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  • Using idle time in turn-based (RPG) games for updating

    - by The Communist Duck
    If you take any turn based RPG game there will be large periods of time when nothing is happening because the game is looping over 'wait_for_player_input'. Naturally it seems sensible to use this time to update things. However, this immediately seems to suggest that it would need to be threaded. Is this sort of design possible in a single thread? loop: if not check_something_pressed: update_a_very_small_amount else keep going But if we says 'a_very_small_amount' is only updating a single object each loop, it's going to be very slow at updating. How would you go about this, preferably in a single thread? EDIT: I've tagged this language-agnostic as that seems the sensible thing, though anything more specific to Python would be great. ;-)

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  • Using heavyweight ORM implementation for light based games

    - by Holland
    I'm just about to engulf myself in an MVC-based/Component architecture in C#, using MySQL's connector/Net for the data storage, and probably some NHibernate/FluentNHibernate Object-relational-mapping to map out the data structure. The goal is to build a scalable 2D RPG. Then I think about it...and I can't help but think this seems a little "heavy weight" for a 2D RPG, especially one which, while I plan to incorporate a lot of functionality and entertaining gameplay, may be ported to something like Windows Phone or Android in the future. Yet, on the other hand even a 2-Dimensional RPG can become very complicated, and therefore must incorporate a lot of functionality. While this can be accomplished with text/XML/JSON for data storage, is there a better way? Is something such as Object-Relational-Mapping useful in such an application? So, what do you think? Would you say that there is a place for such technologies? I don't know what to think...

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  • Appropriate level of granularity for component-based architecture

    - by Jon Purdy
    I'm working on a game with a component-based architecture. An Entity owns a set of Component instances, each of which has a set of Slot instances with which to store, send, and receive values. Factory functions such as Player produce entities with the required components and slot connections. I'm trying to determine the best level of granularity for components. For example, right now Position, Velocity, and Acceleration are all separate components, connected in series. Velocity and Acceleration could easily be rewritten into a uniform Delta component, or Position, Velocity, and Acceleration could be combined alongside such components as Friction and Gravity into a monolithic Physics component. Should a component have the smallest responsibility possible (at the cost of lots of interconnectivity) or should related components be combined into monolithic ones (at the cost of flexibility)? I'm leaning toward the former, but I could use a second opinion.

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  • Are there existing FOSS component-based frameworks?

    - by Tesserex
    The component based game programming paradigm is becoming much more popular. I was wondering, are there any projects out there that offer a reusable component framework? In any language, I guess I don't care about that. It's not for my own project, I'm just curious. Specifically I mean are there projects that include a base Entity class, a base Component class, and maybe some standard components? It would then be much easier starting a game if you didn't want to reinvent the wheel, or maybe you want a GraphicsComponent that does sprites with Direct3D, but you figure it's already been done a dozen times. A quick Googling turns up Rusher. Has anyone heard of this / does anyone use it? If there are no popular ones, then why not? Is it too difficult to make something like this reusable, and they need heavy customization? In my own implementation I found a lot of boilerplate that could be shoved into a framework.

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  • Turn based battle and formula

    - by Mark Chapman
    I'm building a game called DVP(Digimon Virtual Pet), and in this game other than taking care of your digimon, You can also battle and breed them. I'm working on the battle system (making it first cause the actual pet system will be easy compared to the netplay, or 39DLL)but here is the problem I don't want it to be "too" simple or "too" complicated, but I do want to go by a certain formula. There are str, def, spd, and int. Strength: How hard the attacking digimon is hitting Defense: How much damage your digimon can defend when being attacked Speed: The chance of you missing the enemy Intelligence (battle knowledge): The chance of you hitting a critical hit or defending a critical hit. I can make a super simple turn based example, but I don't know how exactly to make the formulas for what I've explained above, any help?

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  • Projectiles in tile mapped turn-based tactics game?

    - by Petteri Hietavirta
    I am planning to make a Laser Squad clone and I think I have most of the aspects covered. But the major headache is the projectiles shot/thrown. The easy way would be to figure out the probability of hit and just mark miss/hit. But I want to be able to have the projectile to hit something eventually (collateral damage!). Currently everything is flat 2D tile map and there would be full (wall, door) and half height (desk, chair, window) obstacles. My idea is to draw an imaginary line from the shooter to the target and add some horizontal&vertical error based on the player skills. Then I would trace the modified path until it hits something. This is basically what the original Laser Squad seems to do. Can you recommend any algorithms or other approaches for this?

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  • Are there existing FOSS component-based frameworks?

    - by Tesserex
    The component based game programming paradigm is becoming much more popular. I was wondering, are there any projects out there that offer a reusable component framework? In any language, I guess I don't care about that. It's not for my own project, I'm just curious. Specifically I mean are there projects that include a base Entity class, a base Component class, and maybe some standard components? It would then be much easier starting a game if you didn't want to reinvent the wheel, or maybe you want a GraphicsComponent that does sprites with Direct3D, but you figure it's already been done a dozen times. A quick Googling turns up Rusher. Has anyone heard of this / does anyone use it? If there are no popular ones, then why not? Is it too difficult to make something like this reusable, and they need heavy customization? In my own implementation I found a lot of boilerplate that could be shoved into a framework.

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  • Component based design, but components rely on eatchother

    - by MintyAnt
    I've begun stabbing at a "Component Based" game system. Basically, each entity holds a list of components to update (and render) I inherit the "Component" class and break each game system into it. Examples: RenderComponent - Draws the entity MovementComponent - Moves the entity, deals with velocity and speed checks DamageComponent - Deals with how/if the entity gets damaged... So. My system has this: MovementComponent InputComponent Now maybe my design is off, but the InputComponent should say things like if (w key is down) add y speed to movement if (x key is down) Trigger primary attack This means that the InputComponent sort of relies on these other components. I have to do something alone the lines of: if (w key is down) { MovementComponent* entityMovement = mEntity->GetMovement(); if (entityMovement != NULL) add y speed to movement } which seems kinda crappy every update. Other options? Better design? Is this the best way? Thanks!

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  • Selecting Users For A/B (Champion/Challenger) Testing

    - by Gordon Guthrie
    We have a framework that offers A/B split testing. You have a 'champion' version of a page and you develop a 'challenger' version of it. Then you run the website and allocate some of your users the champion and some the challenger and measure their different responses. If the challenger is better than the champion at achieving your metrics then you dethrone the champion and develop a new challenger... My question is what mechanisms should I consider to allocate the versions? A number of options spring to mind: odd or even IP address (or sub-segments) ****.****.****.123 gets champion but .124 gets challenger cookie push - check for a champion/challenger cookie, if it doesn't exist randomly allocate the user to one and push the cookie Best practice? suggestions? comments? experience?

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  • Web App for smartphones in ASPX

    - by Ryan Knoll
    I have been looking around recently to try and find a good place to learn how to start making my website more smartphone friendly when it is visited by an iPhone, android, or blackberry. This is something like what Digg.com does when it is visited by a smartphone. I have found a few tutorials for PHP but none for ASPX, and all I have is windows servers. Could anyone point me in the right direction, and show me were to find a quick run through on how to do something like this? I am a bit lost. :(

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  • How do I create a read only MySQL user for backup purposes with mysqldump?

    - by stickmangumby
    I'm using the automysqlbackup script to dump my mysql databases, but I want to have a read-only user to do this with so that I'm not storing my root database password in a plaintext file. I've created a user like so: grant select, lock tables on *.* to 'username'@'localhost' identified by 'password'; When I run mysqldump (either through automysqlbackup or directly) I get the following warning: mysqldump: Got error: 1044: Access denied for user 'username'@'localhost' to database 'information_schema' when using LOCK TABLES Am I doing it wrong? Do I need additional grants for my readonly user? Or can only root lock the information_schema table? What's going on? Edit: GAH and now it works. I may not have run FLUSH PRIVILEGES previously. As an aside, how often does this occur automatically? Edit: No, it doesn't work. Running mysqldump -u username -p --all-databases > dump.sql manually doesn't generate an error, but doesn't dump information_schema. automysqlbackup does raise an error.

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  • Backup / Disaster Recovery, should I store RAR-compressed files?

    - by moraleida
    I'm in the process of recovering files from an accidentally formated Ext4 partition using Photorec. It had about 300Gb of data, of which I've already got hold of about 30Gb. So far, it seems to me that the recovery of RAR-compressed files has been much more successful than the recovery of individual uncompressed files and ZIP compressed files - in the sense that a lot of recovered files/zips were unreadable, and pretty much all of the RAR files were intact. Is there such a relation? Are RAR-compressed files really less prone to corruption and thus easier to recover?

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  • ASP.Net Web API in Visual Studio 2010

    - by sreejukg
    Recently for one of my project, it was necessary to create couple of services. In the past I was using WCF, since my Services are going to be utilized through HTTP, I was thinking of ASP.Net web API. So I decided to create a Web API project. Now the real issue is that ASP.Net Web API launched after Visual Studio 2010 and I had to use ASP.Net web API in VS 2010 itself. By default there is no template available for Web API in Visual Studio 2010. Microsoft has made available an update that installs ASP.Net MVC 4 with web API in Visual Studio 2010. You can find the update from the below url. http://www.microsoft.com/en-us/download/details.aspx?id=30683 Though the update denotes ASP.Net MVC 4, this also includes ASP.Net Web API. Download the installation media and start the installer. As usual for any update, you need to agree on terms and conditions. The installation starts straight away, once you clicked the Install button. If everything goes ok, you will see the success message. Now open Visual Studio 2010, you can see ASP.Net MVC 4 Project template is available for you. Now you can create ASP.Net Web API project using Visual Studio 2010. When you create a new ASP.Net MVC 4 project, you can choose the Web API template. Further reading http://www.asp.net/web-api/overview/getting-started-with-aspnet-web-api/tutorial-your-first-web-api http://www.asp.net/mvc/mvc4

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  • Turning a board game idea into a browser based, slow paced gameplay

    - by guillaume31
    Suppose I want to create a strategy game with global mutable state shared between all players (think game board). But unlike a board game, I don't want it to be real time action and/or turn-based. Instead, players should be able to log in at any time of the day and spend a fixed number of action points per day as they wish. As opposed to a few hours, game sessions would run over a few weeks. This is meant to reward good strategy rather than time spent playing (as an alternative, hardcore players could always play multiple games in parallel instead) as well as all kind of issues related to live playing like disconnections and synchronization. The game should remain addictive still have a low time investment footprint for casual players. So far so good, but this still leaves open the question of when to solve actions and when they should be visible. I want to avoid "ninja play" like doing all your moves just a few minutes before daily point reset to take other players by surprise, or people spamming F5 to place a well-timed action which would defeat the whole point of a non real-time game. I thought of a couple of approaches to that : Resolve all events in a single scheduled process running once a day. This basically means a "blind" gameplay where players can take actions but don't see their results immediately. The thing is, I played a similar browser game a few years ago and didn't like the fact that you feel disconnected and powerless until there's that deus ex machina telling you what really happened during all that time. You see the world evolve in large increments of one day, which often doesn't seem like seeing it evolve at all. For actions that have an big impact on the game or on other players (attacks, big achievements), make them visible to everyone immediately but delay their effect by something like 24 hours. Opposing players could be notified when such an event happens, so that they can react to it. Do you have any other ideas how I could go about solving this ? Are there any known approaches in similar existing games ?

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  • How to build a turn-based multiplayer "real time" server

    - by jmosesman
    I want to build a TCG for mobile devices that is multiplayer over the web (not local wifi or bluetooth). As a player plays cards I want the second player to see what is being played in "real time" (within a few seconds). Only one player can play at a time. Server requirements: 1) Continuously listens for input from Player 1 2) As it receives input from Player 1, sends the message to Player 2 I know some PHP, but it seems like unless I had a loop that continued until I broke it (seems like a bad idea) the script would just receive one input and quit. On the mobile side I know I can open sockets using various frameworks, but what language allows a "stream-like" behavior that continuously listens/sends messages on the server? Or if I'm missing something, what would be the best practice here?

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  • Which algorithm used in Advance Wars type turn based games

    - by Jan de Lange
    Has anyone tried to develop, or know of an algorithm such as used in a typical turn based game like Advance Wars, where the number of objects and the number of moves per object may be too large to search through up to a reasonable depth like one would do in a game with a smaller search base like chess? There is some path-finding needed to to engage into combat, harvest, or move to an object, so that in the next move such actions are possible. With this you can build a search tree for each item, resulting in a large tree for all items. With a cost function one can determine the best moves. Then the board flips over to the player role (min/max) and the computer searches the best player move, and flips back etc. upto a number of cycles deep. Finally it has found the best move and now it's the players turn. But he may be asleep by now... So how is this done in practice? I have found several good sources on A*, DFS, BFS, evaluation / cost functions etc. But as of yet I do not see how I can put it all together.

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  • Simultaneous AI in turn based games

    - by Eduard Strehlau
    I want to hack together a roguelike. Now I thought about entity and world representation and got to a quite big problem. If you want all the AI to act simultaneously you would normally(in cellular automa for examble) just copy the cell buffer and let all action of indiviual cells depend on the copy. Actions which are not valid anymore after some cell before the cell you are currently operating on changed the original enviourment(blocking the path) are just ignored or reapplied with the "current"(between turns) environment. After all cells have acted you copy the current map to the buffer again. Now for an environment with complex AI and big(datawise) entities the copying would take too long. So I thought you could put every action and entity makes into a que(make no changes to the environment) and execute the whole que after everyone took their move. Every interaction on this que are realy interacting entities, so if a entity tries to attack another entity it sends a message to it, the consequences of the attack would be visible next turn, either by just examining the entity or asking the entity for data. This would remove problems like what happens if an entity dies middle in the cue but got actions or is messaged later on(all messages would go to null, and the messages from the entity would either just be sent or deleted(haven't decided yet) But what would happen if a monster spawns a fireball which by itself tracks the player(in the same turn). Should I add the fireball to the enviourment beforehand, so make a change to the environment before executing the action list or just add the ball to the "need updated" list as a special case so it doesn't exist in the environment and still operates on it, spawing after evaluating the action list? Are there any solutions or papers on this subject which I can take a look at? EDIT: I don't need information on writing a roguelike I need information on turn based ai in respective to a complex enviourment.

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  • Alternatives to Component Based Architecture?

    - by Ben Lakey
    Usually when I develop a game I will use an architecture like what you see below. What other architectures are popular for simple game development? I'm concerned about having a narrow view of what exists out there for architectures beyond this. Is this an example of component-based architecture? Or is this something else? What would that look like? What alternatives exist? public abstract class ComponentBase { protected final Collection<ComponentBase> subComponents = new LinkedList<ComponentBase>(); private boolean enableInput; private boolean isVisible; protected ComponentBase(boolean enableInput, boolean isVisible) { this.enableInput = enableInput; this.isVisible = isVisible; } public void render(Graphics2D graphics) { for(ComponentBase gameComponent : this.subComponents) { if(gameComponent.isVisible()) { gameComponent.render(graphics); } } } public void input(InputData input) { for(ComponentBase gameComponent : this.subComponents) { if(gameComponent.inputIsEnabled()) { gameComponent.input(input); } } } ... getters/setters ... public void update(long elapsedTimeMillis) { for(ComponentBase gameComponent : this.subComponents) { gameComponent.update(elapsedTimeMillis); } } }

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  • Software design of a browser-based strategic MMO game

    - by Mehran
    I wonder if there are any known tested software designs for Travian-like browser-based strategic MMO games? I mean how would they implement the server of such games or what is stored in database and what is stored in RAM? Is the state of the world stored in one piece or is it distributed among a number of storage? Does anyone know a resource to study the problems and solutions of creating such games? [UPDATE] Suggested in comments, I'm going to give an example how would I design such a project. Even though I'm not sure if I'm proposing the right one. Having stored the world state in a MongoDB, I would implement an event collection in which all the changes to the world will register. Changes that are meant to happen in the future will come with an action date set to the future and those that are to be carried out immediately will be set to now. Having this datastore as the central point of the system, players will issue their actions as events inserted in datastore. At the other end of the system, I'll have a constant-running software taking out events out of the datastore which are due to be carried out and not done yet. Executing an event means apply some update on the world's state and thus the datastore. As scalable as this design sounds, I'm not sure if it will be worth implementing. For one, it is pointless to cache the datastore as most of updates happen once without any follow ups. For instance if you have the growth of resources in your game, you'll be updating the whole world state periodically in which case, having incorporated a cache, you are keeping the whole world in RAM (which most likely is impossible). So can someone come up with a better design?

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  • How to implment the database for event conditions and item bonuses for a browser based game

    - by Saifis
    I am currently creating a browser based game, and was wondering what was the standard approach in making diverse conditions and status bonuses database wise. Currently considering two cases. Event Conditions Needs min 1000 gold Needs min Lv 10 Needs certain item. Needs fulfillment of another event Status Bonus Reduces damage by 20% +100 attack points Deflects certain type of attack I wish to be able to continually change these parameters during the process of production and operation, so having them hard-coded isn't the best way. All I could come up with are the following two methods. Method 1 Create a table that contains each conditions with needed attributes Have a model named conditions with all the attributes it would need to set them conditions condition_type (level, money_min, money_max item, event_aquired) condition_amount prerequisite_condition_id prerequisite_item_id Method 2 write it in a DSL form that could be interpreted later in the code Perhaps something like yaml, have a text area in the setting form and have the code interpret it. condition_foo: condition_type :level min_level: 10 condition_type :item item_id: 2 At current Method 2 looks to be more practical and flexible for future changes, trade off being that all the flex must be done on the code side. Not to sure how this is supposed to be done, is it supposed to be hard coded? separate config file? Any help would be appreciated. Added For additional info, it will be implemented with Ruby on Rails

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  • Make a turn based system like final fantasy in AS3

    - by Kaoru
    i wanted to make a turn based system like final fantasy tactics. I already created the map, which is 5x5 tiles grid and the characters which is each character places in the end of the tiles. I have 2 teams, which are named Red and Yellow. ------Red-------: First character is at 0,0. Second character is at 0,1. Third character is at0.2, fourth character is at0.3, and the last one is at0.4`. -----Yellow------: First character is at 5.0. Second character is at 5.1. Third character is at 5.2, fourth character is at 5.3, and the last one is at 5.4. I wanted Red team are moving first and make a decision (whether it is attack or wait), and after 5 characters of the Red team is already made a decision, the Yellow team is the one that make a decision (Yellow team is an AI) But, i don't know how to move my characters into the next grid (e.g: from 0,0 to 0,1) by clicking the left mouse button and also how do i display a grid (when select a move selection) that shows how many tiles that the character able to move. Anyone know about this? or how should i know more about this? is there any recommendations books or webs? And also, i don't know how to move the characters using mouse click.

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  • Turn Based Event Algorithm

    - by GamersIncoming
    I'm currently working on a small roguelike in XNA, which sees the player in a randomly generated series of dungeons fending off creeps, as you might expect. As with most roguelikes, the player makes a move, and then each of the creeps currently active on screen will make a move in turns, until all creeps have updated, and it return's to the player's go. On paper, the simple algorithm is straightforward: Player takes turn Turn Number increments For each active creep, update Position Once all active creeps have updated, allow player to take next turn However, when it comes to actually writing this in more detail, the concept becomes a bit more tricky for me. So my question comes as this: what is the best way to handle events taking turns to trigger, where the completion of each last event triggers the next, when dealing with a large number of creeps (probably stored as an array of an enemy object), and is there an easier way to create some kind of engine that just takes all objects that need updating and chains them together so their updates follow suit? I'm not asking for code, just algorithms and theory in the direction of objects triggering updates one after the other, in a turn based manner. Thanks in advance. Edited: Here's the code I currently have that is horrible :/ if (player.getTurnOver() && updateWait == 0) { if (creep[creepToUpdate].getActive()) { creep[creepToUpdate].moveObject(player, map1); updateWait = 10; } if (creepToUpdate < creep.Length -1) { creepToUpdate++; } else { creepToUpdate = 0; player.setTurnOver(false); } } if (updateWait > 0) { updateWait--; }

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  • Time Machine for Windows

    - by Kevin L.
    A simple Google search for "Time Machine for Windows" results in a flurry of different little apps. But instead of relying on forum anecdotes and advertisements, I call on the much wiser Super User beta community for some depth on this one. Having Time Machine running on Leopard is like a warm, fuzzy blanket of comfort that I never got with RAID, rsync, or SyncToy on Windows. I'm not asking the community what the "best" backup software for Windows is, but instead: Is there any true Time Machine clone for Windows, one that includes as many of the following as possible: Completely transparent, "set-it-and-forget-it" backup Incremental backups (changes only) for every hour for a day, every day for a month, and every week until the backup disk is full Ability to rebuild from this backup disk in case of main drive meltdown (the backup doesn't have to be bootable; neither are Time Machine disks) Extremely easy to use UI (target user == wife). Bonus points for a beautiful UI

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  • Why does this rsnapshot exclude not work?

    - by bstpierre
    Rsnapshot passes excludes directly to rsync, but rsync's behavior appears inconsistent. I've simplified my rsnapshot backup test to the following directory tree (this tree will be backed up): gorilla:~# find /tmp/snaptest -exec file {} \; /tmp/snaptest: directory /tmp/snaptest/SKIPTHIS: directory /tmp/snaptest/SKIPTHIS/xyz: directory /tmp/snaptest/SKIPTHIS/xyz/testing: ASCII text /tmp/snaptest/SKIPTHIS/bar: ASCII text /tmp/snaptest/SKIPTHIS/foo: ASCII text /tmp/snaptest/SKIPTHIS.txt: ASCII text My config file: config_version 1.2 snapshot_root /tmp/backup-media no_create_root 1 cmd_cp /bin/cp cmd_rm /bin/rm cmd_rsync /usr/bin/rsync cmd_ssh /usr/bin/ssh cmd_logger /usr/bin/logger cmd_du /usr/bin/du interval hourly 6 interval daily 7 interval weekly 4 interval monthly 3 verbose 3 loglevel 3 logfile /media/maxtor-one-touch/rsnapshot.log lockfile /media/maxtor-one-touch/backups/.rsnapshot.pid rsync_short_args -a rsync_long_args --delete --numeric-ids --relative --delete-excluded exclude "SKIPTHIS/**" link_dest 1 backup /tmp/snaptest snaptest The result: gorilla:~# rsnapshot -c /tmp/snaptest.conf hourly echo 12638 > /media/maxtor-one-touch/backups/.rsnapshot.pid mkdir -m 0755 -p /tmp/backup-media/hourly.0/ /usr/bin/rsync -a --delete --numeric-ids --relative --delete-excluded \ --exclude="SKIPTHIS/**" /tmp/snaptest \ /tmp/backup-media/hourly.0/snaptest touch /tmp/backup-media/hourly.0/ rm -f /media/maxtor-one-touch/backups/.rsnapshot.pid gorilla:~# find /tmp/backup-media/ -exec file {} \; /tmp/backup-media/: directory /tmp/backup-media/hourly.0: directory /tmp/backup-media/hourly.0/snaptest: directory /tmp/backup-media/hourly.0/snaptest/tmp: sticky directory /tmp/backup-media/hourly.0/snaptest/tmp/snaptest: directory /tmp/backup-media/hourly.0/snaptest/tmp/snaptest/SKIPTHIS: directory /tmp/backup-media/hourly.0/snaptest/tmp/snaptest/SKIPTHIS/xyz: directory /tmp/backup-media/hourly.0/snaptest/tmp/snaptest/SKIPTHIS/xyz/testing: ASCII text /tmp/backup-media/hourly.0/snaptest/tmp/snaptest/SKIPTHIS/bar: ASCII text /tmp/backup-media/hourly.0/snaptest/tmp/snaptest/SKIPTHIS/foo: ASCII text /tmp/backup-media/hourly.0/snaptest/tmp/snaptest/SKIPTHIS.txt: ASCII text My confusion stems from the fact that if I copy-paste the rsync command echoed by rsnapshot, the SKIPTHIS directory is excluded! (I've tested with various other SKIPTHIS patterns with the same results.) Any idea what's going on?

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  • Google I/O 2010 - Developing web apps for Chrome Web Store

    Google I/O 2010 - Developing web apps for Chrome Web Store Google I/O 2010 - Developing web apps for the Chrome Web Store Chrome 101 Erik Kay Google Chrome is a powerful platform for developing web apps. With Chrome web apps, we're making it easier for users to discover and use these apps. Learn how to build and sell apps for the Chrome Web Store. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 8 0 ratings Time: 01:00:29 More in Science & Technology

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