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  • Server-side Architecture for Online Game

    - by Draiken
    basically I have a game client that has communicate with a server for almost every action it takes, the game is in Java (using LWJGL) and right now I will start making the server. The base of the game is normally one client communicating with the server alone, but I will require later on for several clients to work together for some functionalities. I've already read how authentication server should be sepparated and I intend on doing it. The problem is I am completely inexperienced in this kind of server-side programming, all I've ever programmed were JSF web applications. I imagine I'll do socket connections for pretty much every game communication since HTML is very slow, but I still don't really know where to start on my server. I would appreciate reading material or guidelines on where to start, what architecture should the game server have and maybe some suggestions on frameworks that could help me getting the client-server communication. I've looked into JNAG but I have no experience with this kind of thing, so I can't really tell if it is a solid and good messaging layer. Any help is appreciated... Thanks ! EDIT: Just a little more information about the game. It is intended to be a very complex game with several functionalities, making some functionalities a "program" inside the program. It is not an usual game, like FPS or RPG but I intend on having a lot of users using these many different "programs" inside the game. If I wasn't clear enough, I'd really appreciate people that have already developed games with java client/server architecture, how they communicated, any frameworks, apis, messaging systems, etc. It is not a question of lack of knowledge of language, more a question for advice, so I don't end up creating something that works, but in the later stages will have to be rewriten for any kind of limiting reason. PS: sorry if my english is not perfect...

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  • What are some efficient ways to set up my environment when working on a remote site?

    - by Prefix
    Hello fellow Programmers, I am still a relatively new programmer and have recently gotten my first on-campus programming position. I am the sole dev responsible for 8 domains as well as 3 small sized PHP web apps. The campus has its web environment divided into staging and live servers -- we develop on the staging via SFTP and then push the updates to the live server through a web GUI. I use Sublime Text 2 and the Sublime SFTP plugin currently for all my dev work (its my preferred editor). If I am just making an edit to a page I'll open that individual file via the ftp browser. If I am working on the PHP web app projects, I have the app directory mapped to a local folder so that when I save locally the file is auto-uploaded through Sublime SFTP. I feel like this workflow is slow and sub-optimal. How can I improve my workflow for working with remote content? I'd love to set up a local environment on my machine as that would eliminate the constant SFTP upload/download, but as I said there are many sites and the space required for a local copy of the entire domain would be quite large and complex; not to mention keeping it updated with whatever the latest on the staging server is would be a nightmare. Anyone know how I can improve my general web dev workflow from what I've described? I'd really like to cut out constantly editing over FTP but I'm not sure where to start other than ripping the entire directory and dumping it into XAMP.

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  • Precise: Evolution laggy due to IMAP -profile or due to some odd Sync -issue?

    - by Izzy
    I'm fighting with Evolution. Basically it's working fine -- but it is very slow to react in certain situations. There is apparently some problem with syncing and IMAP. Helper questios Could be that changing away from Bonobo has to do with slowing-down? There might be some trouble with the new engine and "asynchronous actions". What to do about it? I want to get the previous "working mood" back. How can I speed this thing up? Different scenarios when sending a mail, the composer window hangs there inactive for a couple of seconds, everything grayed out. Though there is a green check mark saying it's sent, I'm not sure a) why it's still blocking everything and b) whether I could simply close it without "breaking"/"losing" anything. In earlier versions, the composer window was closing pretty fast, and one could see the message being stored into the local "outbox" until it was sent, and one could immediately continue with the next task. I prefer that behaviour over the current. switching between modules. Coming from mail and switching to the address book takes a couple of seconds. Same for switching to the calendar. I read about different "possible causes" and tried a few things: I only have 3 local address books, so no networking should be involved here. To make sure, I switched to offline mode and then tried to access the address book. No noticeable difference. I use 3 Google Calendars. Switching to offline mode made a minor difference, but so minor that it also could be "imagination" since one might have expected this in this case according to some reports, disabling the tasks should help. Well, it didn't in my case, as I don't use them regularly (just two local items stored here)

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  • Updating Google sitemap for mobile

    - by dimo414
    I have a series of utilities to generate Google sitemaps for my whole site. These files are massive, and slow to build. We want to start telling Google these pages are mobile-crawl-able too, by adding them to mobile sitemaps, but the documentation is unclear if I need to specify physically different files for my mobile URLs than for my normal ones. If this is my current sitemap: <?xml version="1.0" encoding="UTF-8" ?> <urlset xmlns="http://www.sitemaps.org/schemas/sitemap/0.9"> <url> <loc>http://mobile.example.com/article100.html</loc> </url> </urlset> Can I simply change it to: <?xml version="1.0" encoding="UTF-8" ?> <urlset xmlns="http://www.sitemaps.org/schemas/sitemap/0.9" xmlns:mobile="http://www.google.com/schemas/sitemap-mobile/1.0"> <url> <loc>http://mobile.example.com/article100.html</loc> <mobile:mobile/> </url> </urlset> Or do I need to create new files with the additional markup, alongside my existing files?

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  • Are there any significant advantages to using a native language for mobile app development?

    - by Karl Daniel
    Forgive me if this question has already been answered but I couldn't quite find the answer I was looking for. What I wanted to know was, is there any significant advantage to using a native language when developing and deploying apps to a mobile environment? The reason I ask is for a long while now I've been using Objective-C, Apple's native language for iOS, to build my apps. However I've been wondering whether or not there is any real benefit to doing this, over using a non-native language like JavaScript and then deploying it through a service like 'Phone Gap'? I do stress 'significant' advantages as native languages are always more likely to have the upper hand when it comes to speed and access to the latest APIs. However in general I don't see using a non-native language or a service like 'Phone Gap' causing and major slow down to my apps or restricting my development. Additionally having the ability to deploy to multiple services is also very handy indeed. This is why I put the question, are there any significant advantages to using a native language for mobile app development?

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  • Floating point undesirable in highly critical code?

    - by Kirt Undercoffer
    Question 11 in the Software Quality section of "IEEE Computer Society Real-World Software Engineering Problems", Naveda, Seidman, lists fp computation as undesirable because "the accuracy of the computations cannot be guaranteed". This is in the context of computing acceleration for an emergency braking system for a high speed train. This thinking seems to be invoking possible errors in small differences between measurements of a moving object but small differences at slow speeds aren't a problem (or shouldn't be), small differences between two measurements at high speed are irrelevant - can there be a problem with small roundoff errors during deceleration for an emergency braking system? This problem has been observed with airplane braking systems resulting in hydroplaning but could this actually happen in the context of a high speed train? The concern about fp errors seems to not be well-founded in this context. Any insight? The fp is used for acceleration so perhaps the concern is inching over a speed limit? But fp should be just fine if they use a double in whatever implementation language. The actual problem in the text states: During the inspection of the code for the emergency braking system of a new high speed train (a highly critical, real-time application), the review team identifies several characteristics of the code. Which of these characteristics are generally viewed as undesirable? The code contains three recursive functions (well that one is obvious). The computation of acceleration uses floating point arithmetic. All other computations use integer arithmetic. The code contains one linked list that uses dynamic memory allocation (second obvious problem). All inputs are checked to determine that they are within expected bounds before they are used.

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  • Desktop goes un-usable after upgrade to 12.04

    - by Tom Nail
    I have multiple Ubuntu systems connected to a KVM, one of which I recently upgraded from Ubuntu 10 to 12.04. After the upgrade, this system desktop does fine until it is allowed to go to idle (i.e., I've switched to another system on the KVM and it locks it's desktop). When I come back to it, the screen is garbled and paging across at a rate seemingly determined by the mouse. Although no pointer is visible, I can get the screen to stop paging (and just be garbled) by moving the mouse left and right. The paging will slow down and come to a stop, if I can align things carefully enough. This condition persists even when I try to go to a CLI-based login (e.g., CTRL+Alt+F1) and will continue until I reboot the machine. Unfortunately, I'm not very familiar with the Unity desktop, so I don't know where to find things to troubleshoot. A restart of lightdm doesn't change anything, so I'm wondering if this might be more hardware based( although this machine hasn't given me any trouble previously in the same setup). The .xsession-errors file has some issues with compiz, nautilus and GConf listed, but I'm not sure those are actually germane to the issue. Thanks for any help, -=Tom

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  • I'm a SubVersion geek, why I should consider or not consider Mercurial or Git or any other DRCS?

    - by Pierre 303
    I tried to understand the benefits of DRCS. I must recognize I still doesn't get it. Here are my current beliefs. I'm ready to destroy them thanks to your expertise. I know I'm probably resisting to change. I just want to evaluate how much that change will cost me. Merging hell can be solved by just applying good practices such as continuous integration. There is no such good practice than having a private branch for a few days when you are in a self managing team with real collaboration. I use branching for that for very rare cases, and I keep a branch for every major version, in which I fix bugs merged from the trunk. I see the value of committing offline then pushing online. But continuous integration can help on this too. I work on very large projects, and I never noticed SubVersion to be slow even when the server is 5000km away on the internet and my small connection (less than 1024D/128U). Harddisk space is cheap, so having a copy of source code locally doesn't look like a problem to me. I already have a full copy of the last version on my disk. I don't understand the distributed thing there (maybe THIS IS the key to my understanding?) I not new in the industry, and judging by my difficulty to understand, I don't think DRCS are easier to understand than SubVersion like. If fact, I don't understand... Doctor, give me your diagnostic.

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  • Wired Connection Problem

    - by Dave
    After upgrading to 12.04 my interent connection no longer works. More precisely it is really, really, slow, and occasionally will connect, but do so only for a few moments and then disappear again. I am on a Lenovo Workstation e20. Output of ifconfig: eth0 Link encap:Ethernet HWaddr 70:f3:95:00:64:3e inet addr:192.168.1.20 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::72f3:95ff:fe00:643e/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:7398 errors:0 dropped:74 overruns:0 frame:0 TX packets:6684 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:5407828 (5.4 MB) TX bytes:854343 (854.3 KB) Interrupt:20 Memory:fb120000-fb140000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:1587 errors:0 dropped:0 overruns:0 frame:0 TX packets:1587 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:152089 (152.0 KB) TX bytes:152089 (152.0 KB) I am really at a loss for what to do. I am relatively new to Ubuntu, searched the other user questions and couldn't figure this out.

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  • Faster 2D Collision detection

    - by eShredder
    Recently I've been working on a fast-paced 2d shooter and I came across a mighty problem. Collision detection. Sure, it is working, but it is very slow. My goal is: Have lots of enemies on screen and have them to not touch each other. All of the enemies are chasing the player entity. Most of them have the same speed so sooner or later they all end up taking the same space while chasing the player. This really drops the fun factor since, for the player, it looks like you are being chased by one enemy only. To prevent them to take the same space I added a collision detection (a very basic 2D detection, the only method I know of) which is. Enemy class update method Loop through all enemies (continue; if the loop points at this object) If enemy object intersects with this object Push enemy object away from this enemy object This works fine. As long as I only have <200 enemy entities that is. When I get closer to 300-350 enemy entities my frame rate begins to drop heavily. First I thought it was bad rendering so I removed their draw call. This did not help at all so of course I realised it was the update method. The only heavy part in their update method is this each-enemy-loops-through-every-enemy part. When I get closer to 300 enemies the game does a 90000 (300x300) step itteration. My my~ I'm sure there must be another way to aproach this collision detection. Though I have no idea how. The pages I find is about how to actually do the collision between two objects or how to check collision between an object and a tile. I already know those two things. tl;dr? How do I aproach collision detection between LOTS of entities? Quick edit: If it is to any help, I'm using C# XNA.

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  • Android 2D terrain scrolling

    - by Nikola Ninkovic
    I want to make infinite 2D terrain based on my algorithm.Then I want to move it along Y axis (to the left) This is how I did it : public class Terrain { Queue<Integer> _bottom; Paint _paint; Bitmap _texture; Point _screen; int _numberOfColumns = 100; int _columnWidth = 20; public Terrain(int screenWidth, int screenHeight, Bitmap texture) { _bottom = new LinkedList<Integer>(); _screen = new Point(screenWidth, screenHeight); _numberOfColumns = screenWidth / 6; _columnWidth = screenWidth / _numberOfColumns; for(int i=0;i<=_numberOfColumns;i++) { // Generate terrain point and put it into _bottom queue } _paint = new Paint(); _paint.setStyle(Paint.Style.FILL); _paint.setShader(new BitmapShader(texture, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT)); } public void update() { _bottom.remove(); // Algorithm calculates next point _bottom.add(nextPoint); } public void draw(Canvas canvas) { Iterator<Integer> i = _bottom.iterator(); int counter = 0; Path path = new Path(); path.moveTo(0, _screen.y); while (i.hasNext()) { path.lineTo(counter, _screen.y-i.next()); counter += _columnWidth; } path.lineTo(_screen.x, _screen.y); path.lineTo(0, _screen.y); canvas.drawPath(path2, _paint); } } The problem is that the game is too 'fast', so I tried with pausing thread with Thread.sleep(50); in run() method of my game thread but then it looks too torn. Well, is there any way to slow down drawing of my terrain ?

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  • Game crash/Screen freeze recovery (without shell or reboot)

    - by Asavar Tzeth
    I am an old Windows PC gamer, now converted into Ubuntu (Linux) lover. I am even going so far as to attempt to replace all my games in a Windows dual-boot with Wine and it is going well. However... Even if Linux is less prone to crashing, games, especially the windows ones (but also a few native) can crash. My problem is when this is in full screen and the computer becomes non-responsive. In Windows you can solve this with ctrl+alt+delete, but Ubuntu lacks this feature and my only choice is a reboot. Is there any Ubuntu version of this feature? Of course excepting the ctrl+alt+F1, find and kill process method. It is fine if you know how to do it, but too slow and difficult for the typical gamer. I believe strongly in Ubuntu as the future gaming platform in one form or another. If this feature does not exist, then the Ubuntu team should address this as fast as possible, since it is critical for all old Windows gamers. Thank you for your time. Asavar Tzeth (Alias)

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  • Unity in 12.10 comes up behind other windows

    - by ams
    I've just upgraded from 12.04 to 12.10. For the most part, everything works fine, but I have a few small problems with Unity, or maybe Compiz. When I hit the Super key, or click on the dash launcher, the dash sometimes comes up behind the other windows on the screen. As you can imagine, this makes it somewhat tricky to use. Once it has started coming up behind, no amount of trying again will convince it to come back to the front. Possibly related, the Alt-Tab switcher doesn't show either. It maybe that there isn't one, or maybe that's behind also? Alt-Tab does switch the windows, but there's no visual indicator. When I hit Super-W, the windows do all do the zoom thing, but it's slow and juddery where it used to be smooth in 12.04. I'm using the standard "radeon" driver, same as before, with a triple-head monitor setup (and that works fine). I've not tried the proprietary drivers as I've previously found the multi-monitor support much weaker than the default driver, but maybe that's the way to go now? Video play fine. Even WebGL seems ok. Do other see this problem? Is it a bug? Or have I just got some left-over config from 12.04 in the way?

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  • Skip CodedUI Tests, use Selenium for Web Automation

    - by Aligned
    Originally posted on: http://geekswithblogs.net/Aligned/archive/2013/10/31/skip-codedui-tests-use-selenium-for-web-automation.aspxI recently joined a team that was using Agile Methodologies to create a new product. They have a working beta product after 10 or so 2 week sprints and already had UI’s that had changed several times as they went through iterations of their UI. As a result, the QA team was falling behind with automated tests and I was tasked to help them catch up and expand their tests. The project is a website. I heard many complaints about how hard it is to work with CodedUI (writing our own code, not relying on the recorder as we wanted re-usable and more maintainable code) then it took me 4+ hours to fix one issue. It was hard to traverse the key and debugging the objects with breakpoints… I said out loud “there has to be a better way or a framework the uses jQuery to run through the tests.” Plus it seemed really slow (wait… finding the object … wait… start putting in text…). Plus some tests would randomly fail on the test agents (using the test settings and an automated build, they are run on VMs using Microsoft test agents). Enough complaining. Selenium to the rescue (mostly). The lead QA guy decided to try it out and we haven’t turned back. We are now running tests in Chrome and Firefox and they run a lot faster. We had IE running to, but some of the tests were running fine locally, but hanging on the test agents. I’ll add some hints and lessons learned in a later post.

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  • Is now the right time to move to .NET 4?

    - by bconlon
    The reason I pose this question is that I'm looking at WPF development and so using the latest version seems sensible. However, this means rolling out the .NET 4 runtime to PCs on old versions of the framework. Windows XP is still the number one O/S (estimated 40%+ market share). To run .NET 4 on XP requires Service Pack 3, and although it is good practice to move to the latest service packs, often large companies are slow to keep up due to the extensive testing involved. In fact, .NET 4 is not installed as standard with any Windows O/S as yet - Windows 7 and 2008 Server R2 have 3.5 installed. This is not quite as big an issue as it was for .NET 3.5 as .NET 4 is significantly smaller as it doesn't include the older runtimes - .NET 3.5 SP1 included .NET 3 and .NET 2 and was 250MB, although this was reduced by doing a web install. The size is also reduced a bit if you target the .NET 4 Client Profile, which should be OK for many WPF applications, and I think this may be rolled out as part of Windows service packs soon. But still, if your application is only 4-5 MB and you need 40-50 MB of Framework it is worth consideration before jumping in and using the new shiny features. #

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  • help with migrating from Widows, x64 FGLRX, CPU load, Java and Minecraft

    - by joxer
    Im new to ubuntu, it is the second time i have installed it. This comp is Dell studio 1558. some specs: CPU- intel core i7 Q720 1.6GHz, GPU- ATI Mobility Radeon HD 5400 FGLRX- i've fallowed these instructions among inspecting many others, i have tried all of the variants mentioned in that tread before reverting back to the drivers supplied with Ubuntu ( through additional drivers ) which apparently seem to work best. i am testing them with minecraft as silly as it may sound. in 2 to 60 minutes the FPS drop from 70+ to somewhere between 0 and 5. while "fgl_glxgears" runs at between 400 and 800 FPS smoothly.. I am using oracle ( sun ) JRE6 to run minecraft, i have gotten it through a tutorial linked on oracle's website, i currently have no other version of java installed ( was worse when i had a few others here ). after closing the game Ubuntu is similarly slow, i've checked the CPU load using System Monitor and it shows one of the CPU's jumping to 80%~100% load at a time.. a reboot solves it. i realize my mess is up to me to solve but a hand is always appreciated. tyvm in advance.

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  • Is there a NVIDIA driver (for a 7-series card) that will actually work for 12.10?

    - by DS13
    I see many similar topics on this, but I've tried all their suggestions, and nothing has worked. ISSUE: I do a clean install of Ubuntu 12.10. Boots fine with the “nouveau” graphics driver – graphics are very slow and choppy. The three other driver options in Ubuntu (official NVIDIA drivers), all result in a variation of the black screen on boot up. There will be NO access to a command line/GUI in anyway what-so-ever (tried every option recommended out there, but the system is unusable at this stage). I can only reinstall, and try different drivers…and I only ever get one shot at it. QUESTIONS: Does anyone know of a NVIDIA driver that will actually work with a Nvidia GeForce 7350LE? Or a 7-series card in general? This is my second computer, and I’m just trying to get a working install of Ubuntu on it. I don’t want to put much money into it, as I have seen Ubuntu run great on much older/less capable machines. I’ve got a decent Intel processor (2.3Ghz), 2GB of RAM, 320GB hard drive, 32-bit architecture, and there is no other O/S installed. It appears as if the graphics card is holding me back. Should I just buy a cheap graphics card (non-NVIDIA) to put in as a replacement? TRIED SO FAR: -all drivers available in Ubuntu *all fail -manual install of some different NVIDIA drivers *all fail -also tried installing the generic kernel, Nvidia driver doesn't work in 12.10 *no difference -every method suggested to at least get a command line after switching to a NVIDIA driver *all fail

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  • Acer Aspire One 725 - missing graphic card driver for Radeon HD 6290?

    - by Melon
    Recently I bought an Acer Aspire One 725 Netbook and installed Ubuntu 12.10 on it. I bought it, because it can run HD movies and has Full HD on external VGA port. However, movies from youtube have a really slow framerate. If you open three tabs in Opera (for example g-mail, youtube and askubuntu) it gets really laggy. My suspicion is that the driver for graphic card is missing. When I check the System->Details->Graphics the driver is unknown. After running lspci | grep VGA I get this output: 00:01.0 VGA compatible controller: Advanced Micro Devices [AMD] nee ATI Device 980a From what I see, I have a AMD C70 processor integrated with (or something similar) AMD Radeon HD 6290. Has anyone had the same problem? Do you know which drivers need to be installed for the graphics to work properly? On official Acer page there are only drivers for Win7 and Win8... Update: I have tried installing fglrx but I get the following error (either I don't have libraries or someone didn't make a clean build before release ;) /lib/modules/fglrx/build_mod/2.6.x/firegl_public.c: In function ‘KCL_MEM_AllocLinearAddrInterval’: /lib/modules/fglrx/build_mod/2.6.x/firegl_public.c:2124:5: error: implicit declaration of function ‘do_mmap’ [-Werror=implicit-function-declaration] /lib/modules/fglrx/build_mod/2.6.x/firegl_public.c:2124:13: warning: cast to pointer from integer of different size [-Wint-to-pointer-cast] /lib/modules/fglrx/build_mod/2.6.x/firegl_public.c: In function ‘kasInitExecutionLevels’: /lib/modules/fglrx/build_mod/2.6.x/firegl_public.c:4159:5: error: ‘cpu_possible_map’ undeclared (first use in this function) /lib/modules/fglrx/build_mod/2.6.x/firegl_public.c:4159:5: note: each undeclared identifier is reported only once for each function it appears in /lib/modules/fglrx/build_mod/2.6.x/firegl_public.c:4159:5: warning: left-hand operand of comma expression has no effect [-Wunused-value] Update 2: After fixing the erros in compilation, ubuntu acts bizarre and unstable (no left icon panel, no upper panel, cannot run any programs, I only see desktop)

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  • Need efficient way to keep enemy from getting hit multiple times by same source

    - by TenFour04
    My game's a simple 2D one, but this probably applies to many types of scenarios. Suppose my player has a sword, or a gun that shoots a projectile that can pass through and hit multiple enemies. While the sword is swinging, there is a duration where I am checking for the sword making contact with any enemy on every frame. But once an enemy is hit by that sword, I don't want him to continue getting hit over and over as the sword follows through. (I do want the sword to continue checking whether it is hitting other enemies.) I've thought of a couple different approaches (below), but they don't seem like good ones to me. I'm looking for a way that doesn't force cross-referencing (I don't want the enemy to have to send a message back to the sword/projectile). And I'd like to avoid generating/resetting multiple array lists with every attack. Each time the sword swings it generates a unique id (maybe by just incrementing a global static long). Every enemy keeps a list of id's of swipes or projectiles that have already hit them, so the enemy knows not to get hurt by something multiple times. Downside is that every enemy may have a big list to compare to. So projectiles and sword swipes would have to broadcast their end-of-life to all enemies and cause a search and remove on every enemy's array list. Seems kind of slow. Each sword swipe or projectile keeps its own list of enemies that it has already hit so it knows not to apply damage. Downsides: Have to generate a new list (probably pull from a pool and clear one) every time a sword is swung or a projectile shot. Also, this breaks down modularity, because now the sword has to send a message to the enemy, and the enemy has to send a message back to the sword. Seems to me that two-way streets like this are a great way to create very difficult-to-find bugs.

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  • Need a Quick Sure Method to Produce a Formatted Explain Plan? This will help!

    - by user702295
    Please use the following on the production machine to get formatted explain plan and sql trace using the SLOW sql (e.g. 'T_COMB_LIST.COMB_ID = 216') or any other value that takes longer: -- Open new session is SQL*Plus */ -- Make sure you are using updated PLAN_TABLE -- This can be done by dropping it and recreate it by running: -- SQL> @?/rdbms/admin/utlxplan.sql) set lines 1000 set pages 1000 spool xplan_1.txt EXPLAIN PLAN FOR <<<<Replace this line with exactly the same query you used above. Force hard parse by modifying the case of a character>>>> @?/rdbms/admin/utlxplp spool off EXIT --Open a second session is SQL*Plus ALTER SESSION SET max_dump_file_size = unlimited; ALTER SESSION SET tracefile_identifier = '10046'; ALTER SESSION SET statistics_level = ALL; ALTER SESSION SET events '10046 trace name context forever, level 12'; <<<<Replace this line with exactly the same query you used above. Force hard parse by modifying the case of a character>>>> select 'verify cursor closed' from dual; ALTER SYSTEM SET EVENTS '10046 trace name context off'; EXIT Make sure spooled file is formatted properly and that the 10046 trace has relevant explain plan in it.  Please Upload both files (10046 trace is generated in udump). Need instructions to find udump?   sqlplus "/ as sysdba" show parameters dump_dest This will show you bdump, cdump and udump locations.

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  • MVC pattern synchronisation

    - by Hariprasad
    I am facing a problem in synchronizing my model and view threads I have a view which is table. In it, user can select a few rows. I update the view as soon as the user clicks on any row since I don't want the UI to be slow. This updating is done by a logic which runs in the controller thread below. At the same time, the controller will update the model data too, which takes place in a different thread. i.e., controller puts the query in a queue, which is then executed by the model thread - which is a single-threaded interface. As soon as the query executes, controller will get a signal. Now, In order to keep the view and model synchronized, I will update the view again based on the return value of the query (the data returned by model) - even though I updated the view already for that user action. But, I am facing issues because, its taking a lot of time for the model to return the result, by that time user would have performed multiple clicks. So, as a result of updating the view again based on the information from model, the view sometimes goes back to the state in which the previous clicks were made (Suppose user clicks thrice on different rows. I update the view as soon as the click happens. Also, I update the view when I get data back from the model - which is supposed to be same as the already updated state of the view. Now, when the user clicks third time, I get data for the first click from model. As a result, view goes back to a state which is generated by the first click) Is there any way to handle such a synchronization issue?

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  • Google penalty recovery

    - by sajeev
    I have a site, which is a spiritual site and has nothing to do with commercial or business thing. It was in the first page with the keyword RADHANATH SWAMI. Then suddenly, in sep'13, the site went out from google search. When I checked my WebmasterTools, I saw that there were 40,000 backlinks from a site named http://freeguestbooks.net. But manual action section in WebmasterToolssaid "No Manual webspam actions found" and till date, it shows the same. Then I contacted the webmaster of freeguestbooks.net and requested him to remove the 40K odd backlinks and he very kindly removed it. The WebmasterTools now shows 21,777 backlinks from this site. But since 2 months, the decrease rate of these backlinks is very slow, almost zero. Again, I had contacted the webmaster of freeguestbooks.net and he confirmed that there are no backlinks pointing to his site. I am also told that my anchor text is over-optimised... Total backlinks to my site as per WebmasterTools is only 24,937 out of which 21,777 are the links from freeguestbooks.net as shown in WebmasterTools. Could an expert suggest a way out to get back into google.... Sajeev, India

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  • Live CD installer gets stuck with a grayed out forward button.

    - by TRiG
    I have a CD with Ubuntu 10.10 and a laptop with Ubuntu 8.10. The laptop had all sorts of crud on it, and anything I wanted to keep was backed up on an external drive, so I was happy to do a wipe and reinstall instead of an update. So after a bit of faffing about trying to work out how to get the thing to boot from the CD drive, I did that. So the screen comes up with the choice: the options are Try Ubuntu and Install Ubuntu. I choose to install and to overwrite my current installation. So far so good. I then get a progress bar labelled something like copying files (I forget the exact wording) and further options to fill in for my location, keyboard locale, username and password. On each of these screens there are forward and back buttons. On the last screen (password), the forward button is greyed out. Well, I think to myself, no doubt it will become active when that copying files progress bar completes. The progress bar never completes. It hangs. And the label changes from copying files to the chirpy ready when you are. The forward button remains greyed out. The back button is as unhelpful as you'd expect it to be. And there's nothing else to click. We have reached an impasse. I tried restarting the laptop, to test whether it actually was properly installed. It wasn't. I tried to run Ubuntu live from the CD, to test whether the disk was damaged. That wouldn't work either, but I suspect it's just because the laptop is old and has a slow disk drive. I'm typing this question on another computer using the Ubuntu live CD and it's working fine. So there's nothing wrong with the CD.

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  • How will closures in Java impact the Java Community?

    - by Ryan Delucchi
    It is one of the most talked about features planned for Java: Closures. Many of us have been longing for them. Some of us (including I) have grown a bit impatient and have turned to scripting languages to fill the void. But, once closures have finally arrived to Java: how will they effect the Java Community? Will the advancement of VM-targetted scripting languages slow to a crawl, stay the same, or acclerate? Will people flock to the new closure syntax, thus turning Java code-bases all-around into more functionally structured implementations? Will we only see closures sprinkled in Java throughout? What will be the effect on tool/IDE support? How about performance? And finally, what will it mean for Java's continued adoption, as a language, compared with other languages that are rising in popularity? To provide an example of one of the latest proposed Java Closure syntax specs: public interface StringOperation { String invoke(String s); } // ... (new StringOperation() { public invoke(String s) { new StringBuilder(s).reverse().toString(); } }).invoke("abcd"); would become ... String reversed = { String s => new StringBuilder(s).reverse().toString() }.invoke("abcd"); [source: http://tronicek.blogspot.com/2007/12/closures-closure-is-form-of-anonymous_28.html]

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  • Graphics hardware warning when updating to 14.04

    - by pacomet
    As I use Ubuntu at work I just update only LTS versions but now I'm not sure if I can/should. As my computer is now ten years old I would change if was mine but as it is owned by my employer I have to work with it. It's not a bad one, it runs fine (this was not true when still had Windows on it ;-). When updating to 14.04, it warns about possible bad/slow performance with Unity 3D so I stop updating as I am at work, not my own computer. As I understand from http://askubuntu.com/a/438958/25305 Nvidia Geforce FX 5500 graphics card is still supported in 14.04. Now, in 12.04, I have driver version 173 and unity 2d runs fine for me. output of /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce FX 5500/AGP/SSE2 OpenGL version string: 2.1.2 NVIDIA 173.14.39 Not software rendered: yes Not blacklisted: no GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no Should I update? Is it better to stay with 12.04? Thanks

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