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  • SQL SERVER – ERROR – FIX – Msg 3702, Level 16, State 3, Line 1 Cannot drop database “MyDBName” because it is currently in use

    - by pinaldave
    I often go to do various seminars and presentations at various organizations. During presentations I often create and drop various databases for demonstrations purpose. Recently in one of the presentations, I tried to remove my recently created database, I got following error. Msg 3702, Level 16, State 3, Line 1 Cannot drop database “MyDBName” because it is currently in use. The reason was very simple as my database was in use by another session or window. I had option that I should go and find open session and close it right away; later followed by dropping the database. As I was in rush I quickly wrote down following code and I was able to successfully drop the database. USE MASTER GO ALTER DATABASE MyDBName SET SINGLE_USER WITH ROLLBACK IMMEDIATE; DROP DATABASE MyDBName GO Please note that I am doing all this on my demonstrations, do not run above code on production without proper approvals and supervisions. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: SQL, SQL Authority, SQL Error Messages, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • VMware9 fails to launch Virtual OS. Ubuntu 12.10 64bit (Unable to change virtual machine power state: Pipe connection has been broken.)

    - by pst007x
    Another issue I need help with. I use VMware for work on Ubuntu 12.04. However for some reasons my VMware Workstation software generates the following error: Unable to change virtual machine power state: Failed to power on '/home/pst007x/vmware/Windows 7 x64/Windows 7 x64.vmx'. Transport (VMDB) error -14: Pipe connection has been broken. Product: VMware® Workstation Version: 9.0.0 build-812388 Host OS Version: 3.5.0-18-generic Ubuntu 12.10 64bit Kernel Linux 3.5.0-18-generic I have seen patches, but nothing works, and the patches are not maintained, broken links. PLEASE NOTE: I know that this has been asked, but there was no answer given that resolves this issue. Unfortunately I have changed all my office and personal PC's to Ubuntu, and use Win7 in a vm, however since 12.10, vm now fails to launch. For me this is a catastrophe, and makes Ubuntu useless for me to use! I am in a desperate situation here, is there is anyone that can offer any help I would be truly appreciative. I have looked on the VMware forums and the only solution is offered for Fedora, but the people posting there are not clear about what the solution is! thanks PLEASE DO NOT CLOSE THIS QUESTION! I have tried everywhere to find a solution, but I have come up blank... Patches referenced to in other posts do not work in this version of VMware...

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  • Why am I seeing so many instantiable classes without state?

    - by futlib
    I'm seeing a lot of instantiable classes in the C++ and Java world that don't have any state. I really can't figure out why people do that, they could just use a namespace with free functions in C++, or a class with a private constructor and only static methods in Java. The only benefit I can think of is that you don't have to change most of your code if you later decide that you want a different implementation in certain situations. But isn't that a case of premature design? It could be turned into a class later, when/if it becomes appropriate. Am I getting this wrong? Is it not OOP if I don't put everything into objects (i.e. instantiated classes)? Then why are there so many utility namespaces and classes in the standard libraries of C++ and Java? Update: I've certainly seen a lot examples of this in my previous jobs, but I'm struggling to find open source examples, so maybe it's not that common after all. Still, I'm wondering why people do it, and how common it is.

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  • XNA: Rotating Bones

    - by MLM
    XNA 4.0 I am trying to learn how to rotate bones on a very simple tank model I made in Cinema 4D. It is rigged by 3 bones, Root - Main - Turret - Barrel I have binded all of the objects to the bones so that all translations/rotations work as planned in C4D. I exported it as .fbx I based my test project after: http://create.msdn.com/en-US/education/catalog/sample/simple_animation I can build successfully with no errors but all the rotations I try to do to my bones have no effect. I can transform my Root successfully using below but the bone transforms have no effect: myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; I am wondering if my model is just not right or something important I am missing in the code. Here is my Game1.cs using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; float aspectRatio; Tank myModel; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here myModel = new Tank(); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here myModel.Load(Content); aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here float time = (float)gameTime.TotalGameTime.TotalSeconds; // Move the pieces /* myModel.TurretRotation = (float)Math.Sin(time * 0.333f) * 1.25f; myModel.BarrelRotation = (float)Math.Sin(time * 0.25f) * 0.333f - 0.333f; */ base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // Calculate the camera matrices. float time = (float)gameTime.TotalGameTime.TotalSeconds; Matrix rotation = Matrix.CreateRotationY(MathHelper.ToRadians(45)); Matrix view = Matrix.CreateLookAt(new Vector3(2000, 500, 0), new Vector3(0, 150, 0), Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, graphics.GraphicsDevice.Viewport.AspectRatio, 10, 10000); // TODO: Add your drawing code here myModel.Draw(rotation, view, projection); base.Draw(gameTime); } } } And here is my tank class: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { public class Tank { Model myModel; // Array holding all the bone transform matrices for the entire model. // We could just allocate this locally inside the Draw method, but it // is more efficient to reuse a single array, as this avoids creating // unnecessary garbage. public Matrix[] boneTransforms; // Shortcut references to the bones that we are going to animate. // We could just look these up inside the Draw method, but it is more // efficient to do the lookups while loading and cache the results. ModelBone MainBone; ModelBone TurretBone; ModelBone BarrelBone; // Store the original transform matrix for each animating bone. Matrix MainTransform; Matrix TurretTransform; Matrix BarrelTransform; // current animation positions float turretRotationValue; float barrelRotationValue; /// <summary> /// Gets or sets the turret rotation amount. /// </summary> public float TurretRotation { get { return turretRotationValue; } set { turretRotationValue = value; } } /// <summary> /// Gets or sets the barrel rotation amount. /// </summary> public float BarrelRotation { get { return barrelRotationValue; } set { barrelRotationValue = value; } } /// <summary> /// Load the model /// </summary> public void Load(ContentManager Content) { // TODO: use this.Content to load your game content here myModel = Content.Load<Model>("Models\\simple_tank02"); MainBone = myModel.Bones["Main"]; TurretBone = myModel.Bones["Turret"]; BarrelBone = myModel.Bones["Barrel"]; MainTransform = MainBone.Transform; TurretTransform = TurretBone.Transform; BarrelTransform = BarrelBone.Transform; // Allocate the transform matrix array. boneTransforms = new Matrix[myModel.Bones.Count]; } public void Draw(Matrix world, Matrix view, Matrix projection) { myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; myModel.CopyAbsoluteBoneTransformsTo(boneTransforms); // Draw the model, a model can have multiple meshes, so loop foreach (ModelMesh mesh in myModel.Meshes) { // This is where the mesh orientation is set foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } // Draw the mesh, will use the effects set above mesh.Draw(); } } } }

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  • Particle and Physics problem.

    - by Quincy
    This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being drawn in the wrong place and one with going through walls while jumping in corners. Skip over to about 15 sec video showing the 2 problems : http://youtube.com/watch?v=Tm9nfWsWfiM So the problem with the particles seems to be coming from the removal, as soon as I remove that piece of code it instantly works, but there shouldn't be a problem since they shouldn't even draw when their energy gets to 0 (and then they get removed) So my first question is, how are these particles getting warped all over the screen ? Relevant code : Particle class : class Particle { //Physics public Vector2 position = new Vector2(0,0); public float direction = 180; public float speed = 100; public float energy = 1; protected float startEnergy = 1; //Visual public Sprite sprite; public float rotation = 0; public float scale = 1; public byte alpha = 255; public BlendMode blendMode { get { return sprite.BlendMode; } set { sprite.BlendMode = value; } } public Particle() { } public virtual void Think(float frameTime) { if (energy - frameTime < 0) energy = 0; else energy -= frameTime; position += new Vector2((float)Math.Cos(MathHelper.DegToRad(direction)), (float)Math.Sin(MathHelper.DegToRad(direction))) * speed * frameTime; alpha = (byte)(255 * energy / startEnergy); sprite.Rotation = rotation; sprite.Position = position; sprite.Color = new Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha); } public virtual void Draw(float frameTime) { if (energy > 0) { World.camera.DrawSprite(sprite); } } // Basic particle implementation class BasicSprite : Particle { public BasicSprite(Sprite _sprite) { sprite = _sprite; } } Emitter : class Emitter { protected static Random rand = new Random(); protected List<Particle> particles = new List<Particle>(); public BaseEntity target = null; public Vector2 position = new Vector2(0, 0); public bool Active = true; public float timeAlive = 0; public int particleCount = 0; public int ParticlesPerSeccond { get { return (int)(1 / particleSpawnTime); } set { particleSpawnTime = 1 / (float)value; } } public float dieTime = float.MaxValue; float particleSpawnTime = 0.05f; float spawnTime = 0; public Emitter() { } public virtual void Think(float frametime) { spawnTime += frametime; if (dieTime != float.MaxValue) { timeAlive += frametime; if (timeAlive >= dieTime) Active = false; } if (Active) { if (target != null) position = target.Position; while (spawnTime > particleSpawnTime) { spawnTime -= particleSpawnTime; AddParticle(); particleCount++; } } for (int i = 0; i < particles.Count; i++) { particles[i].Think(frametime); if (particles[i].energy <= 0) { particles.Remove(particles[i]); // As soon as this is removed, it works particleCount--; } } } public virtual void AddParticle() { } public virtual void Draw(float frametime) { foreach (Particle particle in particles) { particle.Draw(frametime); } } } class BloodEmitter : Emitter { Image image; public BloodEmitter() { image = new Image(@"Content/Particles/TinyCircle.png"); image.CreateMaskFromColor(new Color(255, 0, 255, 255)); this.dieTime = 0.5f; this.ParticlesPerSeccond = 100; } public override void AddParticle() { Sprite sprite = new Sprite(image); sprite.Color = new Color((byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255)); BasicSprite particle = new BasicSprite(sprite); particle.direction = (float)rand.NextDouble() * 360; particle.position = position; particle.blendMode = BlendMode.Alpha; particles.Add(particle); } } The seccond problem is the physics problem, for some reason I can get through the right bottom corner while jumping. I think this is coming from me switching animations but I thought I made it compensate for that. Relevant code : PhysicsEntity : class PhysicsEntity : BaseEntity { // Horizontal movement constants protected const float maxHorizontalSpeed = 1000; protected const float horizontalAcceleration = 15; protected const float horizontalDragAir = 0.95f; protected const float horizontalDragGround = 0.95f; // Vertical movement constants protected const float maxVerticalSpeed = 1000; protected const float verticalAcceleration = 20; // Everything needed for movement and correct animations protected float movement = 0; protected bool onGround = false; protected Vector2 Velocity = new Vector2(0, 0); protected float maxSpeed = 0; float lastThink = 0; float thinkTime = 1f/60f; public PhysicsEntity(Vector2 position, Sprite sprite) : base(position, sprite) { } public override void Draw(float frameTime) { base.Draw(frameTime); } public override void Think(float frameTime) { CalculateMovement(frameTime); base.Think(frameTime); } protected void CalculateMovement(float frameTime) { lastThink += frameTime; while (lastThink > thinkTime) { onGround = false; Velocity.X = MathHelper.Clamp(Velocity.X + horizontalAcceleration * movement, -maxHorizontalSpeed, maxHorizontalSpeed); if (onGround) Velocity.X *= horizontalDragGround; else Velocity.X *= horizontalDragAir; if (maxSpeed < Velocity.X) maxSpeed = Velocity.X; Velocity.Y = MathHelper.Clamp(Velocity.Y + verticalAcceleration, -maxVerticalSpeed, maxVerticalSpeed); lastThink -= thinkTime; DoCollisions(thinkTime); DoAnimations(thinkTime); } } public virtual void DoAnimations(float frameTime) { } public void DoCollisions(float frameTime) { Position.Y += Velocity.Y * frameTime; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } Position.X += Velocity.X * frameTime; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } public void DoCollisions(Vector2 difference) { CollisionRectangle.Y = Position.Y - difference.Y; CollisionRectangle.Height += difference.Y; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } CollisionRectangle.X = Position.X - difference.X; CollisionRectangle.Width += difference.X; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } Vector2 GetTileCollision() { int topLeftTileX = (int)(CollisionRectangle.TopLeft.X / World.tileEngine.TileWidth); int topLeftTileY = (int)(CollisionRectangle.TopLeft.Y / World.tileEngine.TileHeight); int BottomRightTileX = (int)(CollisionRectangle.DownRight.X / World.tileEngine.TileWidth); int BottomRightTileY = (int)(CollisionRectangle.DownRight.Y / World.tileEngine.TileHeight); if (CollisionRectangle.DownRight.Y % World.tileEngine.TileHeight == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileY -= 1; if (CollisionRectangle.DownRight.X % World.tileEngine.TileWidth == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileX -= 1; for (int i = topLeftTileX; i <= BottomRightTileX; i++) { for (int j = topLeftTileY; j <= BottomRightTileY; j++) { if (World.tileEngine.TileIsSolid(i, j)) { return new Vector2(i, j); } } } return new Vector2(-1, -1); } } Player : enum State { Standing, Running, Jumping, Falling, Sliding, WallSlide } class Player : PhysicsEntity { private State state { get { return currentState; } set { if (currentState != value) { currentState = value; animationChanged = true; } } } private State currentState = State.Standing; private BasicEmitter basicEmitter = new BasicEmitter(); public bool flipped; public bool animationChanged = false; protected const float jumpPower = 600; AnimationManager animationManager; Rectangle DrawRectangle; public override Rectangle CollisionRectangle { get { return new Rectangle( Position.X - DrawRectangle.Width / 2f, Position.Y - DrawRectangle.Height / 2f, DrawRectangle.Width, DrawRectangle.Height ); } } public Player(Vector2 position, Sprite sprite) : base(position, sprite) { // Only posted the relevant bit DrawRectangle = animationManager.currentAnimation.drawingRectangle; } public override void Draw(float frameTime) { World.camera.DrawSprite( Sprite, Position + new Vector2(DrawRectangle.X, DrawRectangle.Y), animationManager.currentAnimation.drawingRectangle ); } public override void Think(float frameTime) { //I only posted the relevant stuff if (animationChanged) { // if the animation has changed make sure we compensate for the change in with and height animationChanged = false; DoCollisions(animationManager.getSizeDifference()); } DoCustomMovement(); base.Think(frameTime); if (!onGround && Velocity.Y > 0) { state = State.Falling; } } void DoCustomMovement() { if (onGround) { if (World.renderWindow.Input.IsKeyDown(KeyCode.W)) { Velocity.Y = -jumpPower; state = State.Jumping; } } } public override void DoAnimations(float frameTime) { string stateName = Enum.GetName(typeof(State), state); if (!animationManager.currentAnimationIs(stateName)) { animationManager.PlayAnimation(stateName); } animationManager.Think(frameTime); DrawRectangle = animationManager.currentAnimation.drawingRectangle; Sprite.Center = new Vector2( DrawRectangle.X + DrawRectangle.Width / 2, DrawRectangle.Y + DrawRectangle.Height / 2 ); Sprite.FlipX(flipped); } So why am I warping through walls ? I have given this some thought but I just can't seem to find out why this is happening. Full source if needed : source : http://www.mediafire.com/?rc7ddo09gnr68zd (download link)

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  • How to make a player stay within bounds of world with 2D Camera

    - by Craig
    Im creating a simple top down survival game. At the moment, i have the sprite which is a ship and moves by rotating left or right then going forward in that direction. I have implemented a 2D camera, its always centered on the player. However, when i move towards the bounds of the world that the sprite is in it just keeps on going :( How to i sort it that it stops at the edge of the world and cant go beyond it? Cheers :) Below is the main game class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; //tried world bounds here if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } } my 2d camera class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace GamesCoursework_1 { public class Camera2d { protected float _zoom; // Camera Zoom public Matrix _transform; // Matrix Transform public Vector2 _pos; // Camera Position protected float _rotation; // Camera Rotation public int _viewportWidth, _viewportHeight; // viewport size public Camera2d(int ViewportWidth, int ViewportHeight) { _zoom = 1.0f; _rotation = 0.0f; _pos = Vector2.Zero; _viewportWidth = ViewportWidth; _viewportHeight = ViewportHeight; } // Sets and gets zoom public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < 0.1f) _zoom = 0.1f; } // Negative zoom will flip image } public float Rotation { get { return _rotation; } set { _rotation = value; } } // Auxiliary function to move the camera public void Move(Vector2 amount) { _pos += amount; } // Get set position public Vector2 Pos { get { return _pos; } set { _pos = value; } } public Matrix get_transformation(GraphicsDevice graphicsDevice) { _transform = // Thanks to o KB o for this solution Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } } }

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  • What is the Pythonic way to implement a simple FSM?

    - by Vicky
    Yesterday I had to parse a very simple binary data file - the rule is, look for two bytes in a row that are both 0xAA, then the next byte will be a length byte, then skip 9 bytes and output the given amount of data from there. Repeat to the end of the file. My solution did work, and was very quick to put together (even though I am a C programmer at heart, I still think it was quicker for me to write this in Python than it would have been in C) - BUT, it is clearly not at all Pythonic and it reads like a C program (and not a very good one at that!) What would be a better / more Pythonic approach to this? Is a simple FSM like this even still the right choice in Python? My solution: #! /usr/bin/python import sys f = open(sys.argv[1], "rb") state = 0 if f: for byte in f.read(): a = ord(byte) if state == 0: if a == 0xAA: state = 1 elif state == 1: if a == 0xAA: state = 2 else: state = 0 elif state == 2: count = a; skip = 9 state = 3 elif state == 3: skip = skip -1 if skip == 0: state = 4 elif state == 4: print "%02x" %a count = count -1 if count == 0: state = 0 print "\r\n"

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  • Const_cast on a this pointer - would I get told off by other C++ coders for doing this?

    - by BeeBand
    I have a class Game e.g. class Game { public: InitObjects(); ... }; And I have another class Grid, that needs to be initialised with a non-const reference to that Game object. ( A Grid object needs to call functions that can update a Game object ). class Grid { public: Grid(Game & g): game(g){} ... private: Game & game; ... }; The Game object is responsible for initialising the Grid. I did this: void Game::InitObjects() { grid = new Grid(*(const_cast<Game*>(this)) ); } grid is not a member of a Game - it's a global ( argh - i know... I don't mind making it a member, but I have the same problem right? ). Can some seasoned C++ folk tell me if this odd looking const_cast is acceptable?

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  • Ruby on rails 2 level model

    - by jony17
    I need some help creating a very simple forum in a existing model. What I want in a Game page, have a mini forum, where is possible create some topics and some comments to this topics. In the beginning I'm only implement topics. This is the error I have: Mysql2::Error: Column 'user_id' cannot be null: INSERT INTO `topics` (`game_id`, `question`, `user_id`) VALUES (1, 'asd', NULL) This is my main model: game.rb class Game < ActiveRecord::Base attr_accessible :name validates :user_id, presence: true validates :name, presence: true, length: { maximum: 50 } belongs_to :user has_many :topics, dependent: :destroy end topic.rb class Topic < ActiveRecord::Base validates_presence_of :question validates_presence_of :game_id attr_accessible :question, :user_id validates :question, length: {maximum: 50}, allow_blank: false belongs_to :game belongs_to :user end topic_controller.rb def create @game = Game.find(params[:game_id]) @topic = @game.topics.create(params[:topic]) @topic.user_id = current_user.id respond_to do |format| if @topic.save format.html { redirect_to @game, notice: 'Topic was successfully created.' } else format.html { render action: "new" } end end end game/show.html.erb <h2>Topics</h2> <% @game.topics.each do |topic| %> <p> <b>Question:</b> <%= topic.question %> </p> <% end %> <h2>Add a topic:</h2> <%= form_for([@game, @game.topics.build]) do |f| %> <div class="field"> <%= f.label :question %><br /> <%= f.text_field :question %> </div> <div class="actions"> <%= f.submit %> </div> <% end %> Thanks ;)

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  • Why does Google Chrome ignore "last_known_google_url" property in "Local State" file?

    - by Peter Sivák
    I want to force my Google Chrome web browser (version 21.0.1180.89, 64-bit) to use non-localized search (thus google in english) through address bar, using the default Google search engine. To achieve that, I have to change value of the property last_known_google_url to https://www.google.com/?hl=en& in Local State file (for instance on Linux, the full path to the file is ~/.config/google-chrome/Local State). In that file, there should be the property: "browser": { "last_known_google_url": but it is not. Even if I add there the property, it has no impact on search - Google Chrome does not use the property and still searches in localized version. Another option is to put the property to Preferences file (for instance on Linux, the full path to the file is ~/.config/google-chrome/Default/Preferences) - which works perfectly when I start Google Chrome and do some search - but just after that, the property (actually the whole Preferences file) is overriden, so "the most important" trailing part ?hl=en& of the property value is removed - and without it, the non-localized search does not work anymore. Why does Google Chrome ignore last_known_google_url property in Local State file?

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  • On configuring GC 10.2.0.5 to monitor LISTENER SCAN using UDMs ...

    - by [email protected]
    Hi,Looks like Grid Control 10.2.0.5 is not fully prepared for monitoringthe Grid Infrastructure (11gR2).Even I'm pretty sure the upcoming version of GC (11g) will of course support all the new features of 11gR2, some customersare asking for some "hand-made" procedures for monitoring all the new stuff.I think one of the most critical components that cant be monitored are the LISTENER SCAN, so I have developed a little script for doing sousing the GC User Defined Metrics ( at host level )I am more than happy to share with you:#!/bin/ksh   ###    NAME###     monitor_scan.sh######    DESCRIPTION###      SCAN Listener monitoring######    RETURNS######    NOTES######    MODIFIED           (DD/MM/YY)###      Oracle            25/03/10     - Creation###export ORACLE_HOME=/opt/oracle/soft/11.2/gridRSC_KEY=$1AWK=/sbin/awk   LISTENER_DOWN_COUNT=$(${ORACLE_HOME}/bin/crsctl status resource -w 'TYPE = ora.scan_listener.type' | grep OFFLINE | wc -l)if [ ${LISTENER_DOWN_COUNT} != 0 ]; then  SCAN_DOWN_LIST=$(${ORACLE_HOME}/bin/crsctl status resource  -w 'TYPE = ora.scan_listener.type' | $AWK \ 'BEGIN { FS="="; state = 0; }  $1~/NAME/ && $2~/'$RSC_KEY'/ {appname = $2; state=1};  state == 0 {next;}  $1~/TARGET/ && state == 1 {apptarget = $2; state=2;}  $1~/STATE/ && state == 2 {appstate = $2; state=3;}  state == 3 {printf "%-45s %-10s %-18s\n", appname, apptarget, appstate; state=0;}' | grep OFFLINE | awk '{ print $1 }')  echo em_result=ALERT  echo em_message=There are LISTENER SCAN with down status: [${SCAN_DOWN_LIST}]else  echo em_result=NORMAL  echo em_message=All SCAN Listener are UPfiHope it helpsL

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  • List of all states from COMPOSITE_INSTANCE, CUBE_INSTANCE, DLV_MESSAGE tables

    - by Deepak Arora
    In many of my engagements I get asked repeatedly about the states of the composites in 11g and how to decipher them, especially when we are troubleshooting issues around purging. I have compiled a list of all the states from the COMPOSITE_INSTANCE, CUBE_INSTANCE, and DLV_MESSAGE tables. These are the primary tables that are used when using BPEL composites and how they are used with the ECID.  Composite State Values COMPOSITE_INSTANCE States State Description 0 Running 1 Completed 2 Running with faults 3 Completed with faults 4 Running with recovery required 5 Completed with recovery required 6 Running with faults and recovery required 7 Completed with faults and recovery required 8 Running with suspended 9 Completed with suspended 10 Running with faults and suspended 11 Completed with faults and suspended 12 Running with recovery required and suspended 13 Completed with recovery required and suspended 14 Running with faults, recovery required, and suspended 15 Completed with faults, recovery required, and suspended 16 Running with terminated 17 Completed with terminated 18 Running with faults and terminated 19 Completed with faults and terminated 20 Running with recovery required and terminated 21 Completed with recovery required and terminated 22 Running with faults, recovery required, and terminated 23 Completed with faults, recovery required, and terminated 24 Running with suspended and terminated 25 Completed with suspended and terminated 26 Running with faulted, suspended, and terminated 27 Completed with faulted, suspended, and terminated 28 Running with recovery required, suspended, and terminated 29 Completed with recovery required, suspended, and terminated 30 Running with faulted, recovery required, suspended, and terminated 31 Completed with faulted, recovery required, suspended, and terminated 32 Unknown 64 - CUBE_INSTANCE States State Description 0 STATE_INITIATED 1 STATE_OPEN_RUNNING 2 STATE_OPEN_SUSPENDED 3 STATE_OPEN_FAULTED 4 STATE_CLOSED_PENDING_CANCEL 5 STATE_CLOSED_COMPLETED 6 STATE_CLOSED_FAULTED 7 STATE_CLOSED_CANCELLED 8 STATE_CLOSED_ABORTED 9 STATE_CLOSED_STALE 10 STATE_CLOSED_ROLLED_BACK DLV_MESSAGE States State Description 0 STATE_UNRESOLVED 1 STATE_RESOLVED 2 STATE_HANDLED 3 STATE_CANCELLED 4 STATE_MAX_RECOVERED Since now in 11g the Invoke_Messages table is not there so to distinguish between a new message (Invoke) and callback (DLV) and there is DLV_TYPE column that defines the type of message: DLV_TYPE States State Description 1 Invoke Message 2 DLV Message MEDIATOR_INSTANCE STATE Description  0  No faults but there still might be running instances  1  At least one case is aborted by user  2  At least one case is faulted (non-recoverable)  3  At least one case is faulted and one case is aborted  4  At least one case is in recovery required state  5 At least one case is in recovery required state and at least one is aborted  6 At least one case is in recovery required state and at least one is faulted  7 At least one case is in recovery required state, one faulted and one aborted  >=8 and < 16  Running >= 16   Stale In my next blog posting I will walk through the lifecycle of a BPEL process using the above states for the following use cases: - New BPEL process - initial Receive activity - Callback BPEL process - mid-level Receive activity As always comments and questions welcome! Deepak

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  • Frequent Disconnects ubuntu desktop 12.10 x64 intel 82579V e1000e

    - by user112055
    I'm having frequent disconnects with my new install of Ubuntu 12.10. I tried updating the kernel driver to the latest intel release to no avail. My expertise is spent. It happens anywhere between 1 min and 10 min. Any ideas? syslog: Dec 1 13:51:39 andromeda kernel: [ 972.188809] audit_printk_skb: 6 callbacks suppressed Dec 1 13:51:39 andromeda kernel: [ 972.188813] type=1701 audit(1354398699.418:199): auid=4294967295 uid=1000 gid=1000 ses=4294967295 pid=6039 comm="chrome" reason="seccomp" sig=0 syscall=4 compat=0 ip=0x7f26777d9205 code=0x50000 Dec 1 13:51:39 andromeda kernel: [ 972.188817] type=1701 audit(1354398699.418:200): auid=4294967295 uid=1000 gid=1000 ses=4294967295 pid=6039 comm="chrome" reason="seccomp" sig=0 syscall=4 compat=0 ip=0x7f26777d9205 code=0x50000 Dec 1 13:51:39 andromeda kernel: [ 972.188820] type=1701 audit(1354398699.418:201): auid=4294967295 uid=1000 gid=1000 ses=4294967295 pid=6039 comm="chrome" reason="seccomp" sig=0 syscall=4 compat=0 ip=0x7f26777d9205 code=0x50000 Dec 1 13:51:39 andromeda kernel: [ 972.188823] type=1701 audit(1354398699.418:202): auid=4294967295 uid=1000 gid=1000 ses=4294967295 pid=6039 comm="chrome" reason="seccomp" sig=0 syscall=4 compat=0 ip=0x7f26777d9205 code=0x50000 Dec 1 13:51:39 andromeda kernel: [ 972.188825] type=1701 audit(1354398699.418:203): auid=4294967295 uid=1000 gid=1000 ses=4294967295 pid=6039 comm="chrome" reason="seccomp" sig=0 syscall=4 compat=0 ip=0x7f26777d9205 code=0x50000 Dec 1 13:51:39 andromeda kernel: [ 972.331419] type=1701 audit(1354398699.558:204): auid=4294967295 uid=1000 gid=1000 ses=4294967295 pid=6039 comm="chrome" reason="seccomp" sig=0 syscall=2 compat=0 ip=0x7f26777d96b0 code=0x50000 Dec 1 13:53:12 andromeda NetworkManager[1115]: <info> (eth0): carrier now OFF (device state 100, deferring action for 4 seconds) Dec 1 13:53:12 andromeda kernel: [ 1064.894387] e1000e: e1000e: eth0 NIC Link is Down Dec 1 13:53:16 andromeda NetworkManager[1115]: <info> (eth0): device state change: activated -> unavailable (reason 'carrier-changed') [100 20 40] Dec 1 13:53:16 andromeda NetworkManager[1115]: <info> (eth0): deactivating device (reason 'carrier-changed') [40] Dec 1 13:53:16 andromeda NetworkManager[1115]: <info> (eth0): canceled DHCP transaction, DHCP client pid 5946 Dec 1 13:53:16 andromeda avahi-daemon[890]: Withdrawing address record for fe80::ea40:f2ff:fee2:4d86 on eth0. Dec 1 13:53:16 andromeda avahi-daemon[890]: Leaving mDNS multicast group on interface eth0.IPv6 with address fe80::ea40:f2ff:fee2:4d86. Dec 1 13:53:16 andromeda avahi-daemon[890]: Interface eth0.IPv6 no longer relevant for mDNS. Dec 1 13:53:16 andromeda kernel: [ 1069.025288] IPv6: ADDRCONF(NETDEV_UP): eth0: link is not ready Dec 1 13:53:16 andromeda avahi-daemon[890]: Withdrawing address record for 192.168.11.17 on eth0. Dec 1 13:53:16 andromeda avahi-daemon[890]: Leaving mDNS multicast group on interface eth0.IPv4 with address 192.168.11.17. Dec 1 13:53:16 andromeda avahi-daemon[890]: Interface eth0.IPv4 no longer relevant for mDNS. Dec 1 13:53:16 andromeda NetworkManager[1115]: <warn> DNS: plugin dnsmasq update failed Dec 1 13:53:16 andromeda NetworkManager[1115]: <info> ((null)): removing resolv.conf from /sbin/resolvconf Dec 1 13:53:16 andromeda dnsmasq[1907]: setting upstream servers from DBus Dec 1 13:53:16 andromeda dbus[800]: [system] Activating service name='org.freedesktop.nm_dispatcher' (using servicehelper) Dec 1 13:53:16 andromeda dbus[800]: [system] Successfully activated service 'org.freedesktop.nm_dispatcher' Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> (eth0): carrier now ON (device state 20) Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> (eth0): device state change: unavailable -> disconnected (reason 'carrier-changed') [20 30 40] Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Auto-activating connection '82579V'. Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) starting connection '82579V' Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> (eth0): device state change: disconnected -> prepare (reason 'none') [30 40 0] Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 1 of 5 (Device Prepare) scheduled... Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 1 of 5 (Device Prepare) started... Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) scheduled... Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 1 of 5 (Device Prepare) complete. Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) starting... Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> (eth0): device state change: prepare -> config (reason 'none') [40 50 0] Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) successful. Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 3 of 5 (IP Configure Start) scheduled. Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) complete. Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 3 of 5 (IP Configure Start) started... Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> (eth0): device state change: config -> ip-config (reason 'none') [50 70 0] Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Beginning DHCPv4 transaction (timeout in 45 seconds) Dec 1 13:53:32 andromeda kernel: [ 1084.938042] e1000e: e1000e: eth0 NIC Link is Up 100 Mbps Full Duplex, Flow Control: Rx/Tx Dec 1 13:53:32 andromeda kernel: [ 1084.938049] e1000e 0000:00:19.0: eth0: 10/100 speed: disabling TSO Dec 1 13:53:32 andromeda kernel: [ 1084.938815] IPv6: ADDRCONF(NETDEV_CHANGE): eth0: link becomes ready Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> dhclient started with pid 6080 Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 3 of 5 (IP Configure Start) complete. Dec 1 13:53:32 andromeda dhclient: Internet Systems Consortium DHCP Client 4.2.4 Dec 1 13:53:32 andromeda dhclient: Copyright 2004-2012 Internet Systems Consortium. Dec 1 13:53:32 andromeda dhclient: All rights reserved. Dec 1 13:53:32 andromeda dhclient: For info, please visit https://www.isc.org/software/dhcp/ Dec 1 13:53:32 andromeda dhclient: Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> (eth0): DHCPv4 state changed nbi -> preinit Dec 1 13:53:32 andromeda dhclient: Listening on LPF/eth0/e8:40:f2:e2:4d:86 Dec 1 13:53:32 andromeda dhclient: Sending on LPF/eth0/e8:40:f2:e2:4d:86 Dec 1 13:53:32 andromeda dhclient: Sending on Socket/fallback Dec 1 13:53:32 andromeda dhclient: DHCPREQUEST of 192.168.11.17 on eth0 to 255.255.255.255 port 67 Dec 1 13:53:32 andromeda dhclient: DHCPACK of 192.168.11.17 from 192.168.11.1 Dec 1 13:53:32 andromeda dhclient: bound to 192.168.11.17 -- renewal in 33576 seconds. Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> (eth0): DHCPv4 state changed preinit -> reboot Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> address 192.168.11.17 Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> prefix 24 (255.255.255.0) Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> gateway 192.168.11.1 Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> hostname 'andromeda' Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> nameserver '192.168.11.1' Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> domain name 'hsd1.ca.comcast.net' Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Configure Commit) scheduled... Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Commit) started... Dec 1 13:53:32 andromeda avahi-daemon[890]: Joining mDNS multicast group on interface eth0.IPv4 with address 192.168.11.17. Dec 1 13:53:32 andromeda avahi-daemon[890]: New relevant interface eth0.IPv4 for mDNS. Dec 1 13:53:32 andromeda avahi-daemon[890]: Registering new address record for 192.168.11.17 on eth0.IPv4. Dec 1 13:53:33 andromeda NetworkManager[1115]: <info> (eth0): device state change: ip-config -> activated (reason 'none') [70 100 0] Dec 1 13:53:33 andromeda NetworkManager[1115]: <info> ((null)): writing resolv.conf to /sbin/resolvconf Dec 1 13:53:33 andromeda dnsmasq[1907]: setting upstream servers from DBus Dec 1 13:53:33 andromeda dnsmasq[1907]: using nameserver 192.168.11.1#53 Dec 1 13:53:33 andromeda NetworkManager[1115]: <info> Policy set '82579V' (eth0) as default for IPv4 routing and DNS. Dec 1 13:53:33 andromeda NetworkManager[1115]: <info> Activation (eth0) successful, device activated. Dec 1 13:53:33 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Commit) complete. Dec 1 13:53:33 andromeda dbus[800]: [system] Activating service name='org.freedesktop.nm_dispatcher' (using servicehelper) Dec 1 13:53:33 andromeda dbus[800]: [system] Successfully activated service 'org.freedesktop.nm_dispatcher' Dec 1 13:53:33 andromeda avahi-daemon[890]: Joining mDNS multicast group on interface eth0.IPv6 with address fe80::ea40:f2ff:fee2:4d86. Dec 1 13:53:33 andromeda avahi-daemon[890]: New relevant interface eth0.IPv6 for mDNS. Dec 1 13:53:33 andromeda avahi-daemon[890]: Registering new address record for fe80::ea40:f2ff:fee2:4d86 on eth0.*. Dec 1 13:53:41 andromeda ntpdate[6154]: adjust time server 91.189.94.4 offset 0.000928 sec Dec 1 13:53:50 andromeda NetworkManager[1115]: <info> (eth0): carrier now OFF (device state 100, deferring action for 4 seconds) Dec 1 13:53:50 andromeda kernel: [ 1102.980003] e1000e: e1000e: eth0 NIC Link is Down Dec 1 13:53:54 andromeda NetworkManager[1115]: <info> (eth0): device state change: activated -> unavailable (reason 'carrier-changed') [100 20 40] Dec 1 13:53:54 andromeda NetworkManager[1115]: <info> (eth0): deactivating device (reason 'carrier-changed') [40] Dec 1 13:53:54 andromeda NetworkManager[1115]: <info> (eth0): canceled DHCP transaction, DHCP client pid 6080 Dec 1 13:53:54 andromeda avahi-daemon[890]: Withdrawing address record for fe80::ea40:f2ff:fee2:4d86 on eth0. Dec 1 13:53:54 andromeda avahi-daemon[890]: Leaving mDNS multicast group on interface eth0.IPv6 with address fe80::ea40:f2ff:fee2:4d86. Dec 1 13:53:54 andromeda avahi-daemon[890]: Interface eth0.IPv6 no longer relevant for mDNS. Dec 1 13:53:54 andromeda avahi-daemon[890]: Withdrawing address record for 192.168.11.17 on eth0. Dec 1 13:53:54 andromeda avahi-daemon[890]: Leaving mDNS multicast group on interface eth0.IPv4 with address 192.168.11.17. Dec 1 13:53:54 andromeda kernel: [ 1107.025959] IPv6: ADDRCONF(NETDEV_UP): eth0: link is not ready Dec 1 13:53:54 andromeda NetworkManager[1115]: <warn> DNS: plugin dnsmasq update failed Dec 1 13:53:54 andromeda NetworkManager[1115]: <info> ((null)): removing resolv.conf from /sbin/resolvconf Dec 1 13:53:54 andromeda avahi-daemon[890]: Interface eth0.IPv4 no longer relevant for mDNS. Dec 1 13:53:54 andromeda dnsmasq[1907]: setting upstream servers from DBus Dec 1 13:53:54 andromeda dbus[800]: [system] Activating service name='org.freedesktop.nm_dispatcher' (using servicehelper) Dec 1 13:53:54 andromeda dbus[800]: [system] Successfully activated service 'org.freedesktop.nm_dispatcher' Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> (eth0): carrier now ON (device state 20) Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> (eth0): device state change: unavailable -> disconnected (reason 'carrier-changed') [20 30 40] Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Auto-activating connection '82579V'. Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) starting connection '82579V' Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> (eth0): device state change: disconnected -> prepare (reason 'none') [30 40 0] Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 1 of 5 (Device Prepare) scheduled... Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 1 of 5 (Device Prepare) started... Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) scheduled... Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 1 of 5 (Device Prepare) complete. Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) starting... Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> (eth0): device state change: prepare -> config (reason 'none') [40 50 0] Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) successful. Dec 1 13:54:10 andromeda kernel: [ 1123.167668] e1000e: e1000e: eth0 NIC Link is Up 100 Mbps Full Duplex, Flow Control: Rx/Tx Dec 1 13:54:10 andromeda kernel: [ 1123.167675] e1000e 0000:00:19.0: eth0: 10/100 speed: disabling TSO Dec 1 13:54:10 andromeda kernel: [ 1123.168430] IPv6: ADDRCONF(NETDEV_CHANGE): eth0: link becomes ready Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 3 of 5 (IP Configure Start) scheduled. Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) complete. Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 3 of 5 (IP Configure Start) started... Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> (eth0): device state change: config -> ip-config (reason 'none') [50 70 0] Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Beginning DHCPv4 transaction (timeout in 45 seconds) Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> dhclient started with pid 6212 Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 3 of 5 (IP Configure Start) complete. Dec 1 13:54:10 andromeda dhclient: Internet Systems Consortium DHCP Client 4.2.4 Dec 1 13:54:10 andromeda dhclient: Copyright 2004-2012 Internet Systems Consortium. Dec 1 13:54:10 andromeda dhclient: All rights reserved. Dec 1 13:54:10 andromeda dhclient: For info, please visit https://www.isc.org/software/dhcp/ Dec 1 13:54:10 andromeda dhclient: Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> (eth0): DHCPv4 state changed nbi -> preinit Dec 1 13:54:10 andromeda dhclient: Listening on LPF/eth0/e8:40:f2:e2:4d:86 Dec 1 13:54:10 andromeda dhclient: Sending on LPF/eth0/e8:40:f2:e2:4d:86 Dec 1 13:54:10 andromeda dhclient: Sending on Socket/fallback Dec 1 13:54:10 andromeda dhclient: DHCPREQUEST of 192.168.11.17 on eth0 to 255.255.255.255 port 67 Dec 1 13:54:10 andromeda dhclient: DHCPACK of 192.168.11.17 from 192.168.11.1 Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> (eth0): DHCPv4 state changed preinit -> reboot Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> address 192.168.11.17 Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> prefix 24 (255.255.255.0) Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> gateway 192.168.11.1 Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> hostname 'andromeda' Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> nameserver '192.168.11.1' Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> domain name 'hsd1.ca.comcast.net' Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Configure Commit) scheduled... Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Commit) started... Dec 1 13:54:10 andromeda avahi-daemon[890]: Joining mDNS multicast group on interface eth0.IPv4 with address 192.168.11.17. Dec 1 13:54:10 andromeda dhclient: bound to 192.168.11.17 -- renewal in 35416 seconds. Dec 1 13:54:10 andromeda avahi-daemon[890]: New relevant interface eth0.IPv4 for mDNS. Dec 1 13:54:10 andromeda avahi-daemon[890]: Registering new address record for 192.168.11.17 on eth0.IPv4. Dec 1 13:54:11 andromeda NetworkManager[1115]: <info> (eth0): device state change: ip-config -> activated (reason 'none') [70 100 0] Dec 1 13:54:11 andromeda NetworkManager[1115]: <info> ((null)): writing resolv.conf to /sbin/resolvconf Dec 1 13:54:11 andromeda dnsmasq[1907]: setting upstream servers from DBus Dec 1 13:54:11 andromeda dnsmasq[1907]: using nameserver 192.168.11.1#53 Dec 1 13:54:11 andromeda NetworkManager[1115]: <info> Policy set '82579V' (eth0) as default for IPv4 routing and DNS. Dec 1 13:54:11 andromeda NetworkManager[1115]: <info> Activation (eth0) successful, device activated. Dec 1 13:54:11 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Commit) complete. Dec 1 13:54:11 andromeda dbus[800]: [system] Activating service name='org.freedesktop.nm_dispatcher' (using servicehelper) Dec 1 13:54:11 andromeda dbus[800]: [system] Successfully activated service 'org.freedesktop.nm_dispatcher' Dec 1 13:54:12 andromeda avahi-daemon[890]: Joining mDNS multicast group on interface eth0.IPv6 with address fe80::ea40:f2ff:fee2:4d86. Dec 1 13:54:12 andromeda avahi-daemon[890]: New relevant interface eth0.IPv6 for mDNS. Dec 1 13:54:12 andromeda avahi-daemon[890]: Registering new address record for fe80::ea40:f2ff:fee2:4d86 on eth0.*. Dec 1 13:54:19 andromeda ntpdate[6286]: adjust time server 91.189.94.4 offset 0.001142 sec $ lspci -v 00:19.0 Ethernet controller: Intel Corporation 82579V Gigabit Network Connection (rev 04) Subsystem: Intel Corporation Device 2031 Flags: bus master, fast devsel, latency 0, IRQ 45 Memory at f7f00000 (32-bit, non-prefetchable) [size=128K] Memory at f7f39000 (32-bit, non-prefetchable) [size=4K] I/O ports at f040 [size=32] Capabilities: [c8] Power Management version 2 Capabilities: [d0] MSI: Enable+ Count=1/1 Maskable- 64bit+ Capabilities: [e0] PCI Advanced Features Kernel driver in use: e1000e Kernel modules: e1000e $ modinfo e1000e filename: /lib/modules/3.5.0-19-generic/kernel/drivers/net/e1000e/e1000e.ko version: 2.1.4-NAPI license: GPL description: Intel(R) PRO/1000 Network Driver author: Intel Corporation, <[email protected]> srcversion: 0809529BE0BBC44883956AF alias: pci:v00008086d0000153Bsv*sd*bc*sc*i* alias: pci:v00008086d0000153Asv*sd*bc*sc*i* alias: pci:v00008086d00001503sv*sd*bc*sc*i* alias: pci:v00008086d00001502sv*sd*bc*sc*i* alias: pci:v00008086d000010F0sv*sd*bc*sc*i* alias: pci:v00008086d000010EFsv*sd*bc*sc*i* alias: pci:v00008086d000010EBsv*sd*bc*sc*i* alias: pci:v00008086d000010EAsv*sd*bc*sc*i* alias: pci:v00008086d00001525sv*sd*bc*sc*i* alias: pci:v00008086d000010DFsv*sd*bc*sc*i* alias: pci:v00008086d000010DEsv*sd*bc*sc*i* alias: pci:v00008086d000010CEsv*sd*bc*sc*i* alias: pci:v00008086d000010CDsv*sd*bc*sc*i* alias: pci:v00008086d000010CCsv*sd*bc*sc*i* alias: pci:v00008086d000010CBsv*sd*bc*sc*i* alias: pci:v00008086d000010F5sv*sd*bc*sc*i* alias: pci:v00008086d000010BFsv*sd*bc*sc*i* alias: pci:v00008086d000010E5sv*sd*bc*sc*i* alias: pci:v00008086d0000294Csv*sd*bc*sc*i* alias: pci:v00008086d000010BDsv*sd*bc*sc*i* alias: pci:v00008086d000010C3sv*sd*bc*sc*i* alias: pci:v00008086d000010C2sv*sd*bc*sc*i* alias: pci:v00008086d000010C0sv*sd*bc*sc*i* alias: pci:v00008086d00001501sv*sd*bc*sc*i* alias: pci:v00008086d00001049sv*sd*bc*sc*i* alias: pci:v00008086d0000104Dsv*sd*bc*sc*i* alias: pci:v00008086d0000104Bsv*sd*bc*sc*i* alias: pci:v00008086d0000104Asv*sd*bc*sc*i* alias: pci:v00008086d000010C4sv*sd*bc*sc*i* alias: pci:v00008086d000010C5sv*sd*bc*sc*i* alias: pci:v00008086d0000104Csv*sd*bc*sc*i* alias: pci:v00008086d000010BBsv*sd*bc*sc*i* alias: pci:v00008086d00001098sv*sd*bc*sc*i* alias: pci:v00008086d000010BAsv*sd*bc*sc*i* alias: pci:v00008086d00001096sv*sd*bc*sc*i* alias: pci:v00008086d0000150Csv*sd*bc*sc*i* alias: pci:v00008086d000010F6sv*sd*bc*sc*i* alias: pci:v00008086d000010D3sv*sd*bc*sc*i* alias: pci:v00008086d0000109Asv*sd*bc*sc*i* alias: pci:v00008086d0000108Csv*sd*bc*sc*i* alias: pci:v00008086d0000108Bsv*sd*bc*sc*i* alias: pci:v00008086d0000107Fsv*sd*bc*sc*i* alias: pci:v00008086d0000107Esv*sd*bc*sc*i* alias: pci:v00008086d0000107Dsv*sd*bc*sc*i* alias: pci:v00008086d000010B9sv*sd*bc*sc*i* alias: pci:v00008086d000010D5sv*sd*bc*sc*i* alias: pci:v00008086d000010DAsv*sd*bc*sc*i* alias: pci:v00008086d000010D9sv*sd*bc*sc*i* alias: pci:v00008086d00001060sv*sd*bc*sc*i* alias: pci:v00008086d000010A5sv*sd*bc*sc*i* alias: pci:v00008086d000010BCsv*sd*bc*sc*i* alias: pci:v00008086d000010A4sv*sd*bc*sc*i* alias: pci:v00008086d0000105Fsv*sd*bc*sc*i* alias: pci:v00008086d0000105Esv*sd*bc*sc*i* depends: vermagic: 3.5.0-19-generic SMP mod_unload modversions parm: copybreak:Maximum size of packet that is copied to a new buffer on receive (uint) parm: TxIntDelay:Transmit Interrupt Delay (array of int) parm: TxAbsIntDelay:Transmit Absolute Interrupt Delay (array of int) parm: RxIntDelay:Receive Interrupt Delay (array of int) parm: RxAbsIntDelay:Receive Absolute Interrupt Delay (array of int) parm: InterruptThrottleRate:Interrupt Throttling Rate (array of int) parm: IntMode:Interrupt Mode (array of int) parm: SmartPowerDownEnable:Enable PHY smart power down (array of int) parm: KumeranLockLoss:Enable Kumeran lock loss workaround (array of int) parm: CrcStripping:Enable CRC Stripping, disable if your BMC needs the CRC (array of int) parm: EEE:Enable/disable on parts that support the feature (array of int) parm: Node:[ROUTING] Node to allocate memory on, default -1 (array of int) parm: debug:Debug level (0=none,...,16=all) (int)

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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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  • 52 Sci-Fi and Video-Game Weapons: Can You ID Them All?

    - by Jason Fitzpatrick
    Swords, blasters, shields, and more populate this visual roundup of sci-fi, comic book, video game, and pop culture weapons. Can you name them all? Hit up the link below for the full-resolution and closeup pictures. Famous Weapons [via Blastr] How To Use USB Drives With the Nexus 7 and Other Android Devices Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It

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  • Workflow 4.5 is Awesome, cant wait for 5.0!

    - by JoshReuben
    About 2 years ago I wrote a blog post describing what I would like to see in Workflow vnext: http://geekswithblogs.net/JoshReuben/archive/2010/08/25/workflow-4.0---not-there-yet.aspx At the time WF 4.0 was a little rough around the edges – the State Machine was on codeplex and people were simulating state machines with Flowcharts. Last year I built a near- realtime machine management system using WF 4.0.1 – its managing the internal operations of this device: http://landanano.com/products/commercial   Well WF 4.5 has come a long way – many of my gripes have been addressed: C# expressions - no more VB 'AndAlso' clauses state machine awesomeness - can query current state many designer improvements - Document Outline is so much more succinct than Designer! Separate WCF Service Contract interfaces and ability to generate activities from contract operations ability to rehydrate to updated flow definitions via DynamicUpdateMap and WorkflowIdentity you can read about the new features here: http://msdn.microsoft.com/en-us/library/hh305677(VS.110).aspx   2013 could be the year of Workflow evangelism for .NET, as it comes together as the DSL language. Eg on Azure it could be used to graphically orchestrate between WebRoles, WorkerRoles and AppFabric Queues and the ServiceBus – that would be grand.   Here’s a list of things I’d like to see in Workflow 5.0: Stronger Parallelism support for true multithreaded workflows . A Workflow executes on a single thread – wouldn’t it be great if we had the ability to model TPL DataFlow? Parallel is not really parallel, just allows AsyncCodeActivity.     support for recursion an ExpressionTree activity with an editor design surface a math activity pack return of application level protocol (3.51 WF services) – automatically expose a state machine as a WCF service with bookmark Receive activities generated from OperationContract automatically placed in state transition triggers. A new HTML5 ActivityDesigner control – support with different CSS3  skinnable hooks,  remote connectivity (had to roll my own) A data flow view – crucial to understanding the big picture Ability to refactor a Sequence to custom activity in a separate .xaml file – like Expression Blend does for UserControl state machine global error handling - if all states goto an error state, you quickly get visual spagetti. Now you could nest a state machine, but what if you want an application level protocol whereby each state exposes certain WCF ops. DSL RAD editing - Make the Document Outline into a DSL editor for adding activities  – For WF to really succeed as a higher level of abstraction, It needs to be more productive than raw coding - drag & drop on the designer is currently too slow compared to just typing code. Extensible Wizard API - for pluggable WF editor experience other execution models beyond Sequence, Flowchart & StateMachine: SSIS, Behavior Trees,  Wolfram Model tool – surprise us! improvements to Designer debugging API - SourceLocation is tied to XAML file line number and char position, and ModelService access seems convoluted - why not leverage WPF LogicalTreeHelper / VisualTreeHelper ? Workflow Team , keep on rocking!

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  • A sample Memento pattern: Is it correct?

    - by TheSilverBullet
    Following this query on memento pattern, I have tried to put my understanding to test. Memento pattern stands for three things: Saving state of the "memento" object for its successful retrieval Saving carefully each valid "state" of the memento Encapsulating the saved states from the change inducer so that each state remains unaltered Have I achieved these three with my design? Problem This is a zero player game where the program is initialized with a particular set up of chess pawns - the knight and queen. Then program then needs to keep adding set of pawns or knights and queens so that each pawn is "safe" for the next one move of every other pawn. The condition is that either both pawns should be placed, or none of them should be placed. The chessboard with the most number of non conflicting knights and queens should be returned. Implementation I have 4 classes for this: protected ChessBoard (the Memento) private int [][] ChessBoard; public void ChessBoard(); protected void SetChessBoard(); protected void GetChessBoard(int); public Pawn This is not related to memento. It holds info about the pawns public enum PawnType: int { Empty = 0, Queen = 1, Knight = 2, } //This returns a value that shown if the pawn can be placed safely public bool IsSafeToAddPawn(PawnType); public CareTaker This corresponds to caretaker of memento This is a double dimentional integer array that keeps a track of all states. The reason for having 2D array is to keep track of how many states are stored and which state is currently active. An example: 0 -2 1 -1 2 0 - This is current state. With second index 0/ 3 1 - This state has been saved, but has been undone private int [][]State; private ChessBoard [] MChessBoard; //This gets the chessboard at the position requested and assigns it to originator public ChessBoard GetChessBoard(int); //This overwrites the chessboard at given position public void SetChessBoard(ChessBoard, int); private int [][]State; public PlayGame (This is the originator) private bool status; private ChessBoard oChessBoard; //This sets the state of chessboard at position specified public SetChessBoard(ChessBoard, int); //This gets the state of chessboard at position specified public ChessBoard GetChessBoard(int); //This function tries to place both the pawns and returns the status of this attempt public bool PlacePawns(Pawn);

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  • What does Ubuntu do when I signal undocking to a laptop?

    - by Seppo Erviälä
    It seems that Ubuntu runs some script or command when I signal that I want to undock my laptop by pressing the undock button on the dock. Most visible thing that happens is that resolution on external display is changed. After prepearing for undock my laptop is still connected to power, VGA-output and audio jacks through dock but not to any usb devices or optical drive. I'm running 11.04 on a ThinkPad X61s with X6 UltraBase. What happens when I signal undocking? This is what dmesg says after pressing undock button: [81459.990682] ata1.00: disabled [81459.990727] ata1.00: detaching (SCSI 0:0:0:0) [81459.991722] ACPI: \_SB_.GDCK - undocking [81460.009462] ehci_hcd 0000:00:1a.7: power state changed by ACPI to D0 [81460.020252] ehci_hcd 0000:00:1a.7: BAR 0: set to [mem 0xfe226c00-0xfe226fff] (PCI address [0xfe226c00-0xfe226fff]) [81460.020265] ehci_hcd 0000:00:1a.7: power state changed by ACPI to D0 [81460.020281] ehci_hcd 0000:00:1a.7: restoring config space at offset 0xf (was 0x300, writing 0x30b) [81460.020309] ehci_hcd 0000:00:1a.7: restoring config space at offset 0x1 (was 0x2900000, writing 0x2900102) [81460.020338] ehci_hcd 0000:00:1a.7: PME# disabled [81460.020346] ehci_hcd 0000:00:1a.7: power state changed by ACPI to D0 [81460.020352] ehci_hcd 0000:00:1a.7: power state changed by ACPI to D0 [81460.020363] ehci_hcd 0000:00:1a.7: PCI INT C -> GSI 22 (level, low) -> IRQ 22 [81460.020372] ehci_hcd 0000:00:1a.7: setting latency timer to 64 [81460.020432] ehci_hcd 0000:00:1d.7: power state changed by ACPI to D0 [81460.040071] ehci_hcd 0000:00:1d.7: BAR 0: set to [mem 0xfe227000-0xfe2273ff] (PCI address [0xfe227000-0xfe2273ff]) [81460.040085] ehci_hcd 0000:00:1d.7: power state changed by ACPI to D0 [81460.040104] ehci_hcd 0000:00:1d.7: restoring config space at offset 0xf (was 0x400, writing 0x40b) [81460.040133] ehci_hcd 0000:00:1d.7: restoring config space at offset 0x1 (was 0x2900000, writing 0x2900102) [81460.040170] ehci_hcd 0000:00:1d.7: PME# disabled [81460.040178] ehci_hcd 0000:00:1d.7: power state changed by ACPI to D0 [81460.040184] ehci_hcd 0000:00:1d.7: power state changed by ACPI to D0 [81460.040195] ehci_hcd 0000:00:1d.7: PCI INT D -> GSI 19 (level, low) -> IRQ 19 [81460.040204] ehci_hcd 0000:00:1d.7: setting latency timer to 64 [81460.040503] ehci_hcd 0000:00:1d.7: PCI INT D disabled [81460.040552] ehci_hcd 0000:00:1d.7: PME# enabled [81460.061657] ehci_hcd 0000:00:1d.7: power state changed by ACPI to D3 [81460.200414] usb 1-4: USB disconnect, address 14 [81462.220088] ehci_hcd 0000:00:1a.7: PCI INT C disabled [81462.220169] ehci_hcd 0000:00:1a.7: PME# enabled [81462.240115] ehci_hcd 0000:00:1a.7: power state changed by ACPI to D3

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  • Alternatives to multiple inheritance for my architecture (NPCs in a Realtime Strategy game)?

    - by Brettetete
    Coding isn't that hard actually. The hard part is to write code that makes sense, is readable and understandable. So I want to get a better developer and create some solid architecture. So I want to do create an architecture for NPCs in a video-game. It is a Realtime Strategy game like Starcraft, Age of Empires, Command & Conquers, etc etc.. So I'll have different kinds of NPCs. A NPC can have one to many abilities (methods) of these: Build(), Farm() and Attack(). Examples: Worker can Build() and Farm() Warrior can Attack() Citizen can Build(), Farm() and Attack() Fisherman can Farm() and Attack() I hope everything is clear so far. So now I do have my NPC Types and their abilities. But lets come to the technical / programmatical aspect. What would be a good programmatic architecture for my different kinds of NPCs? Okay I could have a base class. Actually I think this is a good way to stick with the DRY principle. So I can have methods like WalkTo(x,y) in my base class since every NPC will be able to move. But now lets come to the real problem. Where do I implement my abilities? (remember: Build(), Farm() and Attack()) Since the abilities will consists of the same logic it would be annoying / break DRY principle to implement them for each NPC (Worker,Warrior, ..). Okay I could implement the abilities within the base class. This would require some kind of logic that verifies if a NPC can use ability X. IsBuilder, CanBuild, .. I think it is clear what I want to express. But I don't feel very well with this idea. This sounds like a bloated base class with too much functionality. I do use C# as programming language. So multiple inheritance isn't an opinion here. Means: Having extra base classes like Fisherman : Farmer, Attacker won't work.

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  • JavaOne 2013: (Key) Notes of a conference – State of the Java platform and all the roadmaps by Amis

    - by JuergenKress
    Last week’s JavaOne conference provided insights in the roadmap of the Java platform as well as in the current state of things in the Java community. The close relationship between Oracle and IBM concerning Java, the (continuing) lack of such a relationship with Google, the support from Microsoft for Java applications on its Azure cloud and the vibrant developer community – with over 200 different Java User Groups in many countries of the world. There were no major surprises or stunning announcements. Java EE 7 (release in June) was celebrated, the progress of Java 8 SE explained as well as the progress on Java Embedded and ME. The availability of NetBeans 7.4 RC1 and JDK 8 Early Adopters release as well as the open sourcing of project Avatar probably were the only real news stories. The convergence of JavaFX and Java SE is almost complete; the upcoming alignment of Java SE Embedded and Java ME is the next big consolidation step that will lead to a unified platform where developers can use the same skills, development tools and APIs on EE, SE, SE Embedded and ME development. This means that anything that runs on ME will run on SE (Embedded) and EE – not necessarily the reverse because not all SE APIs are part of the compact profile or the ME environment. However, the trimming down of the SE libraries and the increased capabilities of devices mean that a pretty rich JVM runs on many devices – such as JavaFX 8 on the Raspberry PI. The major theme of the conference was Internet of Things. A world of things that are smart and connected, devices like sensors, cameras and equipment from cars, fridges and television sets to printers, security gates and kiosks that all run Java and are all capable of sending data over local network connections or directly over the internet. The number of devices that has these capabilities is rapidly growing. This means that the number of places where Java programs can help program the behavior of devices is growing too. It also means that the volume of data generated is expanding and that we have to find ways to harvest that data, possibly do a local pre-processing (filter, aggregate) and channel the data to back end systems. Terms typically used are edge devices (small, simple, publishing data), gateways (receiving data from many devices, collecting and consolidating, pre-processing, sending onwards to back end – typically using real time event processing) and enterprise services – receiving the data-turned-information from the gateways to further consolidate, distribute and act upon. A cheap device like the Raspberry PI is a perfect way to get started as a Java developer with what embedded (device) programming means and how interaction with physical input and output takes place. Roadmaps The over all progress on Java is visualized in this overview: Read the full article here. WebLogic Partner Community For regular information become a member in the WebLogic Partner Community please visit: http://www.oracle.com/partners/goto/wls-emea ( OPN account required). If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Wiki Technorati Tags: Amis,OOW,Oracle OpenWorld,JavaOne,WebLogic,WebLogic Community,Oracle,OPN,Jürgen Kress

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  • Execption Error in c#

    - by Kumu
    using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using System.IO; using System.Runtime.Serialization.Formatters.Binary; namespace FoolballLeague { public partial class MainMenu : Form { FootballLeagueDatabase footballLeagueDatabase; Game game; Login login; public MainMenu() { InitializeComponent(); changePanel(1); } public MainMenu(FootballLeagueDatabase footballLeagueDatabaseIn) { InitializeComponent(); footballLeagueDatabase = footballLeagueDatabaseIn; } private void Form_Loaded(object sender, EventArgs e) { } private void gameButton_Click(object sender, EventArgs e) { int option = 0; changePanel(option); } private void scoreboardButton_Click(object sender, EventArgs e) { int option = 1; changePanel(option); } private void changePanel(int optionIn) { gamePanel.Hide(); scoreboardPanel.Hide(); string title = "Football League System"; switch (optionIn) { case 0: gamePanel.Show(); this.Text = title + " - Game Menu"; break; case 1: scoreboardPanel.Show(); this.Text = title + " - Display Menu"; break; } } private void logoutButton_Click(object sender, EventArgs e) { login = new Login(); login.Show(); this.Hide(); } private void addGameButton_Click(object sender, EventArgs e) { if ((homeTeamTxt.Text.Length) == 0) MessageBox.Show("You must enter a Home Team"); else if (homeScoreUpDown.Value > 9 || homeScoreUpDown.Minimum < 0) MessageBox.Show("You must enter one digit between 0 and 9"); else if ((awayTeamTxt.Text.Length) == 0) MessageBox.Show("You must enter a Away Team"); else if (homeScoreUpDown.Value > 9 || homeScoreUpDown.Value < 0) MessageBox.Show("You must enter one digit between 0 to 9"); else { //checkGameInputFields(); game = new Game(homeTeamTxt.Text, int.Parse(homeScoreUpDown.Value.ToString()), awayTeamTxt.Text, int.Parse(awayScoreUpDown.Value.ToString())); MessageBox.Show("Home Team -" + '\t' + homeTeamTxt.Text + '\t' + "and" + '\r' + "Away Team -" + '\t' + awayTeamTxt.Text + '\t' + "created"); footballLeagueDatabase.AddGame(game); //clearCreateStudentInputFields(); } } private void timer1_Tick(object sender, EventArgs e) { displayDateAndTime(); } private void displayDateAndTime() { dateLabel.Text = DateTime.Today.ToLongDateString(); timeLabel.Text = DateTime.Now.ToShortTimeString(); } private void displayResultsButton_Click(object sender, EventArgs e) { Game game = new Game(homeTeamTxt.Text, int.Parse(homeScoreUpDown.Value.ToString()), awayTeamTxt.Text, int.Parse(awayScoreUpDown.Value.ToString())); gameResultsListView.Items.Clear(); gameResultsListView.View = View.Details; ListViewItem row = new ListViewItem(); row.SubItems.Add(game.HomeTeam.ToString()); row.SubItems.Add(game.HomeScore.ToString()); row.SubItems.Add(game.AwayTeam.ToString()); row.SubItems.Add(game.AwayScore.ToString()); gameResultsListView.Items.Add(row); } private void displayGamesButton_Click(object sender, EventArgs e) { Game game = new Game("Home", 2, "Away", 4);//homeTeamTxt.Text, int.Parse(homeScoreUpDown.Value.ToString()), awayTeamTxt.Text, int.Parse(awayScoreUpDown.Value.ToString())); modifyGamesListView.Items.Clear(); modifyGamesListView.View = View.Details; ListViewItem row = new ListViewItem(); row.SubItems.Add(game.HomeTeam.ToString()); row.SubItems.Add(game.HomeScore.ToString()); row.SubItems.Add(game.AwayTeam.ToString()); row.SubItems.Add(game.AwayScore.ToString()); modifyGamesListView.Items.Add(row); } } } This is the whole code and I got same error like previous question. Unhandled Execption has occuredin you application.If you click...............click Quit.the application will close immediately. Object reference not set to an instance of an object. And the following details are in the error message. See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ***** Exception Text ******* System.NullReferenceException: Object reference not set to an instance of an object. at FoolballLeague.MainMenu.addGameButton_Click(Object sender, EventArgs e) in C:\Users\achini\Desktop\FootballLeague\FootballLeague\MainMenu.cs:line 91 at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ***** Loaded Assemblies ******* mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll ---------------------------------------- FootballLeague Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Users/achini/Desktop/FootballLeague/FootballLeague/bin/Debug/FootballLeague.exe ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Configuration Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ***** JIT Debugging ******* To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. I need to add the games to using the addGameButton and the save those added games and display them in the list view (gameResultsListView). Now I can added a game and display in the list view.But when I pressed the button addGameButton I got the above error message. If you can please give me a solution to this problem.

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  • When to use new layouts and when to use new activities?

    - by cmdfrg
    I'm making a game in Android and I'm trying to add a set of menu screens. Each screen takes up the whole display and has various transitions available to other screens. As a rough summary, the menu screens are: Start screen Difficult select screen Game screen. Pause screen. Game over screen. And there are several different ways you can transition between screen: 1 - 2 2 - 3 3 - 4 (pause game) 4 - 1 (exit game) 4 - 3 (resume game) 3 - 5 (game ends) Obviously, I need some stored state when moving between screens, such as the difficulty level select when starting a game and what the player's score is when the game over screen is shown. Can anyone give me some advice for the easiest way to implement the above screens and transitions in Android? All the create/destroy/pause/resume methods make me nervous about writing brittle code if I'm not careful. I'm not fond of using an Activity for each screen. It seems too heavy weight, having to pass data around using intents seems like a real pain and each screen isn't a useful module by itself. As the "back" button doesn't always go back to the previous screen either, my menu layout doesn't seem to fit the activity model well. At the moment, I'm representing each screen as an XML layout file and I have one activity. I set the different buttons on each layout to call setContentView to update the screen the main activity is showing (e.g. the pause button changes the layout to the pause screen). The activity holds onto all the state needed (e.g. the current difficulty level and the game high score), which makes it easy to share data between screens. This seems roughly similar to the LunarLander sample, except I'm using multiple screens. Does what I have at the moment sound OK or am I not doing things the typical Android way? Is there a class I can use (e.g. something like ViewFlipper) that could make my life easier? By the way, my game screen is implemented as a SurfaceView that stores the game state. I need the state in this view to persist between calls to setContentView (e.g. to resume from paused). Is the right idea to create the game view when the activity starts, keep a reference to it and then use this reference with setContentView whenever I want the game screen to appear?

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  • XNA Notes 009

    - by George Clingerman
    This past week the MVPs (myself included) were on Microsoft campus for the MVP summit. So I apologize in advance if you did something cool or heard of something cool happening with XNA and XBLIGs and it’s not in my notes. I did my best to stay on top of things, but honestly this community is fast and furious with what it’s doing and creating. I really can’t keep up and that’s fantastic! But here’s what I *did* notice while I was there on Microsoft Campus (and I did make sure to point out to the XNA team several of these very cool happenings while I had their ears). Time Critical XNA News: The XNA team wants you to know that Dream Build Play registration is now open! http://blogs.msdn.com/b/xna/archive/2011/02/28/registration-now-open-for-dream-build-play-2011-challenge.aspx Join the XNA-UK create on March 24, 2011 at the Microsoft Tech Days Conference http://xna-uk.net/blogs/darkgenesis/archive/2011/02/27/join-the-xna-uk-crew-at-the-microsoft-tech-days-conference-on-24th-march-2011.aspx XNA Team: Shawn Hargreaves shares one of the coolest things that’s happened in the XNA community http://blogs.msdn.com/b/shawnhar/archive/2011/03/02/xbox-indies-pivot-view.aspx Nick Gravelyn continues his unique marketing/work prioritization strategy as he tries to get to 5,000 Pixel Man users before he makes Pixel Man 2 (and he’s almost there!) http://nickgravelyn.com/pixelman2/ XNA MVPs: A lot of the XNA MVPs were at the Microsoft MVP Summit 2011. Due to NDAs, most things can’t be shared, but I’m sure if you’re curious you could ask them about the general vibe and feeling they got from the team and the future of XNA/XBLIG and more. Catalin Zima and team release the free WP7 game Chickens Can Dream http://twitter.com/CatalinZima/statuses/41174062923390976 http://www.amusedsloth.com/2011/02/chickens-can-dream-is-live/ Charles Humphrey (NemoKrad) posts his March talk source and PowerPoint http://xna-uk.net/blogs/randomchaos/archive/2011/03/04/march-2011-talk-post-processing-framework.aspx XNA Developers: Michael B. McLaughlin posts about ANTS Memory Profile and creates a CheckMemoryAllocationGame sample (extremely useful if you’re looking to see how much memory some operation allocates!) http://geekswithblogs.net/mikebmcl/archive/2011/02/28/ants-memory-profiler-7.0-review.aspx http://geekswithblogs.net/mikebmcl/archive/2011/03/01/checkmemoryallocationgame-sample.aspx Andy Schatz (2009 IGF winner for Monaco) talking XNA at GDC 2011 http://www.gamasutra.com/view/news/33313/GDC_2011_Andy_Schatz_Ill_Make_My_Last_Game_When_I_Die.php Xbox LIVE Indie Games (XBLIG): Clover: A Curious Tale by BinaryTweed is coming as a Deal of the Week during St. Patricks Day http://majornelson.com/archive/2011/03/03/comingsoontothexboxlivemarketplacemarchthird.aspx Ska Studios away at GDC but still very post happy as always http://www.ska-studios.com/2011/03/02/swamped-picture-pack/ http://www.ska-studios.com/2011/02/28/the-february-showcase/ http://www.ska-studios.com/2011/02/25/good-morning-gato-51-smelling-the-roses/ Just Press Start interviews Matthew Mikuszewski of Darkwind Media about Blocks Indie http://justpressstart.net/?p=516 Gamergeddon Xbox Indie Game Round Up - February 27th http://www.gamergeddon.com/2011/02/27/xbox-indie-game-round-up-february-27th/ http://www.gamergeddon.com/category/xbox-360/indie-games/ GameMarx does a round up of all the Xbox Live Indie Game podcasts that are currently available http://www.gamemarx.com/news/2011/02/27/xbox-live-indie-game-podcasts.aspx GameMarx episode 11 http://www.gamemarx.com/video/the-show/26/ep-11-february-25-2011.aspx In perhaps what I feel is the most exciting news I’ve heard all week, Michael C. Neel (ViNull of GameMarx fame) re-launch XboxIndies.com! http://www.gamemarx.com/news/2011/03/01/the-relaunch-of-xboxindies-com.aspx http://xboxindies.com/ Armless Octopus shares a little of what they heard from Luke Schneider of Radiangames during his GDC 2011 talk http://www.armlessoctopus.com/2011/03/02/gdc-2011-luke-schneider-offers-insight-into-radiangames-success/ VVGindiecast Episode 1 with guests Derek Strickland(Mr_Deeke), Kris Steele(Kriswd40 from FunInfused Games) and Dave Voyles(From armlessoctopus.com) http://vvgtv.com/2011/02/25/vvgindiecast-xblig-podcast/ If you’re doing Xbox LIVE Indie Game Reviews get in touch with XboxIndies.com to get into their aggregated feed http://forums.create.msdn.com/forums/p/76931/467189.aspx#467189 B.U.T.T.O.N and Flotilla represented XNA very well at the Independent Games Festival (are there any more games entered that were created using XNA? Stand up and be heard!) http://www.igf.com/php-bin/entry2011.php?id=374 Armless Ocotopus interview at GDC 2011 with Soulcaster creator Ian Stocker http://www.armlessoctopus.com/2011/03/04/gdc-2011-interview-with-soulcaster-creator-ian-stocker/ MommysBestGames gets a nod in the DarkBasic newsletter where it features the Explosionade Editor (just do a search for Explosionade to get to the interesting bits!) http://www.thegamecreators.com/pages/newsletters/newsletter_issue_98.html You may be hearing the cries of FortressCraft (coming soon to XBLIG) being so wrong for stealing the idea from MineCraft. But did you know the the game MineCraft started from was an XNA game called Infiniminer? XNA is getting it’s fingers into EVERYTHING! http://www.minecraftwiki.net/wiki/Infiniminer XNA Development: TorqueX is NOT dead thanks to the tremendous efforts of the XNA Community working on the CEV (special thanks to @PinoEire for all his hard work on making that happen!) http://www.garagegames.com/community/blogs/view/20878 http://torquecev.com/ Dave Henry has posted XNA 3.x adding platformer start kit to the network game state management on his new site http://twitter.com/#!/mort8088/status/43407715908853760 http://mort8088.com/2011/03/03/xna-3-x-adding-platformer-starter-kit-to-network-game-state-management/ Mark Bamford releases XNAViewer 4.0, great for running XNA games inside of a Windows Form (for building level editors, etc.) http://twitter.com/#!/xzodia04/status/43466830412660736 http://xnaviewer.codeplex.com/ Unit testing an XNA game with Resharper and NUnit http://smnbss.wordpress.com/2011/02/28/planetx-unit-testing-an-xna-game-with-resharper-and-nunit-wp7-xbox-xna/ XNA for Silverlight developers: Part 5 - Input (touch + gestures) http://ht.ly/1bxwUE Mike McLaughlin shares a link he stumbled across for those looking to understand vector and matrix math http://twitter.com/#!/mikebmcl/status/42587074725036032 http://chortle.ccsu.edu/VectorLessons/vectorIndex.html DigitalRune Resources Pooling in XNA (Part 1) http://www.digitalrune.com/Support/Blog/tabid/719/EntryId/84/DigitalRune-Helper-Library-Resource-Pooling-in-XNA-Part-1.aspx JohnK “bobthecbuilder” released a new SunBurn Update that lowers the requirements for Windows Games http://twitter.com/#!/bobthecbuilder/status/43457306578522112 http://www.synapsegaming.com/blogs/johnk/archive/2011/03/03/sunburn-update-windows-redistributable.aspx Quick update on the Indiefreaks Game Framework v0.4 development status http://indiefreaks.com/2011/03/04/quick-update-on-igf-v0-4-development/

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  • XNA Notes 005

    - by George Clingerman
    Another week and another crazy amount of activity going on in the XNA community. I’m fairly certain I missed over half of it. In fact, if I am missing things, make sure to email me and I’ll try and make sure I catch it next week! ([email protected]). Also, if you’ve got any advice, things you like/don’t like about the way these XNA Notes are going let me know. I always appreciate feedback (currently spammers are leaving me the nicest comments so you guys have work to do!) Without further ado, here’s this week’s notes! Time Critical XNA News The XNA Team Blob reminds us that February 7th is the last day to submit XNA 3.1 games to peer review! http://blogs.msdn.com/b/xna/archive/2011/01/31/7-days-left-to-submit-xna-gs-3-1-games-on-app-hub.aspx XNA MVPS Chris Williams kicks off the marketing campaign for our book http://geekswithblogs.net/cwilliams/archive/2011/01/28/143680.aspx Catalin Zima posts the comparison cheat sheet for why Angry Birds is different than Chickens Can’t Fly http://www.amusedsloth.com/2011/02/comparison-cheat-sheet-for-chickens-cant-fly-and-angry-birds/ Jim Perry congratulates the developers selected by Game Developer Magazine for Best Xbox LIVE Indie Games of 2010 http://machxgames.com/blog/?p=24 @NemoKrad posts his XNAKUUG talks for all to enjoy http://twitter.com/NemoKrad/statuses/33142362502864896 http://xna-uk.net/blogs/randomchaos/archive/2011/02/03/xblig-uk-2011-january-amp-february-talk.aspx George  (that’s me!) preps for his XNA talk coming up on the 8th http://twitter.com/clingermangw/statuses/32669550554124288 http://www.portlandsilverlight.net/Meetings/Details/15 XNA Developers FireFly posts the last tutorial in his XNA Tower Defense tutorial series http://forums.create.msdn.com/forums/p/26442/451460.aspx#451460 http://xnatd.blogspot.com/2011/01/tutorial-14-polishing-game.html @fredericmy posts the main difference when porting a game from Windows Phone 7 to Xbox 360 http://fairyengine.blogspot.com/2011/01/main-differences-when-porting-game-from.html @ElementCy creates a pretty rad video of a MineCraft type terrain created using XNA http://www.youtube.com/watch?v=Waw1f7wnl9I Andrew Russel gets the first XNA badge on gamedev.stackexchange http://twitter.com/_AndrewRussell/statuses/32322877004972032 http://gamedev.stackexchange.com/badges?tab=tags And his funding for ExEn has passed $7000 only $3000 to go http://twitter.com/_AndrewRussell/statuses/33042412804771840 Subodh Pushpak blogs about his Windows Phone 7 XNA talk http://geekswithblogs.net/subodhnpushpak/archive/2011/02/01/windows-phone-7-silverlight--xna-development-talk.aspx Slyprid releases the latest version of Transmute and needs more people to test http://twitter.com/slyprid/statuses/32452488418299904 http://forgottenstarstudios.com/ SpynDoctorGames celebrates the 1 year anniversary of Your Doodles Are Bugged! Congrats! http://twitter.com/SpynDoctorGames/statuses/32511689068908544 Noogy (creator of Dust the Elysian Tail) prepares his conversion to XNA 4.0 http://twitter.com/NoogyTweet/statuses/32522008449253376 @philippedasilva posts about the Indiefreaks Game Framework v0.2.0.0 Input management system http://twitter.com/philippedasilva/statuses/32763393957957632 http://indiefreaks.com/2011/02/02/behind-smart-input-system-feature/ Mommy’s Best Games debates what to do about High Scores with their new update http://mommysbest.blogspot.com/2011/02/high-score-shake-up.html @BinaryTweedDeej want to know if there’s anything the community needs to make XNA games for the PC. Give him some feedback! http://twitter.com/BinaryTweedDeej/status/32895453863354368 @mikebmcl promises to write us all a book (I can’t wait to read it!) http://twitter.com/mikebmcl/statuses/33206499102687233 @werezompire is going to live, LIVE, thanks to all the generosity and support from the community! http://twitter.com/werezompire/statuses/32840147644977153 Xbox LIVE Indie Games (XBLIG) Making money in Xbox 360 indie game development. Is it possible? http://www.bitmob.com/articles/making-money-in-xbox-360-indie-game-development-is-it-possible @AlejandroDaJ posts some thoughts abut the bitmob article http://twitter.com/AlejandroDaJ/statuses/31068552165330944 http://www.apathyworks.com/blog/view.php?id=00215 Kobun gets my respect as an XBLIG champion. I’m not sure who Kobun is, but if you’ve every read through the comment sections any time Kotaku writes about XBLIGs you’ll see a lot of confusion, disinformation in there. Kobun has been waging a secret war battling that lack of knowledge and he does it well. Also he’s running a pretty kick ass site for Xbox LIVE Indie Game reviews http://xboxindies.teamkobun.com/ @radiangames releases his last Xbox LIVE Indie Game...for now http://bit.ly/gMK6lE Playing Avaglide with the Kinect controller http://www.youtube.com/watch?v=UqAYbHww53o http://www.joystiq.com/2011/01/30/kinect-hacks-take-to-the-skies-with-avaglide/ Luke Schneider of Radiangames interviewed in Edge magazine http://www.next-gen.biz/features/radiangames-venture Digital Quarters posts thoughts on why XBLIG’s online requirement kills certain genres http://digitalquarters.blogspot.com/2011/02/thoughts-why-xbligs-online-requirement.html Mommy’s Best Games shares the news that several XBLIGs were featured in the March 2011 issue of Famitsu 360 http://forums.create.msdn.com/forums/p/33455/451487.aspx#451487 NaviFairy continues with his Indie-Game-A-Day http://gaygamer.net/2011/02/indie_game_a_day_epic_dungeon.html http://gaygamer.net/2011/02/indie_game_a_day_break_limit_r.html and more every day...that’s kind of the point! Keep your eye on this series! VVGTV continues with it’s awesome reviews/promotions for XBLIGs http://vvgtv.com/ http://vvgtv.com/2011/02/03/iredia-atrams-secret-xblig-review-2/ http://vvgtv.com/2011/02/02/poopocalypse-coming-soon-to-xblig/ ….and even more, you get the point. Magicka is an Indie Game doing really well on Steam AND it’s made using XNA http://www.magickagame.com/ http://twitter.com/Magickagame/statuses/32712762580799488 GameMarx reviews Antipole http://www.gamemarx.com/reviews/73/antipole-is-vvvvvvery-good.aspx Armless Octopus review Alpha Squad http://www.armlessoctopus.com/2011/01/28/xbox-indie-review-alpha-squad/ An interesting article about Kodu that Jim Perry found http://twitter.com/MachXGames/statuses/32848044105924608 http://www.develop-online.net/news/36915/10-year-old-Jordan-makes-games-The-UK-needs-more-like-her XNA Game Development Sgt. Conker posts about the Natur beta, a new book and whether you can make money with XBLIG http://www.sgtconker.com/ http://www.sgtconker.com/2011/01/a-new-book-on-the-block-and-a-new-natur-beta/ http://www.sgtconker.com/2011/01/making-money-in-xbox-360-indie-game-development-is-it-possible/ Tips for setting up SVN http://bit.ly/fKxgFh @bsimser found tons of royalty free music and soundfx for your XNA Games http://twitter.com/bsimser/statuses/31426632933711872 Post on the new features in the next Sunburn Editor http://www.synapsegaming.com/blogs/fivesidedbarrel/archive/2011/01/28/new-editor-features-prefabs-components-and-more.aspx @jasons_novaleaf posts source code for light pre-pass optimizations for #xna http://twitter.com/jasons_novaleaf/statuses/33348855403642880 http://jcoluna.wordpress.com/2011/02/01/xna-4-0-light-pre-pass-optimization-round-one/ I’ve been learning about doing an A.I. for turn based games and this article was a great resource. http://www.gamasutra.com/view/feature/1535/designing_ai_algorithms_for_.php?print=1

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  • State of the (Commerce) Union: What the healthcare.gov hiccups teach us about the commerce customer experience

    - by Katrina Gosek
    Guest Post by Brenna Johnson, Oracle Commerce Product A lot has been said about the healthcare.gov debacle in the last week. Regardless of your feelings about the Affordable Care Act, there’s a hidden issue in this story that most of the American people don’t understand: delivering a great commerce customer experience (CX) is hard. It shouldn’t be, but it is. The reality of the government’s issues getting the healthcare site up and running smooth is something we in the online commerce community know too well.  If there’s one thing the botched launch of the site has taught us, it’s that regardless of the size of your budget or the power of an executive with a high-profile project, some of the biggest initiatives with the most attention (and the most at stake) don’t go as planned. It may even give you a moment of solace – we have the same issues! But why?  Organizations engage too many separate vendors with different technologies, running sections or pieces of a site to get live. When things go wrong, it takes time to identify the problem – and who or what is at the center of it. Unfortunately, this is a brittle way of setting up a site, making it susceptible to breaks, bugs, and scaling issues. But, it’s the reality of running a site with legacy technology constraints in today’s demanding, customer-centric market. This approach also means there’s also a lot of cooks in lots of different kitchens. You’ve got development and IT, the business and the marketing team, an external Systems Integrator to bring it all together, a digital agency or consultant, QA, product experts, 3rd party suppliers, and the list goes on. To complicate things, different business units are held responsible for different pieces of the site and managing different technologies. And again – due to legacy organizational structure and processes, this is all accepted as the normal State of the Union. Digital commerce has been commonplace for 15 years. Yet, getting a site live, maintained and performing requires orchestrating a cast of thousands (or at least, dozens), big dollars, and some finger-crossing. But it shouldn’t. The great thing about the advent of mobile commerce and the continued maturity of online commerce is that it’s forced organizations to think from the outside, in. Consumers – whether they’re shopping for shoes or a new healthcare plan – don’t care about what technology issues or processes you have behind the scenes. They just want it to work.  They want their experience to be easy, fast, and tailored to them and their needs – whatever they are. This doesn’t sound like a tall order to the American consumer – especially since they interact with sites that do work smoothly.  But the reality is that it takes scores of people, teams, check-ins, late nights, testing, and some good luck to get sites to run, and even more so at Black Friday (or October 1st) traffic levels.  The last thing on a customer’s mind is making excuses for why they can’t buy a product – just get it to work. So what is the government doing? My guess is working day and night to get the site performing  - and having to throw big money at the problem. In the meantime they’re sending frustrated online users to the call center, or even a location where a trained “navigator” can help them in-person to complete their selection. Sounds a lot like multichannel commerce (where broken communication between siloed touchpoints will only frustrate the consumer more). One thing we’ve learned is that consumers spend their time and money with brands they know and trust. When sites are easy to use and adapt to their needs, they tend to spend more, come back, and even become long-time loyalists. Achieving this may require moving internal mountains, but there’s too much at stake to ignore the sea change in how organizations are thinking about their customer. If the thought of re-thinking your internal teams, technologies, and processes sounds like a headache, think about the pain associated with losing valuable customers – and dollars. Regardless if you’re in B2B or B2C, it’s guaranteed that your competitors are making CX a priority. Those early to the game who have made CX a priority have already begun to outpace their competition. So as you’re planning for 2014, look to the news this week. Make sure the customer experience is a focus at your organization. Expectations are at record highs. Map your customer’s journey, and think from the outside, in. How easy is it for your customers to do business with you? If they interact with many touchpoints across your organization, are the call center, website, mobile environment, or brick and mortar location in sync? Do you have the technology in place to achieve this? It’s time to give the people what they want!

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