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  • How to make Xbox joypad work with Bastion?

    - by Alistair Buxton
    I have an XBox joypad: Bus 005 Device 004: ID 045e:0289 Microsoft Corp. Xbox Controller S When I start Bastion from the terminal the following is output: Number of joysticks: 1 Number of buttons for joystick: 0 - 10 Number of axes for joystick: 0 - 6 Number of PovHats for joystick: 0 - 1 When I load up the game it displays a message "press any key" and at this point, if I press a button on the joypad it advances to the main menu. However, the up/down/left/right controls do not work and the button will not operate the menu. When I enter the control configuration, the joypad section is disabled and displays a message "joypad not detected." If I enter the control customization and try to reconfigure one of the controls, noises can be heard when pressing joypad buttons, but the input is otherwise ignored. Further information which may or may not be relevant: My controller is an original Xbox controller, not a 360 controller. XNA games on Windows apparently only work with Xbox360 controllers because they use xinput rather than direct input, see eg here. My controller works (almost) properly with MonoGame trunk samples, but Bastion uses a modified MonoGame and crashes when run against trunk, so I can't add debugging to see where the problem is. Bug can also be reproduced with a Xbox 360 wired controller.

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  • AceCypher is an Addictive Cypher Slide Puzzle Game

    - by Akemi Iwaya
    Are you ready for a game that will test your logical thinking skills while providing hours of fun? Then you may want to have a look at this awesome cypher slide puzzler! AceCypher is great puzzle game for those times when you only have a few minutes to play or want a fun way to pass the time while relaxing. The overall premise and style of game play for AceCypher is simple. You move individual rows (left, right) or columns (up, down) one space at a time in order to shift the positions of numbers on the game board through ’round-a-bout’ trading. The goal is to make the four numbers in the red square match the code shown in the upper right corner (including positions). Sounds simple so far, right? But the challenge comes from the random boards you will be given to work with…some will not be too hard to solve while others will tax your brain (and patience!) quite well.     

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  • Ubuntu's security, Gaming, X server, situation [closed]

    - by ShortCircuit
    Little background story. So when I first heard about the NSA spying on people I wasn't surprised, it also was the reason why I switched to Ubuntu. (Full time) It had it's disadvantages when comparing to Windows and it's AAA games and other stuff. My best friend is somewhat upset about me, using full time Ubuntu, because we play a game named "Dayz (an addon for Arma II)" and WineHQ wasn't of any help. Not to mention that he keeps asking me if WineHQ can run Dayz, but he clearly doesn't understand the situation of WineHQ, that it's free, that you have to be happy with what you got at the moment. (I'm not going to dual boot because, how else is gaming on Ubuntu/Linux going to happen?) But whenever I was in a nasty situation where I could do something so simply on Windows and not/hard on Ubuntu, I always thought "It's almost virus free, It's free, No one is spying on me." My Questions: My English isn't all that good, so could some one simplify/explain what the hell is going on the below standing link? Ubuntu Spyware: What to Do? https://www.gnu.org/philosophy/ubuntu-spyware.html When will gaming on Linux/Ubuntu be a real thing? I've heard that the X server's code is a mess and that Wayland will replace X server. When/will this come reality? (I might have understood this wrong.)

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  • Diablo 3 "freezes" periodically

    - by Shauna
    I'm running Diablo 3 (start edition, digital download) on the following: Ubuntu 12.04 64-bit (stock Unity, Gnome, etc; kernel version 3.2.0-29-generic) Wine version 1.5.11 (base, from Wine's PPA, game started with setarch i386 -3) Intel i7 920 CPU nVidia GTX260 with driver version 295.49 ("post-release updates" entry within the proprietary drivers tool), dual monitors 6GB RAM Every so often (and what appears to be at random), the game video will freeze up. I can still move the mouse, and it reacts to ctrl+alt+f2 to drop into text mode, but I can't get back to the desktop (which means I can check terminal to see what's going on after launching from terminal, especially since even in windowed mode, the secondary screen gets shut off by the game), and I can't continue to play the game. In order to get it running again, I have to restart lightdm, then relaunch the game (or, in a couple of rare cases, I had to restart the computer entirely, because running sudo service lightdmn [stop/start] doesn't appear to react). Turning down the video settings seems to have helped in some cases, but not all of them. Times it's frozen on me: The beginning of The Fallen Start quest part 6 - kill the Wretched Mother, right as you walk out of New Tristram and engage in the monsters on the northern path (repeatedly froze here until I adjusted the graphics down) Within the cinematic/event upon finding Deckard Cain While fighting the skeletons to protect Deckard Cain When about to enter Leoric's passage after Cain sends you back to where you found him That's as far as I've gotten through the game so far. Additionally, this doesn't happen on other games I play and seems to only occur with Diablo 3. Has anyone else run into this issue and know a possible cause or fix, or at least know where I can look (and what to look for) to figure out why this is happening?

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  • Connecting PS3 dualshock on Ubuntu 14.04 with 3.13.0-34-generic?

    - by 5th Wheel
    The last entries/queries I can find about PS3 dual shock controller are dealing with older kernel versions. It looks like there may still be a problem with using the PS3 dual shock via USB(or bluetooth) with 14.04? I'm only guessing because I get no sign of detection or input when I plug in the USB. When I run dmesg | grep sony [ 4687.762302] sony 0003:054C:0268.0003: can't set operational mode [ 4687.770639] sony: probe of 0003:054C:0268.0003 failed with error -38 So at this point, I don't know if it's worth running : sudo apt-get install xboxdrv I also found this article LINK but it's dated 01/2013. I was considering installing steam, and checking out some of the games. There are a few in particular I want to check out, but I'm afraid of purchasing them and then my controller does not work. I don't have a ps3, I just have the controller for Sixaxis/emulator/Android set up... I see mentions for QTsixa and xboxdrv, but the posts are at least a year old(older distibution/kernels) Ideally, I'd like to just plug in USB, and play. No Bluetooth.

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  • How to debug a fatal system crash - [graphical loop DOTA2]?

    - by Huw
    Whilst playing DOTA2, I occasionally and apparently randomly seem to be experiencing a fatal crash where the display freezes fixed and the audio loops over approx the last .5 of a second. Now, I'm interested in resolving this - but my trouble is I don't know where to start. The error appears non-reproducible (I've tried returning to games and deploying the same combination of events in hopes of pinning to to a certain shader etc), and I don't know which part of 'the stack' it might be coming from. Variables that occur to me: I custom build this system, did I do something wrong - is my PSU not providing enough power to the graphics card? I am running Steam and DOTA under Linux, could this new software have a bug Might it be something to do with my ATI Catalyst graphics drivers Is some other background process interfering I'm usually mid game when this occurs, so i quickly kill the power and reboot (when i'm lucky i can get back in with only 1-2 mins lost!). So my question here relates to logs. Where should I start to look or how might I set up logs to help me pin down a fatal crash of this kind by recording moments up to / before a crash and is this likely to be something I should push Steam to do, or is there something at a system level? Then perhaps I can return with a more specific question and perhaps even a bug report :) Many thanks in advance.

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  • Unreal Torunament (UT99) no sound in 12.04?

    - by Talas
    I've been trying to get sound working in Unreal Torunament for a couple of days now. I'm using the native Unreal Tournament version, not wine or something like that. I have sound in all other games and media applications that I have tried. In older ubuntu versions it worked fine. I'm now using kubuntu 12.04, I have all the alsa-oss and oss-compat packages installed. I have followed most of the advice out there, and it all seems to fall on padsp and aoss. My problem, however, is that even when trying to use padsp or aoss, I can't get any sound at all. (Note UT has two output modes: ALAudio and Generic(OSS), I have tried both). Is there some configuration required to use padsp or aoss correctly? I have ran it like padsp ./ut and aoss ./ut If using the AL backend in UT I get (both aoss and padsp give this): Bound to ALAudio.so open /dev/dsp: Invalid argument Audio initialization failed. If using the OSS backend in UT I get (both aoss and padsp give this): Bound to Audio.so Failed to open audio device. Audio initialization failed. Note that so far, I have gotten absolutely no sound. Thanks for any help!

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  • How can I get the following compiled on UVA?

    - by Michael Tsang
    Note the comment below. It cannot compiled on UVA because of a bug in GCC. #include <cstdio> #include <cstring> #include <cctype> #include <map> #include <stdexcept> class Board { public: bool read(FILE *); enum Colour {none, white, black}; Colour check() const; private: struct Index { size_t x; size_t y; Index &operator+=(const Index &) throw(std::range_error); Index operator+(const Index &) const throw(std::range_error); }; const static std::size_t size = 8; char data[size][size]; // Cannot be compiled on GCC 4.1.2 due to GCC bug 29993 // http://gcc.gnu.org/bugzilla/show_bug.cgi?id=29993 typedef bool CheckFunction(Colour, const Index &) const; CheckFunction pawn, knight, bishop, king, rook; bool queen(const Colour c, const Index &location) const { return rook(c, location) || bishop(c, location); } static char get_king(Colour c) { return c == white ? 'k' : 'K'; } template<std::size_t n> bool check_consecutive(Colour c, const Index &location, const Index (&offsets)[n]) const { for(const Index *p = offsets; p != (&offsets)[1]; ++p) { try { Index target = location + *p; for(; data[target.x][target.y] == '.'; target += *p) { } if(data[target.x][target.y] == get_king(c)) return true; } catch(std::range_error &) { } } return false; } template<std::size_t n> bool check_distinct(Colour c, const Index &location, const Index (&offsets)[n]) const { for(const Index *p = offsets; p != (&offsets)[1]; ++p) { try { Index target = location + *p; if(data[target.x][target.y] == get_king(c)) return true; } catch(std::range_error &) { } } return false; } }; int main() { Board board; for(int d = 1; board.read(stdin); ++d) { Board::Colour c = board.check(); const char *sp; switch(c) { case Board::black: sp = "white"; break; case Board::white: sp = "black"; break; case Board::none: sp = "no"; break; } std::printf("Game #%d: %s king is in check.\n", d, sp); std::getchar(); // discard empty line } } bool Board::read(FILE *f) { static const char empty[] = "........" "........" "........" "........" "........" "........" "........" "........"; // 64 dots for(char (*p)[size] = data; p != (&data)[1]; ++p) { std::fread(*p, size, 1, f); std::fgetc(f); // discard new-line } return std::memcmp(empty, data, sizeof data); } Board::Colour Board::check() const { std::map<char, CheckFunction Board::*> fp; fp['P'] = &Board::pawn; fp['N'] = &Board::knight; fp['B'] = &Board::bishop; fp['Q'] = &Board::queen; fp['K'] = &Board::king; fp['R'] = &Board::rook; for(std::size_t i = 0; i != size; ++i) { for(std::size_t j = 0; j != size; ++j) { CheckFunction Board::* p = fp[std::toupper(data[i][j])]; if(p) { Colour ret; if(std::isupper(data[i][j])) ret = white; else ret = black; if((this->*p)(ret, (Index){i, j}/* C99 extension */)) return ret; } } } return none; } bool Board::pawn(const Colour c, const Index &location) const { const std::ptrdiff_t sh = c == white ? -1 : 1; const Index offsets[] = { {sh, 1}, {sh, -1} }; return check_distinct(c, location, offsets); } bool Board::knight(const Colour c, const Index &location) const { static const Index offsets[] = { {1, 2}, {2, 1}, {2, -1}, {1, -2}, {-1, -2}, {-2, -1}, {-2, 1}, {-1, 2} }; return check_distinct(c, location, offsets); } bool Board::bishop(const Colour c, const Index &location) const { static const Index offsets[] = { {1, 1}, {1, -1}, {-1, -1}, {-1, 1} }; return check_consecutive(c, location, offsets); } bool Board::rook(const Colour c, const Index &location) const { static const Index offsets[] = { {1, 0}, {0, -1}, {0, 1}, {-1, 0} }; return check_consecutive(c, location, offsets); } bool Board::king(const Colour c, const Index &location) const { static const Index offsets[] = { {-1, -1}, {-1, 0}, {-1, 1}, {0, 1}, {1, 1}, {1, 0}, {1, -1}, {0, -1} }; return check_distinct(c, location, offsets); } Board::Index &Board::Index::operator+=(const Index &rhs) throw(std::range_error) { if(x + rhs.x >= size || y + rhs.y >= size) throw std::range_error("result is larger than size"); x += rhs.x; y += rhs.y; return *this; } Board::Index Board::Index::operator+(const Index &rhs) const throw(std::range_error) { Index ret = *this; return ret += rhs; }

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  • XNA Notes 007

    - by George Clingerman
    Every week I keep wondering if there’s going to be enough activity in the community to keep doing these notes on a weekly basis and every week I’m reminded of just how awesome and active the XNA community is. There’s engines being made, tutorials being created, games being crafted. There’s information being shared, questions being answered and then there’s another whole community around the Xbox LIVE Indie Games themselves. It’s really incredibly to just watch all that’s going on and I’m glad I’m playing a small part in all of this. So here’s what I noticed happening in the XNA community last week. If there’s things I’m missing, always feel free to let me know. I love learning about new corners of the XNA community that I wasn’t aware of or just have been missing! XNA Developers: Uditha Bandara held an XNA Game Development Workshops at Singapore Universities http://uditha.wordpress.com/2011/02/18/xna-game-development-workshops-at-singapore-universities-event-update/ Binary Tweed gives his talks about Indie City and gives his opinion on the false promise of digital distribution http://www.develop-online.net/news/37053/OPINION-The-false-promise-of-digital-distribution Kris Steele posts his Trivia or Die postmortem http://www.krissteele.net/blogdetails.aspx?id=246 @MadNinjaSkills (James Johnston) posts his feelings on testing for XBLIG http://www.ezmuze.co.uk/101 Simon (@DDReaper) posts hints and tips for XNA developers to help get the size of their projects down http://twitter.com/#!/DDReaper/status/38279440924545024 http://xna-uk.net/blogs/darkgenesis/archive/2011/02/17/look-at-the-size-of-that-thing.aspx Michael B. McLaughlin proving why he should be an XNA MVP posts the list of commonly used value types in XNA games http://geekswithblogs.net/mikebmcl/archive/2011/02/17/list-of-commonly-used-value-types-in-xna-games.aspx http://twitter.com/#!/mikebmcl/status/38166541354811392 Paul Powell (@ITSligoPaul) posts about a common sprite batch as a game service http://itspaulsblog.blogspot.com/2011/02/xna-common-sprite-batch-as-game-service.html @SigilXNA (John Defenbaugh) posts his new level editor video for the sequel to Opac’s Journey http://twitter.com/SigilXNA/statuses/36548174373982209 http://twitter.com/#!/SigilXNA/status/36548174373982209 http://youtu.be/QHbmxB_2AW8 @jwatte updates kW Animation for XNA 4.0 http://www.enchantedage.com/xna-animation @DSebJ posts Blender to SunBurn http://twitter.com/#!/DSebJ/status/36564920224976896 http://dsebj.evolvingsoftware.com/?p=187 Ads and WP7 Games - @mechaghost shares his revenue data for his ad based games http://www.occasionalgamer.com/2011/02/09/ads-and-wp7-games/ Xbox LIVE Indie Games (XBLIG): Steven Hurdle posts day 100 of his quest to find a fantastic XBLIG purchase every day http://writingsofmassdeduction.com/2011/02/17/day-100-radiangames-ballistic/ Xbox 360 Indie Game Buying Guide - 12 games for $60 including several Xbox LIVE Indie games! (although if the XNA community was asked we could have recommended 60 games for $60...) http://www.indiegamemag.com/xbox360-indie-games-buying-guide/ The best selling Xbox LIVE Indie games of 2010 http://www.1up.com/news/xbox-live-most-popular-games I’d buy that for a dollar! - the California Literary Review points out a few gems on the XBLIG marketplace (and other places) where you can game on the cheap. http://calitreview.com/14125 Armless Octopus Episode 39 - The Indie Gem Octocast http://www.armlessoctopus.com/2011/02/17/armless-octocast-episode-39-the-indie-gem-octocast/ Ska Studios posts a plethora of updates http://www.ska-studios.com/2011/02/11/good-morning-gato-49/ http://www.ska-studios.com/2011/02/14/vampire-smile-valentines/ http://www.ska-studios.com/2011/02/16/the-dishwasher-vs-finds-a-home/ Kotaku posts about the Xbox LIVE Indie Game that makes you go Pew Pew Pew Pew Pew Pew http://kotaku.com/#!5760632/the-game-that-makes-you-go-pew-pew-pew-pew-pew-pew-pew GameMarx continues to be active and doing a ton for the XBLIG community reviews and Top 5 indie games of the week 2/4-2/10 http://www.gamemarx.com/video/the-show/22/ep-9-february-11-2010.aspx a new podcast Xbox Indie New Releases http://twitter.com/#!/gamemarx/status/36888849107910656 http://www.gamemarx.com/news/2011/02/13/a-new-podcast-xbox-indie-new-releases.aspx @MasterBlud uploads Indocalypse XBLIG Collections #2 http://www.youtube.com/watch?v=uzCZSv075mc&feature=youtu.be&a http://twitter.com/#!/MasterBlud/status/37100029697064960 Just Press Start interviews Michael Hicks from MichaelArts, 18 year old creator of Honor in Vengeance http://justpressstart.net/?p=465 Achievement Locked interviews Kris Steele of FunInfused Games http://xboxindies.wordpress.com/2011/02/11/interview-fun-infused-games/ XNA Game Development: XNA -UK launches their XAP test service to help the XNA community http://xna-uk.net/blogs/news/archive/2011/02/18/xna-uk-xap-test-service-now-live.aspx Transmute shows off a video of the standard character editor http://www.youtube.com/watch?v=qqH6gErG948&feature=youtu.be Microsoft Tech Student introduces their first tech student of the month.  Meet Daniel Van Tassel from the University of Utah and learn how he created an Xbox LIVE Indie Game using XNA Studio http://blogs.msdn.com/b/techstudent/archive/2010/12/22/introducing-our-first-tech-student-of-the-month-daniel-van-tassel.aspx XNA for Silverlight Developers Part 3 - Animation (transforms) http://www.silverlightshow.net/items/XNA-for-Silverlight-developers-Part-3-Animation-transforms.aspx XNA for Silverlight Developers Part 4 - Animation (frame based) http://www.silverlightshow.net/items/XNA-for-Silverlight-developers-Part-4-Animation-frame-based.aspx @suhinini tweets about an XNA Sprite Font generation tool http://twitter.com/#!/suhinini/status/36841370131890176 http://www.nubik.com/SpriteFont/ XNATouch 1.5 is out and in it’s words is faster, simpler, more reliable and has the XNA 4.0 API http://monogame.codeplex.com/releases/view/60815 IndieCity is hosting marketing workshops for Indie Developers (UK and US) http://forums.create.msdn.com/forums/p/75197/457654.aspx#457654 New York Students - Learn XNA and Silverlight for Xbox 360 and Windows Phone 7 http://forums.create.msdn.com/forums/p/72753/456964.aspx#456964 http://blogs.msdn.com/b/andrewparsons/archive/2011/01/13/learn-to-build-your-own-games-for-xbox-360-and-windows-phone-7.aspx http://blogs.msdn.com/b/andrewparsons/archive/2011/01/13/build-a-game-in-48-hours-win-a-kinect-or-windows-phone-7.aspx Extra Credits: Videogame Music http://www.escapistmagazine.com/videos/view/extra-credits/2019-Videogame-Music Steve Pavlina posts an article with useful information for all XNA/XBLIG developers http://www.stevepavlina.com/blog/2011/02/completion-vs-perfection/

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  • Dual Monitor/Xinerama not working; cannot even detect on-board graphic card

    - by Steven H
    I have Kubuntu 12.04 and two identical VGA monitors. One I plugged via DVI-VGA adapter into the DVI port of my discrete AMD Radeon HD 6670, the other into the VGA port of my on-board graphic card (Radeon HD 6410D). After installing Kubuntu I got a black screen, so I booted with nomodeset and installed AMD's catalyst drivers but only the monitor plugged into the discrete graphic card worked. Using lspci I saw that the on-board graphics was not listed. Then I found in the BIOS settings the options "Surround View" and "Onboard Dual Link DVI" both disabled. After enabling both, the on-board graphics card shows up in lspci but in amdcccle, it only shows as [Uknown display]Uknown adapter. When I try to enable xinerama, I get a black screen after rebooting on both monitors. I tried several options and hints from the web but nothing worked so far. I also reinstalled the AMD drivers several times. What should I do?

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  • Wired : "Japanese despise western games" - how much is it true?

    - by user712092
    Wired has article that western games are seen as "bad games". Why is that? If that is true, than what do they see as bad? This article, i think, is biased towards western games: “The other day,” says Q Entertainment’s Mielke, “I was having lunch with a friend and I said, ‘Have you ever played StarCraft?’ And he said, ‘What’s StarCraft?’ Sometimes it’s just really shocking that their gaming vocabulary isn’t as extensive as it could be. I think Japanese game developers need to start playing other people’s games to open their minds, just like a writer might want to read classic literature to be inspired.” Rather than trusting such articles, I rather ask here.

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  • ideas on multiplayer games which include lots of collaboration?

    - by user494461
    For my master thesis I wanted to design a small multiplayer game which includes more than one player(maybe 5), has 2-3 players collaborating at a time to achieve some task. The most important thing is realistic simulation of the movable objects in the scene which more than one player should simultaneously interact with. I would also prefer large virtual environments (VEs) like mmogs where groups of players are interacting in different areas of the VE. tasks for players should include 2-3 players touching movable objects at same time. e,g, a very basic task can be users lifting a cube together and pushing it through a hole I am not new to designing virtual environments with openGL, but have never designed games before and rarely play other than few of my favorite ones like Fifa. I wanted some ideas on what kind of games should I look at which should help me with ideas for my tasks for the users to gain points and win in games? any current indie games which might inspire me?

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  • APress Deal of the Day 15/Jan/2011 - Windows Mobile Game Development: Building games for the Windows Phone and other mobile devices

    - by TATWORTH
    Todays Apress $10 deal of the the day is: Windows Mobile Game Development: Building games for the Windows Phone and other mobile devices This book will provide you with a comprehensive guide to developing games for both the Windows Mobile platform and the Windows Phone using the industry standard programming languages C# and VB.NET. $49.99 | Published Apr 2010 | The book dates from the VS2005/VS2008 era but should still be useful to VS2010 developers. Given that such games development can now be done within Visual Studio. Whilst these devices use the Compact Framework instead of the standard Dot Net Framework, it is still a familiar envirnment. This book should be of benefit not just to games developers but to anyone with an interest in development for mobile phones.

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  • Which Single Board Computer vendors do you recommend? [closed]

    - by jamiec
    We are a small company looking to run our software on devices with a Single Board Computer. We are deciding which vendor to go with. It would be nice to hear your recommendations. Doing a quick search for "Single Board Computer vendors" yields several options. WinSystems, Tri-M, etc. Based on your experience which of these companies do you recommend? We need to run Windows XPe. The board needs to be x86, with USB and ethernet interfaces. I agree that this is really close to off-topic. And almost like asking which car company do you like?

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  • How do I pass a custom field to a hook (Invision Power Board [ipb] / PHP)

    - by Julian Young
    A long shot but here's hoping someone has some experience coding PHP hooks for Invisions Power Board forum. I'm attempting to code a status addition and the PHP works fine on it's own, it's the passing of the IPB's reference to my hook that is the issue. I.E. You setup a custom field in your forum for MSN Username, then from within a skin / template hook you pass the custom field to the hook and then use your PHP code to check on the status. Here is the IPB skin code I am hooking into on Global-userInfoPane... <if test="authorcfields:|:$author['custom_fields'] != """> <foreach loop="customFieldsOuter:$author['custom_fields'] as $group => $data"> <foreach loop="customFields:$author['custom_fields'][ $group ] as $field"> <if test="$field != ''"> <li> {$field} </li> </if> </foreach> </foreach> </if> Although I could easily add my own skin hook here. i.e. <if test="myHookHere:|:1===1"></if> Literally all I need is a single custom field entry from here passed to my hook. If I query every member when the hook is run then that will result in many extra sql queries per page view. All I want to do is pass that specific custom field to the hook... i.e. myHookHere( $customfield['msn_username'] ) Is this possible? How do you reference the customfield? Can I execute pure PHP from here? Appreciate anyone that can help! I tried the official invision forums but not had much luck.

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  • Programmer Puzzle: Encoding a chess board state throughout a game

    - by Andrew Rollings
    Not strictly a question, more of a puzzle... Over the years, I've been involved in a few technical interviews of new employees. Other than asking the standard "do you know X technology" questions, I've also tried to get a feel for how they approach problems. Typically, I'd send them the question by email the day before the interview, and expect them to come up with a solution by the following day. Often the results would be quite interesting - wrong, but interesting - and the person would still get my recommendation if they could explain why they took a particular approach. So I thought I'd throw one of my questions out there for the Stack Overflow audience. Question: What is the most space-efficient way you can think of to encode the state of a chess game (or subset thereof)? That is, given a chess board with the pieces arranged legally, encode both this initial state and all subsequent legal moves taken by the players in the game. No code required for the answer, just a description of the algorithm you would use. EDIT: As one of the posters has pointed out, I didn't consider the time interval between moves. Feel free to account for that too as an optional extra :) EDIT2: Just for additional clarification... Remember, the encoder/decoder is rule-aware. The only things that really need to be stored are the player's choices - anything else can be assumed to be known by the encoder/decoder. EDIT3: It's going to be difficult to pick a winner here :) Lots of great answers!

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  • Number of ways to place kings on chess board

    - by Rakesh
    You have an N x N chessboard and you wish to place N kings on it. Each row and column should contain exactly one king, and no two kings should attack each other (two kings attack each other if they are present in squares which share a corner). The kings in the first K rows of the board have already been placed. You are given the positions of these kings as an array pos[ ]. pos[i] is the column in which the king in the ith row has already been placed. All indices are 0-indexed. In how many ways can the remaining kings be placed? Input: The first line contains the number of test cases T. T test cases follow. Each test case contains N and K on the first line, followed by a line having K integers, denoting the array pos[ ] as described above. Output: Output the number of ways to place kings in the remaining rows satisfying the above conditions. Output all numbers modulo 1000000007. Constraints: 1 <= T <= 20 1 <= N <= 16 0 <= K <= N 0 <= pos_i < N The kings specified in the input will be in different columns and not attack each other. Sample Input: 5 4 1 2 3 0 5 2 1 3 4 4 1 3 0 2 6 1 2 Sample Output: 1 0 2 1 18 Explanation: For the first example, there is a king already placed at row 0 and column 2. The king in the second row must belong to column 0. The king in the third row must belong to column 3, and the last king must beong to column 1. Thus there is only 1 valid placement. For the second example, there is no valid placement. How should i approach this problem

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  • Linux USB debug connection to LuminaryMicro evaluation board

    - by mikelong
    Hi, I am trying to connect a Stellaris LM3S8962 evaluation kit to a linux host machine. I am using the CodeSourcery G++ for the development toolchain. When I try to run a helloworld example the connection fails with this message: arm-stellaris-eabi-sprite: error: E104. I/O Error communicating with USB Device. arm-stellaris-eabi-sprite: waiting for GDB connection, to pass error along warning: Remote failure reply: E.fatal.E104. I/O Error communicating with USB Device. arm-stellaris-eabi-sprite: error: E002. Not initialized When I connect the evaluation board with the USB cable it seems the device is made available to the system: Mar 24 14:37:16 n6-ws2 kernel: usb 5-2: USB disconnect, address 5 Mar 24 14:37:18 n6-ws2 kernel: usb 5-2: new full speed USB device using uhci_hcd and address 6 Mar 24 14:37:19 n6-ws2 kernel: usb 5-2: configuration #1 chosen from 1 choice Also, it seems that I can connect in some way via the command line tool (but I do get some strange characters): [mlong@n6-ws2 bin]$ ./arm-stellaris-eabi-sprite -i CodeSourcery ARM Debug Sprite (Sourcery G++ 4.4-104) armusb: [speed=] ARMUSB device armusb:///?? - ?? (??) Does anyone have any suggestions I could try? Thanks a lot, Mike

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  • Serial.begin(speed, config) not compiling for Leonardo Board

    - by forgemo
    I would like to configure my serial communication to have no parity, 1 start- and 2 stop-bits. The documentation for Serial.begin(speed, config) states: (...) An optional second argument configures the data, parity, and stop bits. The default is 8 data bits, no parity, one stop bit. The documentation also lists the possible configuration-values. According to my (limited) understanding, I need SERIAL_7N2 or SERIAL_8N2 to meet my requirements. (I'm not sure how the data-bits relate to the the 1-start-bit that I need.) However, I can't even compile because I have no idea how to supply that config value to the begin method. (I don't have much Arduino/C++ experience) I've tried in my code the following two variants: Serial.begin(9600, SERIAL_8N2); Serial.begin(9600, "SERIAL_8N2"); Am I missing something? Additional Information: Serial.begin(speed, config) has been introduced with the latest Arduino 1.0.2 IDE version. The code defining/implementing the begin methods can be found here. HardwareSerial.h HardwareSerial.cpp Edit: According to the replies from PeterJ and borges, the following variant is correct. Serial.begin(9600, SERIAL_8N2); However, it's still not working. I found that the compile error doesn't occur if I change the configured board from my Arduino Leonardo to Arduino uno. Therefore, it could be a bug occurring only with a subset of boards ... or maybe it's not supported?!

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  • Embedded Development Board

    - by ALF3130
    I'm new to the embedded development world and am looking to get my very first board. After some research, I realize that there aren't many choices with FPUs. This is important in my project as I'm going to be doing quite a bit of floating point computations. I found the Mini2440 which seems to run on the ARM920T core. This particular unit is perfect for my needs (decent price, all the right I/O ports, and a touch screen to boot) but it seems that it doesn't have an FPU. I don't know how big of a penalty I'd be paying for FP emulation, so I'm unsure of whether to pull the trigger on this one. That said: Can someone please confirm whether this product (Mini2440) has an FPU or not? My project will do image capture and analysis. Does anyone have any experience with running things like OpenMP on such platforms? Please suggest any other similar boards in the = $200 price range that have an FPU. This world is new to me. Any other advice or things I should be aware of is much appreciated.

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  • Torchlight Black Screen and doesn't show up

    - by Lelouch Reyiz
    When I open it in full screen I get a black screen that covers whole screen,in windowed mode middle of screen.Here is a video: https://copy.com/fvrGw7QIJ8Z0 Terminal Output: alperen@alperen-Inspiron-N5010 /usr/local/games/Torchlight $ ./Torchlight.bin.x86_64 Creating resource group General Creating resource group Internal Creating resource group Autodetect SceneManagerFactory for type 'DefaultSceneManager' registered. Registering ResourceManager for type Material Registering ResourceManager for type Mesh Registering ResourceManager for type Skeleton MovableObjectFactory for type 'ParticleSystem' registered. OverlayElementFactory for type Panel registered. OverlayElementFactory for type BorderPanel registered. OverlayElementFactory for type TextArea registered. Registering ResourceManager for type Font ArchiveFactory for archive type FileSystem registered. ArchiveFactory for archive type Zip registered. FreeImage version: 3.13.1 This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz DDS codec registering Registering ResourceManager for type HighLevelGpuProgram Registering ResourceManager for type Compositor MovableObjectFactory for type 'Entity' registered. MovableObjectFactory for type 'Light' registered. MovableObjectFactory for type 'BillboardSet' registered. MovableObjectFactory for type 'ManualObject' registered. MovableObjectFactory for type 'BillboardChain' registered. MovableObjectFactory for type 'RibbonTrail' registered. Loading library lib64/OGRE/RenderSystem_GL Installing plugin: GL RenderSystem OpenGL Rendering Subsystem created. Plugin successfully installed Loading library lib64/OGRE/Plugin_ParticleFX Installing plugin: ParticleFX Particle Emitter Type 'Point' registered Particle Emitter Type 'Box' registered Particle Emitter Type 'Ellipsoid' registered Particle Emitter Type 'Cylinder' registered Particle Emitter Type 'Ring' registered Particle Emitter Type 'HollowEllipsoid' registered Particle Affector Type 'LinearForce' registered Particle Affector Type 'ColourFader' registered Particle Affector Type 'ColourFader2' registered Particle Affector Type 'ColourImage' registered Particle Affector Type 'ColourInterpolator' registered Particle Affector Type 'Scaler' registered Particle Affector Type 'Rotator' registered Particle Affector Type 'DirectionRandomiser' registered Particle Affector Type 'DeflectorPlane' registered Plugin successfully installed Loading library lib64/OGRE/Plugin_OctreeSceneManager Installing plugin: Octree & Terrain Scene Manager Plugin successfully installed *-*-* OGRE Initialising *-*-* Version 1.6.5 (Shoggoth) terminate called after throwing an instance of 'std::out_of_range' what(): basic_string::substr Error: signal: 6 ./Torchlight.bin.x86_64(_ZN10LinuxUtils13crash_handlerEi+0x25)[0x17eb6f5] /lib/x86_64-linux-gnu/libc.so.6(+0x37000)[0x7fc647877000] /lib/x86_64-linux-gnu/libc.so.6(gsignal+0x39)[0x7fc647876f89] /lib/x86_64-linux-gnu/libc.so.6(abort+0x148)[0x7fc64787a398] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x155)[0x7fc6481826b5] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0x5e836)[0x7fc648180836] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0x5e863)[0x7fc648180863] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0x5eaa2)[0x7fc648180aa2] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(_ZSt20__throw_out_of_rangePKc+0x67)[0x7fc6481d25d7] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0xbe3d3)[0x7fc6481e03d3] ./Torchlight.bin.x86_64(_ZN11CFileSystem21buildMassiveDataGroupEv+0x453)[0x1617805] ./Torchlight.bin.x86_64(_ZN11CFileSystemC1Eb+0x14be)[0x16145ae] ./Torchlight.bin.x86_64(_ZN22CMasterResourceManagerC1EP9CSettings+0x41a)[0xfe1d0a] ./Torchlight.bin.x86_64(_ZN5CGame5setupEb+0x79a)[0x73ceaa] ./Torchlight.bin.x86_64(_ZN5CGame5beginEPv+0x28d)[0x73b839] ./Torchlight.bin.x86_64(main+0x649)[0x146dbe4] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf5)[0x7fc647861ec5] ./Torchlight.bin.x86_64[0x739ca9]

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  • Installing Age of Empires II using PlayOnLinux doesn't work?

    - by user70342
    I have tried installing age of empires 2 using PlayOnLinux, the installation appeared to go fine but when I try and open the game it says there is a serious fault. The error report is below, unfortunately this doesn't mean alot to me, I was wondering if you could help, a) By highlighting the problem and b) by suggesting a solution. Many Thanks Unhandled exception: page fault on read access to 0xffffffff in 32-bit code (0x0040aaad). Register dump: CS:0073 SS:007b DS:007b ES:007b FS:0033 GS:003b EIP:0040aaad ESP:0033fd00 EBP:0033fde4 EFLAGS:00010293( R- -- I S -A- -C) EAX:00000001 EBX:bde88d9d ECX:00000067 EDX:00400000 ESI:7b867c00 EDI:00400000 Stack dump: 0x0033fd00:00410fed 00000000 00400000 00000067 0x0033fd10:0041ab90 00130d8a 7b895848 7bc483b1 0x0033fd20:0044c800 00000002 0044bdd0 7bca4e6c 0x0033fd30:7bc3590f 00000800 00000094 00000005 0x0033fd40:00000000 00000893 00000002 76726553 0x0033fd50:20656369 6b636150 00003420 00000800 Backtrace: =0 0x0040aaad in empires2 (+0xaaad) (0x0033fde4) 1 0x0041ace2 in empires2 (+0x1ace1) (0x0033fe70) 2 0x7b85ac0c call_process_entry+0xb() in kernel32 (0x0033fe88) 3 0x7b85e13b in kernel32 (+0x4e13a) (0x0033fec8) 4 0x7bc714f0 call_thread_func_wrapper+0xb() in ntdll (0x0033fed8) 5 0x7bc7172d call_thread_func+0x7c() in ntdll (0x0033ffa8) 6 0x7bc714ce RtlRaiseException+0x21() in ntdll (0x0033ffc8) 7 0x7bc4c30e in ntdll (+0x3c30d) (0x0033ffe8) 0x0040aaad: pop %ss Modules: Module Address Debug info Name (51 modules) PE 400000- 44b000 Export empires2 PE 10000000-1000c000 Deferred drvmgt ELF 35cae000-35d24000 Deferred rpcrt4 -PE 35cc0000-35d24000 \ rpcrt4 ELF 68000000-68022000 Deferred ld-linux.so.2 ELF 68022000-681c7000 Deferred libc.so.6 ELF 681c7000-681cc000 Deferred libdl.so.2 ELF 681cc000-681f8000 Deferred libm.so.6 ELF 681f8000-68201000 Deferred libnss_compat.so.2 ELF 68201000-6821b000 Deferred libnsl.so.1 ELF 6821b000-68228000 Deferred libnss_files.so.2 ELF 68228000-68366000 Deferred user32 -PE 68240000-68366000 \ user32 ELF 68366000-68421000 Deferred gdi32 -PE 68370000-68421000 \ gdi32 ELF 68421000-68481000 Deferred advapi32 -PE 68430000-68481000 \ advapi32 ELF 68481000-68499000 Deferred version -PE 68490000-68499000 \ version ELF 68499000-68533000 Deferred libfreetype.so.6 ELF 68533000-68549000 Deferred libz.so.1 ELF 68549000-685db000 Deferred winex11 -PE 68550000-685db000 \ winex11 ELF 685db000-685e4000 Deferred libsm.so.6 ELF 685e4000-685fe000 Deferred libice.so.6 ELF 685fe000-68610000 Deferred libxext.so.6 ELF 68610000-68744000 Deferred libx11.so.6 ELF 68744000-6874a000 Deferred libuuid.so.1 ELF 6874a000-68751000 Deferred libxdmcp.so.6 ELF 68751000-68755000 Deferred libxinerama.so.1 ELF 68755000-6875b000 Deferred libxxf86vm.so.1 ELF 6875b000-68765000 Deferred libxrender.so.1 ELF 68765000-6876e000 Deferred libxrandr.so.2 ELF 6876e000-68772000 Deferred libxcomposite.so.1 ELF 68772000-68782000 Deferred libxi.so.6 ELF 68782000-687b6000 Deferred libfontconfig.so.1 ELF 687b6000-687e0000 Deferred libexpat.so.1 ELF 687e0000-687eb000 Deferred libxcursor.so.1 ELF 687eb000-687f1000 Deferred libxfixes.so.3 ELF 6f102000-6f10e000 Deferred libnss_nis.so.2 ELF 7194d000-7196e000 Deferred imm32 -PE 71950000-7196e000 \ imm32 ELF 72c76000-72db7000 Dwarf libwine.so.1 ELF 75d65000-75d86000 Deferred libxcb.so.1 ELF 79223000-79227000 Deferred libxau.so.6 ELF 7b800000-7b8f5000 Dwarf kernel32 -PE 7b810000-7b8f5000 \ kernel32 ELF 7bc00000-7bcc1000 Dwarf ntdll -PE 7bc10000-7bcc1000 \ ntdll ELF 7bf00000-7bf03000 Deferred ELF 7c708000-7c723000 Deferred libpthread.so.0 Threads: process tid prio (all id:s are in hex) 00000008 (D) C:\Program Files\Microsoft Games\Age of Empires II\empires2.exe 00000009 0 <== 0000000e services.exe 00000039 0 00000038 0 0000001f 0 00000019 0 00000018 0 00000017 0 00000015 0 00000010 0 0000000f 0 00000012 winedevice.exe 0000001e 0 0000001a 0 00000014 0 00000013 0 0000001b plugplay.exe 00000021 0 0000001d 0 0000001c 0 00000024 explorer.exe 00000025 0 00000035 winedevice.exe 0000003a 0 00000037 0 00000036 0 System information: Wine build: wine-1.4-rc1 Platform: i386 Host system: Linux Host version: 3.2.0-24-generic

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  • [Wireless LAN]hostapd is giving error whwn running in target board

    - by Renjith G
    hi, I got the following error when i tried to run the hostapd command in my target board. Any idea about this? /etc # hostapd -dd hostapd.conf Configuration file: hostapd.conf madwifi_set_iface_flags: dev_up=0 madwifi_set_privacy: enabled=0 BSS count 1, BSSID mask ff:ff:ff:ff:ff:ff (0 bits) Flushing old station entries madwifi_sta_deauth: addr=ff:ff:ff:ff:ff:ff reason_code=3 ioctl[IEEE80211_IOCTL_SETMLME]: Invalid argument madwifi_sta_deauth: Failed to deauth STA (addr ff:ff:ff:ff:ff:ff reason 3) Could not connect to kernel driver. Deauthenticate all stations madwifi_sta_deauth: addr=ff:ff:ff:ff:ff:ff reason_code=2 ioctl[IEEE80211_IOCTL_SETMLME]: Invalid argument madwifi_sta_deauth: Failed to deauth STA (addr ff:ff:ff:ff:ff:ff reason 2) madwifi_set_privacy: enabled=0 madwifi_del_key: addr=00:00:00:00:00:00 key_idx=0 madwifi_del_key: addr=00:00:00:00:00:00 key_idx=1 madwifi_del_key: addr=00:00:00:00:00:00 key_idx=2 madwifi_del_key: addr=00:00:00:00:00:00 key_idx=3 Using interface ath0 with hwaddr 00:0b:6b:33:8c:30 and ssid '"RG_WLAN Testing Renjith G"' SSID - hexdump_ascii(len=27): 22 52 47 5f 57 4c 41 4e 20 54 65 73 74 69 6e 67 "RG_WLAN Testing 20 52 65 6e 6a 69 74 68 20 47 22 Renjith G" PSK (ASCII passphrase) - hexdump_ascii(len=12): 6d 79 70 61 73 73 70 68 72 61 73 65 mypassphrase PSK (from passphrase) - hexdump(len=32): 70 6f a6 92 da 9c a8 3b ff 36 85 76 f3 11 9c 5e 5d 4a 4b 79 f4 4e 18 f6 b1 b8 09 af 6c 9c 6c 21 madwifi_set_ieee8021x: enabled=1 madwifi_configure_wpa: group key cipher=1 madwifi_configure_wpa: pairwise key ciphers=0xa madwifi_configure_wpa: key management algorithms=0x2 madwifi_configure_wpa: rsn capabilities=0x0 madwifi_configure_wpa: enable WPA=0x1 WPA: group state machine entering state GTK_INIT (VLAN-ID 0) GMK - hexdump(len=32): [REMOVED] GTK - hexdump(len=32): [REMOVED] WPA: group state machine entering state SETKEYSDONE (VLAN-ID 0) madwifi_set_key: alg=TKIP addr=00:00:00:00:00:00 key_idx=1 madwifi_set_privacy: enabled=1 madwifi_set_iface_flags: dev_up=1 ath0: Setup of interface done. l2_packet_receive - recvfrom: Network is down Wireless event: cmd=0x8b1a len=40 Register Fail Register Fail WPA: group state machine entering state SETKEYS (VLAN-ID 0) GMK - hexdump(len=32): [REMOVED] GTK - hexdump(len=32): [REMOVED] wpa_group_setkeys: GKeyDoneStations=0 WPA: group state machine entering state SETKEYSDONE (VLAN-ID 0) madwifi_set_key: alg=TKIP addr=00:00:00:00:00:00 key_idx=2 Signal 2 received - terminating Flushing old station entries madwifi_sta_deauth: addr=ff:ff:ff:ff:ff:ff reason_code=3 ioctl[IEEE80211_IOCTL_SETMLME]: Invalid argument madwifi_sta_deauth: Failed to deauth STA (addr ff:ff:ff:ff:ff:ff reason 3) Could not connect to kernel driver. Deauthenticate all stations madwifi_sta_deauth: addr=ff:ff:ff:ff:ff:ff reason_code=2 ioctl[IEEE80211_IOCTL_SETMLME]: Invalid argument madwifi_sta_deauth: Failed to deauth STA (addr ff:ff:ff:ff:ff:ff reason 2) madwifi_set_privacy: enabled=0 madwifi_set_ieee8021x: enabled=0 madwifi_set_iface_flags: dev_up=0

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  • Network communication for a turn based board game

    - by randooom
    Hi all, my first question here, so please don't be to harsh if something went wrong :) I'm currently a CS student (from Germany, if this info is of any use ;) ) and we got a, free selectable, programming assignment, which we have to write in a C++/CLI Windows Forms Application. My team, two others and me, decided to go for a network-compatible port of the board game Risk. We divided the work in 3 Parts, namely UI, game logic and network. Now we're on the part where we have to get everything working together and the big question mark is, how to get the clients synchronized with each other? Our approach so far is, that each client has all information necessary to calculate and/or execute all possible actions. Actually the clients have all information available at all, aside from the game-initializing phase (add players, select map, etc.), which needs one "super-client" with some extra stuff to control things. This is the standard scenario of our approach: player performs action, the action is valid and got executed on the players client action is sent over the network action is executed on the other clients The design (i.e. no or code so far) we came up with so far, is something like the following pseudo sequence diagram. Gui, Controller and Network implement all possible actions (i.e. all actions which change data) as methods from an interface. So each part can implement the method in a way to get their job done. Example with Action(): On the player side's Client: Player-->Gui.Action() Gui-->Controller.Action() Controller-->Logic.Action (Logic.Action() == NoError)? Controller-->Network.Action() Network-->Parser.ParseAction() Network.Send(msg) On all other clients: Network.Recv(msg) Network-->Parser.Deparse(msg) Parser-->Logic.Action() Logic-->Gui.Action() The questions: Is this a viable approach to our task? Any better/easier way to this? Recommendations, critique? Our knowledge (so you can better target your answer): We are on the beginner side, in regards to programming on a somewhat larger projects with a small team. All of us have some general programming experience and basic understanding of the .Net Libraries and Windows Forms. If you need any further information, please feel free to ask.

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