? Im sorry if this question seems silly, but I am genuinely interested in knowing more about this and meeting more people who are interested in this sort of thing.

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  • Five Holiday Gaming Tips for an Active Game Table

    - by Jason Fitzpatrick
    Getting together for the holidays represents a great oppurtunity to introduce new players to the fun of tabletop gaming. Make sure to introduce them right with these five handy tips. Courtesy of GeekDad, we find five tips for introducing new players to the fun of tabletop games old and new over the holidays. Tip number one: 1. Start short. Not everyone is ready for a multi-hour game session right after a big holiday dinner. Post-prandial drowsiness doesn’t go well with a game that takes twenty minutes to set up and another fifteen to explain, so don’t lose your audience before you get to the good stuff. Pick something speedy that gets people into the game with little downtime. If possible, get them laughing — I hear it causes the release of endorphins, which makes them feel better, which will lead to more gaming. (We’ll work on the dopamine receptors later, when you get them hooked on learning new games.) Games like Zombie Dice and Spot It! are easy to teach and can handle a pile of players. FlowerFall and Ca$h ‘n’ Gun$ are guaranteed to make people gravitate to the game table to see what’s going on. How To Delete, Move, or Rename Locked Files in Windows HTG Explains: Why Screen Savers Are No Longer Necessary 6 Ways Windows 8 Is More Secure Than Windows 7

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  • ArchBeat Link-o-Rama for 2012-06-15

    - by Bob Rhubart
    URGENT BULLETIN: Disable JRE Auto-Update for All E-Business Suite End-Users All desktop administrators must IMMEDIATELY disable the Java Runtime Environment (JRE) Auto-Update option for all Windows end-user desktops connecting to Oracle E-Business Suite Release 11i, 12.0, and 12.1. WebLogic JMS / AQ bridge with JBoss AS 7 | Edwin Biemond Oracle ACE Edwin Biemond explains "how you can retrieve JMS messages from JBoss with the help of a WebLogic Foreign Server and how to push messages to JBoss AS with the help of a WebLogic JMS Bridge." The Healthy Tension That Mobility Creates | Hernan Capdevila "Mobile device management in the cloud makes good sense," says Hernan Capdevila. "I don't think IT departments should be hosting device management and managing that complexity. It should be a cloud service." OPN: Fusion Middleware Summer Camps in July in Lisbon and Munich For specialized Oracle Partners. Participation is limited to two people per company at each bootcamp. Registration is first come first serve. Take note of the skill requirements and, prerequisites. Podcast: Cows in the Cloud and the importance of standards In part two of a four-part program Cloud experts Jim Baty, Mark Nelson, William Vambenepe, and Ajay Srivastava explain cows in the cloud and talk about the importance of standards. Community members talk about the challenges and opportunities mobile computing presents for IT architects. Apple has sold 55 million iPads since 2010. Gartner expects a 98% increase in tablet sales in 2012, to 118 million. Nielsen reports that smartphones now account for nearly half of all mobile phones in the U.S., a 38% increase over 2011. And the mobile juggernaut is just getting started. Thought for the Day "Why are video games so much better designed than office software? Because people who design video games love to play video games. People who design office software look forward to doing something else on the weekend." — Ted Nelson Source: SoftwareQuotes.com

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  • I need some career guidance, please.

    - by user18956
    Hi, I have been a teacher of guitar and music theory for the last ten years or so, and I have decided to get out of it and pursue something involving computers, but I am very confused about it all. I have no training related to programming besides a knowledge of xhtml and css - which I realize are not even programming languages. My problem is that I know I want to do something with either making video games, computer/online applications, or some other programming job, but I haven't a clue how to begin. I picked up a book from the Head First series entitled, Head First Programming that uses Python to teach programming concepts, but after that, I don't really know what is a good direction for me in terms of balancing career satisfaction with job availability and acceptable pay. I am not looking for a huge salary, I just want to be able to survive doing something I love, and which challenges me. I don't know even a single person involved in a related field, so I am in need of guidance. The first thing I would like to know is whether pursuing a career as a programmer for video games is a realistic option. I love video games, and play them all the time, and I have always wanted to make them. If this is an option, what would be the recommended course of action? What is a good language or technology to get involved in for the job market now? I have read that PHP/MySQL is a good place to find a job for some. Can I find a job without school, or do I need to got o college? Also, will the Python I learn in this book translate into any other language I need to learn? If it is anything like music, then I am sure it will, but I don't know much about programming - yet. And last, yet perhaps most important, is thirty years old too old to take such a radical redirection in careers? Thank you for any help you can offer. I really need it.

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  • Effective way to check if an Entity/Player enters a region/trigger

    - by Chris
    I was wondering how multiplayer games detect if you enter a special region. Let's assume there is a huge map that is so big that simply checking it would become a huge performance issue. I've seen bukkit (a modding API for Minecraft servers) firing an Event on every single move. I don't think that larger games do the same because even if you have only a few coordinates you are interested in, you have to loop through a few trigger zone to see if the player is inside your region - for every player. This seems like an extremely CPU-intense operation to me even though I've never developed something like that. Is there a special algorithm that is used by larger games to accomplish this? The only thing I could imagine is to split up the world into multiple parts and to register the event not on the movement itself but on all the parts that are covered by your area and only check for areas that are registered in the current part. And another thing I would like to know: How could you detect when someone must have entered a trigger but you never saw him directly in it since his client only sent you an move packet shortly before entering and after leaving the trigger area. Drawing a line and calculate all colliding parts seems rather CPU intensive if you have to perform it every time.

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  • What kinds of demos are good to make for a software engineer job

    - by user23012
    I have created my cv site and sent out my demos for a while now, but most of my demos are either from my course or games related since my course was a games programming course, I was wondering what kind of demos are good to show off my skills in programming in general. These are what i already have Pennies:just a simple game first coursework i did. Compiler:coursework for compiler writing module Pongout: basic a pong game in 68k using colour detection Snake: snake in 68k same thing as the pong Game Cube Maze: gamecube work BeatmyBot: basic Ai Basic plat-former game: 2d game with different types of collision Turing Lambda Simulation: my dissertation Turing machine simulated in Miranda. alpha and Beta reduction,and SKI calculus simulated in the Turing machine. What I am asking here is what kind of demos are good to add or have, i have been looking and have hit a tough spot I cant think of anything to make more than games. so for a general graduate software engineer what types would be good examples? EDIT: since responding to the comments bellow well for what languages well my main one would be C++, followed by Java, Erlang and abit of Haskell

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  • text extraction from video game dialogue files [on hold]

    - by wdwvt1
    As part of an academic project, I am trying to access the dialogue files (whether audio or text) from a variety of sports video games (Madden or NBA 2kX would be fantastic). I have searched extensively on other sites (scholarly text-mining publications, r/gaming, r/madden, modding sites, etc.) for guidance in how to extract dialogue files, but have been unsuccessful. Given that I don't have even the domain specific language to ask the right question (i.e. the resources I am seeking are out there, I just can't find them) I am asking the SE game dev community for help with the 2 following questions: Is there a canonical resource that I should study that would get me started with how to extract text or audio files from games? I am very fluent in python, which usually excels at mining information from sources, but I struggle with knowing where to start with a video game (as opposed to a more familiar database with a defined API). Is this even feasible, or are protections included with newer games (e.g. NBA 2k13) going to make extraction of these resources in a programmatic way impossible? Thank you for your help!

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  • Looking for 2D Cross platform suggestions based on requirements specified

    - by MannyG
    I am an intermediate developer with minor experience on enterprise mobile applications for iphone, android and blackberry looking to build my first ever mobile game. I did a google search for some game dev forums and this popped up so I thought I would try posting here as I lack luck elsewhere. If you have ever heard of the game for the iphone and android platform entitled avatar fight then you will have an idea of the graphic capabilities I require. Basically the battles which are automated one sprite attacking another doing cool animations but all in 2d. My buddy and I have two motivations, one is to jump into mobile Dev as my experience is limited as is his so we would like some trending knowledge (html5 would be nice to learn) . The other is to make some money on the side, don't expect much but polishing the game and putting our all will hopefully reward us a bit. We have looked into corona engine, however a lot of people are saying it is limited in the graphics department, we are open to learning new languages like lua, c++, python etc. Others we have looked at include phonegap, rhomobile, unity, and the list goes on. I really have no idea what the pros and cons of these are but for a basic battle sequence and some mini games we want to chose the right one. Some more things that we will be doing include things like card games, side scrolling flying object based games, maybe fishing stuff. We want to start small with these minigames and work our way up to the idea we would like to implement in the future. We only want to work in 2D. So with these requirements please help me chose a platform to work on (cross platform is what we are ideally leaning towards). Please feel free to throw in some pieces of advice you may have for newbie game developers like myself too. Thank you for reading!

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  • Is there a way to legally create a game mod?

    - by Rodrigo Guedes
    Some questions about it: If I create a funny version of a copyrighted game and sell it (crediting the original developers) would it be considered a parody or would I need to pay royalties? If I create a game mod for my own personal use would it be legal? What if I gave it for free to a friend? Is there a general rule about it or it depends on the developer will? P.S.: I'm not talking about cloning games like this question. It's all about a game clearly based on another. Something like "GTA Gotham City" ;) EDIT: This picture that I found over the internet illustrate what I'm talking about: Just in case I was not clear: I never created a mod game. I was just wondering if it would be legally possible before trying to do it. I'm not apologizing piracy. I pay dearly for my games (you guys have no idea how expensive games are in Brazil due to taxes). Once more I say that the question is not about cloning. Cloning is copy something and try to make your version look like a brand new product. Mods are intended to make reference to one or more of its source. I'm not sure if it can be done legally (if I knew I wasn't asking) but I'm sure this question is not a duplicate. Even so, I trust in the moderators and if they close my question I will not be offended - at least I had an opportunity to explain myself and got 1 good answer (by the time I write this, maybe some more will be given later).

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  • I know fundamental programming. But how do I get started in game development now?

    - by Rohan Menon
    I'm a 20 year old programming student. I know fundamental programming in BASIC, C, C++ and JAVA. What I wanted to ask is, where do I go from here? Are there any books that the community can mention that will help me develop a game or at least learn game development? I've had a lot of ideas and really want to make some sort of prototype to see if I'm suited for the industry. I really don't mind learning any new languages but I need to know what I should begin with. A good book that will help with a little more understanding as I go up will be very helpful. Maybe a tutorial to develop some basic 2D games like a side-scroller, snake or pocket tanks in an easy to understand SDK? I know that to get some credit under your belt, you need to be able to make a few games on your own. Also, what platform should I start on? The PC, iOS or Android (as an introduction) for now. I don't want to get into high level game design just yet. Just something a bit basic to help out in future development. Anything pointing me in the right direction will be really really helpful. Edit: Also, I want to say that I'm looking towards this from a game designer's point of view more than a game programmer. I want suggestions on any SDKs or easy to use programs I can use to understand game design. Then delve deeper into the programming after that. Not as employment but as developing your own games (for now).

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  • ArchBeat Link-o-Rama for 10-19-2012

    - by Bob Rhubart
    One Week to Go: OTN Architect Day Los Angeles - Oct 25 Oracle Technology Network Architect Day in Los Angeles happens in one week. Register now to make sure you don't miss out on a rich schedule of expert technical sessions and peer interaction covering the use of Oracle technologies in cloud computing, SOA, and more. Even better: it's all free. Register now! When: October 25, 2012, 8:30am - 5:00pm. Where: Sofitel Los Angeles, 8555 Beverly Boulevard, Los Angeles, CA 90048. Moving your APEX app to the Oracle Cloud | Dimitri Gielis Oracle ACE Director (and OSN Developer Challenge co-winner) Dimitri Gielis shares the steps in the process as he moves his "DGTournament" application, along with all of its data, onto the Oracle Cloud. A brief note for customers running SOA Suite on AIX platforms | A-Team - SOA "When running Oracle SOA Suite with IBM JVMs on the AIX platform, we have seen performance slowdowns and/or memory leaks," says Christian, an architect on the Oracle Fusion Middleware A-Team. "On occasion, we have even encountered some OutOfMemoryError conditions and the concomittant Java coredump. If you are experiencing this issue, the resolution may be to configure -Dsun.reflect.inflationThreshold=0 in your JVM startup parameters." Introducing the New Face of Fusion Applications | Misha Vaughan Oracle ACE Directors Debra Lilly and Floyd Teter have already blogged about the the new face of Oracle Fusion Applications. Now Applications User Experience Architect Misha Vaughan shares a brief overview of how the Oracle Applications User Experience (UX) team developed the new look. ADF Essentials Security Implementation for Glassfish Deployment | Andrejus Baranovskis According to Oracle ACE Director Andrejus Baranovskis, Oracle ADF Essentials includes all the key ADF technologies, save one: ADF Security. In this post he illustrates a solution for filling that gap. Thought for the Day "Why are video games so much better designed than office software? Because people who design video games love to play video games. People who design office software look forward to doing something else on the weekend." — Ted Nelson Source: softwarequotes.com

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  • Simple Architecture Verification

    - by Jean Carlos Suárez Marranzini
    I just made an architecture for an application with the function of scoring, saving and loading tennis games. The architecture has 2 kinds of elements: components & layers. Components: Standalone elements that can be consumed by other components or by layers. They might also consume functionality from the model/bottom layer. Layers: Software components whose functionality rests on previous layers (except for the model layer). -Layers: -Models: Data and it's behavior. -Controllers: A layer that allows interaction between the views and the models. -Views: The presentation layer for interacting with the user. -Components: -Persistence: Makes sure the game data can be stored away for later retrieval. -Time Machine: Records changes in the game through time so it's possible to navigate the game back and forth. -Settings: Contains the settings that determine how some of the game logic will apply. -Game Engine: Contains all the game logic, which it applies to the game data to determine the path the game should take. This is an image of the architecture (I don't have enough rep to post images): http://i49.tinypic.com/35lt5a9.png The requierements which this architecture should satisfy are the following: Save & load games. Move through game history and see how the scoreboard changes as the game evolves. Tie-breaks must be properly managed. Games must be classified by hit-type. Every point can be modified. Match name and player names must be stored. Game logic must be configurable by the user. I would really appreciate any kind of advice or comments on this architecture. To see if it is well built and makes sense as a whole. I took the idea from this link. http://en.wikipedia.org/wiki/Model%E2%80%93view%E2%80%93controller

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  • How exactly to implement multiple threads in a game

    - by xerwin
    So I recently started learning Java, and having a interest in playing games as well as developing them, naturally I want to create game in Java. I have experience with games in C# and C++ but all of them were single-threaded simple games. But now, I learned how easy it is to make threads in Java, I want to take things to the next level. I started thinking about how would I actually implement threading in a game. I read couple of articles that say the same thing "Usually you have thread for rendering, for updating game logic, for AI, ..." but I haven't (or didn't look hard enough) found example of implementation. My idea how to make implementation is something like this (example for AI) public class AIThread implements Runnable{ private List<AI> ai; private Player player; /*...*/ public void run() { for (int i = 0; i < ai.size(); i++){ ai.get(i).update(player); } Thread.sleep(/* sleep until the next game "tick" */); } } I think this could work. If I also had a rendering and updating thread list of AI in both those threads, since I need to draw the AI and I need to calculate the logic between player and AI(But that could be moved to AIThread, but as an example) . Coming from C++ I'm used to do thing elegantly and efficiently, and this seems like neither of those. So what would be the correct way to handle this? Should I just keep multiple copies of resources in each thread or should I have the resources on one spot, declared with synchronized keyword? I'm afraid that could cause deadlocks, but I'm not yet qualified enough to know when a code will produce deadlock.

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  • Architectural approaches to creating a game menu/shell overlay on PC/Linux?

    - by Ghopper21
    I'm am working on a collection of games for a custom digital tabletop installation (similar to Microsoft Surface tables). Each game will be an individual executable that runs full-screen. In addition, there needs to be a menu/shell overlay program running simultaneously. The menu/shell will allow users to pause games, switch to other games, check their game history, etc. Some key requirements of the shell: it intercepts all user input (mainly multitouch) first before passing it on to the currently running game (so that it can, for instance, know to pop-up at a "pause" command); can reveal on arbitrary portions of the screen, with the currently running (but presumably paused) game still showing underneath, ideally with its shape/size being dynamic, to allow for creation of an animated in/out drawer effect over the game. I'm currently looking into different architectural approaches to this problem, including Fraps and DirectX overlays, but I'm sure I'm missing some ways to think about this. What are the main approaches I should be considering? (Note the table is currently being run by Windows PC, but it could potentially be a Linux box instead.)

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  • Directx vs XNA - Which is better for me? [closed]

    - by tristo
    Recently I got Visual Studio 2012 from visual studio 2010, although did not expect Visual Studio to 2012 to designed the way it was. Anyway I am pleased with some of VS 2012 technology and have moved all of my projects to it. At this point of time since I got VS 2012 I have been into making windows applications and other non-game activities. ALTHOUGH have recently gotten into the spirit of game development and I am planning to make a 3d comical game, shader effects, not too complicated meshes, but it requires alot of lighting effects to emphasise certain parts of the game. When I was using VS 2010 I had a great time making 2d games with XNA, it uses a great language, and has a very awesome system. But I no longer have XNA with me, and the workarounds described in stackoverflow always gives me errors while using xna. Anyway it seems that microsoft have stuffed themselves up with xna anyway with the weirdness of Windows 8, and it being only avaliabe on pc and xbox. Due to these reasons I have decided to work with Directx and Direct3d to produce my new game, although the overflowing credits after each directx game gives me the shivers, and the low-level coding of directx also puts me on thin ice with my games, left in a confusional mess with what decision I should make. I don't know anything about directx or direct3d. I am an indie developer, but I am planning to take on alot of professional aspects of games. I don't have heaps of time(2-3 hours a day) I don't mind the complexity of how directx works, as long as I can learn how to make the fundementals of a game in a week. I am also unsure if directx is really for my situation, and keep with xna game development. Anyone can tell me the best technology for me would be great.

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  • Getting into the details of game engine programming

    - by Darkslash
    I am interested in learning game programming, but I really have an interest in the lower level engineering in games. I have OpenGL experience, and I am really interested in learning more about implementing AI, Physics, etc. I have a computer science degree, so I really like getting into technical stuff. Many times when I ask about this sort of thing, I get a lot of "Use an engine", "Use Unity3d", "Why waste your time writing code that already exists", etc, etc. My idea was to use simpler libraries such as SFML or XNA so that I could learn how to implement the more complex systems. The thing is, although I do want to write games, I want to learn things that using something like Unity simply doesn't teach you. My goal is not to make a current generation quality 3D game to sell, I just want to make some cool smaller games and learn all I can about the programming side of game development. Is this something that people just do not do anymore? It seems like everywhere I turn people are using Unity or UDK or GameMaker. I fully understand why you would use a tool like these, but I cant see how they would suit my purposes. So where does someone like myself turn? Am I trying to learn something that people just do not bother doing anymore? Is the innovation in this area gone and just all about gameplay now? I'm sorry if this question seems silly, but I am genuinely interested in knowing more about this and meeting more people who are interested in this sort of thing.

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  • LLBLGen Pro v3.1 released!

    - by FransBouma
    Yesterday we released LLBLGen Pro v3.1! Version 3.1 comes with new features and enhancements, which I'll describe briefly below. v3.1 is a free upgrade for v3.x licensees. What's new / changed? Designer Extensible Import system. An extensible import system has been added to the designer to import project data from external sources. Importers are plug-ins which import project meta-data (like entity definitions, mappings and relational model data) from an external source into the loaded project. In v3.1, an importer plug-in for importing project elements from existing LLBLGen Pro v3.x project files has been included. You can use this importer to create source projects from which you import parts of models to build your actual project with. Model-only relationships. In v3.1, relationships of the type 1:1, m:1 and 1:n can be marked as model-only. A model-only relationship isn't required to have a backing foreign key constraint in the relational model data. They're ideal for projects which have to work with relational databases where changes can't always be made or some relationships can't be added to (e.g. the ones which are important for the entity model, but are not allowed to be added to the relational model for some reason). Custom field ordering. Although fields in an entity definition don't really have an ordering, it can be important for some situations to have the entity fields in a given order, e.g. when you use compound primary keys. Field ordering can be defined using a pop-up dialog which can be opened through various ways, e.g. inside the project explorer, model view and entity editor. It can also be set automatically during refreshes based on new settings. Command line relational model data refresher tool, CliRefresher.exe. The command line refresh tool shipped with v2.6 is now available for v3.1 as well Navigation enhancements in various designer elements. It's now easier to find elements like entities, typed views etc. in the project explorer from editors, to navigate to related entities in the project explorer by right clicking a relationship, navigate to the super-type in the project explorer when right-clicking an entity and navigate to the sub-type in the project explorer when right-clicking a sub-type node in the project explorer. Minor visual enhancements / tweaks LLBLGen Pro Runtime Framework Entity creation is now up to 30% faster and takes 5% less memory. Creating an entity object has been optimized further by tweaks inside the framework to make instantiating an entity object up to 30% faster. It now also takes up to 5% less memory than in v3.0 Prefetch Path node merging is now up to 20-25% faster. Setting entity references required the creation of a new relationship object. As this relationship object is always used internally it could be cached (as it's used for syncing only). This increases performance by 20-25% in the merging functionality. Entity fetches are now up to 20% faster. A large number of tweaks have been applied to make entity fetches up to 20% faster than in v3.0. Full WCF RIA support. It's now possible to use your LLBLGen Pro runtime framework powered domain layer in a WCF RIA application using the VS.NET tools for WCF RIA services. WCF RIA services is a Microsoft technology for .NET 4 and typically used within silverlight applications. SQL Server DQE compatibility level is now per instance. (Usable in Adapter). It's now possible to set the compatibility level of the SQL Server Dynamic Query Engine (DQE) per instance of the DQE instead of the global setting it was before. The global setting is still available and is used as the default value for the compatibility level per-instance. You can use this to switch between CE Desktop and normal SQL Server compatibility per DataAccessAdapter instance. Support for COUNT_BIG aggregate function (SQL Server specific). The aggregate function COUNT_BIG has been added to the list of available aggregate functions to be used in the framework. Minor changes / tweaks I'm especially pleased with the import system, as that makes working with entity models a lot easier. The import system lets you import from another LLBLGen Pro v3 project any entity definition, mapping and / or meta-data like table definitions. This way you can build repository projects where you store model fragments, e.g. the building blocks for a customer-order system, a user credential model etc., any model you can think of. In most projects, you'll recognize that some parts of your new model look familiar. In these cases it would have been easier if you would have been able to import these parts from projects you had pre-created. With LLBLGen Pro v3.1 you can. For example, say you have an Oracle schema called CRM which contains the bread 'n' butter customer-order-product kind of model. You create an entity model from that schema and save it in a project file. Now you start working on another project for another customer and you have to use SQL Server. You also start using model-first development, so develop the entity model from scratch as there's no existing database. As this customer also requires some CRM like entity model, you import the entities from your saved Oracle project into this new SQL Server targeting project. Because you don't work with Oracle this time, you don't import the relational meta-data, just the entities, their relationships and possibly their inheritance hierarchies, if any. As they're now entities in your project you can change them a bit to match the new customer's requirements. This can save you a lot of time, because you can re-use pre-fab model fragments for new projects. In the example above there are no tables yet (as you work model first) so using the forward mapping capabilities of LLBLGen Pro v3 creates the tables, PK constraints, Unique Constraints and FK constraints for you. This way you can build a nice repository of model fragments which you can re-use in new projects.

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  • IE9

    - by Kit Ong
    Yep Internet Explorer 9 is in the works even though IE8 is still relatively new. IE8 totally failed the infamous Acid3 Test, things have improved even with the early preview version of IE9, here's a link to test drive Internet Explorer 9 http://ie.microsoft.com/testdrive/

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  • Branching and Merging with TortoiseSVN

    - by capgpilk
    For this example I am using Visual Studio 2010, TortoiseSVN 1.6.6, Subversion 1.6.6 and AnkhSVN 2.1.7819.411, so if you are using different versions, some of these screen shots may differ. This is assuming you have your code checked in to the trunk directory and have a standard SVN structure of trunk, branches and tags. There are a number of developers who prefer to develop solely in a branch and never touch the trunk, but the process is generally the same and you may be on a small team and prefer to work in the trunk and branch occasionally. There are three steps to successful branching. First you branch, then when you are ready you need to reintegrate any changes that other developers may have made to the trunk in to your branch. Then finally when your branch and the trunk are in sync, you merge it back in to the trunk. Branch Right click project root in Windows Explorer > TortoiseSVN > Branch/Tag Enter the branch label in the ‘To URL’ box. For example /branches/1.1 Choose Head revision Check Switch working copy Click OK Make any changes to branch Make any changes to trunk Commit any changes For this example I copied the project to another location prior to branching and made changes to that using Notepad++. Then committed it to SVN, as this directory is mapped to the trunk, that is what gets updated.   Merge Trunk with Branch Right click project root in Windows Explorer > TortoiseSVN > Merge Choose ‘Merge a range of revisions’ In ‘URL to merge from’ choose your trunk Click Next, then the ‘test merge’ button. This will highlight any conflicts. Here we have one conflict we will need to resolve because we made a change and checked in to trunk earlier Click merge. Now we have the opportunity to edit that conflict This will open up TortoiseMerge which will allow us to resolve the issue. In this case I want both changes. Perform an Update then Commit Reloading in Visual Studio shows we have all changes that have been made to both trunk and branch. Merge Branch with Trunk Switch working copy by right clicking project root in Windows Explorer > TortoiseSVN > switch Switch to the trunk then ok Right click project root in Windows Explorer > TortoiseSVN > merge Choose ‘Reintegrate a branch’ In ‘From URL’ choose your branch then next Click ‘Test merge’, this shouldn’t show any conflicts Click Merge Perform Update then Commit Open project in Visual Studio, we now have all changes. So there we have it we are connected back to the trunk and have all the updates merged.

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  • Problemas de instalación de Silverlight 4 (Segunda parte)

    - by Eugenio Estrada
    El otro día escribí el post Problemas de Instalación de Silverlight 4 (Solucionado) , iluso de mi creí que eso llegaba. Pero cuando me puse a aplicar esa solución en algunos de los clientes me encontré con que el problema iba más allá. Silverlight se veía bien en Firefox y no en Internet Explorer y por consecuencia tampoco en el Out Of Browser. Investigando me encontré con que Internet Explorer tenía TODOS los complementos deshabilitados y el botón de habilitar estaba bloqueado. Continué en mi andanza...(read more)

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  • Google sort un outil qui permet le support de WebM dans IE9, en collaboration avec Microsoft

    Google sort un outil qui permet le support de WebM dans IE9 En collaboration avec Microsoft Quelques jours après la sortie du navigateur de Microsoft Internet Explorer 9 en version finale, Google propose une version préliminaire d'un outil permettant le support du format vidéo open source WebM. L'application, baptisée WebM Media Foundation (MF) Components for Microsoft Internet Explorer 9, utilise l'API Microsoft Media Foundation pour permettre une intégration transparente avec Windows de WebM. A signaler, la réalisation de cet outil a été faite en étroite collaboration avec Microsoft. Etant donné que l'applicatio...

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  • What's wrong with my htaccess ? (500 Error)

    - by Dany Khalife
    I've written a small htaccess file to redirect Internet Explorer users to a specific page Here are the contents : # MS Internet Explorer - Mozilla v4 RewriteEngine On RewriteCond %{HTTP_USER_AGENT} ^Mozilla/4(.*)MSIE RewriteRule ^index\.php$ /sorry.php [L] # All other browsers #RewriteRule ^index\.html$ /index.32.html [L] Any clue why this would give a 500 Internal Server Error ? I have used mod rewrite before so i have the module loaded there...

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  • Installing IE8 with Winetricks

    - by Gheorghe Dinu
    I have been trying to install Internet Explorer 8 via Winetricks on the default wine-prefix but I'm getting an error after the unpack process, saying my configuration is 64-bits and Internet Explorer 8 doesn't support it. My question is, can I change the wine-prefix configuration? Since I have a game installed on it that the update took a really long time. I also tried using POL installed via software center and I get same error I am using Xubuntu 12.10, and wine 1.6RC.

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  • OBIEE 11.1.1.7.140527 supports IE 11

    - by Lia Nowodworska - Oracle
    A common question we're getting in Support is whether the latest OBIEE bundle patch works with Internet Explorer 11. Well, we're pleased to announce it does.  OBIEE 11.1.1.7.140527  supports IE 11. Its official.... See OBIEE 11g - Browser Certification Advisor (Doc ID 1615805.2), under the Internet Explorer tab For your certification questions please post them to the Certifications for BI Community (https://community.oracle.com/community/support/business_intelligence/certifications_for_bi)

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  • Server Core in Windows Server 2012 - Improved Taste, Less Filling, More Uptime

    - by KeithMayer
    Would you like to reduce your patch maintenance requirements by over 1/3rd? Of course! Who wouldn't? Server Core in Windows Server 2012 reduces the disk footprint of the operating system by approximately 4GB! When using the Server Core installation option, the features related to the Server Graphical Shell ( ie., Explorer, Start Screen, and Internet Explorer ) and Graphical Management Tools and Infrastructure are not installed - GUI features that are usually not required on a dedicated s

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