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  • Queueing up character actions

    - by TheBroodian
    I'm developing a 2D platformer with action-fighter elements. Currently things are working relatively smoothly but I'm having difficulty sorting something out. For the time, keeping my character's states and actions separated and preventing them from stepping on each others' toes is working out well and properly, but I would like to add a feature to my character to get him to behave a little bit more fluidly for the player. At the moment, he has numerous attacks and abilities that he can execute, all of them being executed with button presses. Here lies the problem: Being as everything is executed through button presses, while an action is in progress I flag the game to disregard further button presses until the action has completed. Therefore, consecutive actions cannot be performed until after the previous action has completed entirely. In runtime this behavior feels very icky, and very ungamelike. In games that rest most memorably at the forefront of my mind the player is able to execute button commands during the process of actions, and at the end of the current action, the following action is executed (seems like some sort of a queue system or something) Can anybody offer any guidance with this?

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  • Software for a online collaborative bi/tri lingual dictionary [closed]

    - by user537488
    I am looking for a software which I can host in popular and general shared web hosting services(online softwares like wordpress, meidawiki, drupal etc.) which can do the following- allow users to create account allow users or anons to add words to the dictionary (there will be English as base language and other languages) easier way to import all the words from English dictionary users should be able to write the that language equivalent of the English word Every word should have it's own address and page like www.namesomething.com/word/en/software will contain the word software and the other language word for it search should be faster and should find nearer results it's should be able to list related words like if the user is looking at "software" then other words from s like "softcopy" etc should appear alphabetically in that page Any one should be able to comment on the word which is not seen in the main page but other page similar to the talk page in the wiki any one should be able to contribute clean interface unlike wiki (media wiki and all other) just for words only I tried media wiki and other wiki software but it overloaded and unclean. I am looking for interface similar to oed.com but clean, minimal as we are not going to have such more information. Just words in English and it's other language equivalent. Here we are talking about a language which has not yet been in the Internet. It's should be collaborative.

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  • Set a 2d camera's position so that a building is under the players feet

    - by Potato
    My issue is this: i am making a scrolling game in XNA, and the camera updates based on the players velocity, but the player never actually moves, he is always in the center of the screen. When he hits the top of the building though i want him to always be on top and sink through the texture in a way like this: what i am doing to make this happen is i am just setting his velocity to 0, so its not moving, but the more velocity he hits a building with the more he sinks through it. I also tried setting the buildings position to the plays Bounding Box's bottom, and this achieved the look i wanted but this also resulted in the other buildings rising in the air, because the velocity was still moving (even if i set it to 0). if it was not a scrolling game, this would be not a problem, because you just set the players position to the top of the building, but because the player never actually moves, i actually need to move the camera to the point where the building is under the players feet without the other buildings rising. (Take note this is note a real camera, it is just a class that moves the objects in the world based on the players velocity). All questions are welcome.

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  • How can I get my first-person character in Unity to move to a ledge with an animation?

    - by BallzOfSteel
    I'm trying to get this to happen: The character walks up to a large crate, the player presses a button, and an animation starts playing where the character climbs up on to the crate. (all in first person view). So far I tried this with normal "First Person Controller" Prefab in Unity. My code so far: function OnTriggerStay(other : Collider){ if(other.tag == "GrabZone"){ if(Input.GetKeyDown("e")){ animation.Play("JumpToLedge"); } } } However when i use this on The FPC it will always play from the position the animation is created on. I also tried to create an empty game object, placing the FPC in there. Gives same effect. I also tried just animating the graphics of the FPC alone. This seems to work but since the Character Controller itself is not animated that stays onthe ground. So the whole FPC wont work anymore. Is there anyway i could let this animation play on the local position the player is on at that time? Or can you think of any other logical solution for a grab and climb?

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  • XNA - 2D Rotation of an object to a selected direction

    - by lobsterhat
    I'm trying to figure out the best way of rotating an object towards the directional input of the user. I'm attempting to mimic making turns on ice skates. For instance, if the player is moving right and the input is down and left, the player should start rotating to the right a set amount each tick. I'll calculate a new vector based on current velocity and rotation and apply that to the current velocity. That should give me nice arcing turns, correct? At the moment I've got eight if/else statements for each key combination which in turn check the current rotation: // Rotate to 225 if (keyboardState.IsKeyDown(Keys.Up) && keyboardState.IsKeyDown(Keys.Left)) { // Rotate right if (rotation >= 45 || rotation < 225) { rotation += ROTATION_PER_TICK; } // Rotate left else if (rotation < 45 || rotation > 225) { rotation -= ROTATION_PER_TICK; } } This seems like a sloppy way to do this and eventually, I'll need to do this check about 10 times a tick. Any help toward a more efficient solution is appreciated.

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  • How to Create a Grid for a 2D Game?

    - by SoulBeaver
    So I'm currently writing the engine for my videogame. I've almost integrated Tiled (I think) so I should have a map-creator here soon. My question is, how do I actually make the grid? I'm really confused here. If I create a large map with, say, 20x20 grids the size of 32x32 (screen size 640x640), then what do I do with it? Let's say I have the code for creating a window, and then place a player sprite that I can move with input, that's fine. If I use one map that's as big as the screen, then every pixel on the map is also a pixel on the game screen. The mapping is exact. Now what happens if I have a 2000x2000 map, for example? My character would have to keep moving and move the map around (or rather the camera focused on the player moves). Then I can no longer say that the screen maps exactly to the pixel position of the map. I tried making a Grid class that maps out the screen area to 32x32 tiles, but I'm not sure if that makes any sense. Once the map moves each tile would have to update its information, or something. I'm just really confused here. How do I actually make the tiles and a grid and map them to the data I get from tiled, or that I make myself? Are there any good examples of source code that I could look at?

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  • Using ImpactJS: How to set a publicly available variable

    - by Dave Voyles
    I'm trying to get an entity (a bullet, a grenade, and an explosive) from my player player. Specifically, I want the shootingRate of my bullet (how frequently it can be fired). How can I do this without having to call getEntityByType each time I fire this projectile? There has got to be a cleaner way from what I'm doing right now.... // Shooting var isShooting = ig.input.state('shoot'); if (isShooting && this.lastShootTimer.delta() > 0) { switch (this.activeWeapon) { case("EntityBullet"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y - 10); var equipedWeap = ig.game.getEntitiesByType(EntityBullet); this.lastShootTimer.set(equippedWeap.shootingRate); console.log(equipedWeap.shootingRate); break; case("EntityGrenade"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y +5); var equipedWeap = ig.game.getEntitiesByType(EntityGrenade); this.lastShootTimer.set(equipedWeap.shootingRate); console.log(EquipedWeap.shootingRate); break; case("EntityExplosiveBomb"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y +5 ); var equipedWeap = ig.game.getEntitiesByType(EntityExplosiveBomb)[0]; this.lastShootTimer.set(equipedWeap.shootingRate); console.log(equipedWeap.shootingRate); break; } }

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  • Realistic Jumping

    - by Seth Taddiken
    I want to make the jumping that my character does more realistic. This is what I've tried so far but it doesn't seem very realistic when the player jumps. I want it to jump up at a certain speed then slow down as it gets to the top then eventually stopping (for about one frame) and then slowly going back down but going faster and faster as it goes back down. I've been trying to make the speed at which the player jumps up slow down by one each frame then become negative and go down faster... but it doesn't work very well public bool isPlayerDown = true; public bool maxJumpLimit = false; public bool gravityReality = false; public bool leftWall = false; public bool rightWall = false; public float x = 76f; public float y = 405f; if (Keyboard.GetState().IsKeyDown(up) && this.isPlayerDown == true && this.y <= 405f) { this.isPlayerDown = false; } if (this.isPlayerDown == false && this.maxJumpLimit == false) { this.y = this.y - 6; } if (this.y <= 200) { this.maxJumpLimit = true; } if (this.isPlayerDown == true) { this.y = 405f; this.isPlayerDown = true; this.maxJumpLimit = false; } if (this.gravityReality == true) { this.y = this.y + 2f; this.gravityReality = false; } if (this.maxJumpLimit == true) { this.y = this.y + 2f; this.gravityReality = true; } if (this.y > 405f) { this.isPlayerDown = true; }

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  • Using a CDN for CMS software (multiple sites)

    - by SmokeyPHP
    I'm currently researching ideas for the media management side of a CMS I'm writing. I was looking at having images served from a CDN which is fine on a single site, but I want all sites that run the CMS to make use of a CDN (which will most likely be a custom developed one, rather than a third party service like S3). My main question is: Is a multi-site CDN a good idea? I can't think of a downside, but have probably missed something - obviously they won't share the same folder, as I invisage the requests to be css.cdnsite.com/example.com/style.css or something along those lines. Having multiple sites in the same place will obviously make it easier for us to manage, as well as being cheaper, but then I wonder if it'll be worth it... Long story short: How should the CMS handle user uploaded media (separate installations) Just keep a local copy of all assets and serve them from the same site, like in days of yore? Keep a local copy, force site to use www. and have CDN subdomains per site? Or use a single separate CDN for all sites? Apologies for the length of this question, not sure if this should be multiple questions or not, as all parts are kind of related and could affect each other.

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  • Best way to calculate unit deaths in browser game combat?

    - by MikeCruz13
    My browser game's combat system is written and mechanically functioning well. It's written in PHP and uses a SQL database. I'm happy with the unit balance in relation to one another. I am, however, a little worried about how I'm calculating unit deaths when one player attacks another because the deaths seem to pile up a little fast for my taste. For this system, a battle doesn't just trigger, calculate winner, and end. Instead, it is allowed to go for several rounds (say one round every 15 mins.) until one side passes a threshold of being too strong for the other player and allows players to send reinforcements between rounds. Each round, units pair up and attack each other. Essentially what I do is calculate the damage: AP = Attack Points HP = Hit Points Units AP * Quantity * Random Factors * other factors (such as attrition) I take that and divide by the defending unit's HP to find the number of casualties of defending units. So, for example (simplified to take out some factors), if I have: 500 attackers with 50 AP vs 1000 defenders with 100 HP = 250 deaths. I wonder if that last step could be handled better to reduce the deaths piling up. Some ideas: I just change all the units with more HP? I make sure to set the Attacking unit's AP to be a max of the defender's HP to make sure they only kill 1 unit. (is that fair if I have less huge units vs many small units?) I spread the damage around more by including the defending unit's quantity more? i.e. in that scenario some are dead and some are 50% damage. (How would I track this every round?) Other better mathematical approaches?

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  • Unable to make sound play in headset

    - by user50849
    Top right, I click the sound icon, select sound settings, and connect my USB-headset. I can them see the headset being detected as it pops up in the menu. I click it, and expect the currently played audio to get sent to the headset instead. My problem is that it does not. The audio keeps playing through the built-in speakers. More info: The icon for my built-in card in the sound settings is a circuit with a note symbol on top. The symbol for the headset is just black background with a "No" symbol on it. Might mean it doesn't work somehow. I installed pavucontrol, and notice that no second sound card shows up in there. When connecting, the syslog says Jun 20 09:38:46 yuna kernel: [40144.553431] usb 2-1.2: new full-speed USB device number 11 using ehci_hcd Jun 20 09:38:46 yuna kernel: [40144.650609] input: C-Media USB Headphone Set as /devices/pci0000:00/0000:00:1d.0/usb2/2-1/2-1.2/2-1.2:1.3/input/input20 Jun 20 09:38:46 yuna kernel: [40144.650895] generic-usb 0003:0D8C:000C.000B: input,hidraw0: USB HID v1.00 Device [C-Media USB Headphone Set ] on usb-0000:00:1d.0-1.2/input3 Jun 20 09:38:46 yuna mtp-probe: checking bus 2, device 11: "/sys/devices/pci0000:00/0000:00:1d.0/usb2/2-1/2-1.2" Jun 20 09:38:46 yuna mtp-probe: bus: 2, device: 11 was not an MTP device

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  • How do I produce "enjoyably" random, as opposed to pseudo-random?

    - by Hilton Campbell
    I'm making a game which presents a number of different kinds of puzzles in sequence. I choose each puzzle with a pseudorandom number. For each puzzle, there are a number of variations. I choose the variation with another pseudorandom number. And so on. The thing is, while this produces near-true randomness, this isn't what the player really wants. The player typically wants what they perceive to be and identify as random, but only if it doesn't tend to repeat puzzles. So, not really random. Just unpredictable. Giving it some thought, I can imagine hacky ways of doing it. For example, temporarily eliminating the most recent N choices from the set of possibilities when selecting a new choice. Or assigning every choice an equal probability, reducing a choice's probability to zero on selection, and then increasing all probabilities slowly with each selection. I assume there's an established way of doing this, but I just don't know the terminology so I can't find it. Anyone know? Or has anyone solved this in a pleasing way?

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  • Help w/ iPad 1 performance for tile-based DOM Javascript game

    - by butr0s
    I've made a 2D tile-based game with DOM/Javascript. For each level, the map data is loaded and parsed, then lots of tiles ( elements) are drawn onto a larger "map" element. The map is inside of a container that hides overflow, so I can move the map element around by positioning it absolutely. Works a treat on desktop browsers, and my iPad 2. My problem is that performance is really bad on iPad 1. The performance hit is directly related to all the tile elements in my map, because when I remove or reduce the number of tiles drawn, performance improves. Optimizing my collision detection loop has no effect. My first thought was to batch groups of tiles into containers, then hide/show them based on proximity to the player, however this still causes a huge hiccup when the player moves and a new group of tiles is displayed (offscreen). Actually removing the out-of-sight elements from the DOM, then re-adding them as necessary is no faster. Anyone know of any tips that might speed up DOM performance here? My map is 1920 x 1920 pixels, so as far as I know should be within the WebKit texture limit on iOS 5/iPad. The map is being moved with CSS3 transforms, and I've picked all the other obvious low-hanging fruit.

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  • Windows 7 – Fun with VHD

    - by guybarrette
    I’m teaching about TFS 2008 next week and I wanted to use TFS in a virtualized environment so I downloaded the TFS + Team Suite VPC image from Microsoft’s Website.  Working with Windows 7, I opened the VM with the built-in Windows Virtual PC.  The VM loads fine but the problems started when I tried to install the VM additions: I simply couldn’t get them to install properly. I then looked at VMware and found that they have a product called VMware Player that can load Virtual PC VMs.  Tried that but VMware Player failed in converting the VHD. I then looked at VirtualBox.  Created a new VM, attached the VHD and bingo!  Worked like a charm.  The only real caveat is that the guest Windows will ask for the OS CDs to install new drivers so you must have either the CD/DVD or the ISO file (sweet!) to proceed. OK, I got it working in VirtualBox but I’m curious why I couldn’t install the additions from Windows 7 Virtual PC onto a Windows Server 2003 VM.  Anyone has a clue? BTW, thanks to Rolly Perreaux who pointed my to his blog where he goes into great details explaining how to use VM images with VirtualBox.  Good stuff! var addthis_pub="guybarrette";

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  • OSSEC HIDS Notification "Unknown problem somewhere in the system." (seems like hdd issue)

    - by John
    from what i understand somethings is wrong with hdd i am trying to find some commands in order to run some tests to check if hard disk is OK I will post a full list of logs after REBOOT of system: "Unknown problem somewhere in the system." kernel: ata2.00: failed command: READ FPDMA QUEUED kernel: res 51/40:c8:38:5c:16/00:00:00:00:00/40 Emask 0x409 (media error) <F> kernel: ata2.00: error: { UNC } kernel: ata2.00: failed command: READ FPDMA QUEUED kernel: res 51/40:78:88:5c:16/00:00:00:00:00/40 Emask 0x409 (media error) <F> kernel: sd 1:0:0:0: [sda] Sense Key : Medium Error [current] [descriptor] kernel: sd 1:0:0:0: [sda] Add. Sense: Unrecovered read error - auto reallocate failed kernel: md/raid1:md1: read error corrected (8 sectors at 1461400 on sda1) kernel: sd 1:0:0:0: [sda] Add. Sense: Unrecovered read error - auto reallocate failed kernel: sd 1:0:0:0: [sda] Add. Sense: Unrecovered read error - auto reallocate failed kernel: md/raid1:md1: read error corrected (8 sectors at 1461672 on sda1) Also some of this logs are duplicate or even more. Thanks.

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  • How to prioritize related game entity components?

    - by Paul Manta
    I want to make a game where you have to run over a bunch of zombies with your car. When moving around, the zombies have a few things to take into consideration: When there's no player around they might just roam about randomly. And even when some other component dictates a specific direction, they should wobble to the left and right randomly (like drunk people). This implies a small, random, deviation in their movement. They should avoid static obstacles. When they see they are headed towards a wall, they should reorient themselves. They should avoid the car. They should try to predict where the car will be based on its velocity and try to move out of the way. When they can, they should try to get near the player. All these types of decisions they have to do seem like they should be implemented in different components. But how should I manage them? How can I give different components different weights that reflect the importance of each decision (in a given situation)? I would need some other component that acts as a manager, but do you have any tips on how I should implement it? Or maybe there's a better solution?...

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  • Use a SQL Database for a Desktop Game

    - by sharethis
    Developing a Game Engine I am planning a computer game and its engine. There will be a 3 dimensional world with first person view and it will be single player for now. The programming language is C++ and it uses OpenGL. Data Centered Design Decision My design decision is to use a data centered architecture where there is a global event manager and a global data manager. There are many components like physics, input, sound, renderer, ai, ... Each component can trigger and listen to events. Moreover, each component can read, edit, create and remove data. The question is about the data manager. Whether to Use a Relational Database Should I use a SQL Database, e.g. SQLite or MySQL, to store the game data? This contains virtually all game content like items, characters, inventories, ... Except of meshes and textures which are even more performance related, so I will keep them in memory. Is a SQL database fast enough to use it for realtime reading and writing game informations, like the position of a moving character? I also need to care about cross-platform compatibility. Aside from keeping everything in memory, what alternatives do I have? Advantages Would Be The advantages of using a relational database like MySQL would be the data orientated structure which allows fast computation. I would not need objects for representing entities. I could easily query data of objects near the player needed for rendering. And I don't have to take care about data of objects far away. Moreover there would be no need for savegames since the hole game state is saved in the database. Last but not least, expanding the game to an online game would be relative easy because there already is a place where the hole game state is stored.

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  • JavaOne Content Available for Free

    - by Tori Wieldt
    JavaOne content is available in video in three sizes, depending on if you want to have a sip, have a drink, or go to the proverbial firehose. Tall (Keynote Highlights) Go to the JavaOne playlist on the YouTube Java channel for highlights of the JavaOne Keynotes.  Grande (Keynotes in Full) Go to the Oracle Media Network JavaOne 2012 channel to view the keynotes in full (Community Keynote coming soon). Venti (All Sessions, BOFs and Tutorials) To view slides paired with audio of each session, go to the JavaOne content catalog (JavaOne homepage, click on JavaOne Technical Sessions) and select a session. If a video is available, you'll see "Media" in the right column. Look under "Presentation Download" to get the slides. Sessions are being made available as quickly as possible. "It's exciting to see Oracle take community stewardship so seriously," said Sharat Chander, Group Director for Java Technology Outreach. "Making all JavaOne sessions on video available online for free will helps make the future Java for everyone." Thanks to Oracle for funding this and providing to it to the Java Community for free.

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  • Working with lots of cubes. Improving performance?

    - by Randomman159
    Edit: To sum the question up, I have a voxel based world (Minecraft style (Thanks Communist Duck)) which is suffering from poor performance. I am not positive on the source but would like any possible advice on how to get rid of it. I am working on a project where a world consists of a large quantity of cubes (I would give you a number, but it is user defined worlds). My test one is around (48 x 32 x 48) blocks. Basically these blocks don't do anything in themselves. They just sit there. They start being used when it comes to player interaction. I need to check what cubes the users mouse interacts with (mouse over, clicking, etc.), and for collision detecting as the player moves. Now I had a massive amount of lag at first, looping through every block. I have managed to decrease that lag, by looping through all the blocks, and finding which blocks are within a particular range of the character, and then only looping through those blocks for the collision detection, etc. However, I am still going at a depressing 2fps. Does anyone have any other ideas on how I could decrease this lag? Btw, I am using XNA (C#) and yes, it is 3d.

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  • XNA 2D vehicle wall collisions

    - by mike
    I am attempting to implement collisions for my truck game, where the truck can drive around the world and hit walls surrounding the level and various randomly placed walls within the level. I am able to get direct collisions working correctly. However, it is getting very complicated and tricky very quickly. I am trying to accommodate various other collisions such as when a truck is against the wall then turns an adjacent direction or when they reverse into a wall. Both of these result in a slight collision as the image of the truck flips around to the direction the player wants to move. All of this has resulted in a whole lot of if statements to check how I should be fixing the collision. This in turn makes the player jump to random locations and "teleport" around corners, etc. The rest of my game is fine, I am not completely new to game development or C# for that matter. It's just the logic of collisions. Any ideas on how I can approach this? Image of the collisions I am trying to resolve: http://tinypic.com/r/2qtflvq/6

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  • Fast, accurate 2d collision

    - by Neophyte
    I'm working on a 2d topdown shooter, and now need to go beyond my basic rectangle bounding box collision system. I have large levels with many different sprites, all of which are different shapes and sizes. The textures for the sprites are all square png files with transparent backgrounds, so I also need a way to only have a collision when the player walks into the coloured part of the texture, and not the transparent background. I plan to handle collision as follows: Check if any sprites are in range of the player Do a rect bounding box collision test Do an accurate collision (Where I need help) I don't mind advanced techniques, as I want to get this right with all my requirements in mind, but I'm not sure how to approach this. What techniques or even libraries to try. I know that I will probably need to create and store some kind of shape that accurately represents each sprite minus the transparent background. I've read that per pixel is slow, so given my large levels and number of objects I don't think that would be suitable. I've also looked at Box2d, but haven't been able to find much documentation, or any examples of how to get it up and running with SFML.

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  • Any benefit of /home Ubuntu partition

    - by nightcrawler
    I want to have dual OS of Win8 & Ubuntu 12.10. Provided that Ubuntu can access ntfs partition of Windows but same can't be said about Windows this leads to a question mark on the significance of having /home partition while installing Ubuntu. As far as I know /swap & / are the two partitions directly used by Ubuntu to store programs, installation & stuff while the documents/media resides in /home. Now because Ubuntu releases are more frequent than Windows & updates needs backup & relate stuff, so I came to decision to not to use /home at all, rather keep all my documents/media in ntfs, which would be untouched while upgrading Ubuntu as Win updates are once in a decade! Is my thinking correct? If yes, what would be the minimum space I should allot to /home plus how much I should allot to / one must know that I plan to use heavy applications like Maple, Matlab & Sagemath on Ubuntu.

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  • Content light website and Google - Tell google it's a listings site (as opposed shop, reviews or restaurants)

    - by Doug Firr
    I have a listings style website. Due to the nature of this (listings) the site is content light. Each page is typically less that 50 words but there are many pages. The site in question has had a ton of media coverage and so has some great inbound links from places like Wired, Fast Company, Canada Broadcasting Corporation and many many other bloggers, media websites and recycle related niche authors (It's a recycling site). But Google really ignores it. Traffic from search is very very low - less than 5% of all traffic. I know that using markup you can tell Google whether your site is a restaurant, article, review, shop, local business and a few other categories (https://www.google.com/webmasters/markup-helper/u/0/). Is there a way to tell Google that my site is a listings site? I suspect, but do not know for sure, that part of the problem is that Google simply does not know what my site is? It's a crowdmap where people post curbalerts. The information is useful to people but it is presented in a short, concise way - a pin on a map, a picture and a short description. Adding anything further is not necessary for the site's intended purpose. 1st question - how best to tell the search engines what y site is - listings and not some spammy website? Any recommendations in improving our site's Search presence? You can take a look here if interested: http://tinyurl.com/lxg4hn7

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  • Win8 x64 Laptop (Samsung) unable to boot after installing Ubuntu

    - by user285872
    I posted here a while back and no one was able to help me so I am going to try to explain my problem better. I have a Samsung series 7 Ultrabook and I connected a USB optical drive with an Ubuntu 14.04 installation disc. I did not set or change any of my partitions, however, as I mainly wanted to just be able to boot from the disc and fool around with Ubuntu. Upon restarting my computer I get a blue-screen message saying: Recovery Your PC needs to be repiared The Boot configuration date file is missing some required information. File: \BCD Error Code: 0xc000000d You'll need to use the recovery tools on your installing media. If you don't have any installation media (like a disc or USB device), contact your system administrator or PC manufacturer. However I am never given the option to even try to boot to anything. When I turn my computer on the optical drive spins and then after a moment or two comes to a halt. I turned off safeboot and switched it to CSM (I believe that is what it is called) mode, and that makes it so when I turn my computer on it takes me to a Windows Recovery screen. I am able to change the date I want to recover and view all the applications installed, however upon recovering Windows says "All boot options are tried. Press key to recover with factory image using Recovery or any other keys for next boot loop iteration." It seems to be stuck in a loop. Can someone please help me?! I'm so confused and nothing is working!

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  • How can I go about learning to write a shader

    - by Donutz
    So here's the background: I'm writing a game, just for my own amusement and education really. I've already come to the conclusion that XNA was the way to go for graphics, I've bought a couple of books, I've gotten basic game graphics going, and that's great. Now I'm starting to get a little in-depth and I'm starting to need to do stuff not covered in my (beginner) books. In particular, I need to display a sprite using a mask. Actually, what I need to do is display a generic sprite with a different color for each player. After banging around on the web, it seems the way to go is to have a color texture (one for each player) which I display using the mask, then display the generic part of the sprite. This has to be done dynamically, i.e. at runtime because there are too many sprites to keep in memory if I try to generate all the permutations at startup. So, I need to use a shader. Fine. I've downloaded a sample shader program, and managed to hit it with a hammer until it does something close enough to what I want so that I know I'm on the right track. And here, we come to my problem... I have no friggin' clue what I'm doing. While there are a lot of samples and such about shaders, no one ever actually explains what's going on. For instance, I can't find any real docs on Tex2D. I feel like the guys in Zoolander poking at the computer. So, my question (yes, I have a question) -- where is a good URL or what is a good book to take me from dumskie to reasonably competent to write a basic shader?

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