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  • XNA extending the existing Content type

    - by Maarten
    We are doing a game in XNA that reacts to music. We need to do some offline processing of the music data and therefore we need a custom type containing the Song and some additional data: // Project AudioGameLibrary namespace AudioGameLibrary { public class GameTrack { public Song Song; public string Extra; } } We've added a Content Pipeline extension: // Project GameTrackProcessor namespace GameTrackProcessor { [ContentSerializerRuntimeType("AudioGameLibrary.GameTrack, AudioGameLibrary")] public class GameTrackContent { public SongContent SongContent; public string Extra; } [ContentProcessor(DisplayName = "GameTrack Processor")] public class GameTrackProcessor : ContentProcessor<AudioContent, GameTrackContent> { public GameTrackProcessor(){} public override GameTrackContent Process(AudioContent input, ContentProcessorContext context) { return new GameTrackContent() { SongContent = new SongProcessor().Process(input, context), Extra = "Some extra data" // Here we can do our processing on 'input' }; } } } Both the Library and the Pipeline extension are added to the Game Solution and references are also added. When trying to use this extension to load "gametrack.mp3" we run into problems however: // Project AudioGame protected override void LoadContent() { AudioGameLibrary.GameTrack gameTrack = Content.Load<AudioGameLibrary.GameTrack>("gametrack"); MediaPlayer.Play(gameTrack.Song); } The error message: Error loading "gametrack". File contains Microsoft.Xna.Framework.Media.Song but trying to load as AudioGameLibrary.GameTrack. AudioGame contains references to both AudioGameLibrary and GameTrackProcessor. Are we maybe missing other references?

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  • Should programmers itemize testing in testing? [on hold]

    - by Patton77
    I recently hired a programming team to do a port of my iPad app to the iPhone and Android platforms. Now, in a separate contract, I am asking them to implement a bunch of tips on how to play the app, similar like you would find in Candy Crush or Cut the Rope. They want to charge 12 hours @ $35/hr for the "Testing all of the Tips", telling me that normally it would take them more than 25 hours but that they will 'bear the difference'. I am not familiar with this level of itemization, but maybe it's a new practice? I am used to devs doing their own quality control, and then having a testing/acceptance period. They are using Cocos 2D-X, and they say that the tips going to multiple platforms makes all of the hours jack up. I feel like they might be overcharging, and it's difficult for me to know because it's kind of like with a mechanic. "It took us 5 hours to replace the radiator". How can you dispute that? It seems to me that most of you would charge for the work but NOT for hours that you are 'testing'. Am I missing something? Thanks for any help and advice you can give!

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  • Decal implementation

    - by dreta
    I had issues finding information about decals, so maybe this question will help others. The implementation is for a forward renderer. Could somebody confirm if i got decal implementation right? You define a cube of any dimension that'll define the projection volume in common space. You check for triangle intersection with the defined cube to recieve triangles that the projection will affect. You clip these triangles and save them. You then use matrix tricks to calculate UV coordinates for the saved triangles that'll reference the texture you're projecting. To do this you take the vectors representing height, width and depth of the cube in common space, so that f.e. the bottom left corner is the origin. You put that in a matrix as the i, j, k unit vectors, set the translation for the cube, then you inverse this matrix. You multiply the vertices of the saved triangles by this matrix, that way you get their coordinates inside of a 0 to 1 size cube that you use as the UV coordinates. This way you have the original triangles you're projecting onto and you have UV coordinates for them (the UV coordinates are referencing the texture you're projecting). Then you rerender the saved triangles onto the scene and they overwrite the area of projection with the projected image. Now the questions that i couldn't find answers for. Is the last point right? I've never done software clipping, but it seems error prone enough, due to limited precision, that the'll be some z fighting occuring for the projected texture. Also is the way of getting UV coordinates correct?

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  • How are events in games handled?

    - by Alex
    In may games that I have played, I have seen events being triggered, such as when you walk into a certain land area while holding a specific object, it will trigger a special creature to spawn. I was wondering, how do games deal with events such as this? Not in a specific game, but in general among games. The first thought I had was that each place has a hard-coded set of events that it will call when something happens there. However, that would be too inefficient to maintain, as when something new is added, that would require modification of every part of the game that would potentially cause the event to be called. Next up, I had the idea of maybe how GUI programming works. In all of the GUI programming I've done, you create a component and a callback function, or a listener. Then, when the user interacts when the button, the callback function is called, allowing you to do something with it. So, I was thinking that in terms of a game, when a land area gets loaded the game loops over a list of all events, creating instances of them and calling public methods to bind them to the current scene. The events themselves then handle what scene it is, and if it is a scene that pertains to the event, will call the public method of the scene to bind the event to an action. Then, when the action takes place, the scene would call all events that are bound to that action. However, I'm sure that's not how games would operate either, as that would require a lot of creating of events all the time. So how to video games handle events, are either of those methods correct, or is it something completely different?

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  • Libgdx Box2d createfixture crashes vm intermittently

    - by user45021
    I have a hard to debug problem. I have a Box2D game which creates a wheeled vehicle. I want the vehicle body to reflect when it goes from moving left to moving right. to do this i set a flag in a changelistener on a button and then in update method i destroy and recreate the body facing the other way. it works fine most of the time but if i flip the vehicle several times quickly JVM crashes. no errors nothing in log. i added system.out.prints and the errors occur in the routine that instantiates the new body and before anything gets deleted/removed so i don't think the UI is trying to access null pointers. and if it was it should throw an error. M the crash seems to be at createFixture statements. but the work most of the first time. I tried debugging but the error doesn't happen much when the flips are slow. in any case createFixture drops fairly quickly into jni. Is this a Box2D bug? Is GC the issue? From Mission Control I see the GC is collecting on a period of ooh maybe 5s and flipping slower than that mostly works. how do i debug this? i am win7 64bit with 64bit at and jdk7 64bit. libgdx-0.9.9 and sometimes libgdx-nightly-20140215.

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  • Day 6 - Game Menuing Woes and Future Screen Sneak Peeks

    - by dapostolov
    So, after my last post on Day 5 I dabbled with my game class design. I took the approach where each game objects is tightly coupled with a graphic. The good news is I got the menu working but not without some hard knocks and game growing pains. I'll explain later, but for now...here is a class diagram of my first stab at my class structure and some code...   Ok, there are few mistakes, however, I'm going to leave it as is for now... As you can see I created an inital abstract base class called GameSprite. This class when inherited will provide a simple virtual default draw method:        public virtual void DrawSprite(SpriteBatch spriteBatch)         {             spriteBatch.Draw(Sprite, Position, Color.White);         } The benefits of coding it this way allows me to inherit the class and utilise the method in the screen draw method...So regardless of what the graphic object type is it will now have the ability to render a static image on the screen. Example: public class MyStaticTreasureChest : GameSprite {} If you remember the window draw method from Day 3's post, we could use the above code as follows...         protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             foreach(var gameSprite in ListOfGameObjects)            {                 gameSprite.DrawSprite(spriteBatch);            }             spriteBatch.End();             base.Draw(gameTime);         } I have to admit the GameSprite object is pretty plain as with its DrawSprite method... But ... we now have the ability to render 3 static menu items on the screen ... BORING! I want those menu items to do something exciting, which of course involves animation... So, let's have a peek at AnimatedGameSprite in the above game diagram. The idea with the AnimatedGameSprite is that it has an image to animate...such as ... characters, fireballs, and... menus! So after inheriting from GameSprite class, I added a few more options such as UpdateSprite...         public virtual void UpdateSprite(float elapsed)         {             _totalElapsed += elapsed;             if (_totalElapsed > _timePerFrame)             {                 _frame++;                 _frame = _frame % _framecount;                 _totalElapsed -= _timePerFrame;             }         }  And an overidden DrawSprite...         public override void DrawSprite(SpriteBatch spriteBatch)         {             int FrameWidth = Sprite.Width / _framecount;             Rectangle sourcerect = new Rectangle(FrameWidth * _frame, 0, FrameWidth, Sprite.Height);             spriteBatch.Draw(Sprite, Position, sourcerect, Color.White, _rotation, _origin, _scale, SpriteEffects.None, _depth);         } With these two methods...I can animate and image, all I had to do was add a few more lines to the screens Update Method (From Day 3), like such:             float elapsed = (float) gameTime.ElapsedGameTime.TotalSeconds;             foreach (var item in ListOfAnimatedGameObjects)             {                 item.UpdateSprite(elapsed);             } And voila! My images begin to animate in one spot, on the screen... Hmm, but how do I interact with the menu items using a mouse...well the mouse cursor was easy enough... this.IsMouseVisible = true; But, to have it "interact" with an image was a bit more tricky...I had to perform collision detection!             mouseStateCurrent = Mouse.GetState();             var uiEnabledSprites = (from s in menuItems                                    where s.IsEnabled                                    select s).ToList();             foreach (var item in uiEnabledSprites)             {                 var r = new Rectangle((int)item.Position.X, (int)item.Position.Y, item.Sprite.Width, item.Sprite.Height);                 item.MenuState = MenuState.Normal;                 if (r.Intersects(new Rectangle(mouseStateCurrent.X, mouseStateCurrent.Y, 0, 0)))                 {                     item.MenuState = MenuState.Hover;                     if (mouseStatePrevious.LeftButton == ButtonState.Pressed                         && mouseStateCurrent.LeftButton == ButtonState.Released)                     {                         item.MenuState = MenuState.Pressed;                     }                 }             }             mouseStatePrevious = mouseStateCurrent; So, basically, what it is doing above is iterating through all my interactive objects and detecting a rectangle collision and the object , plays the state animation (or static image).  Lessons Learned, Time Burned... So, I think I did well to start, but after I hammered out my prototype...well...things got sloppy and I began to realise some design flaws... At the time: I couldn't seem to figure out how to open another window, such as the character creation screen Input was not event based and it was bugging me My menu design relied heavily on mouse input and I couldn't use keyboard. Mouse input, is tightly bound with graphic rendering / positioning, so its logic will have to be in each scene. Menu animations would stop mid frame, then continue when the action occured again. This is bad, because...what if I had a sword sliding onthe screen? Then it would slide a quarter of the way, then stop due to another action, then render again mid-slide... it just looked sloppy. Menu, Solved!? To solve the above problems I did a little research and I found some great code in the XNA forums. The one worth mentioning was the GameStateManagementSample. With this sample, you can create a basic "text based" menu system which allows you to swap screens, popup screens, play the game, and quit....basic game state management... In my next post I'm going to dwelve a bit more into this code and adapt it with my code from this prototype. Text based menus just won't cut it for me, for now...however, I'm still going to stick with my animated menu item idea. A sneak peek using the Game State Management Sample...with no changes made... Cool Things to Mention: At work ... I tend to break out in random conversations every-so-often and I get talking about some of my challenges with this game (or some stupid observation about something... stupid) During one conversation I was discussing how I should animate my images; I explained that I knew I had to use the Update method provided, but I didn't know how (at the time) to render an image at an appropriate "pace" and how many frames to use, etc.. I also got thinking that if a machine rendered my images faster / slower, that was surely going to f-up my animations. To which a friend, Sheldon,  answered, surely the Draw method is like a camera taking a snapshot of a scene in time. Then it clicked...I understood the big picture of the game engine... After some research I discovered that the Draw method attempts to keep a framerate of 60 fps. From what I understand, the game engine will even leave out a few calls to the draw method if it begins to slow down. This is why we want to put our sprite updates in the update method. Then using a game timer (provided by the engine), we want to render the scene based on real time passed, not framerate. So even the engine renders at 20 fps, the animations will still animate at the same real time speed! Which brings up another point. Why 60 fps? I'm speculating that Microsoft capped it because LCD's dont' refresh faster than 60 fps? On another note, If the game engine knows its falling behind in rendering...then surely we can harness this to speed up our games. Maybe I can find some flag which tell me if the game is lagging, and what the current framerate is, etc...(instead of coding it like I did last time) Sheldon, suggested maybe I can render like WoW does, in prioritised layers...I think he's onto something, however I don't think I'll have that many graphics to worry about such a problem of graphic latency. We'll see. People to Mention: Well,as you are aware I hadn't posted in a couple days and I was surprised to see a few emails and messenger queries about my game progress (and some concern as to why I stopped). I want to thank everyone for their kind words of support and put everyone at ease by stating that I do intend on completing this project. Granted I only have a few hours each night, but, I'll do it. Thank you to Garth for mailing in my next screen! That was a nice surprise! The Sneek Peek you've been waiting for... Garth has also volunteered to render me some wizard images. He was a bit shocked when I asked for them in 2D animated strips. He said I was going backward (and that I have really bad Game Development Lingo). But, I advised Garth that I will use 3D images later...for now...2D images. Garth also had some great game design ideas to add on. I advised him that I will save his ideas and include them in the future design document (for the 3d version?). Lastly, my best friend Alek, is going to join me in developing this game. This was a project we started eons ago but never completed because of our careers. Now, priorities change and we have some spare time on our hands. Let's see what trouble Alek and I can get into! Tonight I'll be uploading my prototypes and base game to a source control for both of us to work off of. D.

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  • Real Excel Templates 1.5

    - by Tim Dexter
    Not the next installment quite yet, just an update from what I knew yesterday. Right after I posted the Real Excel Templates I. Mike from the PM team got in touch to say he and Shirley had just had a meeting with a customer about the Excel Templates and all the fab features. He included BIPs extended functions, data pre-processing, sub templates and other functionality which was great new news. One caveat, much of the really new stuff, is not quite out in the wild yet. Will let you know as soon as I know more. Shirley and I shared a conversation around being able to re-group data in the templates. It's one of the most powerful features of the RTF template. Providing the ultimate flexibility in layouts. As I wrote yesterday, you need hierarchical data for Excel templates. I stand corrected, 'Of course you can do that in Excel, here's an example' said Shirley 'Very cunning Shirley, very cunning' says I. You can basically use the hidden sheet to re-group the data using native XSL. I'll cover the 'how' later. As you can see Excel templates are the new 'black' with lots of attention and more importantly development cycles to take them forward. Looks like we are going to have a great weekend weather wise here in Colorado. The yard work and pond are beckoning. Maybe the trout will be rising and I can give my rusty fly casting skills a run for their money. I need some stupid fish thou :0) See ya'll next week!

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  • How Do I Print Photos?

    - by Takkat
    Other than for Windows in Ubuntu there are no fancy utilities provided from printer manufacturers to print photos. I am aware of Gnome Photo Printer and of Photoprint, the first being easy to handle, the latter having more options. However I wonder if there are any other or maybe even better alternatives (including plugins) to perform the following tasks: Print photos in the best photo-resolution the driver offers Adjust paper size for standard values of photo papers Choose paper tray if the printer has more than one Print out multiple photos on one page including mixed sizes (grids) Multiple prints with same settings Borderless printing if the printer is capable of this Any additional options like pre-processing for color correction or noise reduction would be nice to have but are not so essential. Update According to this spec it seems not to so easy to accomplish the simple task of printing photos. Indeed all applications I have gone through have major drawbacks that make printing photos almost impossible. Below I will list what put me off using them for photo printing: Gnome Photo Printer: no thumbnails, no grids Photoprint: does not keep settings, GUI broken, no standard photo size, no thumbs Eye Of Gnome: no multiple pages, no grids Gimp + Images Grid Layout: far too many steps to finally find that prints are always different to their previews. F-Spot: no grids Picasa 3: no grids, very few fixed paper sizes, 300 dpi only flPhoto: strange GUI, no thumbs, no printer settings, did not print at all Windows: Ooops - everything works fine! But I want Ubuntu to do this! After half a pack of ink cartridges and half a pack of photo paper cards I am getting tired of testing. At least Gimp and Picasa looked promising but both don't keep their promise when it comes to printing. I'd already be happy to quickly print a few photos with EOG if bug #80220 was fixed - but it's still on "wishlist".

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  • Facebook and flash - why doesn't facebook recognise that I have flash installed?

    - by jaminday
    For some reason when I try to upload photos to facebook from the website, it tells me I need to upgrade my flash player: I definitely have flash installed, as can be seen in the picture, and working fine in youtube etc. My question is two-fold: 1) Does anyone know if this a problem with the version of flash I'm running, Ubuntu, or facebook itself? I get the same problem in Chrome and Firefox, so I know it's not the browser. 2) Is there a workaround or fix for this? As far as I can tell I'm running the very latest flash (on 64-bit Ubuntu 10.10) - but maybe that's the problem? Note: Before everyone starts jumping up and down about using Shotwell or Digikam or some such to upload photos to facebook, I know about these (and do use Shotwell at times). Unfortunately Shotwell only lets you upload to a Profile, but doesn't (as far as I can tell) let you upload to a facebook Page of which I am an administrator, so I am forced do it through the website. Using the simple uploader as seen in the first picture is horribly slow and tedious, and often times out while uploading. Of course if anyone knows of any alternate ways to upload to facebook pages I'd love to hear 'em!

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  • How do you author HDR content?

    - by Nathan Reed
    How do you make it easy for your artists to author content for an HDR renderer? What kinds of tools should you provide, and what workflows need to change, in going from LDR to HDR? Note that I'm not asking about the technical aspects of implementing an HDR renderer, but about best practices for creating materials and lighting in HDR. I've googled around a bit, but there doesn't seem to be much about this topic on the web. Can anyone point me to some good resources on this, or share their own experiences? Some specific points: Lighting - how can lighting artists pick HDR light colors? Do they have a standard LDR color picker and then a multiplier? Is the multiplier in gamma or linear space? Maybe instead of a multiplier it's a log-luminance? Or a physical brightness level, like the number of lumens? How will they know what multiplier/luminance/brightness is "correct" for a given light? Materials - how can texture artists make emissive color maps, such as neon signs, TV screens, skyboxes, etc? Can you paint one as a regular LDR (8-bit-per-channel) image and apply a multiplier (or log-luminance, etc.)? Are there cases where it's necessary to actually paint HDR images? If so, how do you go about this in Photoshop (or other software)?

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  • How to diagnose and fix Kernel Panic Fatal Machine Check error?

    - by 0x4a6f4672
    I have got a new Samsung Series 7 laptop with dual boot setup for Windows 8 and Ubuntu 12.10. A fine machine comparable to a Macbook Pro. The Ubuntu installation was quite a hassle, but with the help of Boot Repair finally it seemed to work. Or so I thought. Windows 8 starts fine, but if I want to start Ubuntu regularly the following Machine Check Exception error occurs, quite similar to this one [Hardware Error] CPU 1: Machine Check Exception: 5 Bank 6 [Hardware Error] RIP !inexact! 33 <00007fab2074598a> [Hardware Error] TSC 95b623464c ADDR fe400 MISC 3880000086 .. [similar messages for CPU 2,3 and 0] .. [Hardware Error] Machine Check: Processor context corrupt Kernel panic - not syncing: Fatal Machine Check Rebooting in 30 seconds Kernel panic does not sound good. Then it starts to reboot, and the second boot trial often works. Is it a Kernel or driver problem? The laptop has an Intel Core i7 processor. I already deactivated Hyperthreading in the BIOS, but it does not seem to help :-( I also disabled the Execute Disable Bit (EDB) flag in the BIOS. EDB is an Intel hardware-based security feature that can help reduce system exposure to viruses and malicious code. Since I disabled it, the error did occur less frequently, but it still appears occasionally :-( It seems to be the same error as described here and here. Maybe a Samsung specific Kernel problem? A similar error also happens on a Samsung Ultrabook Series 9 (which seems to be kernel bugs 49161 and 47121). At my Samsung Series 7, it still occurs for instance during booting on battery after "Checking battery state". Perhaps anyone else has an idea? These Kernel Panic errors are reallly annoying..

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  • How can I better implement A star algorithm with a very large set of nodes?

    - by Stephen
    I'm making a game with nodejs in which many enemies must converge on the player as the player moves around a relatively open space (right now it is an open field with few obstacles, but eventually there may be some small buildings in the field with 1 or 2 rooms). It's a multiplayer game using websockets, so the server needs to keep track of enemies and players. I found this javascript A* library which I've modified to be used on the server as a nodejs module. The library utilizes a Binary Heap to track the nodes for the algorithm, so it should be pretty fast (and indeed, with a small grid, say 100x100 it is lightning fast). The problem is that my game is not really tile-based. As the player moves around the map, he is moving on a more or less 1-to-1 per-pixel coordinate system (the player can move in 8 directions, 1 or 2 pixels at a time). In preliminary tests, on an 800x600 field, the path-finding can take anywhere from 400 to 1000 ms. Multiply that by 10 enemies and the game starts to get pretty choppy. I have already set it up so that each enemy will only do a path-finding call once per second or even as slow as once every 2 seconds (they have to keep updating their path because the players can move freely). But even with this long interval, there are noticeable lag spikes or chops every couple of seconds as the enemies update their paths. I'm willing to approach the problem of path-finding differently, if there's another option. I'm assuming that the real problem is the enormous grid (800x600). It also occurs to me that maybe the large arrays are to blame, as I've read that V8 has trouble with large arrays.

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  • links for 2011-03-07

    - by Bob Rhubart
    DON CIO News: DON CIO Discusses Future IT Initiatives Audio links and a little background information on a recent town hall meetings hosted by Department of the Navy Chief Information Officer Terry Halvorsen. (tags: usgov usnavy cio enterprisearchitecture) Strassmann's Blog: Why So Many Data Centers? "The idea of datacenter consolidation involves much more that applying simple technical solutions." - Paul Strassmann (tags: enterprisearchitecture datacenter consolidation) Satyajith Nair: Coherence - The next big thing for the cloud!! "Disk-based computing is fraught with performance and management issues and doing away with Disks though not practical now, maybe true in the future. This also calls for a re-think of our current application architecture which is so focussed on disk-based persistence." - Satyajith Nair (tags: oracle infosys coherence grid cloud) TechCast: GlassFish Server and WebLogic - Interoperability and Integration - Oracle media - developer Fusion VP Development Anil Gaur and Product Manager Adam Leftik explain Oracle&#39;s strategy for creating increasing integration between GlassFish Server and Oracle WebLogic Server with an overview of new features and functionality for developers in GlassFish 3.1. (tags: ping.fm) Oracle Fusion and Oracle Fusion Applications : Overview | OracleApps Epicenter So WHAT IS ORACLE FUSION? People often get confuse with this term .To start with, it will be a good idea to know the difference between Fusion (tags: ping.fm) Marc Kelderman: OSB: Automatic update of Service Acounts Solution architect Marc Kelderman shares a work-around for using different Service Accounts for multiple environments. (tags: oracle otn sca bpel soa bpm servicebus) Perfect Integration 1 - Architectural Approach "First post in a series of 5-10, I will release all my views and opinions on the Art of Integration. I challenge you to disagree, and bash me with arguments and reasoning." -- Martijn Linssen (tags: enterprisearchitecture integration) Edwin Biemond: Set the Initial Focus on a component in a Page or a Fragment Edwin says: "This is not so hard to do, but sometimes it can be tricky to find the id of a component when you use regions ( Bounded Task Flows )." (tags: oracle otn oracleace java soa) Oracle Linux and Oracle Virtualization at Collaborate 2011 Information on more than 200 Oracle-hosted sessions with the latest insights and guidance from Oracle executives, product managers, and developers. (tags: oracle virtualization linux ioug oaug)

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  • Who would be the most efficacious Patron Saint of Programmers? [closed]

    - by Peter Turner
    The purpose of this question is to find someone out there to intercede for us and help our coding (not to magically align the bytes), to inspire our daily grind of software development by their lives of heroic virtue, to unite us under a common patron and to keep us on the straight and narrow path (i.e. don't be evil). In days of yore, the professional guilds had a patron saint. Regardless of whether we have a higher tendency to be atheists or not, who would you choose as the patron saint of programmers and what would be your criteria? Some people have chosen St. Isidore of Seville, but he's more like the patron saint of Wikipedia. If you're not Catholic please don't hesitate to nominate someone, just say what your criteria is. At the very least they should be dead and have lived a life of heroic virtue - or have died trying. It's a very pragmatic and noble custom which I heartily encourage. But if you find the practice off-putting, please don't be offended. I only mean to ask this question to other like minded programmers, which I have reason to believe exist. If you add a picture and a maybe make up a prayer that'd be excellent. It doesn't have to be gilded, illuminated and rhyme, although that would be sweet.

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  • Huawei E3276 LTE uplink slow in the routing Ubuntu, but not with other devices in the LAN

    - by Mytomi
    I have a Huawei E3276 LTE dongle (12d1:14fe - 12d1:1506) and a problem with the upstream speed. The problem is not only present with Ubuntu 14.04 LTS (64 bit workstation, kernel 3.16), but also with Raspbian Jessie for Raspberry PI (kernel 3.14). Upstream seems to be always limited to 5 Mbit/s whenever I check the speed from the Linux computer that I use as a LTE router. The other computers in the LAN always get about 10-15 Mbit/s upstream, even though the traffic is routed through the same Linux computer suffering from seemingly capped uplink. Downstream speed is always fine, 25 Mbit/s. I even installed Windows 7 in the same computer as Ubuntu and the speeds are 25 Mbit/s down, 15 Mbit/s up. So the problem is not with E3276 device itself or in the mobile subscription, but in the Huawei E3276 Linux compatibility. Maybe something in the kernel? I have made sure that the matter is not with iptables rules: the speed does not noticeably increase when iptables is disabled. Turning off IPv4 forwarding does not improve speed either. I'm not sure what settings and logs do help in debugging the situation. Please ask for more details, if you have a clue what might be wrong. Thanks, Mytomi

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  • Apache no longer starts at Windows boot up

    - by w3d
    I have Apache installed as part of XAMPP - local test server. It is configured as a Windows (XP) Service. Startup type is "Automatic". For a long time now it has always started when Windows boots up, but recently this has stopped happening. I now need to start it manually via the XAMPP Control Panel - at which point it appears to start up perfectly OK. The only recent updates to the machine (that I recall) are Windows Updates - none of which appear to have "known issues" that relate to this. And updates to Google Chrome. Any ideas what could prevent Apache from starting automatically at Windows (XP) boot up? EDIT#1 There are 2 related Errors in my system event log regarding the Service Control Manager: Timeout (30000 milliseconds) waiting for the Apache2.2 service to connect. The Apache2.2 service failed to start due to the following error: The service did not respond to the start or control request in a timely fashion. When I manually start the Apache server after boot up there are 2 "information" events stating that it was "sent a start control" and that it "entered the running state". Although I notice it appears to take 19 seconds between the start control being sent and entering a running state - according to the event log. So, maybe 30 seconds during boot up isn't long enough (anymore) for Apache to start??

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  • Desktop Fun: Waterfalls Theme Wallpapers

    - by Asian Angel
    Do waterfalls remind you of exotic locations or peaceful settings far away from everyday stress? Then you will definitely want to have a look through our Waterfalls Theme Wallpaper collection. Note: Click on the picture to see the full-size image—these wallpapers vary in size so you may need to crop, stretch, or place them on a colored background in order to best match them to your screen’s resolution. For more fun wallpapers be certain to visit our new Desktop Fun section. Similar Articles Productive Geek Tips Windows 7 Welcome Screen Taking Forever? Here’s the Fix (Maybe)Desktop Fun: Starship Theme WallpapersDesktop Fun: Underwater Theme WallpapersDesktop Fun: Forest Theme WallpapersDesktop Fun: Fantasy Theme Wallpapers TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 Google Earth replacement Icon (Icons we like) Build Great Charts in Excel with Chart Advisor tinysong gives a shortened URL for you to post on Twitter (or anywhere) 10 Superb Firefox Wallpapers OpenDNS Guide Google TV

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  • Resolution Independence in libGDX

    - by ashes999
    How do I make my libGDX game resolution/density independent? Is there a way to specify image sizes as "absolute" regardless of the underlying density? I'm making a very simple kids game; just a bunch of sprites displayed on-screen, and some text for menus (options menu primarily). What I want to know is: how do I make my sprites/fonts resolution independent? (I have wrapped them in my own classes to make things easier.) Since it's a simple kids game, I don't need to worry about the "playable area" of the game; I want to use as much of the screen space as possible. What I'm doing right now, which seems super incorrect, is to simply create images suitable for large resolutions, and then scale down (or rarely, up) to fit the screen size. This seems to work okay (in the desktop version), even with linear mapping on my textures, but the smaller resolutions look ugly. Also, this seems to fly in the face of Android's "device independent pixels" (DPs). Or maybe I'm missing something and libGDX already takes care of this somehow? What's the best way to tackle this? I found this link; is this a good way of solving the problem?: http://www.dandeliongamestudio.com/2011/09/12/android-fragmentation-density-independent-pixel-dip/ It mentions how to control the images, but it doesn't mention how to specify font/image sizes regardless of density.

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  • To my lola

    - by Erik Araojo
    Originally posted on: http://geekswithblogs.net/Erik/archive/2013/06/29/153290.aspx I've been staring at the computer for a few minutes now and I honestly don't know what to write.  First I thought of writing about myself, where I was born, where I studied, where I am now... but that seems shallow.  Now that I thought about it.  I'd rather not talk about who I am because it seems irrelevant right now.  What I really want to say is..I'm sad.  Been like this for quite some time now.Nobody knows I'm sad.I tried telling my wife but I guess she didn't think it was serious.  We were having a fight when I told her so she probably thought I was just making up an excuse for my behavior.  And besides, she's not the kind of person who'd put my interests before hers especially when she's got lots of things on her mind.I'm not sad every single day.  Some days I'm perfectly fine.  I actually have no idea when I'd feel sad.  It just happens. I'd wake up cheerful and then before I go to bed I already feel depressed.  I have no idea what triggers it.  On the bed, I'd turn my back to my wife, curl up into a fetal position and start sobbing silently. Awful.  Maybe you're wondering now what's the cause of all this.My grandma passed away and I haven't completely  come to terms with that fact.  I long to see her, talk to her and hold her... but I can't do that anymore because she's gone.  I will never be able to hear her voice and feel her touch again.  To make matters worse, the only person whom I wish would stay beside me whenever I'm feeling miserable and dejected is never around.  She's either working late or out with her friends.  Such is my life at the moment.  I doubt it will improve anytime soon.

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  • Bluetooth Issues Ubuntu 13.10

    - by Eduardo
    I have a bluetooth headset which works perfectly on Ubuntu 13.04. Now I update to 13.10, and here is what's happing: After installing blueman, bluetooth-suport, pulseaudio-module-bluetooth and so on, I can find my device, pair it and connect to the headset service. But the device does not appear on the Sound Settings, so I just can't select it as input/output device. In other words, it's connected but "useless". So, searching around for solutions, I found a software called stream2ip. With this I can connect the device and it appears on the Sound Settings, the sound plays on the device as well, but I microphone does not work, even when selected on the settings, also the A2DP option still not working. Stream2ip isn't a solution at all, I mean everything was working without it in the previous Ubuntu version. Maybe I'm missing something, and I hope someone could give me any hint. And formally, the question: How can I get the A2DP output option and the input working again, on the Ubuntu 13.10? Thanks!

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  • How to ...set up new Java environment - largely interfaces...

    - by Chris Kimpton
    Hi, Looks like I need to setup a new Java environment for some interfaces we need to build. Say our system is X and we need to interfaces to systems A, B and C. Then we will be writing interfaces X-A, X-B, X-C. Our system has a bus within it, so the publishing on our side will be to the bus and the interface processes will be taking from the bus and mapping to the destination system. Its for a vendor based system - so most of the core code we can't touch. Currently thinking we will have several processes, one per interface we need to do. The question is how to structure things. Several of the APIs we need to work with are Java based. We could go EJB, but prefer to keep it simple, one process per interface, so that we can restart them individually. Similarly SOA seems overkill, although I am probably mixing my thoughts about implementations of it compared to the concepts behind it... Currently thinking that something Spring based is the way to go. In true, "leverage a new tech if possible"-style, I am thinking maybe we can shoe horn some jruby into this, perhaps to make the APIs more readable, perhaps event-machine-like and to make the interface code more business-friendly, perhaps even storing the mapping code in the DB, as ruby snippets that get mixed in... but thats an aside... So, any comments/thoughts on the Spring approach - anything more up-to-date/relevant these days. EDIT: Looking a JRuby further, I am tempted to write it fully in JRuby... in which case do we need any frameworks at all, perhaps some gems to make things clearer... Thanks in advance, Chris

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  • Update to kernel 3.12 seems to fail: uname reports old rc7

    - by carlo
    I currently run Xubuntu 13.10 with kernel 3.12 rc7. Today I tried updating to the latest 3.12 kernel (non-rc), but this seems to fail. When installing the image and headers I see the following error passing by: ... run-parts: executing /etc/kernel/postinst.d/dkms 3.12.0-031200-generic /boot/vmlinuz-3.12.0-031200-generichis Error! The dkms.conf for this module includes a BUILD_EXCLUSIVE directive which does not match this kernel/arch. This indicates that it should not be built. ... After rebooting, when I do uname -r or cat /proc/version it tells me that I'm still running on the old rc7 kernel. Since my microphone wasn't working on my Sony Vaio Pro 13 I did download and install the latest ALSA drivers using the oem-audio-hda-daily-dkms package which seem to fix the problem (with the mic). Maybe this has something to do with it? I also tried removing the package using sudo apt-get purge oem-audio-hda-daily-dkms but no success.

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  • Load different levels in XML

    - by Anearion
    my question is more about a theoretical gener than a pratical way to make things happen. I'm about start developing a game for android, text based so i won't need sprites or animation, nor a game engine. Let's say is similar to a sudoku game, where each level is an harder version of sudoku and each level has some question to be asnwered over the sudoku itself. I was wondering if the better way is to have only one XML and then inside all the different levels, each one with his meta-tags, or if the different approach of making n xml files where each one is a level is preferred. At the moment a level should have those tags: <level> <question>Question_1</question> <hint1>what does it do?</hint1> <hint2>where...</hint2> .... <hintN>how...</hintN> </level> So each level could have some items to read and that's what made me think that maybe different files are better cuz if i have to load lvl 10 i can read only the 10.xml file. I hope my question isn't too stupind. Thanks in advance

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  • Functional Methods on Collections

    - by GlenPeterson
    I'm learning Scala and am a little bewildered by all the methods (higher-order functions) available on the collections. Which ones produce more results than the original collection, which ones produce less, and which are most appropriate for a given problem? Though I'm studying Scala, I think this would pertain to most modern functional languages (Clojure, Haskell) and also to Java 8 which introduces these methods on Java collections. Specifically, right now I'm wondering about map with filter vs. fold/reduce. I was delighted that using foldRight() can yield the same result as a map(...).filter(...) with only one traversal of the underlying collection. But a friend pointed out that foldRight() may force sequential processing while map() is friendlier to being processed by multiple processors in parallel. Maybe this is why mapReduce() is so popular? More generally, I'm still sometimes surprised when I chain several of these methods together to get back a List(List()) or to pass a List(List()) and get back just a List(). For instance, when would I use: collection.map(a => a.map(b => ...)) vs. collection.map(a => ...).map(b => ...) The for/yield command does nothing to help this confusion. Am I asking about the difference between a "fold" and "unfold" operation? Am I trying to jam too many questions into one? I think there may be an underlying concept that, if I understood it, might answer all these questions, or at least tie the answers together.

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  • Can't complete dropbox installation from behind proxy

    - by Mark Jones
    Problem: My PC on campus sits behind a proxy (requiring authentication) and I can't setup Dropbox. I am convinced that this is a proxy issue as I can't setup Ubuntu one either (but I don't use Ubuntu One so that is not a problem). I have looked at the Ubuntu One fix but it seems to be to modify settings explicitly related to Ubuntu One. I can install the nautilus-dropbox package (compiled from source and from .deb package from website and from software centre) but once I click OK from the "Dropbox Installation" dialog box (prompting me to download the proprietary daemon) the installation just freezes with the OK button pressed. When I look at its process in System Monitor its waiting channel is inet_wait_for_connect. I have set the following proxy directives thus far: Added mj22:**@proxy.waikato.ac.nz:80 information to network proxy settings under network in settings. Added http_host and http_port variables under gconf-editor-system-proxy Added 'host', 'authentication_password' 'authentication_user' and ticked 'user authentication' and 'use_http_proxy' under gconf-editor-system-http_proxy Added export http_proxy="http://mj22:**@proxy.waikato.ac.nz:80/" to /etc/bash.bashrc Added Acquire::http::proxy "http://mj22:**@proxy.waikato.ac.nz:80/"; to /etc/apt/apt.conf (which is what I imagine is letting Software Center retrieve packages). (where ** is my password) I have also added the equivalent ftp and https lines for the above entries. I get the internet fine and Software Centre can download packages but thats it. Related issues: The software centre can't fetch reviews (but can download packages). When trying to add an online account in Gnome 3 a dialog pop up appears with "Error getting a Request Token: Cannot connect to proxy (proxy.waikato.ac.nz)" Updates: After some time (10mins ish) Dropbox shows an error dialog box that reads: Trouble connecting to Dropbox servers. Maybe your internet connection is down, or you need to set you http_proxy environment variable. Is there a way I can see what environment variables are currently set?

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