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  • What's a good Game development platform for a platformer game with these characteristics?

    - by Joe
    Yes, I know, the best way to make an indie game is to learn to code. I've got some scripting experience, but I want to do worldbuilding with already-existing tools (and communities surrounding those tools), and I've been really impressed with games like An Untitled Story that were made with pre-packaged toolsets at their core, like Game Maker. :) So I'm planning to make my game using either Game Maker or something like it. The basic parameters of my planned game: -2D platformer. -Physics/speed akin to Sonic the Hedgehog. -Large, non-linear world, flowing as seamlessly as possible -- think Super Metroid, but without the forced screen transitions. The first two points have me leaning toward Game Maker -- Plenty of 2D platformers have been made with it, and there are serviceable, openly available Sonic-the-Hedgehog-style physics engines for it that could be adapted to my needs with minimal muss and fuss. But the third makes me antsy -- from what limited information I hear, Game Maker has problems with large levels/boards/screens/whateveryoucallthem, thus necessitating transitions between screens. I want to avoid that if at all possible -- it would, I believe, fundamentally alter the flow of the game. I understand that generally speaking, the more you have loaded into memory the more things are going to chug (especially for a one-size-fits-all game development platform that isn't a model of efficient coding), but I'm hoping there are systems that can un-load objects that are sufficiently far offscreen and thus better produce seamlessness. Any thoughts, people? :) The sooner I can get a basic pre-fab physics engine and world-building program up and running, the sooner I can start prototyping areas and generally tooling around. Should I be looking at Game Maker, or elsewhere? (My current plan is to more-or-less build the game prototype-style, then worry about art and sound at the very end once the damn thing is playable.)

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  • Why doesn't it seem to be any development in the field of 3D VR gear, especially with regard to gaming?

    - by neuviemeporte
    I remember that way back around 1995, there was this big craze with VR in the media, a whole bunch of (mostly mediocre) games labeled as "virtual-reality-interactive-movie (...)" were published. If I recall correctly, the first 3D VR helmet was called VFX-1 and was sold bundled with Descent and some dedicated joystick. I never owned one, and I read just one review which was mostly enthusiastic, but pointed to some weak points, like the eyes getting tired after an hour or so of playing. Then the whole thing basically flickered down and died. I suppose the main reason it wasn't successful was that the hardware of the day was not powerful enough, the VR gear's design wasn't perfected to make it comfortable and natural to use, and the companies that made it failed to market it successfully. What I can't understand is why isn't there any development in the field today. There is some vr-ish hardware mostly targeted at the consoles (Kinect, Wii remote, TrackIR), but all projects of creating some 3d head-mounted display system seem to be in early infancy, appear once in a trade show somewhere and aren't heard of again. I think it could work great with head tracking and some of today's shooters, flight sims (trackIR is nice but the movement scale translation is awkward) and other games with an FPP POV. Is there any technological reason why decent vr headgear can't be made today, or is it just that nobody really cares/everyone is scared to repeat the '90s failure?

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  • How does Game Salad compare with Cocos2D in terms of 2D game development?

    - by jih
    I want to make some 2d games for iOS. I first come across cocos2d and kobold but then wanted something more graphical for rapid prototyping. I then found Game Maker which doesn't support iOS but is fairly easy to learn and then found Game Salad which supports iOS as well as other platforms. I know this question has been ask before but I want to know in terms of the types of games I want to develop what an learning investment path would be best. The types of games genre I am interest are: Side scrollers Simple games like diamond dash or ninja fruits, shanghai, etc Old fashioned zelda or dragonquest type (nintendo fan here:-) 2d adventure RPG games (real time or turn based) Mystery turn based games like carmen sandiego, wizardry, myst etc. So now the question becomes for me becomes which game development environment should I invest my time in learning. Game Salad or cocos2d? To make that decision I was wondering if experienced game programmers and help with some pointers: It would seem game salad would be great for quickies being graphical but in terms of 2d platform games etc would there be speed/performance/feature penalties? Are there certain 2d games genre of the 4 above that Game salad is better at while certain type cocos2d would be better at?

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  • How should a team share/store game content during development?

    - by irwinb
    Other than Dropbox, what out there has been especially useful for storing and sharing game content like images during development (similar feature set to Dropbox like working offline, automatic syncing and support for windows/osx)? We are looking into hosting our own SharePoint server but it seems to be really focused on documents... Maybe Box.net would work? EDIT For code, we are using Git. To be more precise, I was looking for an easy, automatic way for content produced by artists/audio engineers to be available to everyone. Features like approvals of assets don't hurt either. Following the answer linked by Tetrad, Alienbrain looked pretty interesting but..is way out of our budget (may be something to invest in in the future). What ended up doing... We were going to go with Box.net but downloading the sync apps for desktop use required us to wait to be contacted by them for some reason. We did not have much time to wait so we ended up going with Dropbox Teams. Box.net has a nice feature set but we never really felt held back without them. Thanks for the help :).

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  • rubygem Twitter4R Issues

    - by Leonardo Dario Perna
    Hi everyone, I'm trying to get started with twitter4r but I'm having some issues: Why I can't load the gem in IRB? $ sudo gem install twitter4r Successfully installed twitter4r-0.3.2 1 gem installed Installing ri documentation for twitter4r-0.3.2... Installing RDoc documentation for twitter4r-0.3.2... $ irb require 'rubygems' = false require 'twitter4r' LoadError: no such file to load -- twitter4r from /Library/Ruby/Site/1.8/rubygems/custom_require.rb:31:in `gem_original_require' from /Library/Ruby/Site/1.8/rubygems/custom_require.rb:31:in `require' from (irb):2 I've downloaded the http://files.rubyforge.vm.bytemark.co.uk/twitter4r/twitter4rails.post-0_2_4.zip app and it works only with twitter4r-0.2.4 and NOT with last version twitter4r-0.3.2: $ script/server ./script/../config/boot.rb:26:Warning: Gem::SourceIndex#search support for String patterns is deprecated, use #find_name = Booting Mongrel (use 'script/server webrick' to force WEBrick) = Rails application starting on http://0.0.0.0:3000 = Call with -d to detach = Ctrl-C to shutdown server ** Starting Mongrel listening at 0.0.0.0:3000 ** Starting Rails with development environment... Exiting /Library/Ruby/Site/1.8/rubygems/custom_require.rb:31:in `gem_original_require': no such file to load -- twitter/rails (MissingSourceFile) from /Library/Ruby/Site/1.8/rubygems/custom_require.rb:31:in `require' from /System/Library/Frameworks/Ruby.framework/Versions/1.8/usr/lib/ ruby/gems/1.8/gems/activesupport-1.4.2/lib/active_support/ dependencies.rb:495:in `require' from /System/Library/Frameworks/Ruby.framework/Versions/1.8/usr/lib/ ruby/gems/1.8/gems/activesupport-1.4.2/lib/active_support/ dependencies.rb:342:in `new_constants_in' from /System/Library/Frameworks/Ruby.framework/Versions/1.8/usr/lib/ ruby/gems/1.8/gems/activesupport-1.4.2/lib/active_support/ dependencies.rb:495:in `require' from /Users/leonardodarioperna/Projects/Kaaaki/marrakaaaki/ twitter4rails.post-0_2_4/config/environment.rb:64 from /Library/Ruby/Site/1.8/rubygems/custom_require.rb:31:in `gem_original_require' from /Library/Ruby/Site/1.8/rubygems/custom_require.rb:31:in `require' from /System/Library/Frameworks/Ruby.framework/Versions/1.8/usr/lib/ ruby/gems/1.8/gems/activesupport-1.4.2/lib/active_support/ dependencies.rb:495:in `require' ... 23 levels... from /System/Library/Frameworks/Ruby.framework/Versions/1.8/usr/lib/ ruby/gems/1.8/gems/rails-1.2.3/lib/commands/server.rb:39 from /Library/Ruby/Site/1.8/rubygems/custom_require.rb:31:in `gem_original_require' from /Library/Ruby/Site/1.8/rubygems/custom_require.rb:31:in `require' from script/server:3 Last thing, in the /config/environment.rb I need to specify: RAILS_GEM_VERSION = '1.2.3' unless defined? RAILS_GEM_VERSION if I use my last rails version: RAILS_GEM_VERSION = '2.3.4' unless defined? RAILS_GEM_VERSION I get this error: $ script/server -p3002 = Booting Mongrel = Rails 2.3.4 application starting on http://0.0.0.0:3000 /Library/Ruby/Site/1.8/rubygems.rb:280:in `activate': can't activate activerecord (= 1.15.6, runtime) for [], already activated activerecord-2.3.4 for ["rails-2.3.4"] (Gem::LoadError) from /Library/Ruby/Site/1.8/rubygems/custom_require.rb:35:in `require' from /Library/Ruby/Gems/1.8/gems/activesupport-2.3.4/lib/ active_support/dependencies.rb:156:in `require' from /Library/Ruby/Gems/1.8/gems/activesupport-2.3.4/lib/ active_support/dependencies.rb:521:in `new_constants_in' from /Library/Ruby/Gems/1.8/gems/activesupport-2.3.4/lib/ active_support/dependencies.rb:156:in `require' from /Library/Ruby/Gems/1.8/gems/twitter4r-0.2.4/lib/twitter/rails.rb: 6 from /Library/Ruby/Site/1.8/rubygems/custom_require.rb:31:in `gem_original_require' from /Library/Ruby/Site/1.8/rubygems/custom_require.rb:31:in `require' from /Library/Ruby/Gems/1.8/gems/activesupport-2.3.4/lib/ active_support/dependencies.rb:156:in `require' ... 8 levels... from /Library/Ruby/Gems/1.8/gems/rails-2.3.4/lib/commands/server.rb: 84 from /Library/Ruby/Site/1.8/rubygems/custom_require.rb:31:in `gem_original_require' from /Library/Ruby/Site/1.8/rubygems/custom_require.rb:31:in `require' from script/server:3 And that's all :-) Thank you!

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  • Concerns about Apache per-Vhost logging setup

    - by etienne
    I'm both senior developer and sysadmin in my company, so i'm trying to deal with the needs of both activities. I've set up our apache box, wich deals with 30-50 domains atm (and hopefully will grow larger) and hosts both production and development sites, with this directory structure: domains/ domains/domain.ext/ #FTPS chroot for user domain.ext domains/domain.ext/public #the DocumentRoot of http://domain.ext domains/domain.ext/logs domains/domain.ext/subdomains/sub.domain.ext domains/domain.ext/subdomains/sub.domain.ext/public #DocumentRoot of http://sub.domain.ext Each domain.ext Vhost runs with his dedicated user and group via mpm-itk, umask being 027, and the logs are stored via a piped sudo command, like this: ErrorLog "| /usr/bin/sudo -u nobody -g domain.ext tee -a domains/domain.ext/logs/sub.domain.ext_error.log" CustomLog "| /usr/bin/sudo -u nobody -g domain.ext tee -a domains/domain.ext/logs/sub.domain.ext_access.log" combined Now, i've read a lot about not letting the logs out of a very restricted directory, but the developers often need to give a quick look to a particular subdomain error log, and i don't really want to give them admin rights to look into /var/logs. Having them available into the ftp account is REALLY handy during development stages. Do you think this setup is viable and safe enough? To me it is apparently looking good, but i'm concerned about 3 security issues: -is the sudo pipe enough to deal with symlink exploits? Any catches i'm missing? -log dos: logs are in the same partition of all domains. got hundreds of gigs, but still, if one get disk-space dos'd, everything will break. Any workaround? Will a short timed logrotate suffice? -file descriptors limits: AFAIK the default limit for Apache on Ubuntu Server is currently 8192, which should be plenty enough to handle 2 log files per subdomain. Is it? Am i missing something? I hope to read some thoughts on the matter!

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  • What are best practices on virtual lab/test bed architecture?

    - by WooYek
    I am currently preparing a new small virtual environment for development and testing with Windows Server + SQL Server + AD + Sharepoint + Exchange + IIS(ASP.NET) + Biztalk + ?, for a small (up to 5) dev team. What are pros and cons on different approaches, eg. splitting up over different machines or packing everything up per machine. I your experience what are the best practices I should follow in terms of architecture and various system/servers placement. What to share and what to split per person. I would like to achieve some flexibility for the dev and testing process (so teammebers would not be steeping on each other's toes) and limit administrative effort needed to propagate settings, integrate work items and revert changes when something breaks up. It's not supposed to be an everyday development working environment, more a tier 2 developer testing environment, and not yet an integration or QA testing environment with formal change process. IMO the two borderline solutions are: creating one all-inclusive machine for each dev team member giving them freedom to manage creating shared environment managed by the one with somehow formalized change request process What golden mean would you recommend, and why?

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  • How can I share a Windows 7 library with anonymous access without using a Homegroup?

    - by Triynko
    The "homegroup" feature is useless, because it requires a password, and therefore doesn't support anonymous, no-hassle access to shares from devices such as my Sony Bravia TV and non-Windows7 machines. So I turned off homegroup and reverted to the standard shared folders protocol. I'd like to share my Music "Library", so I can play files from my TV through the Surround Sound System, but there seems to be no option to share a library folder other than through a homegroup. I don't want to have to individually share the folders that belong to the library, because that would defeat the purposes of the library, which is to manage which folders are included in the library while also providing an easily accessible view of them all at once. Does anyone know how to share a Windows 7 library without that useless homegroup feature?

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  • How can I share a Windows 7 library with anonymous access without using a Homegroup?

    - by Triynko
    The "homegroup" feature is useless, because it requires a password, and therefore doesn't support anonymous, no-hassle access to shares from devices such as my Sony Bravia TV and non-Windows7 machines. So I turned off homegroup and reverted to the standard shared folders protocol. I'd like to share my Music "Library", so I can play files from my TV through the Surround Sound System, but there seems to be no option to share a library folder other than through a homegroup. I don't want to have to individually share the folders that belong to the library, because that would defeat the purposes of the library, which is to manage which folders are included in the library while also providing an easily accessible view of them all at once. Does anyone know how to share a Windows 7 library without that useless homegroup feature?

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  • PyCrypto and GMP library not found error [Mac OS 10.6.3]

    - by sarasota
    I'm trying to install pycrypto-2.1.0 but attempt to do with 'python setup.py build' elicits: running build running build_py running build_ext warning: GMP library not found; Not building Crypto.PublicKey._fastmath. I installed GMP (gmp-4.3.2) and it's in: /usr/local/lib How do I get python/pycrypto to recognize that GMP is already present on my system? Mac OS: 10.6.3 Python version: 2.6.1

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  • Creating an Objective-C++ Static Library in Xcode

    - by helixed
    So I've developed an engine for the iPhone with which I'd like to build a couple different games. Rather than copy and paste the files for the engine inside of each game's project directory, I'd a way to link to the engine from each game, so if I need to make a change to it I only have to do so once. After reeding around a little bit, it seems like static libraries are the best way to do this on the iPhone. I created a new project called Skeleton and copied all of my engine files over to it. I used this guide to create a static library, and I imported the library into a project called Chooser. However, when I tried to compile the project, Xcode started complaining about some C++ data structures I included in a file called ControlScene.mm. Here's my build errors: "operator delete(void*)", referenced from: -[ControlScene dealloc] in libSkeleton.a(ControlScene.o) -[ControlScene init] in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t>::deallocate(operation_t*, unsigned long)in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t*>::deallocate(operation_t**, unsigned long)in libSkeleton.a(ControlScene.o) "operator new(unsigned long)", referenced from: -[ControlScene init] in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t*>::allocate(unsigned long, void const*)in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t>::allocate(unsigned long, void const*)in libSkeleton.a(ControlScene.o) "std::__throw_bad_alloc()", referenced from: __gnu_cxx::new_allocator<operation_t*>::allocate(unsigned long, void const*)in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t>::allocate(unsigned long, void const*)in libSkeleton.a(ControlScene.o) "___cxa_rethrow", referenced from: std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_create_nodes(operation_t**, operation_t**)in libSkeleton.a(ControlScene.o) std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_initialize_map(unsigned long)in libSkeleton.a(ControlScene.o) "___cxa_end_catch", referenced from: std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_create_nodes(operation_t**, operation_t**)in libSkeleton.a(ControlScene.o) std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_initialize_map(unsigned long)in libSkeleton.a(ControlScene.o) "___gxx_personality_v0", referenced from: ___gxx_personality_v0$non_lazy_ptr in libSkeleton.a(ControlScene.o) ___gxx_personality_v0$non_lazy_ptr in libSkeleton.a(MenuLayer.o) "___cxa_begin_catch", referenced from: std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_create_nodes(operation_t**, operation_t**)in libSkeleton.a(ControlScene.o) std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_initialize_map(unsigned long)in libSkeleton.a(ControlScene.o) ld: symbol(s) not found collect2: ld returned 1 exit status If anybody could offer some insight as to why these problems are occuring, I'd appreciate it. Thanks, helixed

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  • Mismatch between the program and library build versions detected

    - by Alex Farber
    I built wxWidgets on Linux using this command: ../configure --enable-shared --disable-debug It see results of this build: /usr/local/lib/wx/config/gtk2-ansi-release-2.8 /usr/local/lib/wx/include/gtk2-ansi-release-2.8/wx/setup.h wx-config output: alex@alex-linux:~$ wx-config --list Default config is gtk2-ansi-release-2.8 Default config will be used for output Alternate matches: gtk2-ansi-debug-2.8 gtk2-ansi-debug-static-2.8 gtk2-ansi-release-static-2.8 alex@alex-linux:~$ wx-config --cppflags --release 2.8 -I/usr/local/lib/wx/include/gtk2-ansi-release-2.8 -I/usr/local/include/wx-2.8 -D_FILE_OFFSET_BITS=64 -D_LARGE_FILES -D__WXGTK__ alex@alex-linux:~$ wx-config --libs --release 2.8 -L/usr/local/lib -pthread -lwx_gtk2_richtext-2.8 -lwx_gtk2_aui-2.8 -lwx_gtk2_xrc-2.8 -lwx_gtk2_qa-2.8 -lwx_gtk2_html-2.8 -lwx_gtk2_adv-2.8 -lwx_gtk2_core-2.8 -lwx_base_xml-2.8 -lwx_base_net-2.8 -lwx_base-2.8 Now I am trying to build Hello wxWidgets program with Release version: g++ -I/usr/local/lib/wx/include/gtk2-ansi-release-2.8 -I/usr/local/include/wx-2.8 -D_FILE_OFFSET_BITS=64 -D_LARGE_FILES -D__WXGTK__ hello.cpp -o hello -L/usr/local/lib -pthread -lwx_gtk2_richtext-2.8 -lwx_gtk2_aui-2.8 -lwx_gtk2_xrc-2.8 -lwx_gtk2_qa-2.8 -lwx_gtk2_html-2.8 -lwx_gtk2_adv-2.8 -lwx_gtk2_core-2.8 -lwx_base_xml-2.8 -lwx_base_net-2.8 -lwx_base-2.8 It compiles and runs successfully on my computer. Program dependencies: ldd hello linux-gate.so.1 = (0x006ef000) libwx_gtk2_richtext-2.8.so.0 = /usr/local/lib/libwx_gtk2_richtext-2.8.so.0 (0x00253000) libwx_gtk2_aui-2.8.so.0 = /usr/local/lib/libwx_gtk2_aui-2.8.so.0 (0x005ff000) libwx_gtk2_xrc-2.8.so.0 = /usr/local/lib/libwx_gtk2_xrc-2.8.so.0 (0x00110000) libwx_gtk2_qa-2.8.so.0 = /usr/local/lib/libwx_gtk2_qa-2.8.so.0 (0x00a3c000) libwx_gtk2_html-2.8.so.0 = /usr/local/lib/libwx_gtk2_html-2.8.so.0 (0x0019d000) libwx_gtk2_adv-2.8.so.0 = /usr/local/lib/libwx_gtk2_adv-2.8.so.0 (0x00c18000) libwx_gtk2_core-2.8.so.0 = /usr/local/lib/libwx_gtk2_core-2.8.so.0 (0x00ef8000) libwx_base_xml-2.8.so.0 = /usr/local/lib/libwx_base_xml-2.8.so.0 (0x0047e000) libwx_base_net-2.8.so.0 = /usr/local/lib/libwx_base_net-2.8.so.0 (0x00353000) libwx_base-2.8.so.0 = /usr/local/lib/libwx_base-2.8.so.0 (0x006f0000) ... Now I want to execute this program on another computer without wxWidgets installed. I copy the program and all shared libraries to another computer: hello libwx_gtk2_core-2.8.so libwx_base-2.8.so libwx_gtk2_core-2.8.so.0 libwx_base-2.8.so.0 libwx_gtk2_core-2.8.so.0.6.0 libwx_base-2.8.so.0.6.0 libwx_gtk2_html-2.8.so libwx_base_net-2.8.so libwx_gtk2_html-2.8.so.0 libwx_base_net-2.8.so.0 libwx_gtk2_html-2.8.so.0.6.0 libwx_base_net-2.8.so.0.6.0 libwx_gtk2_qa-2.8.so libwx_base_xml-2.8.so libwx_gtk2_qa-2.8.so.0 libwx_base_xml-2.8.so.0 libwx_gtk2_qa-2.8.so.0.6.0 libwx_base_xml-2.8.so.0.6.0 libwx_gtk2_richtext-2.8.so libwx_gtk2_adv-2.8.so libwx_gtk2_richtext-2.8.so.0 libwx_gtk2_adv-2.8.so.0 libwx_gtk2_richtext-2.8.so.0.6.0 libwx_gtk2_adv-2.8.so.0.6.0 libwx_gtk2_xrc-2.8.so libwx_gtk2_aui-2.8.so libwx_gtk2_xrc-2.8.so.0 libwx_gtk2_aui-2.8.so.0 libwx_gtk2_xrc-2.8.so.0.6.0 libwx_gtk2_aui-2.8.so.0.6.0 And run it: LD_LIBRARY_PATH=. ./hello Result: Fatal Error: Mismatch between the program and library build versions detected. The library used 2.8 (debug,ANSI,compiler with C++ ABI 1002,wx containers,compatible with 2.6), and your program used 2.8 (no debug,ANSI,compiler with C++ ABI 1002,wx containers,compatible with 2.6). ./run.sh: line 1: 1810 Aborted LD_LIBRARY_PATH=. ./hello What is wrong?

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  • C# LZO Library and Experience

    - by Hounshell
    Anyone have experience with a C# LZO compression/decompression library? LZO.NET (at http://lzo-net.sourceforge.net/ ) looks pretty alpha QuickLZ (at http://www.quicklz.com/ ) isn't stream-based and I need to compress files as they're generated and don't want to buffer the whole file in memory MiniLZO (at http://www.codeproject.com/KB/recipes/managedlzo.aspx ) is on CodeProject and I don't have a good track record with code from there working

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  • Library to work with date expressions in C#?

    - by ObligatoryMoniker
    What library can I use to calculate dates based on date expressions? A date expression would be something like: "+3D" (plus three days) "-1W" (minus one week) "-2Y+2D+1M" (minus 2 years, plus one day, plus one month) Example: DateTime EstimatedArrivalDate = CalcDate("+3D", DateTime.Now); Where estimated arrival date would equal the current date plus 3 days. I have heard about JodaTime and NodaTime but I have not seen anything in them yet that does this. What should I be using to get this functionality in C#?

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  • How to force reload all vendor/plugins in rails 2.3 (development mode)

    - by tsdbrown
    We have an application with a app/model that references another model stored in a plugin. When the app/model level is reloaded on the second and further requests and that relies on our model in vendor/plugins/... (which stays loaded) it fails (can't dup nil class). We've tried setting config.reload_plugins = true in the development.rb but this doesn't seem to do it. Does anybody know a way to handle this?

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  • UUID library for C?

    - by ptomato
    I'm looking for a UUID library for programming in C, that has a reasonable probability of being installed (or at least installable by package manager) on most modern Linux desktops, and works with pkg-config. The following two possibilities seem most obvious: OSSP UUID Libuuid from e2fsprogs Does anybody have experience with these two and can recommend one over the other, or a third possiblity?

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